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Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.cc')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.cc104
1 files changed, 91 insertions, 13 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc
index 82441c3c89c..4adeac1b49a 100644
--- a/source/blender/gpu/intern/gpu_codegen.cc
+++ b/source/blender/gpu/intern/gpu_codegen.cc
@@ -11,6 +11,7 @@
#include "DNA_customdata_types.h"
#include "DNA_image_types.h"
+#include "DNA_material_types.h"
#include "BLI_ghash.h"
#include "BLI_hash_mm2a.h"
@@ -20,6 +21,7 @@
#include "PIL_time.h"
+#include "BKE_cryptomatte.hh"
#include "BKE_material.h"
#include "GPU_capabilities.h"
@@ -181,6 +183,8 @@ static std::ostream &operator<<(std::ostream &stream, const GPUInput *input)
return stream << "var_attrs.v" << input->attr->id;
case GPU_SOURCE_UNIFORM_ATTR:
return stream << "unf_attrs[resource_id].attr" << input->uniform_attr->id;
+ case GPU_SOURCE_LAYER_ATTR:
+ return stream << "attr_load_layer(" << input->layer_attr->hash_code << ")";
case GPU_SOURCE_STRUCT:
return stream << "strct" << input->id;
case GPU_SOURCE_TEX:
@@ -208,9 +212,10 @@ static std::ostream &operator<<(std::ostream &stream, const GPUConstant *input)
stream << input->type << "(";
for (int i = 0; i < input->type; i++) {
char formated_float[32];
- /* Print with the maximum precision for single precision float using scientific notation.
- * See https://stackoverflow.com/questions/16839658/#answer-21162120 */
- SNPRINTF(formated_float, "%.9g", input->vec[i]);
+ /* Use uint representation to allow exact same bit pattern even if NaN. This is because we can
+ * pass UINTs as floats for constants. */
+ const uint32_t *uint_vec = reinterpret_cast<const uint32_t *>(input->vec);
+ SNPRINTF(formated_float, "uintBitsToFloat(%uu)", uint_vec[i]);
stream << formated_float;
if (i < input->type - 1) {
stream << ", ";
@@ -237,6 +242,7 @@ class GPUCodegen {
uint32_t hash_ = 0;
BLI_HashMurmur2A hm2a_;
ListBase ubo_inputs_ = {nullptr, nullptr};
+ GPUInput *cryptomatte_input_ = nullptr;
public:
GPUCodegen(GPUMaterial *mat_, GPUNodeGraph *graph_) : mat(*mat_), graph(*graph_)
@@ -259,12 +265,15 @@ class GPUCodegen {
MEM_SAFE_FREE(output.volume);
MEM_SAFE_FREE(output.thickness);
MEM_SAFE_FREE(output.displacement);
+ MEM_SAFE_FREE(output.composite);
MEM_SAFE_FREE(output.material_functions);
+ MEM_SAFE_FREE(cryptomatte_input_);
delete create_info;
BLI_freelistN(&ubo_inputs_);
};
void generate_graphs();
+ void generate_cryptomatte();
void generate_uniform_buffer();
void generate_attribs();
void generate_resources();
@@ -280,6 +289,7 @@ class GPUCodegen {
void node_serialize(std::stringstream &eval_ss, const GPUNode *node);
char *graph_serialize(eGPUNodeTag tree_tag, GPUNodeLink *output_link);
+ char *graph_serialize(eGPUNodeTag tree_tag);
static char *extract_c_str(std::stringstream &stream)
{
@@ -351,24 +361,47 @@ void GPUCodegen::generate_resources()
{
GPUCodegenCreateInfo &info = *create_info;
+ /* Ref. T98190: Defines are optimizations for old compilers.
+ * Might become unnecessary with EEVEE-Next. */
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_CLEARCOAT)) {
+ info.define("PRINCIPLED_CLEARCOAT");
+ }
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_METALLIC)) {
+ info.define("PRINCIPLED_METALLIC");
+ }
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_DIELECTRIC)) {
+ info.define("PRINCIPLED_DIELECTRIC");
+ }
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_GLASS)) {
+ info.define("PRINCIPLED_GLASS");
+ }
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_ANY)) {
+ info.define("PRINCIPLED_ANY");
+ }
+
std::stringstream ss;
/* Textures. */
+ int slot = 0;
LISTBASE_FOREACH (GPUMaterialTexture *, tex, &graph.textures) {
if (tex->colorband) {
const char *name = info.name_buffer.append_sampler_name(tex->sampler_name);
- info.sampler(0, ImageType::FLOAT_1D_ARRAY, name, Frequency::BATCH);
+ info.sampler(slot++, ImageType::FLOAT_1D_ARRAY, name, Frequency::BATCH);
}
- else if (tex->tiled_mapping_name[0] != '\0') {
+ else if (tex->sky) {
const char *name = info.name_buffer.append_sampler_name(tex->sampler_name);
info.sampler(0, ImageType::FLOAT_2D_ARRAY, name, Frequency::BATCH);
+ }
+ else if (tex->tiled_mapping_name[0] != '\0') {
