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-rw-r--r--source/blender/gpu/intern/gpu_batch.cc9
-rw-r--r--source/blender/gpu/intern/gpu_batch_private.hh1
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c60
-rw-r--r--source/blender/gpu/intern/gpu_codegen.cc22
-rw-r--r--source/blender/gpu/intern/gpu_material.c52
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.c69
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.h3
-rw-r--r--source/blender/gpu/intern/gpu_platform.cc14
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc22
-rw-r--r--source/blender/gpu/intern/gpu_shader_builder_stubs.cc11
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.cc8
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.hh45
-rw-r--r--source/blender/gpu/intern/gpu_shader_dependency.cc268
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.hh21
-rw-r--r--source/blender/gpu/intern/gpu_texture.cc106
15 files changed, 589 insertions, 122 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc
index 1b34b6e6c69..0b47a7b2952 100644
--- a/source/blender/gpu/intern/gpu_batch.cc
+++ b/source/blender/gpu/intern/gpu_batch.cc
@@ -270,6 +270,15 @@ void GPU_batch_draw_advanced(
batch->draw(v_first, v_count, i_first, i_count);
}
+void GPU_batch_draw_indirect(GPUBatch *gpu_batch, GPUStorageBuf *indirect_buf)
+{
+ BLI_assert(Context::get()->shader != nullptr);
+ BLI_assert(indirect_buf != nullptr);
+ Batch *batch = static_cast<Batch *>(gpu_batch);
+
+ batch->draw_indirect(indirect_buf);
+}
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/gpu/intern/gpu_batch_private.hh b/source/blender/gpu/intern/gpu_batch_private.hh
index 23052f601d2..8ca19884fd7 100644
--- a/source/blender/gpu/intern/gpu_batch_private.hh
+++ b/source/blender/gpu/intern/gpu_batch_private.hh
@@ -29,6 +29,7 @@ class Batch : public GPUBatch {
virtual ~Batch() = default;
virtual void draw(int v_first, int v_count, int i_first, int i_count) = 0;
+ virtual void draw_indirect(GPUStorageBuf *indirect_buf) = 0;
/* Convenience casts. */
IndexBuf *elem_() const
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 14bbd82c282..d64b8b4118a 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -211,19 +211,18 @@ static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers, GPUPrimType prim)
* \{ */
static bool gpu_pbvh_is_looptri_visible(const MLoopTri *lt,
- const MVert *mvert,
+ const bool *hide_vert,
const MLoop *mloop,
const int *sculpt_face_sets)
{
- return (!paint_is_face_hidden(lt, mvert, mloop) && sculpt_face_sets &&
+ return (!paint_is_face_hidden(lt, hide_vert, mloop) && sculpt_face_sets &&
sculpt_face_sets[lt->poly] > SCULPT_FACE_SET_NONE);
}
void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
GPU_PBVH_Buffers *buffers,
+ const Mesh *mesh,
const MVert *mvert,
- const CustomData *vdata,
- const CustomData *ldata,
const float *vmask,
const int *sculpt_face_sets,
int face_sets_color_seed,
@@ -234,23 +233,23 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
GPUAttrRef vcol_refs[MAX_GPU_ATTR];
GPUAttrRef cd_uvs[MAX_GPU_ATTR];
- Mesh me_query;
- BKE_id_attribute_copy_domains_temp(ID_ME, vdata, NULL, ldata, NULL, NULL, &me_query.id);
+ const bool *hide_vert = (bool *)CustomData_get_layer_named(
+ &mesh->vdata, CD_PROP_BOOL, ".hide_vert");
- CustomDataLayer *actcol = BKE_id_attributes_active_color_get(&me_query.id);
- eAttrDomain actcol_domain = actcol ? BKE_id_attribute_domain(&me_query.id, actcol) :
+ const CustomDataLayer *actcol = BKE_id_attributes_active_color_get(&mesh->id);
+ eAttrDomain actcol_domain = actcol ? BKE_id_attribute_domain(&mesh->id, actcol) :
ATTR_DOMAIN_AUTO;
- CustomDataLayer *rendercol = BKE_id_attributes_render_color_get(&me_query.id);
+ const CustomDataLayer *rendercol = BKE_id_attributes_render_color_get(&mesh->id);
int totcol;
if (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) {
totcol = gpu_pbvh_make_attr_offs(ATTR_DOMAIN_MASK_COLOR,
CD_MASK_COLOR_ALL,
- vdata,
+ &mesh->vdata,
NULL,
- ldata,
+ &mesh->ldata,
NULL,
vcol_refs,
vbo_id->active_attrs_only,
@@ -267,14 +266,14 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
CD_MASK_MLOOPUV,
NULL,
NULL,
- ldata,
+ &mesh->ldata,
NULL,
cd_uvs,
vbo_id->active_attrs_only,
CD_MLOOPUV,
ATTR_DOMAIN_CORNER,
- get_active_layer(ldata, CD_MLOOPUV),
- get_render_layer(ldata, CD_MLOOPUV));
+ get_active_layer(&mesh->ldata, CD_MLOOPUV),
+ get_render_layer(&mesh->ldata, CD_MLOOPUV));
const bool show_mask = vmask && (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
const bool show_face_sets = sculpt_face_sets &&
@@ -308,13 +307,13 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, vbo_id->uv[uv_i], &uv_step);
GPUAttrRef *ref = cd_uvs + uv_i;
- CustomDataLayer *layer = ldata->layers + ref->layer_idx;
+ CustomDataLayer *layer = mesh->ldata.layers + ref->layer_idx;
