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Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/CMakeLists.txt109
-rw-r--r--source/blender/gpu/GPU_basic_shader.h9
-rw-r--r--source/blender/gpu/GPU_batch.h68
-rw-r--r--source/blender/gpu/GPU_buffers.h8
-rw-r--r--source/blender/gpu/GPU_debug.h18
-rw-r--r--source/blender/gpu/GPU_draw.h39
-rw-r--r--source/blender/gpu/GPU_extensions.h10
-rw-r--r--source/blender/gpu/GPU_framebuffer.h21
-rw-r--r--source/blender/gpu/GPU_glew.h4
-rw-r--r--source/blender/gpu/GPU_immediate.h58
-rw-r--r--source/blender/gpu/GPU_immediate_util.h64
-rw-r--r--source/blender/gpu/GPU_lamp.h77
-rw-r--r--source/blender/gpu/GPU_legacy_stubs.h457
-rw-r--r--source/blender/gpu/GPU_material.h71
-rw-r--r--source/blender/gpu/GPU_matrix.h190
-rw-r--r--source/blender/gpu/GPU_select.h3
-rw-r--r--source/blender/gpu/GPU_shader.h114
-rw-r--r--source/blender/gpu/GPU_texture.h133
-rw-r--r--source/blender/gpu/GPU_uniformbuffer.h59
-rw-r--r--source/blender/gpu/GPU_viewport.h134
-rw-r--r--source/blender/gpu/intern/gpu_basic_shader.c413
-rw-r--r--source/blender/gpu/intern/gpu_batch.c281
-rw-r--r--source/blender/gpu/intern/gpu_batch_presets.c200
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c796
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c554
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h23
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c341
-rw-r--r--source/blender/gpu/intern/gpu_debug.c700
-rw-r--r--source/blender/gpu/intern/gpu_draw.c655
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c130
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c568
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c88
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c424
-rw-r--r--source/blender/gpu/intern/gpu_init_exit.c11
-rw-r--r--source/blender/gpu/intern/gpu_lamp.c483
-rw-r--r--source/blender/gpu/intern/gpu_lamp_private.h84
-rw-r--r--source/blender/gpu/intern/gpu_material.c920
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c649
-rw-r--r--source/blender/gpu/intern/gpu_select.c33
-rw-r--r--source/blender/gpu/intern/gpu_select_pick.c10
-rw-r--r--source/blender/gpu/intern/gpu_select_sample_query.c6
-rw-r--r--source/blender/gpu/intern/gpu_shader.c713
-rw-r--r--source/blender/gpu/intern/gpu_shader_private.h45
-rw-r--r--source/blender/gpu/intern/gpu_texture.c941
-rw-r--r--source/blender/gpu/intern/gpu_uniformbuffer.c378
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c686
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl54
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl56
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl21
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl59
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl21
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl24
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl27
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl26
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl26
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl21
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl22
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl21
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl24
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_frag.glsl37
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_geom.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_vert.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_checker_frag.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_depth_only_frag.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl54
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl60
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl68
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl44
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl67
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl52
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fire_frag.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl111
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl68
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl39
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl34
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl45
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_lib.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl23
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_geometry.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl34
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl30
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl121
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl100
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl50
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl25
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl57
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl63
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_mball_helpers_vert.glsl36
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl27
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl32
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl29
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl22
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl31
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl34
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl819
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl24
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl17
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl36
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl31
-rw-r--r--source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl19
-rw-r--r--source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl17
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl19
-rw-r--r--source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_frag.glsl15
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl21
-rw-r--r--source/blender/gpu/shaders/gpu_shader_vertex.glsl15
-rw-r--r--source/blender/gpu/shaders/gpu_shader_vertex_world.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl7
148 files changed, 11252 insertions, 3937 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 885ff2ff159..0ac842d90a0 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -31,6 +31,9 @@ set(INC
../imbuf
../makesdna
../makesrna
+ ../draw
+
+ ../editors/include
# For node muting stuff...
../nodes
@@ -39,6 +42,7 @@ set(INC
../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/smoke/extern
+ ../../../intern/gawain
)
set(INC_SYS
@@ -47,6 +51,8 @@ set(INC_SYS
set(SRC
intern/gpu_basic_shader.c
+ intern/gpu_batch.c
+ intern/gpu_batch_presets.c
intern/gpu_buffers.c
intern/gpu_codegen.c
intern/gpu_compositing.c
@@ -54,13 +60,19 @@ set(SRC
intern/gpu_draw.c
intern/gpu_extensions.c
intern/gpu_framebuffer.c
+ intern/gpu_immediate.c
+ intern/gpu_immediate_util.c
intern/gpu_init_exit.c
+ intern/gpu_lamp.c
intern/gpu_material.c
+ intern/gpu_matrix.c
intern/gpu_select.c
intern/gpu_select_pick.c
intern/gpu_select_sample_query.c
intern/gpu_shader.c
intern/gpu_texture.c
+ intern/gpu_uniformbuffer.c
+ intern/gpu_viewport.c
shaders/gpu_shader_fx_lib.glsl
shaders/gpu_shader_fx_ssao_frag.glsl
@@ -69,7 +81,7 @@ set(SRC
shaders/gpu_shader_fx_dof_hq_frag.glsl
shaders/gpu_shader_fx_dof_hq_vert.glsl
shaders/gpu_shader_fx_dof_hq_geo.glsl
- shaders/gpu_shader_fx_vert.glsl
+ shaders/gpu_shader_fullscreen_vert.glsl
shaders/gpu_shader_material.glsl
shaders/gpu_shader_sep_gaussian_blur_frag.glsl
shaders/gpu_shader_sep_gaussian_blur_vert.glsl
@@ -85,6 +97,7 @@ set(SRC
shaders/gpu_shader_smoke_vert.glsl
GPU_basic_shader.h
+ GPU_batch.h
GPU_buffers.h
GPU_compositing.h
GPU_debug.h
@@ -92,16 +105,108 @@ set(SRC
GPU_extensions.h
GPU_framebuffer.h
GPU_glew.h
+ GPU_immediate.h
+ GPU_immediate_util.h
GPU_init_exit.h
+ GPU_lamp.h
+ GPU_legacy_stubs.h
GPU_material.h
+ GPU_matrix.h
GPU_select.h
GPU_shader.h
GPU_texture.h
+ GPU_uniformbuffer.h
+ GPU_viewport.h
+
intern/gpu_codegen.h
intern/gpu_private.h
+ intern/gpu_lamp_private.h
intern/gpu_select_private.h
+ intern/gpu_shader_private.h
)
+data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_line_dashed_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_linear_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_screen_aligned_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_camera_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_distance_line_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_mball_helpers_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
+
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
@@ -116,7 +221,7 @@ data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_fx_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fullscreen_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_basic_shader.h b/source/blender/gpu/GPU_basic_shader.h
index d9bf3d1ced3..dc378927e79 100644
--- a/source/blender/gpu/GPU_basic_shader.h
+++ b/source/blender/gpu/GPU_basic_shader.h
@@ -64,12 +64,6 @@ typedef enum GPUBasicShaderStipple {
GPU_SHADER_STIPPLE_HEXAGON = 3,
GPU_SHADER_STIPPLE_DIAG_STRIPES = 4,
GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP = 5,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW = 6,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP = 7,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN = 8,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP = 9,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER = 10,
- GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP = 11
} GPUBasicShaderStipple;
void GPU_basic_shaders_init(void);
@@ -132,9 +126,6 @@ void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id);
void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern);
void GPU_basic_shader_line_width(float line_width);
-bool GPU_basic_shader_use_glsl_get(void);
-void GPU_basic_shader_use_glsl_set(bool enabled);
-
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
new file mode 100644
index 00000000000..d2f3409dc07
--- /dev/null
+++ b/source/blender/gpu/GPU_batch.h
@@ -0,0 +1,68 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ *
+ * Contributor(s): Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/* Batched geometry rendering is powered by the Gawain library.
+ * This file contains any additions or modifications specific to Blender.
+ */
+
+#ifndef __GPU_BATCH_H__
+#define __GPU_BATCH_H__
+
+#include "../../../intern/gawain/gawain/gwn_batch.h"
+
+struct rctf;
+
+// TODO: CMake magic to do this:
+// #include "gawain/batch.h"
+
+#include "BLI_compiler_attrs.h"
+
+#include "GPU_shader.h"
+
+/* Extend GWN_batch_program_set to use Blender’s library of built-in shader programs. */
+
+/* gpu_batch.c */
+void GWN_batch_program_set_builtin(Gwn_Batch *batch, GPUBuiltinShader shader_id) ATTR_NONNULL(1);
+
+Gwn_Batch *GPU_batch_tris_from_poly_2d_encoded(
+ const uchar *polys_flat, uint polys_flat_len, const struct rctf *rect
+ ) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1);
+Gwn_Batch *GPU_batch_wire_from_poly_2d_encoded(
+ const uchar *polys_flat, uint polys_flat_len, const struct rctf *rect
+ ) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1);
+
+void gpu_batch_init(void);
+void gpu_batch_exit(void);
+
+/* gpu_batch_presets.c */
+/* Replacement for gluSphere */
+Gwn_Batch *GPU_batch_preset_sphere(int lod) ATTR_WARN_UNUSED_RESULT;
+Gwn_Batch *GPU_batch_preset_sphere_wire(int lod) ATTR_WARN_UNUSED_RESULT;
+
+void gpu_batch_presets_init(void);
+void gpu_batch_presets_exit(void);
+
+#endif /* __GPU_BATCH_H__ */
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 6ffaa29ead6..0d8a7a45ee9 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -51,6 +51,7 @@ struct GPUVertPointLink;
struct GPUDrawObject;
struct GridCommonGPUBuffer;
struct PBVH;
+struct Gwn_Batch;
struct MVert;
typedef struct GPUBuffer {
@@ -266,11 +267,10 @@ void GPU_pbvh_grid_buffers_update(
void GPU_pbvh_buffers_draw(
GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
bool wireframe, bool fast);
+struct Gwn_Batch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast);
-/* debug PBVH draw*/
-void GPU_pbvh_BB_draw(float min[3], float max[3], bool leaf);
-void GPU_pbvh_BB_draw_init(void);
-void GPU_pbvh_BB_draw_end(void);
+/* debug PBVH draw */
+void GPU_pbvh_BB_draw(float min[3], float max[3], bool leaf, unsigned int pos);
bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, struct GSet *bm_faces, bool show_diffuse_color);
bool GPU_pbvh_buffers_mask_changed(GPU_PBVH_Buffers *buffers, bool show_mask);
diff --git a/source/blender/gpu/GPU_debug.h b/source/blender/gpu/GPU_debug.h
index 61b2bc591ce..c7a99d33654 100644
--- a/source/blender/gpu/GPU_debug.h
+++ b/source/blender/gpu/GPU_debug.h
@@ -41,24 +41,6 @@ extern "C" {
/* prints something if debug mode is active only */
void GPU_print_error_debug(const char *str);
-/* replacement for gluErrorString */
-const char *gpuErrorString(GLenum err);
-
-/* prints current OpenGL state */
-void GPU_state_print(void);
-
-void GPU_assert_no_gl_errors(const char *file, int line, const char *str);
-
-# define GPU_ASSERT_NO_GL_ERRORS(str) GPU_assert_no_gl_errors(__FILE__, __LINE__, (str))
-
-# define GPU_CHECK_ERRORS_AROUND(glProcCall) \
- ( \
- GPU_ASSERT_NO_GL_ERRORS("Pre: " #glProcCall), \
- (glProcCall), \
- GPU_ASSERT_NO_GL_ERRORS("Post: " #glProcCall) \
- )
-
-
/* inserts a debug marker message for the debug context messaging system */
void GPU_string_marker(const char *str);
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index 90b65af87c8..8d29632fc71 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -39,9 +39,9 @@ extern "C" {
struct ImBuf;
struct Image;
struct ImageUser;
-struct MTexPoly;
struct Object;
struct Scene;
+struct ViewLayer;
struct View3D;
struct RegionView3D;
struct SmokeModifierData;
@@ -59,6 +59,13 @@ struct DupliObject;
void GPU_state_init(void);
+/* Programmable point size
+ * - shaders set their own point size when enabled
+ * - use glPointSize when disabled */
+
+void GPU_enable_program_point_size(void);
+void GPU_disable_program_point_size(void);
+
/* Material drawing
* - first the state is initialized by a particular object and
* it's materials
@@ -66,8 +73,9 @@ void GPU_state_init(void);
* GPU_object_material_bind returns 0 if drawing should be skipped
* - after drawing, the material must be disabled again */
-void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
- struct Scene *scene, struct Object *ob, bool glsl, bool *do_alpha_after);
+void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
+ struct Scene *scene, struct ViewLayer *view_layer,
+ struct Object *ob, bool glsl, bool *do_alpha_after);
void GPU_end_object_materials(void);
bool GPU_object_materials_check(void);
@@ -84,29 +92,19 @@ bool GPU_material_use_matcaps_get(void);
void GPU_set_material_alpha_blend(int alphablend);
int GPU_get_material_alpha_blend(void);
-/* TexFace drawing
- * - this is mutually exclusive with material drawing, a mesh should
- * be drawn using one or the other
- * - passing NULL clears the state again */
-
-int GPU_set_tpage(struct MTexPoly *mtexpoly, int mipmap, int transp);
-void GPU_clear_tpage(bool force);
-
/* Lights
* - returns how many lights were enabled
* - this affects fixed functions materials and texface, not glsl */
int GPU_default_lights(void);
int GPU_scene_object_lights(
- struct Scene *scene, struct Object *ob,
- int lay, float viewmat[4][4], int ortho);
+ struct ViewLayer *view_layer, float viewmat[4][4], int ortho);
/* Text render
* - based on moving uv coordinates */
void GPU_render_text(
- struct MTexPoly *mtexpoly, int mode,
- const char *textstr, int textlen, unsigned int *col,
+ int mode, const char *textstr, int textlen, unsigned int *col,
const float *v_quad[4], const float *uv_quad[4],
int glattrib);
@@ -166,6 +164,17 @@ void GPU_select_index_get(int index, int *r_col);
int GPU_select_to_index(unsigned int col);
void GPU_select_to_index_array(unsigned int *col, const unsigned int size);
+typedef enum eGPUAttribMask {
+ GPU_DEPTH_BUFFER_BIT = (1 << 0),
+ GPU_ENABLE_BIT = (1 << 1),
+ GPU_SCISSOR_BIT = (1 << 2),
+ GPU_VIEWPORT_BIT = (1 << 3),
+ GPU_BLEND_BIT = (1 << 4),
+} eGPUAttribMask;
+
+void gpuPushAttrib(eGPUAttribMask mask);
+void gpuPopAttrib(void);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index 31ad8243c4b..d860431b04f 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -38,21 +38,16 @@ extern "C" {
/* GPU extensions support */
-void GPU_extensions_disable(void);
-
-bool GPU_legacy_support(void);
bool GPU_full_non_power_of_two_support(void);
-bool GPU_display_list_support(void);
bool GPU_bicubic_bump_support(void);
-bool GPU_geometry_shader_support(void);
-bool GPU_geometry_shader_support_via_extension(void);
-bool GPU_instanced_drawing_support(void);
int GPU_max_texture_size(void);
int GPU_max_textures(void);
float GPU_max_texture_anisotropy(void);
int GPU_max_color_texture_samples(void);
int GPU_max_cube_map_size(void);
+int GPU_max_ubo_binds(void);
+int GPU_max_ubo_size(void);
int GPU_color_depth(void);
void GPU_get_dfdy_factors(float fac[2]);
@@ -69,6 +64,7 @@ typedef enum GPUDeviceType {
GPU_DEVICE_INTEL = (1 << 2),
GPU_DEVICE_SOFTWARE = (1 << 3),
GPU_DEVICE_UNKNOWN = (1 << 4),
+ GPU_DEVICE_AMD_VEGA = (1 << 5),
GPU_DEVICE_ANY = (0xff)
} GPUDeviceType;
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index 2719b8fa6a8..c58d98c201e 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -50,8 +50,13 @@ struct GPUTexture;
void GPU_texture_bind_as_framebuffer(struct GPUTexture *tex);
GPUFrameBuffer *GPU_framebuffer_create(void);
-int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, char err_out[256]);
+bool GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int mip);
+bool GPU_framebuffer_texture_layer_attach(
+ GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int layer, int mip);
+bool GPU_framebuffer_texture_cubeface_attach(
+ GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int face, int mip);
void GPU_framebuffer_texture_detach(struct GPUTexture *tex);
+void GPU_framebuffer_bind(GPUFrameBuffer *fb);
void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot);
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, struct GPUTexture *tex);
void GPU_framebuffer_free(GPUFrameBuffer *fb);
@@ -66,11 +71,19 @@ void GPU_framebuffer_blur(
GPUFrameBuffer *fb, struct GPUTexture *tex,
GPUFrameBuffer *blurfb, struct GPUTexture *blurtex);
+void GPU_framebuffer_blit(
+ GPUFrameBuffer *fb_read, int read_slot,
+ GPUFrameBuffer *fb_write, int write_slot, bool use_depth, bool use_stencil);
+
+void GPU_framebuffer_recursive_downsample(
+ GPUFrameBuffer *fb, struct GPUTexture *tex, int num_iter,
+ void (*callback)(void *userData, int level), void *userData);
+
/* GPU OffScreen
* - wrapper around framebuffer and texture for simple offscreen drawing
* - changes size if graphics card can't support it */
-GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_out[256]);
+GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool high_bitdepth, char err_out[256]);
void GPU_offscreen_free(GPUOffScreen *ofs);
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
@@ -79,6 +92,10 @@ int GPU_offscreen_width(const GPUOffScreen *ofs);
int GPU_offscreen_height(const GPUOffScreen *ofs);
int GPU_offscreen_color_texture(const GPUOffScreen *ofs);
+void GPU_offscreen_viewport_data_get(
+ GPUOffScreen *ofs,
+ GPUFrameBuffer **r_fb, struct GPUTexture **r_color, struct GPUTexture **r_depth);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/GPU_glew.h b/source/blender/gpu/GPU_glew.h
index 94217863fd6..afe1c9763ad 100644
--- a/source/blender/gpu/GPU_glew.h
+++ b/source/blender/gpu/GPU_glew.h
@@ -34,4 +34,8 @@
#include "glew-mx.h"
+#ifndef WITH_LEGACY_OPENGL
+#include "GPU_legacy_stubs.h"
+#endif
+
#endif /* __GPU_GLEW_H__ */
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
new file mode 100644
index 00000000000..6206e973908
--- /dev/null
+++ b/source/blender/gpu/GPU_immediate.h
@@ -0,0 +1,58 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ *
+ * Contributor(s): Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/* Immediate mode rendering is powered by the Gawain library.