+ const char *name = info.name_buffer.append_sampler_name(tex->sampler_name);
+ info.sampler(slot++, ImageType::FLOAT_2D_ARRAY, name, Frequency::BATCH);
const char *name_mapping = info.name_buffer.append_sampler_name(tex->tiled_mapping_name);
- info.sampler(0, ImageType::FLOAT_1D_ARRAY, name_mapping, Frequency::BATCH);
+ info.sampler(slot++, ImageType::FLOAT_1D_ARRAY, name_mapping, Frequency::BATCH);
}
else {
const char *name = info.name_buffer.append_sampler_name(tex->sampler_name);
- info.sampler(0, ImageType::FLOAT_2D, name, Frequency::BATCH);
+ info.sampler(slot++, ImageType::FLOAT_2D, name, Frequency::BATCH);
}
}
@@ -377,11 +410,16 @@ void GPUCodegen::generate_resources()
ss << "struct NodeTree {\n";
LISTBASE_FOREACH (LinkData *, link, &ubo_inputs_) {
GPUInput *input = (GPUInput *)(link->data);
- ss << input->type << " u" << input->id << ";\n";
+ if (input->source == GPU_SOURCE_CRYPTOMATTE) {
+ ss << input->type << " crypto_hash;\n";
+ }
+ else {
+ ss << input->type << " u" << input->id << ";\n";
+ }
}
ss << "};\n\n";
- info.uniform_buf(0, "NodeTree", GPU_UBO_BLOCK_NAME, Frequency::BATCH);
+ info.uniform_buf(1, "NodeTree", GPU_UBO_BLOCK_NAME, Frequency::BATCH);
}
if (!BLI_listbase_is_empty(&graph.uniform_attrs.list)) {
@@ -393,7 +431,11 @@ void GPUCodegen::generate_resources()
/* TODO(fclem): Use the macro for length. Currently not working for EEVEE. */
/* DRW_RESOURCE_CHUNK_LEN = 512 */
- info.uniform_buf(0, "UniformAttrs", GPU_ATTRIBUTE_UBO_BLOCK_NAME "[512]", Frequency::BATCH);
+ info.uniform_buf(2, "UniformAttrs", GPU_ATTRIBUTE_UBO_BLOCK_NAME "[512]", Frequency::BATCH);
+ }
+
+ if (!BLI_listbase_is_empty(&graph.layer_attrs)) {
+ info.additional_info("draw_layer_attributes");
}
info.typedef_source_generated = ss.str();
@@ -500,6 +542,37 @@ char *GPUCodegen::graph_serialize(eGPUNodeTag tree_tag, GPUNodeLink *output_link
return eval_c_str;
}
+char *GPUCodegen::graph_serialize(eGPUNodeTag tree_tag)
+{
+ std::stringstream eval_ss;
+ LISTBASE_FOREACH (GPUNode *, node, &graph.nodes) {
+ if (node->tag & tree_tag) {
+ node_serialize(eval_ss, node);
+ }
+ }
+ char *eval_c_str = extract_c_str(eval_ss);
+ BLI_hash_mm2a_add(&hm2a_, (uchar *)eval_c_str, eval_ss.str().size());
+ return eval_c_str;
+}
+
+void GPUCodegen::generate_cryptomatte()
+{
+ cryptomatte_input_ = static_cast<GPUInput *>(MEM_callocN(sizeof(GPUInput), __func__));
+ cryptomatte_input_->type = GPU_FLOAT;
+ cryptomatte_input_->source = GPU_SOURCE_CRYPTOMATTE;
+
+ float material_hash = 0.0f;
+ Material *material = GPU_material_get_material(&mat);
+ if (material) {
+ blender::bke::cryptomatte::CryptomatteHash hash(material->id.name,
+ BLI_strnlen(material->id.name, MAX_NAME - 2));
+ material_hash = hash.float_encoded();
+ }
+ cryptomatte_input_->vec[0] = material_hash;
+
+ BLI_addtail(&ubo_inputs_, BLI_genericNodeN(cryptomatte_input_));
+}
+
void GPUCodegen::generate_uniform_buffer()
{
/* Extract uniform inputs. */
@@ -539,6 +612,9 @@ void GPUCodegen::generate_graphs()
output.volume = graph_serialize(GPU_NODE_TAG_VOLUME, graph.outlink_volume);
output.displacement = graph_serialize(GPU_NODE_TAG_DISPLACEMENT, graph.outlink_displacement);
output.thickness = graph_serialize(GPU_NODE_TAG_THICKNESS, graph.outlink_thickness);
+ if (!BLI_listbase_is_empty(&graph.outlink_compositor)) {
+ output.composite = graph_serialize(GPU_NODE_TAG_COMPOSITOR);
+ }
if (!BLI_listbase_is_empty(&graph.material_functions)) {
std::stringstream eval_ss;
@@ -569,13 +645,15 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
GPUCodegenCallbackFn finalize_source_cb,
void *thunk)
{
- /* 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);
+
+ /* Extract attributes before compiling so the generated VBOs are ready to accept the future
+ * shader. */
gpu_node_graph_finalize_uniform_attrs(graph);
GPUCodegen codegen(material, graph);
codegen.generate_graphs();
+ codegen.generate_cryptomatte();
codegen.generate_uniform_buffer();
/* Cache lookup: Reuse shaders already compiled. */
@@ -739,7 +817,7 @@ void GPU_pass_cache_garbage_collect(void)
{
static int lasttime = 0;
const int shadercollectrate = 60; /* hardcoded for now. */
- int ctime = (int)PIL_check_seconds_timer();
+ int ctime = int(PIL_check_seconds_timer());
if (ctime < shadercollectrate + lasttime) {
return;