MLoopUV *muv = layer->data;
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
- if (!gpu_pbvh_is_looptri_visible(lt, mvert, buffers->mloop, sculpt_face_sets)) {
+ if (!gpu_pbvh_is_looptri_visible(lt, hide_vert, buffers->mloop, sculpt_face_sets)) {
continue;
}
@@ -334,7 +333,7 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
MLoopCol *mcol = NULL;
GPUAttrRef *ref = vcol_refs + col_i;
- const CustomData *cdata = ref->domain == ATTR_DOMAIN_POINT ? vdata : ldata;
+ const CustomData *cdata = ref->domain == ATTR_DOMAIN_POINT ? &mesh->vdata : &mesh->ldata;
CustomDataLayer *layer = cdata->layers + ref->layer_idx;
bool color_loops = ref->domain == ATTR_DOMAIN_CORNER;
@@ -354,7 +353,7 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
buffers->mloop[lt->tri[2]].v,
};
- if (!gpu_pbvh_is_looptri_visible(lt, mvert, buffers->mloop, sculpt_face_sets)) {
+ if (!gpu_pbvh_is_looptri_visible(lt, hide_vert, buffers->mloop, sculpt_face_sets)) {
continue;
}
@@ -394,7 +393,7 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
buffers->mloop[lt->tri[2]].v,
};
- if (!gpu_pbvh_is_looptri_visible(lt, mvert, buffers->mloop, sculpt_face_sets)) {
+ if (!gpu_pbvh_is_looptri_visible(lt, hide_vert, buffers->mloop, sculpt_face_sets)) {
continue;
}
@@ -457,21 +456,24 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
buffers->mvert = mvert;
}
-GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const MPoly *mpoly,
- const MLoop *mloop,
+GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const Mesh *mesh,
const MLoopTri *looptri,
- const MVert *mvert,
- const int *face_indices,
const int *sculpt_face_sets,
- const int face_indices_len,
- const struct Mesh *mesh)
+ const int *face_indices,
+ const int face_indices_len)
{
GPU_PBVH_Buffers *buffers;
int i, tottri;
int tot_real_edges = 0;
+ const MPoly *mpoly = mesh->mpoly;
+ const MLoop *mloop = mesh->mloop;
+
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
+ const bool *hide_vert = (bool *)CustomData_get_layer_named(
+ &mesh->vdata, CD_PROP_BOOL, ".hide_vert");
+
/* smooth or flat for all */
buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH;
@@ -480,7 +482,7 @@ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const MPoly *mpoly,
/* Count the number of visible triangles */
for (i = 0, tottri = 0; i < face_indices_len; i++) {
const MLoopTri *lt = &looptri[face_indices[i]];
- if (gpu_pbvh_is_looptri_visible(lt, mvert, mloop, sculpt_face_sets)) {
+ if (gpu_pbvh_is_looptri_visible(lt, hide_vert, mloop, sculpt_face_sets)) {
int r_edges[3];
BKE_mesh_looptri_get_real_edges(mesh, lt, r_edges);
for (int j = 0; j < 3; j++) {
@@ -513,7 +515,7 @@ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const MPoly *mpoly,
const MLoopTri *lt = &looptri[face_indices[i]];
/* Skip hidden faces */
- if (!gpu_pbvh_is_looptri_visible(lt, mvert, mloop, sculpt_face_sets)) {
+ if (!gpu_pbvh_is_looptri_visible(lt, hide_vert, mloop, sculpt_face_sets)) {
continue;
}
@@ -1246,9 +1248,7 @@ static int gpu_pbvh_make_attr_offs(eAttrDomainMask domain_mask,
}
}
- /* ensure render layer is last
- draw cache code seems to need this
- */
+ /* Ensure render layer is last, draw cache code seems to need this. */
for (int i = 0; i < count; i++) {
GPUAttrRef *ref = r_cd_attrs + i;
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc
index 82441c3c89c..4a45a3e63ed 100644
--- a/source/blender/gpu/intern/gpu_codegen.cc
+++ b/source/blender/gpu/intern/gpu_codegen.cc
@@ -280,6 +280,7 @@ 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)
{
@@ -500,6 +501,19 @@ 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_uniform_buffer()
{
/* Extract uniform inputs. */
@@ -539,6 +553,9 @@ 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;
@@ -569,9 +586,10 @@ 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);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 4d3ea3e0c99..a4842ef0e43 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -141,7 +141,7 @@ static void gpu_material_ramp_texture_build(GPUMaterial *mat)
mat->coba_builder = NULL;
}
-static void gpu_material_free_single(GPUMaterial *material)
+void GPU_material_free_single(GPUMaterial *material)
{
bool do_free = atomic_sub_and_fetch_uint32(&material->refcount, 1) == 0;
if (!do_free) {
@@ -173,7 +173,7 @@ void GPU_material_free(ListBase *gpumaterial)
LISTBASE_FOREACH (LinkData *, link, gpumaterial) {
GPUMaterial *material = link->data;
DRW_deferred_shader_remove(material);
- gpu_material_free_single(material);
+ GPU_material_free_single(material);
}
BLI_freelistN(gpumaterial);
}
@@ -538,6 +538,13 @@ void GPU_material_add_output_link_aov(GPUMaterial *material, GPUNodeLink *link,
BLI_addtail(&material->graph.outlink_aovs, aov_link);
}
+void GPU_material_add_output_link_composite(GPUMaterial *material, GPUNodeLink *link)