+ * This file contains any additions or modifications specific to Blender.
+ */
+
+#ifndef __GPU_IMMEDIATE_H__
+#define __GPU_IMMEDIATE_H__
+
+#include "../../../intern/gawain/gawain/gwn_immediate.h"
+#include "../../../intern/gawain/gawain/gwn_imm_util.h"
+
+// TODO: CMake magic to do this:
+// #include "gawain/gwn_immediate.h"
+// #include "gawain/gwn_imm_util.h"
+
+#include "GPU_shader.h"
+
+/* Extend immBindProgram to use Blender’s library of built-in shader programs.
+ * Use immUnbindProgram() when done. */
+void immBindBuiltinProgram(GPUBuiltinShader shader_id);
+
+/*
+ * Extend immUniformColor to take Blender's themes
+ */
+void immUniformThemeColor(int color_id);
+void immUniformThemeColor3(int color_id);
+void immUniformThemeColorShade(int color_id, int offset);
+void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset);
+void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int offset);
+void immUniformThemeColorBlend(int color_id1, int color_id2, float fac);
+void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
+
+#endif /* __GPU_IMMEDIATE_H__ */
diff --git a/source/blender/gpu/GPU_immediate_util.h b/source/blender/gpu/GPU_immediate_util.h
new file mode 100644
index 00000000000..c31d477ff5b
--- /dev/null
+++ b/source/blender/gpu/GPU_immediate_util.h
@@ -0,0 +1,64 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_immediate_util.h
+ * \ingroup gpu
+ *
+ * Utility drawing functions (rough equivalent to OpenGL's GLU)
+ */
+
+#ifndef __GPU_IMMEDIATE_UTIL_H__
+#define __GPU_IMMEDIATE_UTIL_H__
+
+void imm_cpack(uint x);
+
+void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int nsegments);
+void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float radius, int nsegments);
+
+void imm_draw_circle_wire_aspect_2d(uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments);
+void imm_draw_circle_fill_aspect_2d(uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments);
+
+/* use this version when Gwn_VertFormat has a vec3 position */
+void imm_draw_circle_wire_3d(uint pos, float x, float y, float radius, int nsegments);
+void imm_draw_circle_fill_3d(uint pos, float x, float y, float radius, int nsegments);
+
+void imm_draw_disk_partial_fill_2d(
+ uint pos, float x, float y,
+ float radius_inner, float radius_outer, int nsegments, float start, float sweep);
+
+void imm_draw_box_wire_2d(uint pos, float x1, float y1, float x2, float y2);
+void imm_draw_box_wire_3d(uint pos, float x1, float y1, float x2, float y2);
+
+void imm_draw_box_checker_2d(float x1, float y1, float x2, float y2);
+
+void imm_draw_cube_fill_3d(uint pos, const float co[3], const float aspect[3]);
+void imm_draw_cube_wire_3d(uint pos, const float co[3], const float aspect[3]);
+
+void imm_draw_cylinder_fill_normal_3d(
+ uint pos, uint nor, float base, float top, float height,
+ int slices, int stacks);
+void imm_draw_cylinder_wire_3d(
+ uint pos, float base, float top, float height,
+ int slices, int stacks);
+void imm_draw_cylinder_fill_3d(
+ uint pos, float base, float top, float height,
+ int slices, int stacks);
+
+#endif /* __GPU_IMMEDIATE_UTIL_H__ */
diff --git a/source/blender/gpu/GPU_lamp.h b/source/blender/gpu/GPU_lamp.h
new file mode 100644
index 00000000000..87350f1ceb4
--- /dev/null
+++ b/source/blender/gpu/GPU_lamp.h
@@ -0,0 +1,77 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel, Clément Foucault.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_lamp.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_LAMP_H__
+#define __GPU_LAMP_H__
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct Scene;
+struct Object;
+struct RenderEngineType;
+
+typedef struct GPULamp GPULamp;
+
+#define MAX_LAMP_DATA 2
+
+typedef struct LampEngineData {
+ void *storage[MAX_LAMP_DATA];
+} LampEngineData;
+
+LampEngineData *GPU_lamp_engine_data_get(struct Scene *scene, struct Object *ob, struct Object *par, struct RenderEngineType *re);
+
+GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
+void GPU_lamp_free(struct Object *ob);
+void GPU_lamp_engine_data_free(LampEngineData *led);
+
+bool GPU_lamp_visible(GPULamp *lamp, struct Material *ma);
+bool GPU_lamp_has_shadow_buffer(GPULamp *lamp);
+void GPU_lamp_update_buffer_mats(GPULamp *lamp);
+void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
+void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
+int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
+int GPU_lamp_shadow_bind_code(GPULamp *lamp);
+float *GPU_lamp_dynpersmat(GPULamp *lamp);
+
+void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
+void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
+void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
+ float coeff_const, float coeff_lin, float coeff_quad);
+void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
+int GPU_lamp_shadow_layer(GPULamp *lamp);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* __GPU_LAMP_H__ */
diff --git a/source/blender/gpu/GPU_legacy_stubs.h b/source/blender/gpu/GPU_legacy_stubs.h
new file mode 100644
index 00000000000..a195eac9eec
--- /dev/null
+++ b/source/blender/gpu/GPU_legacy_stubs.h
@@ -0,0 +1,457 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2017 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Blender Foundation, Dalai Felinto.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_legacy_stubs.h
+ * \ingroup gpu
+ *
+ * This is to mark the transition to OpenGL core profile
+ * The idea is to allow Blender 2.8 to be built with OpenGL 3.3 even if it means breaking things
+ *
+ * This file should be removed in the future
+ */
+
+#ifndef __GPU_LEGACY_STUBS_H__
+#define __GPU_LEGACY_STUBS_H__
+
+#if defined(__GNUC__)
+# pragma GCC diagnostic push
+# pragma GCC diagnostic ignored "-Wunused-parameter"
+# pragma GCC diagnostic ignored "-Wunused-function"
+#endif
+
+#include <stdlib.h> /* for abort(). */
+
+#include "BLI_utildefines.h"
+
+/**
+ * Empty function, use for breakpoint when a depreacated
+ * OpenGL function is called.
