Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c288
1 files changed, 275 insertions, 13 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index b5512aa108d..7e80021f8fc 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -622,7 +622,19 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
"tmp", input->link->output->id);
}
else if (input->source == GPU_SOURCE_BUILTIN) {
- if (input->builtin == GPU_VIEW_NORMAL)
+ if (input->builtin == GPU_INVERSE_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "viewinv");
+ else if (input->builtin == GPU_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "viewmat");
+ else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS)
+ BLI_dynstr_append(ds, "camtexfac");
+ else if (input->builtin == GPU_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "objmat");
+ else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "objinv");
+ else if (input->builtin == GPU_VIEW_POSITION)
+ BLI_dynstr_append(ds, "viewposition");
+ else if (input->builtin == GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "facingnormal");
else
BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
@@ -655,12 +667,12 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
BLI_dynstr_append(ds, ");\n");
}
- BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
+ BLI_dynstr_append(ds, "\n\tfragColor = ");
codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
BLI_dynstr_append(ds, ";\n");
}
-static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
+static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, bool use_new_shading)
{
DynStr *ds = BLI_dynstr_new();
char *code;
@@ -686,8 +698,38 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
BLI_dynstr_append(ds, "void main()\n{\n");
- if (builtins & GPU_VIEW_NORMAL)
- BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n");
+ if (use_new_shading) {
+ if (builtins & GPU_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 viewmat = ViewMatrix;\n");
+ if (builtins & GPU_CAMERA_TEXCO_FACTORS)
+ BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
+ if (builtins & GPU_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 objmat = ModelMatrix;\n");
+ if (builtins & GPU_INVERSE_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
+ if (builtins & GPU_INVERSE_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 viewinv = ViewMatrixInverse;\n");
+ if (builtins & GPU_VIEW_NORMAL)
+ BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
+ if (builtins & GPU_VIEW_POSITION)
+ BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
+ }
+ else {
+ if (builtins & GPU_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 viewmat = unfviewmat;\n");
+ if (builtins & GPU_CAMERA_TEXCO_FACTORS)
+ BLI_dynstr_append(ds, "\tvec4 camtexfac = unfcameratexfactors;\n");
+ if (builtins & GPU_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 objmat = unfobmat;\n");
+ if (builtins & GPU_INVERSE_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 objinv = unfinvobmat;\n");
+ if (builtins & GPU_INVERSE_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 viewinv = unfinvviewmat;\n");
+ if (builtins & GPU_VIEW_NORMAL)
+ BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n");
+ if (builtins & GPU_VIEW_POSITION)
+ BLI_dynstr_append(ds, "\tvec3 viewposition = varposition;\n");
+ }
/* Calculate tangent space. */
#ifdef WITH_OPENSUBDIV
@@ -733,6 +775,95 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
return code;
}
+static const char *attrib_prefix_get(CustomDataType type)
+{
+ switch (type) {
+ case CD_ORCO: return "orco";
+ case CD_MTFACE: return "u";
+ case CD_TANGENT: return "t";
+ case CD_MCOL: return "c";
+ case CD_AUTO_FROM_NAME: return "a";
+ default: BLI_assert(false && "Attrib Prefix type not found : This should not happen!"); return "";
+ }
+}
+
+static char *code_generate_vertex_new(ListBase *nodes, const char *vert_code)