+{
+ GPUNodeGraphOutputLink *compositor_link = MEM_callocN(sizeof(GPUNodeGraphOutputLink), __func__);
+ compositor_link->outlink = link;
+ BLI_addtail(&material->graph.outlink_compositor, compositor_link);
+}
+
char *GPU_material_split_sub_function(GPUMaterial *material,
eGPUType return_type,
GPUNodeLink **link)
@@ -721,7 +728,7 @@ void GPU_material_acquire(GPUMaterial *mat)
void GPU_material_release(GPUMaterial *mat)
{
- gpu_material_free_single(mat);
+ GPU_material_free_single(mat);
}
void GPU_material_compile(GPUMaterial *mat)
@@ -772,3 +779,42 @@ void GPU_materials_free(Main *bmain)
// BKE_world_defaults_free_gpu();
BKE_material_defaults_free_gpu();
}
+
+GPUMaterial *GPU_material_from_callbacks(ConstructGPUMaterialFn construct_function_cb,
+ GPUCodegenCallbackFn generate_code_function_cb,
+ void *thunk)
+{
+ /* Allocate a new material and its material graph, and initialize its reference count. */
+ GPUMaterial *material = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
+ material->graph.used_libraries = BLI_gset_new(
+ BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUNodeGraph.used_libraries");
+ material->refcount = 1;
+
+ /* Construct the material graph by adding and linking the necessary GPU material nodes. */
+ construct_function_cb(thunk, material);
+
+ /* Create and initialize the texture storing color bands used by Ramp and Curve nodes. */
+ gpu_material_ramp_texture_build(material);
+
+ /* Lookup an existing pass in the cache or generate a new one. */
+ material->pass = GPU_generate_pass(material, &material->graph, generate_code_function_cb, thunk);
+
+ /* The pass already exists in the pass cache but its shader already failed to compile. */
+ if (material->pass == NULL) {
+ material->status = GPU_MAT_FAILED;
+ gpu_node_graph_free(&material->graph);
+ return material;
+ }
+
+ /* The pass already exists in the pass cache and its shader is already compiled. */
+ GPUShader *shader = GPU_pass_shader_get(material->pass);
+ if (shader != NULL) {
+ material->status = GPU_MAT_SUCCESS;
+ gpu_node_graph_free_nodes(&material->graph);
+ return material;
+ }
+
+ /* The material was created successfully but still needs to be compiled. */
+ material->status = GPU_MAT_CREATED;
+ return material;
+}
diff --git a/source/blender/gpu/intern/gpu_node_graph.c b/source/blender/gpu/intern/gpu_node_graph.c
index 684070dbdc0..377cbc53893 100644
--- a/source/blender/gpu/intern/gpu_node_graph.c
+++ b/source/blender/gpu/intern/gpu_node_graph.c
@@ -75,9 +75,26 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType
if (STR_ELEM(name, "set_value", "set_rgb", "set_rgba") && (input->type == type)) {
input = MEM_dupallocN(outnode->inputs.first);
+
+ switch (input->source) {
+ case GPU_SOURCE_ATTR:
+ input->attr->users++;
+ break;
+ case GPU_SOURCE_UNIFORM_ATTR:
+ input->uniform_attr->users++;
+ break;
+ case GPU_SOURCE_TEX:
+ case GPU_SOURCE_TEX_TILED_MAPPING:
+ input->texture->users++;
+ break;
+ default:
+ break;
+ }
+
if (input->link) {
input->link->users++;
}
+
BLI_addtail(&node->inputs, input);
return;
}
@@ -179,35 +196,21 @@ static GPUNodeLink *gpu_uniformbuffer_link(GPUMaterial *mat,
BLI_assert(socket != NULL);
BLI_assert(socket->in_out == in_out);
- if ((socket->flag & SOCK_HIDE_VALUE) == 0) {
- GPUNodeLink *link;
- switch (socket->type) {
- case SOCK_FLOAT: {
- bNodeSocketValueFloat *socket_data = socket->default_value;
- link = GPU_uniform(&socket_data->value);
- break;
- }
- case SOCK_VECTOR: {
- bNodeSocketValueVector *socket_data = socket->default_value;
- link = GPU_uniform(socket_data->value);
- break;
- }
- case SOCK_RGBA: {
- bNodeSocketValueRGBA *socket_data = socket->default_value;
- link = GPU_uniform(socket_data->value);
- break;
- }
- default:
- return NULL;
- break;
- }
+ if (socket->flag & SOCK_HIDE_VALUE) {
+ return NULL;
+ }
- if (in_out == SOCK_IN) {
- GPU_link(mat, gpu_uniform_set_function_from_type(socket->type), link, &stack->link);
- }
- return link;
+ if (!ELEM(socket->type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA)) {
+ return NULL;
}
- return NULL;
+
+ GPUNodeLink *link = GPU_uniform(stack->vec);
+
+ if (in_out == SOCK_IN) {
+ GPU_link(mat, gpu_uniform_set_function_from_type(socket->type), link, &stack->link);
+ }
+
+ return link;
}
static void gpu_node_input_socket(
@@ -735,14 +738,6 @@ bool GPU_stack_link(GPUMaterial *material,
return valid;
}
-GPUNodeLink *GPU_uniformbuf_link_out(GPUMaterial *mat,
- bNode *node,
- GPUNodeStack *stack,
- const int index)
-{
- return gpu_uniformbuffer_link(mat, node, stack, index, SOCK_OUT);
-}
-
/* Node Graph */
static void gpu_inputs_free(ListBase *inputs)
@@ -803,6 +798,7 @@ void gpu_node_graph_free(GPUNodeGraph *graph)
{
BLI_freelistN(&graph->outlink_aovs);