+ */
+static void gl_deprecated(void)
+{
+ BLI_assert(true);
+}
+
+#define _GL_BOOL BLI_INLINE GLboolean
+#define _GL_BOOL_RET { \
+ gl_deprecated(); \
+ return false; \
+}
+
+#define _GL_ENUM BLI_INLINE GLenum
+#define _GL_ENUM_RET { \
+ gl_deprecated(); \
+ return 0; \
+}
+
+#define _GL_INT BLI_INLINE GLint
+#define _GL_INT_RET { \
+ gl_deprecated(); \
+ return 0; \
+}
+
+
+#define _GL_UINT BLI_INLINE GLuint
+#define _GL_UINT_RET { \
+ gl_deprecated(); \
+ return 0; \
+}
+
+#define _GL_VOID BLI_INLINE void
+#define _GL_VOID_RET { \
+ gl_deprecated(); \
+}
+
+static bool disable_enable_check(GLenum cap)
+{
+ const bool is_deprecated = \
+ ELEM(
+ cap,
+ GL_ALPHA_TEST,
+ GL_LINE_STIPPLE,
+ GL_POINT_SPRITE,
+ GL_TEXTURE_1D,
+ GL_TEXTURE_2D,
+ GL_TEXTURE_GEN_S,
+ GL_TEXTURE_GEN_T,
+ -1
+ );
+
+ if (is_deprecated) {
+ gl_deprecated();
+ }
+
+ return is_deprecated;
+}
+
+_GL_VOID USE_CAREFULLY_glDisable (GLenum cap)
+{
+ if (!disable_enable_check(cap)) {
+ glDisable(cap);
+ }
+}
+#define glDisable USE_CAREFULLY_glDisable
+
+_GL_VOID USE_CAREFULLY_glEnable (GLenum cap)
+{
+ if (!disable_enable_check(cap)) {
+ glEnable(cap);
+ }
+}
+#define glEnable USE_CAREFULLY_glEnable
+
+/**
+ * Hand written cases
+ */
+
+_GL_VOID DO_NOT_USE_glClientActiveTexture (GLenum texture) _GL_VOID_RET
+
+
+/**
+ * List automatically generated from `gl-deprecated.h` and `glew.h`
+ */
+
+/**
+ * ENUM values
+ */
+#define DO_NOT_USE_GL_CURRENT_FOG_COORDINATE 0
+#define DO_NOT_USE_GL_FOG_COORDINATE 0
+#define DO_NOT_USE_GL_FOG_COORDINATE_ARRAY 0
+#define DO_NOT_USE_GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0
+#define DO_NOT_USE_GL_FOG_COORDINATE_ARRAY_POINTER 0
+#define DO_NOT_USE_GL_FOG_COORDINATE_ARRAY_STRIDE 0
+#define DO_NOT_USE_GL_FOG_COORDINATE_ARRAY_TYPE 0
+#define DO_NOT_USE_GL_FOG_COORDINATE_SOURCE 0
+#define DO_NOT_USE_GL_POINT_SIZE_GRANULARITY 0
+#define DO_NOT_USE_GL_POINT_SIZE_RANGE 0
+#define DO_NOT_USE_GL_SOURCE0_ALPHA 0
+#define DO_NOT_USE_GL_SOURCE0_RGB 0
+#define DO_NOT_USE_GL_SOURCE1_ALPHA 0
+#define DO_NOT_USE_GL_SOURCE1_RGB 0
+#define DO_NOT_USE_GL_SOURCE2_ALPHA 0
+#define DO_NOT_USE_GL_SOURCE2_RGB 0
+
+/**
+ * Functions
+ */
+_GL_VOID DO_NOT_USE_glAccum (GLenum op, GLfloat value) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glAlphaFunc (GLenum func, GLclampf ref) _GL_VOID_RET
+_GL_BOOL DO_NOT_USE_glAreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences) _GL_BOOL_RET
+_GL_VOID DO_NOT_USE_glArrayElement (GLint i) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glBegin (GLenum mode) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glCallList (GLuint list) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glCallLists (GLsizei n, GLenum type, const void *lists) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glClearIndex (GLfloat c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glClipPlane (GLenum plane, const GLdouble *equation) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3b (GLbyte red, GLbyte green, GLbyte blue) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3bv (const GLbyte *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3d (GLdouble red, GLdouble green, GLdouble blue) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3f (GLfloat red, GLfloat green, GLfloat blue) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3i (GLint red, GLint green, GLint blue) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3s (GLshort red, GLshort green, GLshort blue) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3ub (GLubyte red, GLubyte green, GLubyte blue) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3ubv (const GLubyte *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3ui (GLuint red, GLuint green, GLuint blue) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3uiv (const GLuint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3us (GLushort red, GLushort green, GLushort blue) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor3usv (const GLushort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4bv (const GLbyte *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4i (GLint red, GLint green, GLint blue, GLint alpha) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4ubv (const GLubyte *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4uiv (const GLuint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColor4usv (const GLushort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColorMaterial (GLenum face, GLenum mode) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glDeleteLists (GLuint list, GLsizei range) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glDisableClientState (GLenum array) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEdgeFlag (GLboolean flag) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEdgeFlagPointer (GLsizei stride, const void *pointer) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEdgeFlagv (const GLboolean *flag) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEnableClientState (GLenum array) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEnd (void) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEndList (void) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalCoord1d (GLdouble u) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalCoord1dv (const GLdouble *u) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalCoord1f (GLfloat u) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalCoord1fv (const GLfloat *u) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalCoord2d (GLdouble u, GLdouble v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalCoord2dv (const GLdouble *u) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalCoord2f (GLfloat u, GLfloat v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalCoord2fv (const GLfloat *u) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalMesh1 (GLenum mode, GLint i1, GLint i2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalPoint1 (GLint i) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glEvalPoint2 (GLint i, GLint j) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glFeedbackBuffer (GLsizei size, GLenum type, GLfloat *buffer) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glFogf (GLenum pname, GLfloat param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glFogfv (GLenum pname, const GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glFogi (GLenum pname, GLint param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glFogiv (GLenum pname, const GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) _GL_VOID_RET
+_GL_UINT DO_NOT_USE_glGenLists (GLsizei range) _GL_UINT_RET
+_GL_VOID DO_NOT_USE_glGetClipPlane (GLenum plane, GLdouble *equation) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetLightfv (GLenum light, GLenum pname, GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetLightiv (GLenum light, GLenum pname, GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetMapdv (GLenum target, GLenum query, GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetMapfv (GLenum target, GLenum query, GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetMapiv (GLenum target, GLenum query, GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetMaterialfv (GLenum face, GLenum pname, GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetMaterialiv (GLenum face, GLenum pname, GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetPixelMapfv (GLenum map, GLfloat *values) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetPixelMapuiv (GLenum map, GLuint *values) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetPixelMapusv (GLenum map, GLushort *values) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetPolygonStipple (GLubyte *mask) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetTexEnviv (GLenum target, GLenum pname, GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetTexGendv (GLenum coord, GLenum pname, GLdouble *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glGetTexGeniv (GLenum coord, GLenum pname, GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexMask (GLuint mask) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexPointer (GLenum type, GLsizei stride, const void *pointer) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexd (GLdouble c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexdv (const GLdouble *c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexf (GLfloat c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexfv (const GLfloat *c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexi (GLint c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexiv (const GLint *c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexs (GLshort c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexsv (const GLshort *c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexub (GLubyte c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glIndexubv (const GLubyte *c) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glInitNames (void) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glInterleavedArrays (GLenum format, GLsizei stride, const void *pointer) _GL_VOID_RET
+_GL_BOOL DO_NOT_USE_glIsList (GLuint list) _GL_BOOL_RET
+_GL_VOID DO_NOT_USE_glLightModelf (GLenum pname, GLfloat param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLightModelfv (GLenum pname, const GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLightModeli (GLenum pname, GLint param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLightModeliv (GLenum pname, const GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLightf (GLenum light, GLenum pname, GLfloat param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLightfv (GLenum light, GLenum pname, const GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLighti (GLenum light, GLenum pname, GLint param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLightiv (GLenum light, GLenum pname, const GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLineStipple (GLint factor, GLushort pattern) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glListBase (GLuint base) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLoadIdentity (void) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLoadMatrixd (const GLdouble *m) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLoadMatrixf (const GLfloat *m) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glLoadName (GLuint name) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMapGrid1d (GLint un, GLdouble u1, GLdouble u2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMapGrid1f (GLint un, GLfloat u1, GLfloat u2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMaterialf (GLenum face, GLenum pname, GLfloat param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMaterialfv (GLenum face, GLenum pname, const GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMateriali (GLenum face, GLenum pname, GLint param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMaterialiv (GLenum face, GLenum pname, const GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMatrixMode (GLenum mode) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMultMatrixd (const GLdouble *m) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glMultMatrixf (const GLfloat *m) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNewList (GLuint list, GLenum mode) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3bv (const GLbyte *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3i (GLint nx, GLint ny, GLint nz) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3s (GLshort nx, GLshort ny, GLshort nz) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormal3sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glNormalPointer (GLenum type, GLsizei stride, const void *pointer) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPassThrough (GLfloat token) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPixelMapfv (GLenum map, GLsizei mapsize, const GLfloat *values) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPixelMapuiv (GLenum map, GLsizei mapsize, const GLuint *values) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPixelMapusv (GLenum map, GLsizei mapsize, const GLushort *values) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPixelTransferf (GLenum pname, GLfloat param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPixelTransferi (GLenum pname, GLint param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPixelZoom (GLfloat xfactor, GLfloat yfactor) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPolygonStipple (const GLubyte *mask) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPopAttrib (void) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPopClientAttrib (void) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPopMatrix (void) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPopName (void) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPushAttrib (GLbitfield mask) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPushClientAttrib (GLbitfield mask) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPushMatrix (void) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glPushName (GLuint name) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos2d (GLdouble x, GLdouble y) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos2dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos2f (GLfloat x, GLfloat y) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos2fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos2i (GLint x, GLint y) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos2iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos2s (GLshort x, GLshort y) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos2sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos3d (GLdouble x, GLdouble y, GLdouble z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos3dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos3f (GLfloat x, GLfloat y, GLfloat z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos3fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos3i (GLint x, GLint y, GLint z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos3iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos3s (GLshort x, GLshort y, GLshort z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos3sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos4dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos4fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos4i (GLint x, GLint y, GLint z, GLint w) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos4iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRasterPos4sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRectdv (const GLdouble *v1, const GLdouble *v2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRectfv (const GLfloat *v1, const GLfloat *v2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRecti (GLint x1, GLint y1, GLint x2, GLint y2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRectiv (const GLint *v1, const GLint *v2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRectsv (const GLshort *v1, const GLshort *v2) _GL_VOID_RET
+_GL_INT DO_NOT_USE_glRenderMode (GLenum mode) _GL_INT_RET