+{
+ DynStr *ds = BLI_dynstr_new();
+ GPUNode *node;
+ GPUInput *input;
+ char *code;
+
+ for (node = nodes->first; node; node = node->next) {
+ for (input = node->inputs.first; input; input = input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ /* XXX FIXME : see notes in mesh_render_data_create() */
+ /* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
+ if (input->attribtype == CD_ORCO) {
+ /* orco is computed from local positions, see bellow */
+ BLI_dynstr_appendf(ds, "uniform vec3 OrcoTexCoFactors[2];\n");
+ }
+ else if (input->attribname[0] == '\0') {
+ BLI_dynstr_appendf(ds, "in %s %s;\n", GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype));
+ BLI_dynstr_appendf(ds, "#define att%d %s\n", input->attribid, attrib_prefix_get(input->attribtype));
+ }
+ else {
+ unsigned int hash = BLI_ghashutil_strhash_p(input->attribname);
+ BLI_dynstr_appendf(ds, "in %s %s%u;\n",
+ GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype), hash);
+ BLI_dynstr_appendf(ds, "#define att%d %s%u\n",
+ input->attribid, attrib_prefix_get(input->attribtype), hash);
+ }
+ BLI_dynstr_appendf(ds, "out %s var%d;\n",
+ GPU_DATATYPE_STR[input->type], input->attribid);
+ }
+ }
+ }
+
+ BLI_dynstr_append(ds, "\n");
+
+ BLI_dynstr_append(ds, "#define ATTRIB\n");
+ BLI_dynstr_append(ds, "uniform mat3 NormalMatrix;\n");
+ BLI_dynstr_append(ds, "void pass_attrib(in vec3 position) {\n");
+
+ for (node = nodes->first; node; node = node->next) {
+ for (input = node->inputs.first; input; input = input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ if (input->attribtype == CD_TANGENT) { /* silly exception */
+ BLI_dynstr_appendf(
+ ds, "\tvar%d.xyz = normalize(NormalMatrix * att%d.xyz);\n",
+ input->attribid, input->attribid);
+ BLI_dynstr_appendf(
+ ds, "\tvar%d.w = att%d.w;\n",
+ input->attribid, input->attribid);
+ }
+ else if (input->attribtype == CD_ORCO) {
+ BLI_dynstr_appendf(ds, "\tvar%d = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
+ input->attribid);
+ }
+ else {
+ BLI_dynstr_appendf(ds, "\tvar%d = att%d;\n",
+ input->attribid, input->attribid);
+ }
+ }
+ }
+ }
+
+ BLI_dynstr_append(ds, "}\n");
+
+ BLI_dynstr_append(ds, vert_code);
+
+ code = BLI_dynstr_get_cstring(ds);
+
+ BLI_dynstr_free(ds);
+
+#if 0
+ if (G.debug & G_DEBUG) printf("%s\n", code);
+#endif
+
+ return code;
+}
+
static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
{
DynStr *ds = BLI_dynstr_new();
@@ -790,7 +921,7 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
#endif
BLI_dynstr_appendf(
- ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n",
+ ds, "\tvar%d.xyz = normalize(NormalMatrix * att%d.xyz);\n",
input->attribid, input->attribid);
BLI_dynstr_appendf(
ds, "\tvar%d.w = att%d.w;\n",
@@ -928,6 +1059,67 @@ GPUShader *GPU_pass_shader(GPUPass *pass)
return pass->shader;
}
+static void gpu_nodes_extract_dynamic_inputs_new(GPUPass *pass, ListBase *nodes)
+{
+ GPUShader *shader = pass->shader;
+ GPUNode *node;
+ GPUInput *next, *input;
+ ListBase *inputs = &pass->inputs;
+ int extract, z;
+
+ memset(inputs, 0, sizeof(*inputs));
+
+ if (!shader)
+ return;
+
+ GPU_shader_bind(shader);
+
+ for (node = nodes->first; node; node = node->next) {
+ z = 0;
+ for (input = node->inputs.first; input; input = next, z++) {
+ next = input->next;
+
+ /* attributes don't need to be bound, they already have
+ * an id that the drawing functions will use */
+ if (input->source == GPU_SOURCE_ATTRIB) {
+ continue;
+ }
+
+ if (input->source == GPU_SOURCE_BUILTIN ||
+ input->source == GPU_SOURCE_OPENGL_BUILTIN)
+ {
+ continue;
+ }
+
+ if (input->ima || input->tex || input->prv)
+ BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
+ else
+ BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
+
+ /* pass non-dynamic uniforms to opengl */
+ extract = 0;
+
+ if (input->ima || input->tex || input->prv) {