BLI_freelistN(&graph->material_functions);
+ BLI_freelistN(&graph->outlink_compositor);
gpu_node_graph_free_nodes(graph);
BLI_freelistN(&graph->textures);
@@ -855,6 +851,9 @@ void gpu_node_graph_prune_unused(GPUNodeGraph *graph)
LISTBASE_FOREACH (GPUNodeGraphFunctionLink *, funclink, &graph->material_functions) {
gpu_nodes_tag(funclink->outlink, GPU_NODE_TAG_FUNCTION);
}
+ LISTBASE_FOREACH (GPUNodeGraphOutputLink *, compositor_link, &graph->outlink_compositor) {
+ gpu_nodes_tag(compositor_link->outlink, GPU_NODE_TAG_COMPOSITOR);
+ }
for (GPUNode *node = graph->nodes.first, *next = NULL; node; node = next) {
next = node->next;
diff --git a/source/blender/gpu/intern/gpu_node_graph.h b/source/blender/gpu/intern/gpu_node_graph.h
index ae472d5b7aa..08ff8bbef58 100644
--- a/source/blender/gpu/intern/gpu_node_graph.h
+++ b/source/blender/gpu/intern/gpu_node_graph.h
@@ -59,6 +59,7 @@ typedef enum {
GPU_NODE_TAG_THICKNESS = (1 << 3),
GPU_NODE_TAG_AOV = (1 << 4),
GPU_NODE_TAG_FUNCTION = (1 << 5),
+ GPU_NODE_TAG_COMPOSITOR = (1 << 6),
} eGPUNodeTag;
ENUM_OPERATORS(eGPUNodeTag, GPU_NODE_TAG_FUNCTION)
@@ -158,6 +159,8 @@ typedef struct GPUNodeGraph {
ListBase outlink_aovs;
/* List of GPUNodeGraphFunctionLink */
ListBase material_functions;
+ /* List of GPUNodeGraphOutputLink */
+ ListBase outlink_compositor;
/* Requested attributes and textures. */
ListBase attributes;
diff --git a/source/blender/gpu/intern/gpu_platform.cc b/source/blender/gpu/intern/gpu_platform.cc
index d108dd468a0..f8e2c0fe6fc 100644
--- a/source/blender/gpu/intern/gpu_platform.cc
+++ b/source/blender/gpu/intern/gpu_platform.cc
@@ -79,11 +79,15 @@ void GPUPlatformGlobal::init(eGPUDeviceType gpu_device,
this->driver = driver_type;
this->support_level = gpu_support_level;
- this->vendor = BLI_strdup(vendor_str);
- this->renderer = BLI_strdup(renderer_str);
- this->version = BLI_strdup(version_str);
- this->support_key = create_key(gpu_support_level, vendor_str, renderer_str, version_str);
- this->gpu_name = create_gpu_name(vendor_str, renderer_str, version_str);
+ const char *vendor = vendor_str ? vendor_str : "UNKNOWN";
+ const char *renderer = renderer_str ? renderer_str : "UNKNOWN";
+ const char *version = version_str ? version_str : "UNKNOWN";
+
+ this->vendor = BLI_strdup(vendor);
+ this->renderer = BLI_strdup(renderer);
+ this->version = BLI_strdup(version);
+ this->support_key = create_key(gpu_support_level, vendor, renderer, version);
+ this->gpu_name = create_gpu_name(vendor, renderer, version);
this->backend = backend;
}
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
index fe9aacb95f9..08c768b28ba 100644
--- a/source/blender/gpu/intern/gpu_shader.cc
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -7,6 +7,7 @@
#include "MEM_guardedalloc.h"
+#include "BLI_math_matrix.h"
#include "BLI_string_utils.h"
#include "GPU_capabilities.h"
@@ -382,6 +383,8 @@ GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
sources.append(resources.c_str());
sources.append(layout.c_str());
sources.extend(code);
+ sources.extend(info.dependencies_generated);
+ sources.append(info.compute_source_generated.c_str());
shader->compute_shader_from_glsl(sources);
}
@@ -575,6 +578,12 @@ int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
return interface->ubo_builtin((GPUUniformBlockBuiltin)builtin);
}
+int GPU_shader_get_builtin_ssbo(GPUShader *shader, int builtin)
+{
+ ShaderInterface *interface = unwrap(shader)->interface;
+ return interface->ssbo_builtin((GPUStorageBufferBuiltin)builtin);
+}
+
int GPU_shader_get_ssbo(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
@@ -702,12 +711,25 @@ void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]
GPU_shader_uniform_vector(sh, loc, 4, 1, data);
}
+void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2])
+{
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_vector_int(sh, loc, 2, 1, data);
+}
+
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data);
}
+void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3])
+{
+ float matrix[4][4];
+ copy_m4_m3(matrix, data);
+ GPU_shader_uniform_mat4(sh, name, matrix);
+}
+
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2])
{
const int loc = GPU_shader_get_uniform(sh, name);
diff --git a/source/blender/gpu/intern/gpu_shader_builder_stubs.cc b/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
index d8af2fc584d..575f98bf428 100644
--- a/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
+++ b/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
@@ -111,7 +111,7 @@ void BKE_id_attribute_copy_domains_temp(short UNUSED(id_type),
const struct CustomData *UNUSED(ldata),
const struct CustomData *UNUSED(pdata),
const struct CustomData *UNUSED(cdata),
- struct ID *UNUSED(i_id))
+ struct ID *UNUSED(r_id))
{
}