+_GL_VOID DO_NOT_USE_glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glScaled (GLdouble x, GLdouble y, GLdouble z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glScalef (GLfloat x, GLfloat y, GLfloat z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glSelectBuffer (GLsizei size, GLuint *buffer) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glShadeModel (GLenum mode) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord1d (GLdouble s) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord1dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord1f (GLfloat s) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord1fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord1i (GLint s) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord1iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord1s (GLshort s) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord1sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord2d (GLdouble s, GLdouble t) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord2dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord2f (GLfloat s, GLfloat t) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord2fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord2i (GLint s, GLint t) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord2iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord2s (GLshort s, GLshort t) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord2sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord3d (GLdouble s, GLdouble t, GLdouble r) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord3dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord3f (GLfloat s, GLfloat t, GLfloat r) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord3fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord3i (GLint s, GLint t, GLint r) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord3iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord3s (GLshort s, GLshort t, GLshort r) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord3sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord4dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord4fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord4i (GLint s, GLint t, GLint r, GLint q) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord4iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoord4sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const void *pointer) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexEnvf (GLenum target, GLenum pname, GLfloat param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexEnvi (GLenum target, GLenum pname, GLint param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexEnviv (GLenum target, GLenum pname, const GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexGend (GLenum coord, GLenum pname, GLdouble param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexGendv (GLenum coord, GLenum pname, const GLdouble *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexGenf (GLenum coord, GLenum pname, GLfloat param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexGenfv (GLenum coord, GLenum pname, const GLfloat *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexGeni (GLenum coord, GLenum pname, GLint param) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTexGeniv (GLenum coord, GLenum pname, const GLint *params) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTranslated (GLdouble x, GLdouble y, GLdouble z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glTranslatef (GLfloat x, GLfloat y, GLfloat z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex2d (GLdouble x, GLdouble y) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex2dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex2f (GLfloat x, GLfloat y) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex2fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex2i (GLint x, GLint y) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex2iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex2s (GLshort x, GLshort y) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex2sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex3d (GLdouble x, GLdouble y, GLdouble z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex3dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex3f (GLfloat x, GLfloat y, GLfloat z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex3fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex3i (GLint x, GLint y, GLint z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex3iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex3s (GLshort x, GLshort y, GLshort z) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex3sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex4dv (const GLdouble *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex4fv (const GLfloat *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex4i (GLint x, GLint y, GLint z, GLint w) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex4iv (const GLint *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex4s (GLshort x, GLshort y, GLshort z, GLshort w) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertex4sv (const GLshort *v) _GL_VOID_RET
+_GL_VOID DO_NOT_USE_glVertexPointer (GLint size, GLenum type, GLsizei stride, const void *pointer) _GL_VOID_RET
+
+/**
+ * End of automatically generated list
+ */
+
+
+
+#undef _GL_BOOL
+#undef _GL_BOOL_RET
+#undef _GL_ENUM
+#undef _GL_ENUM_RET
+#undef _GL_INT
+#undef _GL_INT_RET
+#undef _GL_UINT
+#undef _GL_UINT_RET
+#undef _GL_VOID
+#undef _GL_VOID_RET
+
+#if defined(__GNUC__)
+# pragma GCC diagnostic pop
+#endif
+
+#endif /* __GPU_LEGACY_STUBS_H__ */
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index dbfcd4d1ea4..698f3ada2a3 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -43,30 +43,33 @@ extern "C" {
struct Image;
struct ImageUser;
+struct ListBase;
struct Material;
struct Object;
-struct Image;
struct Scene;
-struct SceneRenderLayer;
struct GPUVertexAttribs;
struct GPUNode;
struct GPUNodeLink;
struct GPUNodeStack;
struct GPUMaterial;
struct GPUTexture;
+struct GPUUniformBuffer;
struct GPULamp;
struct PreviewImage;
struct World;
+struct bNode;
+struct bNodeTree;
typedef struct GPUNode GPUNode;
typedef struct GPUNodeLink GPUNodeLink;
typedef struct GPUMaterial GPUMaterial;
-typedef struct GPULamp GPULamp;
+
typedef struct GPUParticleInfo GPUParticleInfo;
/* Functions to create GPU Materials nodes */
typedef enum GPUType {
+ /* Keep in sync with GPU_DATATYPE_STR */
/* The value indicates the number of elements in each type */
GPU_NONE = 0,
GPU_FLOAT = 1,
@@ -76,9 +79,16 @@ typedef enum GPUType {
GPU_MAT3 = 9,
GPU_MAT4 = 16,
+ /* Values not in GPU_DATATYPE_STR */
GPU_TEX2D = 1002,
- GPU_SHADOW2D = 1003,
- GPU_TEXCUBE = 1004,
+ GPU_TEX3D = 1003,
+ GPU_SHADOW2D = 1004,
+ GPU_TEXCUBE = 1005,
+
+ /* GLSL Struct types */
+ GPU_CLOSURE = 1006,
+
+ /* Opengl Attributes */
GPU_ATTRIB = 3001
} GPUType;
@@ -98,7 +108,9 @@ typedef enum GPUBuiltin {
GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
- GPU_OBJECT_INFO = (1 << 15)
+ GPU_OBJECT_INFO = (1 << 15),
+ GPU_VOLUME_DENSITY = (1 << 16),
+ GPU_VOLUME_FLAME = (1 << 17)
} GPUBuiltin;
typedef enum GPUOpenGLBuiltin {
@@ -141,6 +153,7 @@ typedef struct GPUNodeStack {
#define GPU_DYNAMIC_GROUP_MIST 0x00050000
#define GPU_DYNAMIC_GROUP_WORLD 0x00060000
#define GPU_DYNAMIC_GROUP_MAT 0x00070000
+#define GPU_DYNAMIC_UBO 0x00080000
typedef enum GPUDynamicType {
@@ -200,6 +213,7 @@ typedef enum GPUDynamicType {
GPUNodeLink *GPU_attribute(CustomDataType type, const char *name);
GPUNodeLink *GPU_uniform(float *num);
GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *data);
+GPUNodeLink *GPU_uniform_buffer(float *num, GPUType gputype);
GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, bool is_data);
GPUNodeLink *GPU_cube_map(struct Image *ima, struct ImageUser *iuser, bool is_data);
GPUNodeLink *GPU_image_preview(struct PreviewImage *prv);
@@ -210,26 +224,36 @@ GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin);
void GPU_node_link_set_type(GPUNodeLink *link, GPUType type);
bool GPU_link(GPUMaterial *mat, const char *name, ...);
-bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
+bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
+GPUNodeLink *GPU_uniformbuffer_link_out(
+ struct GPUMaterial *mat, struct bNode *node,
+ struct GPUNodeStack *stack, const int index);
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_enable_alpha(GPUMaterial *material);
GPUBuiltin GPU_get_material_builtins(GPUMaterial *material);
GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
+void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short *falloff_type, float *sharpness);
+struct GPUUniformBuffer *GPU_material_sss_profile_get(
+ GPUMaterial *material, int sample_ct, struct GPUTexture **tex_profile);
+
/* High level functions to create and use GPU materials */
GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo);
-
+GPUMaterial *GPU_material_from_nodetree_find(
+ struct ListBase *gpumaterials, const void *engine_type, int options);
+GPUMaterial *GPU_material_from_nodetree(
+ struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options,
+ const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines);
GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
void GPU_material_free(struct ListBase *gpumaterial);
void GPU_materials_free(void);
-bool GPU_lamp_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
- float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
+ float viewmat[4][4], float viewinv[4][4], float cameraborder[4]);
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
float autobumpscale, GPUParticleInfo *pi, float object_info[3]);
@@ -237,6 +261,11 @@ void GPU_material_unbind(GPUMaterial *material);
bool GPU_material_bound(GPUMaterial *material);
struct Scene *GPU_material_scene(GPUMaterial *material);
GPUMatType GPU_Material_get_type(GPUMaterial *material);
+struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
+
+struct GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material);
+void GPU_material_create_uniform_buffer(GPUMaterial *material, struct ListBase *inputs);
+void GPU_material_uniform_buffer_tag_dirty(struct ListBase *gpumaterials);
void GPU_material_vertex_attributes(GPUMaterial *material,
struct GPUVertexAttribs *attrib);
@@ -244,6 +273,8 @@ void GPU_material_vertex_attributes(GPUMaterial *material,
bool GPU_material_do_color_management(GPUMaterial *mat);
bool GPU_material_use_new_shading_nodes(GPUMaterial *mat);
bool GPU_material_use_world_space_shading(GPUMaterial *mat);
+bool GPU_material_use_domain_surface(GPUMaterial *mat);
+bool GPU_material_use_domain_volume(GPUMaterial *mat);
/* Exported shading */
@@ -312,26 +343,8 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma);
void GPU_free_shader_export(GPUShaderExport *shader);
/* Lamps */
-
-GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
-void GPU_lamp_free(struct Object *ob);
-
-bool GPU_lamp_has_shadow_buffer(GPULamp *lamp);
-void GPU_lamp_update_buffer_mats(GPULamp *lamp);
-void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
-void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
-int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
-int GPU_lamp_shadow_bind_code(GPULamp *lamp);
-float *GPU_lamp_dynpersmat(GPULamp *lamp);
-
-void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
-void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
-void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
- float coeff_const, float coeff_lin, float coeff_quad);
-void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
-int GPU_lamp_shadow_layer(GPULamp *lamp);
GPUNodeLink *GPU_lamp_get_data(
- GPUMaterial *mat, GPULamp *lamp,
+ GPUMaterial *mat, struct GPULamp *lamp,
GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy);
/* World */
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h
new file mode 100644
index 00000000000..f22c0cd5c4d
--- /dev/null
+++ b/source/blender/gpu/GPU_matrix.h
@@ -0,0 +1,190 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2012 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Alexandr Kuznetsov, Jason Wilkins, Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file source/blender/gpu/GPU_matrix.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_MATRIX_H__
+#define __GPU_MATRIX_H__
+
+#include "BLI_sys_types.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct Gwn_ShaderInterface;
+
+void gpuMatrixReset(void); /* to Identity transform & empty stack */
+
+/* ModelView Matrix (2D or 3D) */
+
+void gpuPushMatrix(void); /* TODO: PushCopy vs PushIdentity? */
+void gpuPopMatrix(void);
+
+void gpuLoadIdentity(void);
+
+void gpuScaleUniform(float factor);
+
+
+/* 3D ModelView Matrix */
+
+void gpuLoadMatrix(const float m[4][4]);
+void gpuMultMatrix(const float m[4][4]);
+
+void gpuTranslate3f(float x, float y, float z);
+void gpuTranslate3fv(const float vec[3]);
+void gpuScale3f(float x, float y, float z);
+void gpuScale3fv(const float vec[3]);
+void gpuRotate3f(float deg, float x, float y, float z); /* axis of rotation should be a unit vector */
+void gpuRotate3fv(float deg, const float axis[3]); /* axis of rotation should be a unit vector */
+void gpuRotateAxis(float deg, char axis); /* TODO: enum for axis? */
+
+void gpuLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ);
+/* TODO: variant that takes eye[3], center[3], up[3] */
+
+
+/* 2D ModelView Matrix */
+
+void gpuTranslate2f(float x, float y);
+void gpuTranslate2fv(const float vec[2]);
+void gpuScale2f(float x, float y);
+void gpuScale2fv(const float vec[2]);
+void gpuRotate2D(float deg);
+
+/* Projection Matrix (2D or 3D) */
+
+void gpuPushProjectionMatrix(void);
+void gpuPopProjectionMatrix(void);
+
+/* 3D Projection Matrix */
+
+void gpuLoadIdentityProjectionMatrix(void);
+void gpuLoadProjectionMatrix(const float m[4][4]);
+
+void gpuOrtho(float left, float right, float bottom, float top, float near, float far);
+void gpuFrustum(float left, float right, float bottom, float top, float near, float far);
+void gpuPerspective(float fovy, float aspect, float near, float far);
+
+/* 3D Projection between Window and World Space */
+
+void gpuProject(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3]);
+bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[3]);
+
+/* 2D Projection Matrix */
+
+void gpuOrtho2D(float left, float right, float bottom, float top);
+
+
+/* functions to get matrix values */
+const float (*gpuGetModelViewMatrix(float m[4][4]))[4];
+const float (*gpuGetProjectionMatrix(float m[4][4]))[4];
+const float (*gpuGetModelViewProjectionMatrix(float m[4][4]))[4];
+
+const float (*gpuGetNormalMatrix(float m[3][3]))[3];
+const float (*gpuGetNormalMatrixInverse(float m[3][3]))[3];
+
+
+/* set uniform values for currently bound shader */
+void gpuBindMatrices(const struct Gwn_ShaderInterface *);
+bool gpuMatricesDirty(void); /* since last bind */
+
+
+/* Python API needs to be able to inspect the stack so errors raise exceptions instead of crashing. */
+#ifdef USE_GPU_PY_MATRIX_API
+int GPU_matrix_stack_level_get_model_view(void);
+int GPU_matrix_stack_level_get_projection(void);
+/* static assert ensures this doesn't change! */
+#define GPU_PY_MATRIX_STACK_LEN 31
+#endif /* USE_GPU_PY_MATRIX_API */
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#ifndef SUPPRESS_GENERIC_MATRIX_API
+
+#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
+#define _GPU_MAT3_CONST_CAST(x) (_Generic((x), \
+ void *: (const float (*)[3])(x), \
+ float *: (const float (*)[3])(x), \
+ float [9]: (const float (*)[3])(x), \
+ float (*)[4]: (const float (*)[3])(x), \
+ float [4][4]: (const float (*)[3])(x), \
+ const void *: (const float (*)[3])(x), \
+ const float *: (const float (*)[3])(x), \
+ const float [9]: (const float (*)[3])(x), \
+ const float (*)[3]: (const float (*)[3])(x), \
+ const float [3][3]: (const float (*)[3])(x)) \
+)
+#define _GPU_MAT3_CAST(x) (_Generic((x), \
+ void *: (float (*)[3])(x), \
+ float *: (float (*)[3])(x), \
+ float [9]: (float (*)[3])(x), \
+ float (*)[3]: (float (*)[3])(x), \
+ float [3][3]: (float (*)[3])(x)) \
+)
+#define _GPU_MAT4_CONST_CAST(x) (_Generic((x), \
+ void *: (const float (*)[4])(x), \
+ float *: (const float (*)[4])(x), \
+ float [16]: (const float (*)[4])(x), \
+ float (*)[4]: (const float (*)[4])(x), \
+ float [4][4]: (const float (*)[4])(x), \
+ const void *: (const float (*)[4])(x), \
+ const float *: (const float (*)[4])(x), \
+ const float [16]: (const float (*)[4])(x), \
+ const float (*)[4]: (const float (*)[4])(x), \
+ const float [4][4]: (const float (*)[4])(x)) \
+)
+#define _GPU_MAT4_CAST(x) (_Generic((x), \
+ void *: (float (*)[4])(x), \
+ float *: (float (*)[4])(x), \
+ float [16]: (float (*)[4])(x), \
+ float (*)[4]: (float (*)[4])(x), \
+ float [4][4]: (float (*)[4])(x)) \
+)
+#else
+# define _GPU_MAT3_CONST_CAST(x) (const float (*)[3])(x)
+# define _GPU_MAT3_CAST(x) (float (*)[3])(x)
+# define _GPU_MAT4_CONST_CAST(x) (const float (*)[4])(x)
+# define _GPU_MAT4_CAST(x) (float (*)[4])(x)
+#endif /* C11 */
+
+/* make matrix inputs generic, to avoid warnings */
+# define gpuMultMatrix(x) gpuMultMatrix(_GPU_MAT4_CONST_CAST(x))
+# define gpuLoadMatrix(x) gpuLoadMatrix(_GPU_MAT4_CONST_CAST(x))
+# define gpuLoadProjectionMatrix(x) gpuLoadProjectionMatrix(_GPU_MAT4_CONST_CAST(x))
+# define gpuGetModelViewMatrix(x) gpuGetModelViewMatrix(_GPU_MAT4_CAST(x))
+# define gpuGetProjectionMatrix(x) gpuGetProjectionMatrix(_GPU_MAT4_CAST(x))
+# define gpuGetModelViewProjectionMatrix(x) gpuGetModelViewProjectionMatrix(_GPU_MAT4_CAST(x))
+# define gpuGetNormalMatrix(x) gpuGetNormalMatrix(_GPU_MAT3_CAST(x))
+# define gpuGetNormalMatrixInverse(x) gpuGetNormalMatrixInverse(_GPU_MAT3_CAST(x))
+#endif /* SUPPRESS_GENERIC_MATRIX_API */
+
+#endif /* __GPU_MATRIX_H__ */
diff --git a/source/blender/gpu/GPU_select.h b/source/blender/gpu/GPU_select.h
index cf5b8bf7d8f..0617d58f3b6 100644
--- a/source/blender/gpu/GPU_select.h
+++ b/source/blender/gpu/GPU_select.h
@@ -56,4 +56,7 @@ void GPU_select_cache_begin(void);
void GPU_select_cache_load_id(void);
void GPU_select_cache_end(void);
+/* utilities */
+const uint *GPU_select_buffer_near(const uint *buffer, int hits);
+
#endif