+ if (input->bindtex)
+ extract = 1;
+ }
+ else if (input->dynamicvec)
+ extract = 1;
+
+ if (extract)
+ input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
+
+ /* extract nodes */
+ if (extract) {
+ BLI_remlink(&node->inputs, input);
+ BLI_addtail(inputs, input);
+ }
+ }
+ }
+
+ GPU_shader_unbind();
+}
+
static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
{
GPUShader *shader = pass->shader;
@@ -1194,7 +1386,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
#if 0
input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
#endif
- input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, GPU_HDR_NONE, NULL);
+ input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
@@ -1387,7 +1579,14 @@ GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
{
GPUNodeLink *link = GPU_node_link_create();
- link->attribtype = type;
+ /* Fall back to the UV layer, which matches old behavior. */
+ if (type == CD_AUTO_FROM_NAME && name[0] == '\0') {
+ link->attribtype = CD_MTFACE;
+ }
+ else {
+ link->attribtype = type;
+ }
+
link->attribname = name;
return link;
@@ -1647,6 +1846,73 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
}
}
+GPUPass *GPU_generate_pass_new(ListBase *nodes, struct GPUNodeLink *frag_outlink,
+ const char *vert_code, const char *geom_code,
+ const char *frag_lib, const char *defines)
+{
+ GPUShader *shader;
+ GPUPass *pass;
+ char *vertexgen, *geometrygen, *fragmentgen, *tmp;
+ char *vertexcode, *geometrycode, *fragmentcode;
+
+ /* prune unused nodes */
+ gpu_nodes_prune(nodes, frag_outlink);
+
+ /* Hacky */
+ GPUVertexAttribs attribs;
+ gpu_nodes_get_vertex_attributes(nodes, &attribs);
+
+ /* generate code and compile with opengl */
+ fragmentgen = code_generate_fragment(nodes, frag_outlink->output, true);
+ vertexgen = code_generate_vertex_new(nodes, vert_code);
+ // geometrygen = code_generate_geometry(nodes, false);
+ UNUSED_VARS(geometrygen);
+
+ tmp = BLI_strdupcat(frag_lib, glsl_material_library);
+ fragmentcode = BLI_strdupcat(tmp, fragmentgen);
+ vertexcode = BLI_strdup(vertexgen);
+ geometrycode = (geom_code) ? BLI_strdup(geom_code) : NULL;
+
+ shader = GPU_shader_create(vertexcode,
+ fragmentcode,
+ geometrycode,
+ NULL,
+ defines);
+
+ MEM_freeN(tmp);
+
+ /* failed? */
+ if (!shader) {
+ if (fragmentcode)
+ MEM_freeN(fragmentcode);
+ if (vertexcode)
+ MEM_freeN(vertexcode);
+ if (geometrycode)
+ MEM_freeN(geometrycode);
+ MEM_freeN(fragmentgen);
+ MEM_freeN(vertexgen);
+ gpu_nodes_free(nodes);
+ return NULL;
+ }
+
+ /* create pass */
+ pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
+ pass->shader = shader;
+ pass->fragmentcode = fragmentcode;
+ pass->geometrycode = geometrycode;
+ pass->vertexcode = vertexcode;
+ pass->libcode = glsl_material_library;
+
+ /* extract dynamic inputs and throw away nodes */
+ gpu_nodes_extract_dynamic_inputs_new(pass, nodes);
+ gpu_nodes_free(nodes);
+
+ MEM_freeN(fragmentgen);
+ MEM_freeN(vertexgen);
+
+ return pass;
+}
+
GPUPass *GPU_generate_pass(
ListBase *nodes, GPUNodeLink *outlink,
GPUVertexAttribs *attribs, int *builtins,
@@ -1672,7 +1938,7 @@ GPUPass *GPU_generate_pass(
gpu_nodes_get_builtin_flag(nodes, builtins);
/* generate code and compile with opengl */
- fragmentcode = code_generate_fragment(nodes, outlink->output);
+ fragmentcode = code_generate_fragment(nodes, outlink->output, false);
vertexcode = code_generate_vertex(nodes, type);
geometrycode = code_generate_geometry(nodes, use_opensubdiv);
@@ -1688,9 +1954,6 @@ GPUPass *GPU_generate_pass(
geometrycode,
glsl_material_library,
NULL,
- 0,
- 0,
- 0,
flags);
/* failed? */
@@ -1708,7 +1971,6 @@ GPUPass *GPU_generate_pass(
/* create pass */
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
- pass->output = outlink->output;
pass->shader = shader;
pass->fragmentcode = fragmentcode;
pass->geometrycode = geometrycode;