@@ -137,7 +137,7 @@ eAttrDomain BKE_id_attribute_domain(const struct ID *UNUSED(id),
/** \name Stubs of BKE_paint.h
* \{ */
bool paint_is_face_hidden(const struct MLoopTri *UNUSED(lt),
- const struct MVert *UNUSED(mvert),
+ const bool *UNUSED(hide_vert),
const struct MLoop *UNUSED(mloop))
{
BLI_assert_unreachable();
@@ -225,6 +225,13 @@ bool CustomData_has_layer(const struct CustomData *UNUSED(data), int UNUSED(type
return false;
}
+void *CustomData_get_layer_named(const struct CustomData *UNUSED(data),
+ int UNUSED(type),
+ const char *UNUSED(name))
+{
+ return nullptr;
+}
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.cc b/source/blender/gpu/intern/gpu_shader_create_info.cc
index bc0731862cb..110b77f1f52 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.cc
+++ b/source/blender/gpu/intern/gpu_shader_create_info.cc
@@ -306,6 +306,14 @@ void gpu_shader_create_info_init()
info->builtins_ |= gpu_shader_dependency_get_builtins(info->fragment_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->geometry_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->compute_source_);
+
+ /* Automatically amend the create info for ease of use of the debug feature. */
+ if ((info->builtins_ & BuiltinBits::USE_DEBUG_DRAW) == BuiltinBits::USE_DEBUG_DRAW) {
+ info->additional_info("draw_debug_draw");
+ }
+ if ((info->builtins_ & BuiltinBits::USE_DEBUG_PRINT) == BuiltinBits::USE_DEBUG_PRINT) {
+ info->additional_info("draw_debug_print");
+ }
}
}
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.hh b/source/blender/gpu/intern/gpu_shader_create_info.hh
index 8e05412d0ee..8236e669288 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.hh
+++ b/source/blender/gpu/intern/gpu_shader_create_info.hh
@@ -127,8 +127,12 @@ enum class BuiltinBits {
VERTEX_ID = (1 << 14),
WORK_GROUP_ID = (1 << 15),
WORK_GROUP_SIZE = (1 << 16),
+
+ /* Not a builtin but a flag we use to tag shaders that use the debug features. */
+ USE_DEBUG_DRAW = (1 << 29),
+ USE_DEBUG_PRINT = (1 << 30),
};
-ENUM_OPERATORS(BuiltinBits, BuiltinBits::WORK_GROUP_SIZE);
+ENUM_OPERATORS(BuiltinBits, BuiltinBits::USE_DEBUG_PRINT);
/**
* Follow convention described in:
@@ -298,6 +302,7 @@ struct ShaderCreateInfo {
/** Manually set generated code. */
std::string vertex_source_generated = "";
std::string fragment_source_generated = "";
+ std::string compute_source_generated = "";
std::string geometry_source_generated = "";
std::string typedef_source_generated = "";
/** Manually set generated dependencies. */
@@ -740,33 +745,16 @@ struct ShaderCreateInfo {
* Used to share parts of the infos that are common to many shaders.
* \{ */
- Self &additional_info(StringRefNull info_name0,
- StringRefNull info_name1 = "",
- StringRefNull info_name2 = "",
- StringRefNull info_name3 = "",
- StringRefNull info_name4 = "",
- StringRefNull info_name5 = "",
- StringRefNull info_name6 = "")
- {
- additional_infos_.append(info_name0);
- if (!info_name1.is_empty()) {
- additional_infos_.append(info_name1);
- }
- if (!info_name2.is_empty()) {
- additional_infos_.append(info_name2);
- }
- if (!info_name3.is_empty()) {
- additional_infos_.append(info_name3);
- }
- if (!info_name4.is_empty()) {
- additional_infos_.append(info_name4);
- }
- if (!info_name5.is_empty()) {
- additional_infos_.append(info_name5);
- }
- if (!info_name6.is_empty()) {
- additional_infos_.append(info_name6);
- }
+ Self &additional_info(StringRefNull info_name)
+ {
+ additional_infos_.append(info_name);
+ return *(Self *)this;
+ }
+
+ template<typename... Args> Self &additional_info(StringRefNull info_name, Args... args)
+ {
+ additional_info(info_name);
+ additional_info(args...);
return *(Self *)this;
}
@@ -818,6 +806,7 @@ struct ShaderCreateInfo {
TEST_EQUAL(*this, b, builtins_);
TEST_EQUAL(*this, b, vertex_source_generated);
TEST_EQUAL(*this, b, fragment_source_generated);
+ TEST_EQUAL(*this, b, compute_source_generated);
TEST_EQUAL(*this, b, typedef_source_generated);
TEST_VECTOR_EQUAL(*this, b, vertex_inputs_);
TEST_EQUAL(*this, b, geometry_layout_);
diff --git a/source/blender/gpu/intern/gpu_shader_dependency.cc b/source/blender/gpu/intern/gpu_shader_dependency.cc
index d91e15243f3..2c59cb6e501 100644
--- a/source/blender/gpu/intern/gpu_shader_dependency.cc
+++ b/source/blender/gpu/intern/gpu_shader_dependency.cc
@@ -11,6 +11,7 @@
#include <algorithm>
#include <iomanip>
#include <iostream>
+#include <regex>
#include <sstream>
#include "BLI_ghash.h"
@@ -42,7 +43,7 @@ struct GPUSource {
StringRefNull source;
Vector<GPUSource *> dependencies;
bool dependencies_init = false;
- shader::BuiltinBits builtins = (shader::BuiltinBits)0;
+ shader::BuiltinBits builtins = shader::BuiltinBits::NONE;
std::string processed_source;
GPUSource(const char *path,
@@ -54,46 +55,45 @@ struct GPUSource {