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 5b94db6e120..f2119a117e5 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -38,6 +38,7 @@ extern "C" {
typedef struct GPUShader GPUShader;
struct GPUTexture;
+struct GPUUniformBuffer;
/* GPU Shader
* - only for fragment shaders now
@@ -54,29 +55,35 @@ GPUShader *GPU_shader_create(
const char *fragcode,
const char *geocode,
const char *libcode,
- const char *defines,
- int input, int output, int number);
+ const char *defines);
GPUShader *GPU_shader_create_ex(
const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
- int input, int output, int number,
const int flags);
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);
void GPU_shader_unbind(void);
+int GPU_shader_get_program(GPUShader *shader);
+
void *GPU_shader_get_interface(GPUShader *shader);
-void GPU_shader_set_interface(GPUShader *shader, void *interface);
+
+void *GPU_fx_shader_get_interface(GPUShader *shader);
+void GPU_fx_shader_set_interface(GPUShader *shader, void *interface);
+
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
+int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
+int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
int arraysize, const float *value);
void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length,
int arraysize, const int *value);
+void GPU_shader_uniform_buffer(GPUShader *shader, int location, struct GPUUniformBuffer *ubo);
void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex);
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number);
@@ -85,13 +92,102 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name);
/* Builtin/Non-generated shaders */
typedef enum GPUBuiltinShader {
- GPU_SHADER_VSM_STORE = 0,
- GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
- GPU_SHADER_SMOKE = 2,
- GPU_SHADER_SMOKE_FIRE = 3,
- GPU_SHADER_SMOKE_COBA = 4,
+ GPU_SHADER_VSM_STORE,
+ GPU_SHADER_SEP_GAUSSIAN_BLUR,
+ GPU_SHADER_SMOKE,
+ GPU_SHADER_SMOKE_FIRE,
+ GPU_SHADER_SMOKE_COBA,
+
+ /* specialized drawing */
+ GPU_SHADER_TEXT,
+ GPU_SHADER_EDGES_FRONT_BACK_PERSP,
+ GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
+ GPU_SHADER_EDGES_OVERLAY_SIMPLE,
+ GPU_SHADER_EDGES_OVERLAY,
+ GPU_SHADER_KEYFRAME_DIAMOND,
+ GPU_SHADER_SIMPLE_LIGHTING,
+ GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
+ GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
+ GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
+ /* for simple 2D drawing */
+ GPU_SHADER_2D_UNIFORM_COLOR,
+ GPU_SHADER_2D_FLAT_COLOR,
+ GPU_SHADER_2D_SMOOTH_COLOR,
+ GPU_SHADER_2D_IMAGE_COLOR,
+ GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
+ GPU_SHADER_2D_CHECKER,
+ GPU_SHADER_2D_DIAG_STRIPES,
+ /* for simple 3D drawing */
+ GPU_SHADER_3D_UNIFORM_COLOR,
+ GPU_SHADER_3D_UNIFORM_COLOR_U32,
+ GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE,
+ GPU_SHADER_3D_FLAT_COLOR,
+ GPU_SHADER_3D_FLAT_COLOR_U32, /* use for select-id's */
+ GPU_SHADER_3D_SMOOTH_COLOR,
+ GPU_SHADER_3D_DEPTH_ONLY,
+ GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
+ /* basic image drawing */
+ GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB,
+ GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
+ GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
+ GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
+ GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
+ GPU_SHADER_3D_IMAGE_DEPTH,
+ /* stereo 3d */
+ GPU_SHADER_2D_IMAGE_INTERLACE,
+ /* points */
+ GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
+ GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
+ GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
+ GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
+ GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
+ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
+ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
+ GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
+ GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
+ /* lines */
+ GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
+ GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
+ /* lamp drawing */
+ GPU_SHADER_3D_GROUNDPOINT,
+ GPU_SHADER_3D_GROUNDLINE,
+ GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
+ /* bone drawing */
+ GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR,
+ GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR,
+ /* camera drawing */
+ GPU_SHADER_CAMERA,
+ /* distance in front of objects */
+ GPU_SHADER_DISTANCE_LINES,
+ /* axis name */
+ GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS,
+ GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED,
+ /* instance */
+ GPU_SHADER_INSTANCE_UNIFORM_COLOR,
+ GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
+ GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
+ GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
+
+ GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID,
+ GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE,
+
+ GPU_SHADER_3D_INSTANCE_MBALL_HELPERS,
+
+ GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
} GPUBuiltinShader;
+/* Keep these in sync with:
+ * gpu_shader_image_interlace_frag.glsl
+ * gpu_shader_image_rect_interlace_frag.glsl
+ **/
+typedef enum GPUInterlaceShader {
+ GPU_SHADER_INTERLACE_ROW = 0,
+ GPU_SHADER_INTERLACE_COLUMN = 1,
+ GPU_SHADER_INTERLACE_CHECKER = 2,
+} GPUInterlaceShader;
+
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp);
diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h
index 756fe79151b..1b64d66469b 100644
--- a/source/blender/gpu/GPU_texture.h
+++ b/source/blender/gpu/GPU_texture.h
@@ -55,25 +55,123 @@ typedef struct GPUTexture GPUTexture;
* - if created with from_blender, will not free the texture
*/
-typedef enum GPUHDRType {
- GPU_HDR_NONE = 0,
- GPU_HDR_HALF_FLOAT = 1,
- GPU_HDR_FULL_FLOAT = (1 << 1),
-} GPUHDRType;
+/* Wrapper to supported OpenGL/Vulkan texture internal storage
+ * If you need a type just uncomment it. Be aware that some formats
+ * are not supported by renderbuffers. All of the following formats
+ * are part of the OpenGL 3.3 core
+ * specification. */
+typedef enum GPUTextureFormat {
+ /* Formats texture & renderbuffer */
+ GPU_RGBA32F,
+ GPU_RGBA16F,
+ GPU_RGBA8,
+ GPU_RG32F,
+ GPU_RG16F,
+ GPU_RG16I,
+ GPU_R32F,
+ GPU_R16F,
+ GPU_RG8,
+ GPU_R8,
+#if 0
+ GPU_RGBA32I,
+ GPU_RGBA32UI,
+ GPU_RGBA16,
+ GPU_RGBA16I,
+ GPU_RGBA16UI,
+ GPU_RGBA8I,
+ GPU_RGBA8UI,
+ GPU_RG32I,
+ GPU_RG32UI,
+ GPU_RG16,
+ GPU_RG16UI,
+ GPU_RG8I,
+ GPU_RG8UI,
+ GPU_R32I,
+ GPU_R32UI,
+ GPU_R16I,
+ GPU_R16UI,
+ GPU_R16,
+ GPU_R8I,
+ GPU_R8UI,
+#endif
+
+ /* Special formats texture & renderbuffer */
+#if 0
+ GPU_RGB10_A2,
+ GPU_RGB10_A2UI,
+ GPU_DEPTH32F_STENCIL8,
+#endif
+ GPU_R11F_G11F_B10F,
+ GPU_DEPTH24_STENCIL8,
+
+ /* Texture only format */
+ GPU_RGB16F,
+#if 0
+ GPU_RGBA16_SNORM,
+ GPU_RGBA8_SNORM,
+ GPU_RGB32F,
+ GPU_RGB32I,
+ GPU_RGB32UI,
+ GPU_RGB16_SNORM,
+ GPU_RGB16I,
+ GPU_RGB16UI,
+ GPU_RGB16,
+ GPU_RGB8_SNORM,
+ GPU_RGB8,
+ GPU_RGB8I,
+ GPU_RGB8UI,
+ GPU_RG16_SNORM,
+ GPU_RG8_SNORM,
+ GPU_R16_SNORM,
+ GPU_R8_SNORM,
+#endif
+
+ /* Special formats texture only */
+#if 0
+ GPU_SRGB8_A8,
+ GPU_SRGB8,
+ GPU_RGB9_E5,
+ GPU_COMPRESSED_RG_RGTC2,
+ GPU_COMPRESSED_SIGNED_RG_RGTC2,
+ GPU_COMPRESSED_RED_RGTC1,
+ GPU_COMPRESSED_SIGNED_RED_RGTC1,
+#endif
+
+ /* Depth Formats */
+ GPU_DEPTH_COMPONENT32F,
+ GPU_DEPTH_COMPONENT24,
+ GPU_DEPTH_COMPONENT16,
+} GPUTextureFormat;
+
+unsigned int GPU_texture_memory_usage_get(void);
GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, GPUHDRType hdr, char err_out[256]);
-GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels);
+GPUTexture *GPU_texture_create_1D_custom(
+ int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_custom(
+ int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_custom_multisample(
+ int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, int samples, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_array_custom(
+ int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_3D_custom(
+ int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_cube_custom(
+ int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
-GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]);
-GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256]);
-GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_2D_multisample(
- int w, int h, const float *pixels, GPUHDRType hdr, int samples, char err_out[256]);
+GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256]);
GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);
+GPUTexture *GPU_texture_create_depth_with_stencil_multisample(int w, int h, int samples, char err_out[256]);
+
GPUTexture *GPU_texture_from_blender(
struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data, double time, int mipmap);
GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
+
+void GPU_texture_update(GPUTexture *tex, const float *pixels);
+
void GPU_invalid_tex_init(void);
void GPU_invalid_tex_bind(int mode);
void GPU_invalid_tex_free(void);
@@ -81,12 +179,15 @@ void GPU_invalid_tex_free(void);
void GPU_texture_free(GPUTexture *tex);
void GPU_texture_ref(GPUTexture *tex);
-
void GPU_texture_bind(GPUTexture *tex, int number);
void GPU_texture_unbind(GPUTexture *tex);
int GPU_texture_bound_number(GPUTexture *tex);
-void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter);
+void GPU_texture_generate_mipmap(GPUTexture *tex);
+void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
+void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
+void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter);
+void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat);
struct GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);
int GPU_texture_framebuffer_attachment(GPUTexture *tex);
@@ -95,7 +196,9 @@ void GPU_texture_framebuffer_set(GPUTexture *tex, struct GPUFrameBuffer *fb, int
int GPU_texture_target(const GPUTexture *tex);
int GPU_texture_width(const GPUTexture *tex);
int GPU_texture_height(const GPUTexture *tex);
-int GPU_texture_depth(const GPUTexture *tex);
+int GPU_texture_format(const GPUTexture *tex);
+bool GPU_texture_depth(const GPUTexture *tex);
+bool GPU_texture_stencil(const GPUTexture *tex);
int GPU_texture_opengl_bindcode(const GPUTexture *tex);
#ifdef __cplusplus
diff --git a/source/blender/gpu/GPU_uniformbuffer.h b/source/blender/gpu/GPU_uniformbuffer.h
new file mode 100644
index 00000000000..c2480f8ba03
--- /dev/null
+++ b/source/blender/gpu/GPU_uniformbuffer.h
@@ -0,0 +1,59 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Clement Foucault.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_uniformbuffer.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_UNIFORMBUFFER_H__
+#define __GPU_UNIFORMBUFFER_H__
+
+struct ListBase;
+
+typedef struct GPUUniformBuffer GPUUniformBuffer;
+typedef struct GPUUniformBufferDynamicItem GPUUniformBufferDynamicItem;
+
+GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256]);
+GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(struct ListBase *inputs, char err_out[256]);
+
+void GPU_uniformbuffer_free(GPUUniformBuffer *ubo);
+
+void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data);
+void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_);
+
+void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number);
+void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo);
+
+int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo);
+
+bool GPU_uniformbuffer_is_empty(GPUUniformBuffer *ubo);
+bool GPU_uniformbuffer_is_dirty(GPUUniformBuffer *ubo);
+void GPU_uniformbuffer_tag_dirty(GPUUniformBuffer *ubo);
+
+#define GPU_UBO_BLOCK_NAME "nodeTree"
+
+#endif /* __GPU_UNIFORMBUFFER_H__ */
diff --git a/source/blender/gpu/GPU_viewport.h b/source/blender/gpu/GPU_viewport.h
new file mode 100644
index 00000000000..580ff64befb
--- /dev/null
+++ b/source/blender/gpu/GPU_viewport.h
@@ -0,0 +1,134 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_viewport.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_VIEWPORT_H__
+#define __GPU_VIEWPORT_H__
+
+#include <stdbool.h>
+
+#include "DNA_vec_types.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_texture.h"
+
+#define GPU_INFO_SIZE 512 /* IMA_MAX_RENDER_TEXT */
+
+typedef struct GPUViewport GPUViewport;
+
+/* Contains memory pools informations */
+typedef struct ViewportMemoryPool {
+ struct BLI_mempool *calls;
+ struct BLI_mempool *calls_generate;
+ struct BLI_mempool *shgroups;
+ struct BLI_mempool *uniforms;
+ struct BLI_mempool *passes;
+} ViewportMemoryPool;
+
+/* All FramebufferLists are just the same pointers with different names */
+typedef struct FramebufferList {
+ struct GPUFrameBuffer *framebuffers[0];
+} FramebufferList;
+
+typedef struct TextureList {
+ struct GPUTexture *textures[0];
+} TextureList;
+
+typedef struct PassList {
+ struct DRWPass *passes[0];
+} PassList;
+
+typedef struct StorageList {
+ void *storage[0]; /* custom structs from the engine */
+} StorageList;
+
+typedef struct ViewportEngineData {
+ void *engine_type;
+
+ FramebufferList *fbl;
+ TextureList *txl;
+ PassList *psl;
+ StorageList *stl;
+ char info[GPU_INFO_SIZE];
+
+ /* we may want to put this elsewhere */
+ struct DRWTextStore *text_draw_cache;
+
+ /* Profiling data */
+ double init_time;
+ double cache_time;
+ double render_time;
+ double background_time;
+} ViewportEngineData;
+
+typedef struct ViewportEngineData_Info {
+ int fbl_len;
+ int txl_len;
+ int psl_len;
+ int stl_len;
+} ViewportEngineData_Info;
+
+GPUViewport *GPU_viewport_create(void);
+void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect);
+void GPU_viewport_unbind(GPUViewport *viewport);
+void GPU_viewport_free(GPUViewport *viewport);
+
+GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs);
+void GPU_viewport_clear_from_offscreen(GPUViewport *viewport);
+
+ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport);
+struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport);
+
+void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type);
+void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type);
+void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport);
+void *GPU_viewport_texture_list_get(GPUViewport *viewport);
+void GPU_viewport_size_get(const GPUViewport *viewport, int size[2]);
+void GPU_viewport_size_set(GPUViewport *viewport, const int size[2]);
+
+void GPU_viewport_tag_update(GPUViewport *viewport);
+bool GPU_viewport_do_update(GPUViewport *viewport);
+
+/* Texture pool */
+GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int channels, int format);
+
+bool GPU_viewport_engines_data_validate(GPUViewport *viewport, unsigned int hash);
+void GPU_viewport_cache_release(GPUViewport *viewport);
+
+/* debug */
+bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256]);
+void GPU_viewport_debug_depth_free(GPUViewport *viewport);
+void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y);
+void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar);
+bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport);
+int GPU_viewport_debug_depth_width(const GPUViewport *viewport);
+int GPU_viewport_debug_depth_height(const GPUViewport *viewport);
+
+#endif // __GPU_VIEWPORT_H__
diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c
index 8505bd847a0..620a06ae606 100644
--- a/source/blender/gpu/intern/gpu_basic_shader.c
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -140,114 +140,6 @@ const GLubyte stipple_checker_8px[128] = {
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
-const GLubyte stipple_interlace_row[128] = {
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};
-
-const GLubyte stipple_interlace_row_swap[128] = {
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};
-
-const GLubyte stipple_interlace_column[128] = {
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
- 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
-
-const GLubyte stipple_interlace_column_swap[128] = {
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
- 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa};
-
-const GLubyte stipple_interlace_checker[128] = {
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
- 0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa};
-
-const GLubyte stipple_interlace_checker_swap[128] = {
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
- 0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55};
-
const GLubyte stipple_hexagon[128] = {
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
@@ -267,24 +159,6 @@ const GLubyte stipple_hexagon[128] = {
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22};
/* ********************************************* */
-/* GLSL State */
-
-static bool USE_GLSL = false;
-
-/**
- * \note this isn't part of the basic shader API,
- * only set from the command line once on startup.
