diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 188 |
1 files changed, 93 insertions, 95 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 2f9af536b8c..ed6bf20cff4 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -70,16 +70,13 @@ extern char datatoc_common_view_lib_glsl[]; static GPUPass *pass_cache = NULL; static SpinLock pass_cache_spin; -static uint32_t gpu_pass_hash(const char *frag_gen, const char *defs, GPUVertAttrLayers *attrs) +static uint32_t gpu_pass_hash(const char *frag_gen, const char *defs, ListBase *attributes) { BLI_HashMurmur2A hm2a; BLI_hash_mm2a_init(&hm2a, 0); BLI_hash_mm2a_add(&hm2a, (uchar *)frag_gen, strlen(frag_gen)); - if (attrs) { - for (int att_idx = 0; att_idx < attrs->totlayer; att_idx++) { - char *name = attrs->layer[att_idx].name; - BLI_hash_mm2a_add(&hm2a, (uchar *)name, strlen(name)); - } + for (GPUMaterialAttribute *attr = attributes->first; attr; attr = attr->next) { + BLI_hash_mm2a_add(&hm2a, (uchar *)attr->name, strlen(attr->name)); } if (defs) { BLI_hash_mm2a_add(&hm2a, (uchar *)defs, strlen(defs)); @@ -302,55 +299,17 @@ static const char *gpu_builtin_name(eGPUBuiltin builtin) } } -/* assign only one texid per buffer to avoid sampling the same texture twice */ -static void codegen_set_texid(GHash *bindhash, GPUInput *input, int *texid, void *key1, int key2) -{ - GHashPair pair = {key1, POINTER_FROM_INT(key2)}; - if (BLI_ghash_haskey(bindhash, &pair)) { - /* Reuse existing texid */ - input->texid = POINTER_AS_INT(BLI_ghash_lookup(bindhash, &pair)); - } - else { - /* Allocate new texid */ - input->texid = *texid; - (*texid)++; - input->bindtex = true; - void *key = BLI_ghashutil_pairalloc(key1, POINTER_FROM_INT(key2)); - BLI_ghash_insert(bindhash, key, POINTER_FROM_INT(input->texid)); - } -} - static void codegen_set_unique_ids(ListBase *nodes) { - GHash *bindhash; GPUNode *node; GPUInput *input; GPUOutput *output; - int id = 1, texid = 0; - - bindhash = BLI_ghash_pair_new("codegen_set_unique_ids1 gh"); + int id = 1; for (node = nodes->first; node; node = node->next) { for (input = node->inputs.first; input; input = input->next) { /* set id for unique names of uniform variables */ input->id = id++; - - /* set texid used for settings texture slot */ - if (codegen_input_has_texture(input)) { - input->bindtex = false; - if (input->ima) { - /* input is texture from image */ - codegen_set_texid(bindhash, input, &texid, input->ima, input->type); - } - else if (input->coba) { - /* input is color band texture, check coba pointer */ - codegen_set_texid(bindhash, input, &texid, input->coba, 0); - } - else { - /* Either input->ima or input->coba should be non-NULL. */ - BLI_assert(0); - } - } } for (output = node->outputs.first; output; output = output->next) { @@ -358,8 +317,6 @@ static void codegen_set_unique_ids(ListBase *nodes) output->id = id++; } } - - BLI_ghash_free(bindhash, BLI_ghashutil_pairfree, NULL); } /** @@ -380,7 +337,7 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, /* create exactly one sampler for each texture */ if (codegen_input_has_texture(input) && input->bindtex) { const char *type; - if (input->coba || input->type == GPU_TEX1D_ARRAY) { + if (input->colorband || input->type == GPU_TEX1D_ARRAY) { type = "sampler1DArray"; } else if (input->type == GPU_TEX2D_ARRAY) { @@ -570,10 +527,7 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final BLI_dynstr_append(ds, ";\n"); } -static char *code_generate_fragment(GPUMaterial *material, - ListBase *nodes, - GPUOutput *output, - int *rbuiltins) +static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output) { DynStr *ds = BLI_dynstr_new(); char *code; @@ -584,7 +538,7 @@ static char *code_generate_fragment(GPUMaterial *material, #endif codegen_set_unique_ids(nodes); - *rbuiltins = builtins = codegen_process_uniforms_functions(material, ds, nodes); + builtins = codegen_process_uniforms_functions(material, ds, nodes); if (builtins & (GPU_OBJECT_INFO | GPU_OBJECT_COLOR)) { BLI_dynstr_append(ds, datatoc_gpu_shader_common_obinfos_lib_glsl); @@ -1099,45 +1053,90 @@ GPUShader *GPU_pass_shader_get(GPUPass *pass) return pass->shader; } -/* Vertex Attributes */ +/* Requested Attributes */ -static void gpu_nodes_get_vertex_attrs(ListBase *nodes, GPUVertAttrLayers *attrs) +static ListBase gpu_nodes_requested_attributes(ListBase *nodes) { - GPUNode *node; - GPUInput *input; - int a; + ListBase attributes = {NULL}; + int num_attributes = 0; - /* convert attributes requested by node inputs to an array of layers, + /* Convert attributes requested by node inputs to list, checking for * checking for duplicates and assigning id's starting from zero. */ + for (GPUNode *node = nodes->first; node; node = node->next) { + for (GPUInput *input = node->inputs.first; input; input = input->next) { + if (input->source != GPU_SOURCE_ATTR) { + continue; + } - memset(attrs, 0, sizeof(*attrs)); - - for (node = nodes->first; node; node = node->next) { - for (input = node->inputs.first; input; input = input->next) { - if (input->source == GPU_SOURCE_ATTR) { - for (a = 0; a < attrs->totlayer; a++) { - if (attrs->layer[a].type == input->attr_type && - STREQ(attrs->layer[a].name, input->attr_name)) { - break; - } + GPUMaterialAttribute *attr = attributes.first; + for (; attr; attr = attr->next) { + if (attr->type == input->attr_type && STREQ(attr->name, input->attr_name)) { + break; } + } - if (a < GPU_MAX_ATTR) { - if (a == attrs->totlayer) { - input->attr_id = attrs->totlayer++; - input->attr_first = true; + /* Add new requested attribute if it's within GPU limits. */ + if (attr == NULL && num_attributes < GPU_MAX_ATTR) { + attr = MEM_callocN(sizeof(*attr), __func__); + attr->type = input->attr_type; + STRNCPY(attr->name, input->attr_name); + attr->id = num_attributes++; + BLI_addtail(&attributes, attr); - attrs->layer[a].type = input->attr_type; - attrs->layer[a].attr_id = input->attr_id; - BLI_strncpy(attrs->layer[a].name, input->attr_name, sizeof(attrs->layer[a].name)); - } - else { - input->attr_id = attrs->layer[a].attr_id; - } + input->attr_id = attr->id; + input->attr_first = true; + } + else if (attr != NULL) { + input->attr_id = attr->id; + } + } + } + + return attributes; +} + +/* Requested Textures */ + +static ListBase gpu_nodes_requested_textures(ListBase *nodes) +{ + ListBase textures = {NULL}; + int num_textures = 0; + + /* Convert textures requested by node inputs to list, checking for + * checking for duplicates and assigning id's starting from zero. */ + for (GPUNode *node = nodes->first; node; node = node->next) { + for (GPUInput *input = node->inputs.first; input; input = input->next) { + if (!codegen_input_has_texture(input)) { + continue; + } + + GPUMaterialTexture *tex = textures.first; + for (; tex; tex = tex->next) { + if (tex->ima == input->ima && tex->colorband == input->colorband) { + break; } } + + if (tex == NULL) { + tex = MEM_callocN(sizeof(*tex), __func__); + tex->ima = input->ima; + tex->iuser = input->iuser; + tex->colorband = input->colorband; + tex->id = num_textures++; + BLI_snprintf(tex->shadername, sizeof(tex->shadername), "samp%d", tex->id); + BLI_addtail(&textures, tex); + + input->texid = tex->id; + input->bindtex = true; + } + else { + input->texid = tex->id; + input->bindtex = false; + } } } + + return textures; } /* Pass create/free */ @@ -1155,21 +1154,19 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, const char *frag_lib, const char *defines) { - char *vertexcode, *geometrycode, *fragmentcode; - GPUPass *pass = NULL, *pass_hash = NULL; - /* Prune the unused nodes and extract attributes before compiling so the * generated VBOs are ready to accept the future shader. */ gpu_node_graph_prune_unused(graph); - gpu_nodes_get_vertex_attrs(&graph->nodes, &graph->attrs); + + graph->attributes = gpu_nodes_requested_attributes(&graph->nodes); + graph->textures = gpu_nodes_requested_textures(&graph->nodes); /* generate code */ - char *fragmentgen = code_generate_fragment( - material, &graph->nodes, graph->outlink->output, &graph->builtins); + char *fragmentgen = code_generate_fragment(material, &graph->nodes, graph->outlink->output); /* Cache lookup: Reuse shaders already compiled */ - uint32_t hash = gpu_pass_hash(fragmentgen, defines, &graph->attrs); - pass_hash = gpu_pass_cache_lookup(hash); + uint32_t hash = gpu_pass_hash(fragmentgen, defines, &graph->attributes); + GPUPass *pass_hash = gpu_pass_cache_lookup(hash); if (pass_hash && (pass_hash->next == NULL || pass_hash->next->hash != hash)) { /* No collision, just return the pass. */ @@ -1187,13 +1184,14 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, GSet *used_libraries = gpu_material_used_libraries(material); char *tmp = gpu_material_library_generate_code(used_libraries, frag_lib); - geometrycode = code_generate_geometry(&graph->nodes, geom_code, defines); - vertexcode = code_generate_vertex(&graph->nodes, vert_code, (geometrycode != NULL)); - fragmentcode = BLI_strdupcat(tmp, fragmentgen); + char *geometrycode = code_generate_geometry(&graph->nodes, geom_code, defines); + char *vertexcode = code_generate_vertex(&graph->nodes, vert_code, (geometrycode != NULL)); + char *fragmentcode = BLI_strdupcat(tmp, fragmentgen); MEM_freeN(fragmentgen); MEM_freeN(tmp); + GPUPass *pass = NULL; if (pass_hash) { /* Cache lookup: Reuse shaders already compiled */ pass = gpu_pass_cache_resolve_collision( @@ -1201,16 +1199,16 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, } if (pass) { + MEM_SAFE_FREE(vertexcode); + MEM_SAFE_FREE(fragmentcode); + MEM_SAFE_FREE(geometrycode); + /* Cache hit. Reuse the same GPUPass and GPUShader. */ if (!gpu_pass_is_valid(pass)) { /* Shader has already been created but failed to compile. */ return NULL; } - MEM_SAFE_FREE(vertexcode); - MEM_SAFE_FREE(fragmentcode); - MEM_SAFE_FREE(geometrycode); - pass->refcount += 1; } else { |