/* Scan for builtins. */
/* FIXME: This can trigger false positive caused by disabled #if blocks. */
/* TODO(fclem): Could be made faster by scanning once. */
- if (source.find("gl_FragCoord", 0)) {
+ if (source.find("gl_FragCoord", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::FRAG_COORD;
}
- if (source.find("gl_FrontFacing", 0)) {
+ if (source.find("gl_FrontFacing", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::FRONT_FACING;
}
- if (source.find("gl_GlobalInvocationID", 0)) {
+ if (source.find("gl_GlobalInvocationID", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::GLOBAL_INVOCATION_ID;
}
- if (source.find("gl_InstanceID", 0)) {
+ if (source.find("gl_InstanceID", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::INSTANCE_ID;
}
- if (source.find("gl_LocalInvocationID", 0)) {
+ if (source.find("gl_LocalInvocationID", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::LOCAL_INVOCATION_ID;
}
- if (source.find("gl_LocalInvocationIndex", 0)) {
+ if (source.find("gl_LocalInvocationIndex", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::LOCAL_INVOCATION_INDEX;
}
- if (source.find("gl_NumWorkGroup", 0)) {
+ if (source.find("gl_NumWorkGroup", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::NUM_WORK_GROUP;
}
- if (source.find("gl_PointCoord", 0)) {
+ if (source.find("gl_PointCoord", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::POINT_COORD;
}
- if (source.find("gl_PointSize", 0)) {
+ if (source.find("gl_PointSize", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::POINT_SIZE;
}
- if (source.find("gl_PrimitiveID", 0)) {
+ if (source.find("gl_PrimitiveID", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::PRIMITIVE_ID;
}
- if (source.find("gl_VertexID", 0)) {
+ if (source.find("gl_VertexID", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::VERTEX_ID;
}
- if (source.find("gl_WorkGroupID", 0)) {
+ if (source.find("gl_WorkGroupID", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::WORK_GROUP_ID;
}
- if (source.find("gl_WorkGroupSize", 0)) {
+ if (source.find("gl_WorkGroupSize", 0) != StringRef::not_found) {
builtins |= shader::BuiltinBits::WORK_GROUP_SIZE;
}
-
/* TODO(fclem): We could do that at compile time. */
/* Limit to shared header files to avoid the temptation to use C++ syntax in .glsl files. */
if (filename.endswith(".h") || filename.endswith(".hh")) {
@@ -101,6 +101,18 @@ struct GPUSource {
quote_preprocess();
}
else {
+ if (source.find("'") != StringRef::not_found) {
+ char_literals_preprocess();
+ }
+ if (source.find("drw_print") != StringRef::not_found) {
+ string_preprocess();
+ }
+ if ((source.find("drw_debug_") != StringRef::not_found) &&
+ /* Avoid these two files where it makes no sense to add the dependency. */
+ (filename != "common_debug_draw_lib.glsl" &&
+ filename != "draw_debug_draw_display_vert.glsl")) {
+ builtins |= shader::BuiltinBits::USE_DEBUG_DRAW;
+ }
check_no_quotes();
}
@@ -522,6 +534,217 @@ struct GPUSource {
}
}
+ void char_literals_preprocess()
+ {
+ const StringRefNull input = source;
+ std::stringstream output;
+ int64_t cursor = -1;
+ int64_t last_pos = 0;
+
+ while (true) {
+ cursor = find_token(input, '\'', cursor + 1);
+ if (cursor == -1) {
+ break;
+ }
+ /* Output anything between 2 print statement. */
+ output << input.substr(last_pos, cursor - last_pos);
+
+ /* Extract string. */
+ int64_t char_start = cursor + 1;
+ int64_t char_end = find_token(input, '\'', char_start);
+ CHECK(char_end, input, cursor, "Malformed char literal. Missing ending `'`.");
+
+ StringRef input_char = input.substr(char_start, char_end - char_start);
+ if (input_char.size() == 0) {
+ CHECK(-1, input, cursor, "Malformed char literal. Empty character constant");
+ }
+
+ uint8_t char_value = input_char[0];
+
+ if (input_char[0] == '\\') {
+ if (input_char[1] == 'n') {
+ char_value = '\n';
+ }
+ else {
+ CHECK(-1, input, cursor, "Unsupported escaped character");
+ }
+ }
+ else {
+ if (input_char.size() > 1) {
+ CHECK(-1, input, cursor, "Malformed char literal. Multi-character character constant");
+ }
+ }
+
+ char hex[8];
+ SNPRINTF(hex, "0x%.2Xu", char_value);
+ output << hex;
+
+ cursor = last_pos = char_end + 1;
+ }
+ /* If nothing has been changed, do not allocate processed_source. */
+ if (last_pos == 0) {
+ return;
+ }
+
+ if (last_pos != 0) {
+ output << input.substr(last_pos);
+ }
+ processed_source = output.str();
+ source = processed_source.c_str();
+ }
+
+ /* Replace print(string) by equivalent drw_print_char4() sequence. */
+ void string_preprocess()
+ {
+ const StringRefNull input = source;
+ std::stringstream output;
+ int64_t cursor = -1;
+ int64_t last_pos = 0;
+
+ while (true) {
+ cursor = find_keyword(input, "drw_print", cursor + 1);
+ if (cursor == -1) {
+ break;
+ }
+
+ bool do_endl = false;