- */
-void GPU_basic_shader_use_glsl_set(bool enabled)
-{
- USE_GLSL = enabled;
-}
-
-bool GPU_basic_shader_use_glsl_get(void)
-{
- return USE_GLSL;
-}
-
/* Init / exit */
void GPU_basic_shaders_init(void)
@@ -316,31 +190,6 @@ static bool solid_compatible_lighting(void)
return ((directional & enabled) == enabled);
}
-#if 0
-static int detect_options()
-{
- GLint two_sided;
- int options = 0;
-
- if (glIsEnabled(GL_TEXTURE_2D))
- options |= GPU_SHADER_TEXTURE_2D;
- if (glIsEnabled(GL_TEXTURE_RECTANGLE))
- options |= GPU_SHADER_TEXTURE_RECT;
- GPU_SHADER_TEXTURE_RECT
- if (glIsEnabled(GL_COLOR_MATERIAL))
- options |= GPU_SHADER_USE_COLOR;
-
- if (glIsEnabled(GL_LIGHTING))
- options |= GPU_SHADER_LIGHTING;
-
- glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &two_sided);
- if (two_sided == GL_TRUE)
- options |= GPU_SHADER_TWO_SIDED;
-
- return options;
-}
-#endif
-
static GPUShader *gpu_basic_shader(int options)
{
/* glsl code */
@@ -388,7 +237,7 @@ static GPUShader *gpu_basic_shader(int options)
datatoc_gpu_shader_basic_frag_glsl,
geom_glsl,
NULL,
- defines, 0, 0, 0);
+ defines);
if (shader) {
/* set texture map to first texture unit */
@@ -420,102 +269,16 @@ static void gpu_basic_shader_uniform_autoset(GPUShader *shader, int options)
void GPU_basic_shader_bind(int options)
{
- if (USE_GLSL) {
- if (options) {
- const int bound_options = GPU_MATERIAL_STATE.bound_options;
-
- /* texture options need to be set for basic shader too */
- if (options & GPU_SHADER_TEXTURE_2D) {
- glEnable(GL_TEXTURE_2D);
- }
- else if (bound_options & GPU_SHADER_TEXTURE_2D) {
- glDisable(GL_TEXTURE_2D);
- }
-
- if (options & GPU_SHADER_TEXTURE_RECT) {
- glEnable(GL_TEXTURE_RECTANGLE);
- }
- else if (bound_options & GPU_SHADER_TEXTURE_RECT) {
- glDisable(GL_TEXTURE_RECTANGLE);
- }
-
- GPUShader *shader = gpu_basic_shader(options);
+ if (options) {
+ GPUShader *shader = gpu_basic_shader(options);
- if (shader) {
- GPU_shader_bind(shader);
- gpu_basic_shader_uniform_autoset(shader, options);
- }
- }
- else {
- GPU_shader_unbind();
+ if (shader) {
+ GPU_shader_bind(shader);
+ gpu_basic_shader_uniform_autoset(shader, options);
}
}
else {
- const int bound_options = GPU_MATERIAL_STATE.bound_options;
-
- if (options & GPU_SHADER_LIGHTING) {
- glEnable(GL_LIGHTING);
-
- if (options & GPU_SHADER_USE_COLOR)
- glEnable(GL_COLOR_MATERIAL);
- else
- glDisable(GL_COLOR_MATERIAL);
-
- if (options & GPU_SHADER_TWO_SIDED)
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
- else
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
- }
- else if (bound_options & GPU_SHADER_LIGHTING) {
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
- }
-
- if (options & GPU_SHADER_TEXTURE_2D) {
- GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
- glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
- }
- else if (bound_options & GPU_SHADER_TEXTURE_2D) {
- if ((options & GPU_SHADER_TEXTURE_RECT) == 0) {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- }
- glDisable(GL_TEXTURE_2D);
- }
-
- if (options & GPU_SHADER_TEXTURE_RECT) {
- GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
- glEnable(GL_TEXTURE_RECTANGLE);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
- }
- else if (bound_options & GPU_SHADER_TEXTURE_RECT) {
- if ((options & GPU_SHADER_TEXTURE_2D) == 0) {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- }
- glDisable(GL_TEXTURE_RECTANGLE);
- }
-
- if ((options & GPU_SHADER_LINE) && (options & GPU_SHADER_STIPPLE)) {
- glEnable(GL_LINE_STIPPLE);
- }
- else if ((bound_options & GPU_SHADER_LINE) && (bound_options & GPU_SHADER_STIPPLE)) {
- glDisable(GL_LINE_STIPPLE);
- }
-
- if (((options & GPU_SHADER_LINE) == 0) && (options & GPU_SHADER_STIPPLE)) {
- glEnable(GL_POLYGON_STIPPLE);
- }
- else if (((bound_options & GPU_SHADER_LINE) == 0) && (bound_options & GPU_SHADER_STIPPLE)) {
- glDisable(GL_POLYGON_STIPPLE);
- }
-
- if (options & GPU_SHADER_FLAT_NORMAL) {
- glShadeModel(GL_FLAT);
- }
- else if (bound_options & GPU_SHADER_FLAT_NORMAL) {
- glShadeModel(GL_SMOOTH);
- }
+ GPU_shader_unbind();
}
GPU_MATERIAL_STATE.bound_options = options;
@@ -544,175 +307,37 @@ void GPU_basic_shader_colors(
const float diffuse[3], const float specular[3],
int shininess, float alpha)
{
- float gl_diffuse[4], gl_specular[4];
-
- if (diffuse)
- copy_v3_v3(gl_diffuse, diffuse);
- else
- zero_v3(gl_diffuse);
- gl_diffuse[3] = alpha;
-
- if (specular)
- copy_v3_v3(gl_specular, specular);
- else
- zero_v3(gl_specular);
- gl_specular[3] = 1.0f;
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, gl_diffuse);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, gl_specular);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
+ UNUSED_VARS(diffuse, specular, shininess, alpha);
+ return;
}
void GPU_basic_shader_light_set(int light_num, GPULightData *light)
{
- int light_bit = (1 << light_num);
-
- /* note that light position is affected by the current modelview matrix! */
-
- GPU_MATERIAL_STATE.lights_enabled &= ~light_bit;
- GPU_MATERIAL_STATE.lights_directional &= ~light_bit;
-
- if (light) {
- float position[4], diffuse[4], specular[4];
-
- glEnable(GL_LIGHT0 + light_num);
-
- /* position */
- if (light->type == GPU_LIGHT_SUN) {
- copy_v3_v3(position, light->direction);
- position[3] = 0.0f;
- }
- else {
- copy_v3_v3(position, light->position);
- position[3] = 1.0f;
- }
- glLightfv(GL_LIGHT0 + light_num, GL_POSITION, position);
-
- /* energy */
- copy_v3_v3(diffuse, light->diffuse);
- copy_v3_v3(specular, light->specular);
- diffuse[3] = 1.0f;
- specular[3] = 1.0f;
- glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, specular);
-
- /* attenuation */
- if (light->type == GPU_LIGHT_SUN) {
- glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, 1.0f);
- glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, 0.0f);
- glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, 0.0f);
- }
- else {
- glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation);
- glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation);
- glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation);
- }
-
- /* spot */
- glLightfv(GL_LIGHT0 + light_num, GL_SPOT_DIRECTION, light->direction);
- if (light->type == GPU_LIGHT_SPOT) {
- glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
- glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, light->spot_exponent);
- }
- else {
- glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, 180.0f);
- glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, 0.0f);
- }
-
- GPU_MATERIAL_STATE.lights_enabled |= light_bit;
- if (position[3] == 0.0f)
- GPU_MATERIAL_STATE.lights_directional |= light_bit;
- }
- else {
- /* TODO(sergey): Needs revisit. */
- if (USE_GLSL || true) {
- /* glsl shader needs these zero to skip them */
- const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
- glLightfv(GL_LIGHT0 + light_num, GL_POSITION, zero);
- glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, zero);
- glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, zero);
- }
-
- glDisable(GL_LIGHT0 + light_num);
- }
+ UNUSED_VARS(light_num, light);
+ return;
}
void GPU_basic_shader_light_set_viewer(bool local)
{
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local) ? GL_TRUE: GL_FALSE);
+ UNUSED_VARS(local);
+ return;
}
void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
{
- if (USE_GLSL) {
- glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
- }
- else {
- switch (stipple_id) {
- case GPU_SHADER_STIPPLE_HALFTONE:
- glPolygonStipple(stipple_halftone);
- return;
- case GPU_SHADER_STIPPLE_QUARTTONE:
- glPolygonStipple(stipple_quarttone);
- return;
- case GPU_SHADER_STIPPLE_CHECKER_8PX:
- glPolygonStipple(stipple_checker_8px);
- return;
- case GPU_SHADER_STIPPLE_HEXAGON:
- glPolygonStipple(stipple_hexagon);
- return;
- case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP:
- glPolygonStipple(stipple_diag_stripes_neg);
- return;
- case GPU_SHADER_STIPPLE_DIAG_STRIPES:
- glPolygonStipple(stipple_diag_stripes_pos);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW:
- glPolygonStipple(stipple_interlace_row);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP:
- glPolygonStipple(stipple_interlace_row_swap);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN:
- glPolygonStipple(stipple_interlace_column);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP:
- glPolygonStipple(stipple_interlace_column_swap);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER:
- glPolygonStipple(stipple_interlace_checker);
- return;
- case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP:
- glPolygonStipple(stipple_interlace_checker_swap);
- return;
- default:
- glPolygonStipple(stipple_hexagon);
- return;
- }
- }
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
}
void GPU_basic_shader_line_width(float line_width)
{
- if (USE_GLSL) {
- GPU_MATERIAL_STATE.line_width = line_width;
- if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
- glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
- }
- }
- else {
- glLineWidth(line_width);
+ GPU_MATERIAL_STATE.line_width = line_width;
+ if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
+ glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
}
}
void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern)
{
- if (USE_GLSL) {
- glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
- glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
- }
- else {
- glLineStipple(stipple_factor, stipple_pattern);
- }
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
}
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
new file mode 100644
index 00000000000..0400fc1025b
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -0,0 +1,281 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/gpu/intern/gpu_basic_shader.c
+ * \ingroup gpu
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_rect.h"
+#include "BLI_math.h"
+#include "BLI_polyfill2d.h"
+#include "BLI_sort_utils.h"
+
+
+#include "GPU_batch.h" /* own include */
+#include "gpu_shader_private.h"
+
+/* -------------------------------------------------------------------- */
+/** \name Utilities
+ * \{ */
+
+void GWN_batch_program_set_builtin(Gwn_Batch *batch, GPUBuiltinShader shader_id)
+{
+ GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
+ GWN_batch_program_set(batch, shader->program, shader->interface);
+}
+
+/** \} */
+
+
+
+/* -------------------------------------------------------------------- */
+/** \name Batch Creation
+ * \{ */
+
+/**
+ * Creates triangles from a byte-array of polygons.
+ *
+ * See 'make_shape_2d_from_blend.py' utility to create data to pass to this function.
+ *
+ * \param polys_flat: Pairs of X, Y coordinates (repeating to signify closing the polygon).
+ * \param polys_flat_len: Length of the array (must be an even number).
+ * \param rect: Optional region to map the byte 0..255 coords to. When not set use -1..1.
+ */
+Gwn_Batch *GPU_batch_tris_from_poly_2d_encoded(
+ const uchar *polys_flat, uint polys_flat_len, const rctf *rect)
+{
+ const uchar (*polys)[2] = (const void *)polys_flat;
+ const uint polys_len = polys_flat_len / 2;
+ BLI_assert(polys_flat_len == polys_len * 2);
+
+ /* Over alloc in both cases */
+ float (*verts)[2] = MEM_mallocN(sizeof(*verts) * polys_len, __func__);
+ float (*verts_step)[2] = verts;
+ uint (*tris)[3] = MEM_mallocN(sizeof(*tris) * polys_len, __func__);
+ uint (*tris_step)[3] = tris;
+
+ const float range_uchar[2] = {
+ (rect ? (rect->xmax - rect->xmin) : 2.0f) / 255.0f,
+ (rect ? (rect->ymax - rect->ymin) : 2.0f) / 255.0f,
+ };
+ const float min_uchar[2] = {
+ (rect ? rect->xmin : -1.0f),
+ (rect ? rect->ymin : -1.0f),
+ };
+
+ uint i_poly = 0;
+ uint i_vert = 0;
+ while (i_poly != polys_len) {
+ for (uint j = 0; j < 2; j++) {
+ verts[i_vert][j] = min_uchar[j] + ((float)polys[i_poly][j] * range_uchar[j]);
+ }
+ i_vert++;
+ i_poly++;
+ if (polys[i_poly - 1][0] == polys[i_poly][0] &&
+ polys[i_poly - 1][1] == polys[i_poly][1])
+ {
+ const uint verts_step_len = (&verts[i_vert]) - verts_step;
+ BLI_assert(verts_step_len >= 3);
+ const uint tris_len = (verts_step_len - 2);
+ BLI_polyfill_calc(verts_step, verts_step_len, -1, tris_step);
+ /* offset indices */
+ if (verts_step != verts) {
+ uint *t = tris_step[0];
+ const uint offset = (verts_step - verts);
+ uint tot = tris_len * 3;
+ while (tot--) {
+ *t += offset;
+ t++;
+ }
+ BLI_assert(t == tris_step[tris_len]);
+ }
+ verts_step += verts_step_len;
+ tris_step += tris_len;
+ i_poly++;
+ /* ignore the duplicate point */
+ }
+ }
+
+ /* We have vertices and tris, make a batch from this. */
+ static Gwn_VertFormat format = {0};
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ const uint verts_len = (verts_step - verts);
+ const uint tris_len = (tris_step - tris);
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, verts_len);
+
+ Gwn_VertBufRaw pos_step;
+ GWN_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step);
+
+ for (uint i = 0; i < verts_len; i++) {
+ copy_v2_v2(GWN_vertbuf_raw_step(&pos_step), verts[i]);
+ }
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, tris_len, verts_len);
+ for (uint i = 0; i < tris_len; i++) {
+ GWN_indexbuf_add_tri_verts(&elb, UNPACK3(tris[i]));
+ }
+ Gwn_IndexBuf *indexbuf = GWN_indexbuf_build(&elb);
+
+ MEM_freeN(tris);
+ MEM_freeN(verts);
+
+ return GWN_batch_create_ex(
+ GWN_PRIM_TRIS, vbo,
+ indexbuf,
+ GWN_BATCH_OWNS_VBO | GWN_BATCH_OWNS_INDEX);
+}
+
+Gwn_Batch *GPU_batch_wire_from_poly_2d_encoded(
+ const uchar *polys_flat, uint polys_flat_len, const rctf *rect)
+{
+ const uchar (*polys)[2] = (const void *)polys_flat;
+ const uint polys_len = polys_flat_len / 2;
+ BLI_assert(polys_flat_len == polys_len * 2);
+
+ /* Over alloc */
+ /* Lines are pairs of (x, y) byte locations packed into an int32_t. */
+ int32_t *lines = MEM_mallocN(sizeof(*lines) * polys_len, __func__);
+ int32_t *lines_step = lines;
+
+ const float range_uchar[2] = {
+ (rect ? (rect->xmax - rect->xmin) : 2.0f) / 255.0f,
+ (rect ? (rect->ymax - rect->ymin) : 2.0f) / 255.0f,
+ };
+ const float min_uchar[2] = {
+ (rect ? rect->xmin : -1.0f),
+ (rect ? rect->ymin : -1.0f),
+ };
+
+ uint i_poly_prev = 0;
+ uint i_poly = 0;
+ while (i_poly != polys_len) {
+ i_poly++;
+ if (polys[i_poly - 1][0] == polys[i_poly][0] &&
+ polys[i_poly - 1][1] == polys[i_poly][1])
+ {
+ const uchar (*polys_step)[2] = polys + i_poly_prev;
+ const uint polys_step_len = i_poly - i_poly_prev;
+ BLI_assert(polys_step_len >= 2);
+ for (uint i_prev = polys_step_len - 1, i = 0; i < polys_step_len; i_prev = i++) {
+ union {
+ uint8_t as_u8[4];
+ uint16_t as_u16[2];
+ uint32_t as_u32;
+ } data;
+ data.as_u16[0] = *((const uint16_t *)polys_step[i_prev]);
+ data.as_u16[1] = *((const uint16_t *)polys_step[i]);
+ if (data.as_u16[0] > data.as_u16[1]) {
+ SWAP(uint16_t, data.as_u16[0], data.as_u16[1]);
+ }
+ *lines_step = data.as_u32;
+ lines_step++;
+ }
+ i_poly++;
+ i_poly_prev = i_poly;
+ /* ignore the duplicate point */
+ }
+ }
+
+ uint lines_len = lines_step - lines;
+
+ /* Hide Lines (we could make optional) */
+ {
+ qsort(lines, lines_len, sizeof(int32_t), BLI_sortutil_cmp_int);
+ lines_step = lines;
+
+ if (lines[0] != lines[1]) {
+ *lines_step++ = lines[0];
+ }
+ for (uint i_prev = 0, i = 1; i < lines_len; i_prev = i++) {
+ if (lines[i] != lines[i_prev]) {
+ *lines_step++ = lines[i];
+ }
+ }
+ lines_len = lines_step - lines;
+ }
+
+ /* We have vertices and tris, make a batch from this. */
+ static Gwn_VertFormat format = {0};
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ const uint vbo_len_capacity = lines_len * 2;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ Gwn_VertBufRaw pos_step;
+ GWN_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step);
+
+ for (uint i = 0; i < lines_len; i++) {
+ union {
+ uint8_t as_u8_pair[2][2];
+ uint32_t as_u32;
+ } data;
+ data.as_u32 = lines[i];
+ for (uint k = 0; k < 2; k++) {
+ float *pos_v2 = GWN_vertbuf_raw_step(&pos_step);
+ for (uint j = 0; j < 2; j++) {
+ pos_v2[j] = min_uchar[j] + ((float)data.as_u8_pair[k][j] * range_uchar[j]);
+ }
+ }
+ }
+ BLI_assert(vbo_len_capacity == GWN_vertbuf_raw_used(&pos_step));
+ MEM_freeN(lines);
+ return GWN_batch_create_ex(
+ GWN_PRIM_LINES, vbo,
+ NULL,
+ GWN_BATCH_OWNS_VBO);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Init/Exit
+ * \{ */
+
+void gpu_batch_init(void)
+{
+ gpu_batch_presets_init();
+}
+
+void gpu_batch_exit(void)
+{
+ gpu_batch_presets_exit();
+}
+
+/** \} */
diff --git a/source/blender/gpu/intern/gpu_batch_presets.c b/source/blender/gpu/intern/gpu_batch_presets.c
new file mode 100644
index 00000000000..9db04832a51
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_batch_presets.c
@@ -0,0 +1,200 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/gpu/intern/gpu_batch_presets.c
+ * \ingroup gpu
+ */
+
+#include "BLI_utildefines.h"
+#include "BLI_math.h"
+
+#include "GPU_batch.h"
+#include "gpu_shader_private.h"
+
+/* Struct to store 3D Batches and their format */
+static struct {
+ struct {
+ Gwn_Batch *sphere_high;
+ Gwn_Batch *sphere_med;
+ Gwn_Batch *sphere_low;
+ Gwn_Batch *sphere_wire_low;
+ Gwn_Batch *sphere_wire_med;
+ } batch;
+
+ Gwn_VertFormat format;
+
+ struct {
+ uint pos, nor;
+ } attr_id;
+} g_presets_3d = {0};
+
+/* We may want 2D presets later. */
+
+/* -------------------------------------------------------------------- */
+/** \name 3D Primitives
+ * \{ */
+
+static void batch_sphere_lat_lon_vert(
+ Gwn_VertBufRaw *pos_step, Gwn_VertBufRaw *nor_step,
+ float lat, float lon)
+{
+ float pos[3];
+ pos[0] = sinf(lat) * cosf(lon);
+ pos[1] = cosf(lat);
+ pos[2] = sinf(lat) * sinf(lon);
+ copy_v3_v3(GWN_vertbuf_raw_step(pos_step), pos);
+ copy_v3_v3(GWN_vertbuf_raw_step(nor_step), pos);
+}
+
+/* Replacement for gluSphere */
+static Gwn_Batch *batch_sphere(int lat_res, int lon_res)
+{
+ const float lon_inc = 2 * M_PI / lon_res;
+ const float lat_inc = M_PI / lat_res;
+ float lon, lat;
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&g_presets_3d.format);
+ const uint vbo_len = (lat_res - 1) * lon_res * 6;
+ GWN_vertbuf_data_alloc(vbo, vbo_len);
+
+ Gwn_VertBufRaw pos_step, nor_step;
+ GWN_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
+ GWN_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
+
+ lon = 0.0f;
+ for (int i = 0; i < lon_res; i++, lon += lon_inc) {
+ lat = 0.0f;
+ for (int j = 0; j < lat_res; j++, lat += lat_inc) {
+ if (j != lat_res - 1) { /* Pole */
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
+ }
+
+ if (j != 0) { /* Pole */
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon + lon_inc);
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
+ }
+ }
+ }
+
+ BLI_assert(vbo_len == GWN_vertbuf_raw_used(&pos_step));
+ BLI_assert(vbo_len == GWN_vertbuf_raw_used(&nor_step));
+
+ return GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+}
+
+static Gwn_Batch *batch_sphere_wire(int lat_res, int lon_res)
+{
+ const float lon_inc = 2 * M_PI / lon_res;
+ const float lat_inc = M_PI / lat_res;
+ float lon, lat;
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&g_presets_3d.format);
+ const uint vbo_len = (lat_res * lon_res * 2) + ((lat_res - 1) * lon_res * 2);
+ GWN_vertbuf_data_alloc(vbo, vbo_len);
+
+ Gwn_VertBufRaw pos_step, nor_step;
+ GWN_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
+ GWN_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
+
+ lon = 0.0f;
+ for (int i = 0; i < lon_res; i++, lon += lon_inc) {
+ lat = 0.0f;
+ for (int j = 0; j < lat_res; j++, lat += lat_inc) {
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
+
+ if (j != lat_res - 1) { /* Pole */
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
+ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
+ }
+ }
+ }
+
+ BLI_assert(vbo_len == GWN_vertbuf_raw_used(&pos_step));
+ BLI_assert(vbo_len == GWN_vertbuf_raw_used(&nor_step));
+
+ return GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+}
+
+Gwn_Batch *GPU_batch_preset_sphere(int lod)
+{
+ BLI_assert(lod >= 0 && lod <= 2);
+
+ if (lod == 0) {
+ return g_presets_3d.batch.sphere_low;
+ }
+ else if (lod == 1) {
+ return g_presets_3d.batch.sphere_med;
+ }
+ else {
+ return g_presets_3d.batch.sphere_high;
+ }
+}
+
+Gwn_Batch *GPU_batch_preset_sphere_wire(int lod)
+{
+ BLI_assert(lod >= 0 && lod <= 1);
+
+ if (lod == 0) {
+ return g_presets_3d.batch.sphere_wire_low;
+ }
+ else {
+ return g_presets_3d.batch.sphere_wire_med;
+ }
+}
+
+/** \} */
+
+
+void gpu_batch_presets_init(void)
+{
+ if (g_presets_3d.format.attrib_ct == 0) {
+ Gwn_VertFormat *format = &g_presets_3d.format;
+ g_presets_3d.attr_id.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ g_presets_3d.attr_id.nor = GWN_vertformat_attr_add(format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Hard coded resolution */
+ g_presets_3d.batch.sphere_low = batch_sphere(8, 16);
+ g_presets_3d.batch.sphere_med = batch_sphere(16, 10);
+ g_presets_3d.batch.sphere_high = batch_sphere(32, 24);
+
+ g_presets_3d.batch.sphere_wire_low = batch_sphere_wire(6, 8);
+ g_presets_3d.batch.sphere_wire_med = batch_sphere_wire(8, 16);
+}
+
+void gpu_batch_presets_exit(void)
+{
+ GWN_batch_discard(g_presets_3d.batch.sphere_low);
+ GWN_batch_discard(g_presets_3d.batch.sphere_med);
+ GWN_batch_discard(g_presets_3d.batch.sphere_high);
+ GWN_batch_discard(g_presets_3d.batch.sphere_wire_low);
+ GWN_batch_discard(g_presets_3d.batch.sphere_wire_med);
+}
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index d6e01b6765a..d0efee79ab0 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -35,8 +35,6 @@
#include <stddef.h>
#include <string.h>
-#include "GPU_glew.h"
-
#include "MEM_guardedalloc.h"
#include "BLI_bitmap.h"
@@ -55,10 +53,14 @@
#include "GPU_buffers.h"
#include "GPU_draw.h"
-#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_batch.h"
#include "bmesh.h"
+/* TODO: gawain support for baseelemarray */
+// #define USE_BASE_ELEM
+
typedef enum {
GPU_BUFFER_VERTEX_STATE = (1 << 0),
GPU_BUFFER_NORMAL_STATE = (1 << 1),
@@ -106,9 +108,8 @@ static ThreadMutex buffer_mutex = BLI_MUTEX_INITIALIZER;
/* multires global buffer, can be used for many grids having the same grid size */
typedef struct GridCommonGPUBuffer {
- GPUBuffer *mres_buffer;
+ Gwn_IndexBuf *mres_buffer;
int mres_prev_gridsize;
- GLenum mres_prev_index_type;
unsigned mres_prev_totquad;
} GridCommonGPUBuffer;
@@ -943,26 +944,12 @@ void GPU_buffer_draw_elements(GPUBuffer *UNUSED(elements), unsigned int mode, in
/* XXX: the rest of the code in this file is used for optimized PBVH
* drawing and doesn't interact at all with the buffer code above */
-/* Convenience struct for building the VBO. */
-typedef struct {
- float co[3];
- short no[3];
-
- /* inserting this to align the 'color' field to a four-byte
- * boundary; drastically increases viewport performance on my
- * drivers (Gallium/Radeon) --nicholasbishop */
- char pad[2];
-
- unsigned char color[3];
-} VertexBufferFormat;
-
struct GPU_PBVH_Buffers {
- /* opengl buffer handles */
- GPUBuffer *vert_buf, *index_buf, *index_buf_fast;
- GLenum index_type;
+ Gwn_IndexBuf *index_buf, *index_buf_fast;
+ Gwn_VertBuf *vert_buf;
- int *baseelemarray;
- void **baseindex;
+ Gwn_Batch *triangles;
+ Gwn_Batch *triangles_fast;
/* mesh pointers in case buffer allocation fails */
const MPoly *mpoly;
@@ -999,6 +986,39 @@ struct GPU_PBVH_Buffers {
float diffuse_color[4];
};
+typedef struct {
+ uint pos, nor, col;
+} VertexBufferAttrID;
+
+static void gpu_pbvh_vert_format_init__gwn(Gwn_VertFormat *format, VertexBufferAttrID *vbo_id)
+{
+ vbo_id->pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ vbo_id->nor = GWN_vertformat_attr_add(format, "nor", GWN_COMP_I16, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ vbo_id->col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+}
+
+static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers)
+{
+ /* force flushing to the GPU */
+ if (buffers->vert_buf->data) {
+ GWN_vertbuf_use(buffers->vert_buf);
+ }
+
+ GWN_BATCH_DISCARD_SAFE(buffers->triangles);
+ buffers->triangles = GWN_batch_create(
+ GWN_PRIM_TRIS, buffers->vert_buf,
+ /* can be NULL */
+ buffers->index_buf);
+
+ GWN_BATCH_DISCARD_SAFE(buffers->triangles_fast);
+ if (buffers->index_buf_fast) {
+ buffers->triangles_fast = GWN_batch_create(
+ GWN_PRIM_TRIS, buffers->vert_buf,
+ /* can be NULL */
+ buffers->index_buf_fast);
+ }
+}
+
static float gpu_color_from_mask(float mask)
{
return 1.0f - mask * 0.75f;
@@ -1040,8 +1060,6 @@ void GPU_pbvh_mesh_buffers_update(
{
const bool show_diffuse_color = (update_flags & GPU_PBVH_BUFFERS_SHOW_DIFFUSE_COLOR) != 0;
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
- VertexBufferFormat *vert_data;
- int i;
buffers->vmask = vmask;
buffers->show_diffuse_color = show_diffuse_color;
@@ -1067,35 +1085,39 @@ void GPU_pbvh_mesh_buffers_update(
rgba_float_to_uchar(diffuse_color_ub, diffuse_color);
/* Build VBO */
- if (buffers->vert_buf)
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totelem);
- vert_data = GPU_buffer_lock(buffers->vert_buf, GPU_BINDING_ARRAY);
+ GWN_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
+
+ /* match 'VertexBufferFormat' */
+ Gwn_VertFormat format = {0};
+ VertexBufferAttrID vbo_id;
+ gpu_pbvh_vert_format_init__gwn(&format, &vbo_id);
+
+ buffers->vert_buf = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(buffers->vert_buf, totelem);
- if (vert_data) {
+ if (buffers->vert_buf->data) {
/* Vertex data is shared if smooth-shaded, but separate
* copies are made for flat shading because normals
* shouldn't be shared. */
if (buffers->smooth) {
- for (i = 0; i < totvert; ++i) {
+ for (uint i = 0; i < totvert; ++i) {
const MVert *v = &mvert[vert_indices[i]];
- VertexBufferFormat *out = vert_data + i;
-
- copy_v3_v3(out->co, v->co);
- memcpy(out->no, v->no, sizeof(short) * 3);
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.pos, i, v->co);
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.nor, i, v->no);
}
- for (i = 0; i < buffers->face_indices_len; i++) {
+ for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
for (uint j = 0; j < 3; j++) {
- VertexBufferFormat *out = vert_data + face_vert_indices[i][j];
-
+ int vidx = face_vert_indices[i][j];
if (vmask && show_mask) {
- uint v_index = buffers->mloop[lt->tri[j]].v;
- gpu_color_from_mask_copy(vmask[v_index], diffuse_color, out->color);
+ int v_index = buffers->mloop[lt->tri[j]].v;
+ uchar color_ub[3];
+ gpu_color_from_mask_copy(vmask[v_index], diffuse_color, color_ub);
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.col, vidx, color_ub);
}
else {
- copy_v3_v3_uchar(out->color, diffuse_color_ub);
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.col, vidx, diffuse_color_ub);
}
}
}
@@ -1104,8 +1126,9 @@ void GPU_pbvh_mesh_buffers_update(
/* calculate normal for each polygon only once */
unsigned int mpoly_prev = UINT_MAX;
short no[3];
+ int vbo_index = 0;