+ StringRef func = input.substr(cursor);
+ if (func.startswith("drw_print(")) {
+ do_endl = true;
+ }
+ else if (func.startswith("drw_print_no_endl(")) {
+ do_endl = false;
+ }
+ else {
+ continue;
+ }
+
+ /* Output anything between 2 print statement. */
+ output << input.substr(last_pos, cursor - last_pos);
+
+ /* Extract string. */
+ int64_t str_start = input.find('(', cursor) + 1;
+ int64_t semicolon = find_token(input, ';', str_start + 1);
+ CHECK(semicolon, input, cursor, "Malformed print(). Missing `;` .");
+ int64_t str_end = rfind_token(input, ')', semicolon);
+ if (str_end < str_start) {
+ CHECK(-1, input, cursor, "Malformed print(). Missing closing `)` .");
+ }
+
+ std::stringstream sub_output;
+ StringRef input_args = input.substr(str_start, str_end - str_start);
+
+ auto print_string = [&](std::string str) -> int {
+ size_t len_before_pad = str.length();
+ /* Pad string to uint size. */
+ while (str.length() % 4 != 0) {
+ str += " ";
+ }
+ /* Keep everything in one line to not mess with the shader logs. */
+ sub_output << "/* " << str << "*/";
+ sub_output << "drw_print_string_start(" << len_before_pad << ");";
+ for (size_t i = 0; i < len_before_pad; i += 4) {
+ uint8_t chars[4] = {*(reinterpret_cast<const uint8_t *>(str.c_str()) + i + 0),
+ *(reinterpret_cast<const uint8_t *>(str.c_str()) + i + 1),
+ *(reinterpret_cast<const uint8_t *>(str.c_str()) + i + 2),
+ *(reinterpret_cast<const uint8_t *>(str.c_str()) + i + 3)};
+ if (i + 4 > len_before_pad) {
+ chars[len_before_pad - i] = '\0';
+ }
+ char uint_hex[12];
+ SNPRINTF(uint_hex, "0x%.2X%.2X%.2X%.2Xu", chars[3], chars[2], chars[1], chars[0]);
+ sub_output << "drw_print_char4(" << StringRefNull(uint_hex) << ");";
+ }
+ return 0;
+ };
+
+ std::string func_args = input_args;
+ /* Workaround to support function call inside prints. We replace commas by a non control
+ * character `$` in order to use simpler regex later. */
+ bool string_scope = false;
+ int func_scope = 0;
+ for (char &c : func_args) {
+ if (c == '"') {
+ string_scope = !string_scope;
+ }
+ else if (!string_scope) {
+ if (c == '(') {
+ func_scope++;
+ }
+ else if (c == ')') {
+ func_scope--;
+ }
+ else if (c == ',' && func_scope != 0) {
+ c = '$';
+ }
+ }
+ }
+
+ const bool print_as_variable = (input_args[0] != '"') && find_token(input_args, ',') == -1;
+ if (print_as_variable) {
+ /* Variable or expression debugging. */
+ std::string arg = input_args;
+ /* Pad align most values. */
+ while (arg.length() % 4 != 0) {
+ arg += " ";
+ }
+ print_string(arg);
+ print_string("= ");
+ sub_output << "drw_print_value(" << input_args << ");";
+ }
+ else {
+ const std::regex arg_regex(
+ /* String args. */
+ "[\\s]*\"([^\r\n\t\f\v\"]*)\""
+ /* OR. */
+ "|"
+ /* value args. */
+ "([^,]+)");
+ std::smatch args_match;
+ std::string::const_iterator args_search_start(func_args.cbegin());
+ while (std::regex_search(args_search_start, func_args.cend(), args_match, arg_regex)) {
+ args_search_start = args_match.suffix().first;
+ std::string arg_string = args_match[1].str();
+ std::string arg_val = args_match[2].str();
+
+ if (arg_string.empty()) {
+ for (char &c : arg_val) {
+ if (c == '$') {
+ c = ',';
+ }
+ }
+ sub_output << "drw_print_value(" << arg_val << ");";
+ }
+ else {
+ print_string(arg_string);
+ }
+ }
+ }
+
+ if (do_endl) {
+ sub_output << "drw_print_newline();";
+ }
+
+ output << sub_output.str();
+
+ cursor = last_pos = str_end + 1;
+ }
+ /* If nothing has been changed, do not allocate processed_source. */
+ if (last_pos == 0) {
+ return;
+ }
+
+ if (filename != "common_debug_print_lib.glsl") {
+ builtins |= shader::BuiltinBits::USE_DEBUG_PRINT;
+ }
+
+ if (last_pos != 0) {
+ output << input.substr(last_pos);
+ }
+ processed_source = output.str();
+ source = processed_source.c_str();
+ }
+
#undef find_keyword
#undef rfind_keyword
#undef find_token
@@ -537,6 +760,15 @@ struct GPUSource {
this->dependencies_init = true;
int64_t pos = -1;
+ using namespace shader;
+ /* Auto dependency injection for debug capabilities. */
+ if ((builtins & BuiltinBits::USE_DEBUG_DRAW) == BuiltinBits::USE_DEBUG_DRAW) {
+ dependencies.append_non_duplicates(dict.lookup("common_debug_draw_lib.glsl"));
+ }
+ if ((builtins & BuiltinBits::USE_DEBUG_PRINT) == BuiltinBits::USE_DEBUG_PRINT) {
+ dependencies.append_non_duplicates(dict.lookup("common_debug_print_lib.glsl"));
+ }
+
while (true) {
GPUSource *dependency_source = nullptr;
@@ -558,6 +790,7 @@ struct GPUSource {
return 1;
}
}
+
/* Recursive. */
int result = dependency_source->init_dependencies(dict, g_functions);
if (result != 0) {
@@ -583,7 +816,7 @@ struct GPUSource {
shader::BuiltinBits builtins_get() const
{
- shader::BuiltinBits out_builtins = shader::BuiltinBits::NONE;
+ shader::BuiltinBits out_builtins = builtins;
for (auto *dep : dependencies) {
out_builtins |= dep->builtins;
}
@@ -593,7 +826,8 @@ struct GPUSource {
bool is_from_material_library() const
{
return (filename.startswith("gpu_shader_material_") ||
- filename.startswith("gpu_shader_common_")) &&
+ filename.startswith("gpu_shader_common_") ||
+ filename.startswith("gpu_shader_compositor_")) &&
filename.endswith(".glsl");
}
};
diff --git a/source/blender/gpu/intern/gpu_shader_interface.hh b/source/blender/gpu/intern/gpu_shader_interface.hh
index 60344757b43..812244c9b3a 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.hh
+++ b/source/blender/gpu/intern/gpu_shader_interface.hh
@@ -56,6 +56,7 @@ class ShaderInterface {
/** Location of builtin uniforms. Fast access, no lookup needed. */
int32_t builtins_[GPU_NUM_UNIFORMS];
int32_t builtin_blocks_[GPU_NUM_UNIFORM_BLOCKS];
+ int32_t builtin_buffers_[GPU_NUM_STORAGE_BUFFERS];
public:
ShaderInterface();
@@ -116,9 +117,17 @@ class ShaderInterface {
return builtin_blocks_[builtin];
}
+ /* Returns binding position. */
+ inline int32_t ssbo_builtin(const GPUStorageBufferBuiltin builtin) const
+ {
+ BLI_assert(builtin >= 0 && builtin < GPU_NUM_STORAGE_BUFFERS);
+ return builtin_buffers_[builtin];
+ }
+
protected:
static inline const char *builtin_uniform_name(GPUUniformBuiltin u);
static inline const char *builtin_uniform_block_name(GPUUniformBlockBuiltin u);
+ static inline const char *builtin_storage_block_name(GPUStorageBufferBuiltin u);
inline uint32_t set_input_name(ShaderInput *input, char *name, uint32_t name_len) const;
inline void copy_input_name(ShaderInput *input,
@@ -212,6 +221,18 @@ inline const char *ShaderInterface::builtin_uniform_block_name(GPUUniformBlockBu
}
}
+inline const char *ShaderInterface::builtin_storage_block_name(GPUStorageBufferBuiltin u)
+{
+ switch (u) {
+ case GPU_STORAGE_BUFFER_DEBUG_VERTS:
+ return "drw_debug_verts_buf";
+ case GPU_STORAGE_BUFFER_DEBUG_PRINT:
+ return "drw_debug_print_buf";
+ default:
+ return nullptr;
+ }
+}
+
/* Returns string length including '\0' terminator. */
inline uint32_t ShaderInterface::set_input_name(ShaderInput *input,
char *name,
diff --git a/source/blender/gpu/intern/gpu_texture.cc b/source/blender/gpu/intern/gpu_texture.cc
index 9b3ecfea2f8..65daa416cae 100644
--- a/source/blender/gpu/intern/gpu_texture.cc
+++ b/source/blender/gpu/intern/gpu_texture.cc
@@ -641,6 +641,112 @@ eGPUTextureFormat GPU_texture_format(const GPUTexture *tex)
return reinterpret_cast<const Texture *>(tex)->format_get();
}
+const char *GPU_texture_format_description(eGPUTextureFormat texture_format)
+{
+ switch (texture_format) {
+ case GPU_RGBA8UI:
+ return "RGBA8UI";
+ case GPU_RGBA8I:
+ return "RGBA8I";
+ case GPU_RGBA8:
+ return "RGBA8";
+ case GPU_RGBA32UI:
+ return "RGBA32UI";
+ case GPU_RGBA32I:
+ return "RGBA32I";
+ case GPU_RGBA32F:
+ return "RGBA32F";
+ case GPU_RGBA16UI:
+ return "RGBA16UI";
+ case GPU_RGBA16I:
+ return "RGBA16I";
+ case GPU_RGBA16F:
+ return "RGBA16F";
+ case GPU_RGBA16:
+ return "RGBA16";
+ case GPU_RG8UI:
+ return "RG8UI";
+ case GPU_RG8I:
+ return "RG8I";
+ case GPU_RG8:
+ return "RG8";
+ case GPU_RG32UI:
+ return "RG32UI";
+ case GPU_RG32I:
+ return "RG32I";
+ case GPU_RG32F:
+ return "RG32F";
+ case GPU_RG16UI:
+ return "RG16UI";
+ case GPU_RG16I:
+ return "RG16I";
+ case GPU_RG16F:
+ return "RG16F";
+ case GPU_RG16:
+ return "RG16";
+ case GPU_R8UI:
+ return "R8UI";
+ case GPU_R8I:
+ return "R8I";
+ case GPU_R8:
+ return "R8";
+ case GPU_R32UI:
+ return "R32UI";
+ case GPU_R32I:
+ return "R32I";
+ case GPU_R32F:
+ return "R32F";
+ case GPU_R16UI:
+ return "R16UI";
+ case GPU_R16I:
+ return "R16I";
+ case GPU_R16F:
+ return "R16F";
+ case GPU_R16:
+ return "R16";
+
+ /* Special formats texture & render-buffer. */
+ case GPU_RGB10_A2:
+ return "RGB10A2";
+ case GPU_R11F_G11F_B10F:
+ return "R11FG11FB10F";
+ case GPU_DEPTH32F_STENCIL8:
+ return "DEPTH32FSTENCIL8";
+ case GPU_DEPTH24_STENCIL8:
+ return "DEPTH24STENCIL8";
+ case GPU_SRGB8_A8:
+ return "SRGB8A8";
+
+ /* Texture only format */
+ case (GPU_RGB16F):
+ return "RGB16F";
+
+ /* Special formats texture only */
+ case GPU_SRGB8_A8_DXT1:
+ return "SRGB8_A8_DXT1";
+ case GPU_SRGB8_A8_DXT3:
+ return "SRGB8_A8_DXT3";
+ case GPU_SRGB8_A8_DXT5:
+ return "SRGB8_A8_DXT5";
+ case GPU_RGBA8_DXT1:
+ return "RGBA8_DXT1";
+ case GPU_RGBA8_DXT3:
+ return "RGBA8_DXT3";
+ case GPU_RGBA8_DXT5:
+ return "RGBA8_DXT5";
+
+ /* Depth Formats */
+ case GPU_DEPTH_COMPONENT32F:
+ return "DEPTH32F";
+ case GPU_DEPTH_COMPONENT24:
+ return "DEPTH24";
+ case GPU_DEPTH_COMPONENT16:
+ return "DEPTH16";
+ }
+ BLI_assert_unreachable();
+ return "";
+}
+
bool GPU_texture_depth(const GPUTexture *tex)
{
return (reinterpret_cast<const Texture *>(tex)->format_flag_get() & GPU_FORMAT_DEPTH) != 0;