- for (i = 0; i < buffers->face_indices_len; ++i) {
+ for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
const unsigned int vtri[3] = {
buffers->mloop[lt->tri[0]].v,
@@ -1136,22 +1159,20 @@ void GPU_pbvh_mesh_buffers_update(
for (uint j = 0; j < 3; j++) {
const MVert *v = &mvert[vtri[j]];
- VertexBufferFormat *out = vert_data;
- copy_v3_v3(out->co, v->co);
- copy_v3_v3_short(out->no, no);
- copy_v3_v3_uchar(out->color, color_ub);
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.pos, vbo_index, v->co);
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.nor, vbo_index, no);
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
- vert_data++;
+ vbo_index++;
}
}
}
- GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
+ gpu_pbvh_batch_init(buffers);
}
else {
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = NULL;
+ GWN_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
}
}
@@ -1166,12 +1187,17 @@ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(
const int face_indices_len)
{
GPU_PBVH_Buffers *buffers;
- unsigned short *tri_data;
- int i, j, tottri;
+ int i, tottri;
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
- buffers->index_type = GL_UNSIGNED_SHORT;
+
+ /* smooth or flat for all */
+#if 0
buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH;
+#else
+ /* for DrawManager we dont support mixed smooth/flat */
+ buffers->smooth = (mpoly[0].flag & ME_SMOOTH) != 0;
+#endif
buffers->show_diffuse_color = false;
buffers->show_mask = true;
@@ -1200,35 +1226,28 @@ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(
* shading requires separate vertex normals so an index buffer is
* can't be used there. */
if (buffers->smooth) {
- buffers->index_buf = GPU_buffer_alloc(sizeof(unsigned short) * tottri * 3);
- buffers->is_index_buf_global = false;
- }
-
- if (buffers->index_buf) {
/* Fill the triangle buffer */
- tri_data = GPU_buffer_lock(buffers->index_buf, GPU_BINDING_INDEX);
- if (tri_data) {
- for (i = 0; i < face_indices_len; ++i) {
- const MLoopTri *lt = &looptri[face_indices[i]];
-
- /* Skip hidden faces */
- if (paint_is_face_hidden(lt, mvert, mloop))
- continue;
-
- for (j = 0; j < 3; ++j) {
- *tri_data = face_vert_indices[i][j];
- tri_data++;
- }
- }
- GPU_buffer_unlock(buffers->index_buf, GPU_BINDING_INDEX);
+ buffers->index_buf = NULL;
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, tottri, INT_MAX);
+
+ for (i = 0; i < face_indices_len; ++i) {
+ const MLoopTri *lt = &looptri[face_indices[i]];
+
+ /* Skip hidden faces */
+ if (paint_is_face_hidden(lt, mvert, mloop))
+ continue;
+
+ GWN_indexbuf_add_tri_verts(&elb, UNPACK3(face_vert_indices[i]));
}
- else {
- if (!buffers->is_index_buf_global) {
- GPU_buffer_free(buffers->index_buf);
- }
- buffers->index_buf = NULL;
- buffers->is_index_buf_global = false;
+ buffers->index_buf = GWN_indexbuf_build(&elb);
+ }
+ else {
+ if (!buffers->is_index_buf_global) {
+ GWN_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
}
+ buffers->index_buf = NULL;
+ buffers->is_index_buf_global = false;
}
buffers->tot_tri = tottri;
@@ -1251,7 +1270,6 @@ void GPU_pbvh_grid_buffers_update(
{
const bool show_diffuse_color = (update_flags & GPU_PBVH_BUFFERS_SHOW_DIFFUSE_COLOR) != 0;
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
- VertexBufferFormat *vert_data;
int i, j, k, x, y;
buffers->show_diffuse_color = show_diffuse_color;
@@ -1260,12 +1278,13 @@ void GPU_pbvh_grid_buffers_update(
buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
/* Build VBO */
- if (buffers->vert_buf) {
+ if (buffers->index_buf) {
const int has_mask = key->has_mask;
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
- if (buffers->use_matcaps)
+ if (buffers->use_matcaps) {
diffuse_color[0] = diffuse_color[1] = diffuse_color[2] = 1.0;
+ }
else if (show_diffuse_color) {
const DMFlagMat *flags = &grid_flag_mats[grid_indices[0]];
@@ -1274,38 +1293,48 @@ void GPU_pbvh_grid_buffers_update(
copy_v4_v4(buffers->diffuse_color, diffuse_color);
- vert_data = GPU_buffer_lock_stream(buffers->vert_buf, GPU_BINDING_ARRAY);
- if (vert_data) {
+ Gwn_VertFormat format = {0};
+ VertexBufferAttrID vbo_id;
+ gpu_pbvh_vert_format_init__gwn(&format, &vbo_id);
+
+ /* Build coord/normal VBO */
+ GWN_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
+ buffers->vert_buf = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(buffers->vert_buf, totgrid * key->grid_area);
+
+ uint vbo_index_offset = 0;
+ if (buffers->vert_buf->data) {
for (i = 0; i < totgrid; ++i) {
- VertexBufferFormat *vd = vert_data;
CCGElem *grid = grids[grid_indices[i]];
+ int vbo_index = vbo_index_offset;
for (y = 0; y < key->grid_size; y++) {
for (x = 0; x < key->grid_size; x++) {
CCGElem *elem = CCG_grid_elem(key, grid, x, y);
-
- copy_v3_v3(vd->co, CCG_elem_co(key, elem));
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.pos, vbo_index, CCG_elem_co(key, elem));
+
if (buffers->smooth) {
- normal_float_to_short_v3(vd->no, CCG_elem_no(key, elem));
+ short no_short[3];
+ normal_float_to_short_v3(no_short, CCG_elem_no(key, elem));
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.nor, vbo_index, no_short);
if (has_mask) {
+ uchar color_ub[3];
if (show_mask) {
gpu_color_from_mask_copy(*CCG_elem_mask(key, elem),
- diffuse_color, vd->color);
+ diffuse_color, color_ub);
}
else {
- F3TOCHAR3(diffuse_color, vd->color);
+ F3TOCHAR3(diffuse_color, color_ub);
}
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
}
}
- vd++;
+ vbo_index += 1;
}
}
if (!buffers->smooth) {
- /* for flat shading, recalc normals and set the last vertex of
- * each triangle in the index buffer to have the flat normal as
- * that is what opengl will use */
for (j = 0; j < key->grid_size - 1; j++) {
for (k = 0; k < key->grid_size - 1; k++) {
CCGElem *elems[4] = {
@@ -1322,10 +1351,13 @@ void GPU_pbvh_grid_buffers_update(
CCG_elem_co(key, elems[2]),
CCG_elem_co(key, elems[3]));
- vd = vert_data + (j + 1) * key->grid_size + k;
- normal_float_to_short_v3(vd->no, fno);
+ vbo_index = vbo_index_offset + ((j + 1) * key->grid_size + k);
+ short no_short[3];
+ normal_float_to_short_v3(no_short, fno);
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.nor, vbo_index, no_short);
if (has_mask) {
+ uchar color_ub[3];
if (show_mask) {
gpu_color_from_mask_quad_copy(key,
elems[0],
@@ -1333,24 +1365,24 @@ void GPU_pbvh_grid_buffers_update(
elems[2],
elems[3],
diffuse_color,
- vd->color);
+ color_ub);
}
else {
- F3TOCHAR3(diffuse_color, vd->color);
+ F3TOCHAR3(diffuse_color, color_ub);
}
+ GWN_vertbuf_attr_set(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
}
}
}
}
- vert_data += key->grid_area;
+ vbo_index_offset += key->grid_area;
}
- GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
+ gpu_pbvh_batch_init(buffers);
}
else {
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = NULL;
+ GWN_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
}
}
@@ -1365,57 +1397,54 @@ void GPU_pbvh_grid_buffers_update(
/* Build the element array buffer of grid indices using either
* unsigned shorts or unsigned ints. */
-#define FILL_QUAD_BUFFER(type_, tot_quad_, buffer_) \
+#define FILL_QUAD_BUFFER(max_vert_, tot_quad_, buffer_) \
{ \
- type_ *tri_data; \
int offset = 0; \
int i, j, k; \
- buffer_ = GPU_buffer_alloc(sizeof(type_) * (tot_quad_) * 6); \
+ \
+ Gwn_IndexBufBuilder elb; \
+ GWN_indexbuf_init( \
+ &elb, GWN_PRIM_TRIS, tot_quad_ * 2, max_vert_); \
\
/* Fill the buffer */ \
- tri_data = GPU_buffer_lock(buffer_, GPU_BINDING_INDEX); \
- if (tri_data) { \
- for (i = 0; i < totgrid; ++i) { \
- BLI_bitmap *gh = NULL; \
- if (grid_hidden) \
- gh = grid_hidden[(grid_indices)[i]]; \
+ for (i = 0; i < totgrid; ++i) { \
+ BLI_bitmap *gh = NULL; \
+ if (grid_hidden) \
+ gh = grid_hidden[(grid_indices)[i]]; \
\
- for (j = 0; j < gridsize - 1; ++j) { \
- for (k = 0; k < gridsize - 1; ++k) { \
- /* Skip hidden grid face */ \
- if (gh && \
- paint_is_grid_face_hidden(gh, \
- gridsize, k, j)) \
- continue; \
- \
- *(tri_data++) = offset + j * gridsize + k + 1; \
- *(tri_data++) = offset + j * gridsize + k; \
- *(tri_data++) = offset + (j + 1) * gridsize + k; \
- \
- *(tri_data++) = offset + (j + 1) * gridsize + k + 1; \
- *(tri_data++) = offset + j * gridsize + k + 1; \
- *(tri_data++) = offset + (j + 1) * gridsize + k; \
- } \
- } \
- \
- offset += gridsize * gridsize; \
+ for (j = 0; j < gridsize - 1; ++j) { \
+ for (k = 0; k < gridsize - 1; ++k) { \
+ /* Skip hidden grid face */ \
+ if (gh && paint_is_grid_face_hidden( \
+ gh, gridsize, k, j)) \
+ { \
+ continue; \
+ } \
+ GWN_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \
+ GWN_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k); \
+ GWN_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \
+ \
+ GWN_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k + 1); \
+ GWN_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \
+ GWN_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \
+ } \
} \
- GPU_buffer_unlock(buffer_, GPU_BINDING_INDEX); \
- } \
- else { \
- GPU_buffer_free(buffer_); \
- (buffer_) = NULL; \
+ \
+ offset += gridsize * gridsize; \
} \
+ buffer_ = GWN_indexbuf_build(&elb); \
} (void)0
/* end FILL_QUAD_BUFFER */
-static GPUBuffer *gpu_get_grid_buffer(
- int gridsize, GLenum *index_type, unsigned *totquad, GridCommonGPUBuffer **grid_common_gpu_buffer)
+static Gwn_IndexBuf *gpu_get_grid_buffer(
+ int gridsize, unsigned *totquad, GridCommonGPUBuffer **grid_common_gpu_buffer,
+ /* remove this arg when gawain gets base-vertex support! */
+ int totgrid)
{
/* used in the FILL_QUAD_BUFFER macro */
BLI_bitmap * const *grid_hidden = NULL;
const int *grid_indices = NULL;
- int totgrid = 1;
+ // int totgrid = 1;
GridCommonGPUBuffer *gridbuff = *grid_common_gpu_buffer;
@@ -1423,65 +1452,48 @@ static GPUBuffer *gpu_get_grid_buffer(
*grid_common_gpu_buffer = gridbuff = MEM_mallocN(sizeof(GridCommonGPUBuffer), __func__);
gridbuff->mres_buffer = NULL;
gridbuff->mres_prev_gridsize = -1;
- gridbuff->mres_prev_index_type = 0;
gridbuff->mres_prev_totquad = 0;
}
/* VBO is already built */
if (gridbuff->mres_buffer && gridbuff->mres_prev_gridsize == gridsize) {
- *index_type = gridbuff->mres_prev_index_type;
*totquad = gridbuff->mres_prev_totquad;
return gridbuff->mres_buffer;
}
/* we can't reuse old, delete the existing buffer */
else if (gridbuff->mres_buffer) {
- GPU_buffer_free(gridbuff->mres_buffer);
+ GWN_indexbuf_discard(gridbuff->mres_buffer);
+ gridbuff->mres_buffer = NULL;
}
/* Build new VBO */
- *totquad = (gridsize - 1) * (gridsize - 1);
+ *totquad = (gridsize - 1) * (gridsize - 1) * totgrid;
+ int max_vert = gridsize * gridsize * totgrid;
- if (gridsize * gridsize < USHRT_MAX) {
- *index_type = GL_UNSIGNED_SHORT;
- FILL_QUAD_BUFFER(unsigned short, *totquad, gridbuff->mres_buffer);
- }
- else {
- *index_type = GL_UNSIGNED_INT;
- FILL_QUAD_BUFFER(unsigned int, *totquad, gridbuff->mres_buffer);
- }
+ FILL_QUAD_BUFFER(max_vert, *totquad, gridbuff->mres_buffer);
gridbuff->mres_prev_gridsize = gridsize;
- gridbuff->mres_prev_index_type = *index_type;
gridbuff->mres_prev_totquad = *totquad;
return gridbuff->mres_buffer;
}
-#define FILL_FAST_BUFFER(type_) \
+#define FILL_FAST_BUFFER() \
{ \
- type_ *buffer; \
- buffers->index_buf_fast = GPU_buffer_alloc(sizeof(type_) * 6 * totgrid); \
- buffer = GPU_buffer_lock(buffers->index_buf_fast, GPU_BINDING_INDEX); \
- if (buffer) { \
- int i; \
- for (i = 0; i < totgrid; i++) { \
- int currentquad = i * 6; \
- buffer[currentquad] = i * gridsize * gridsize + gridsize - 1; \
- buffer[currentquad + 1] = i * gridsize * gridsize; \
- buffer[currentquad + 2] = (i + 1) * gridsize * gridsize - gridsize; \
- buffer[currentquad + 3] = (i + 1) * gridsize * gridsize - 1; \
- buffer[currentquad + 4] = i * gridsize * gridsize + gridsize - 1; \
- buffer[currentquad + 5] = (i + 1) * gridsize * gridsize - gridsize; \
- } \
- GPU_buffer_unlock(buffers->index_buf_fast, GPU_BINDING_INDEX); \
- } \
- else { \
- GPU_buffer_free(buffers->index_buf_fast); \
- buffers->index_buf_fast = NULL; \
+ Gwn_IndexBufBuilder elb; \
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, 6 * totgrid, INT_MAX); \
+ for (int i = 0; i < totgrid; i++) { \
+ GWN_indexbuf_add_generic_vert(&elb, i * gridsize * gridsize + gridsize - 1); \
+ GWN_indexbuf_add_generic_vert(&elb, i * gridsize * gridsize); \
+ GWN_indexbuf_add_generic_vert(&elb, (i + 1) * gridsize * gridsize - gridsize); \
+ GWN_indexbuf_add_generic_vert(&elb, (i + 1) * gridsize * gridsize - 1); \
+ GWN_indexbuf_add_generic_vert(&elb, i * gridsize * gridsize + gridsize - 1); \
+ GWN_indexbuf_add_generic_vert(&elb, (i + 1) * gridsize * gridsize - gridsize); \
} \
+ buffers->index_buf_fast = GWN_indexbuf_build(&elb); \
} (void)0
GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(
- int *grid_indices, int totgrid, BLI_bitmap **grid_hidden, int gridsize, const CCGKey *key,
+ int *grid_indices, int totgrid, BLI_bitmap **grid_hidden, int gridsize, const CCGKey *UNUSED(key),
GridCommonGPUBuffer **grid_common_gpu_buffer)
{
GPU_PBVH_Buffers *buffers;
@@ -1504,39 +1516,26 @@ GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(
return buffers;
/* create and fill indices of the fast buffer too */
- if (totgrid * gridsize * gridsize < USHRT_MAX) {
- FILL_FAST_BUFFER(unsigned short);
- }
- else {
- FILL_FAST_BUFFER(unsigned int);
- }
+ FILL_FAST_BUFFER();
if (totquad == fully_visible_totquad) {
buffers->index_buf = gpu_get_grid_buffer(
- gridsize, &buffers->index_type, &buffers->tot_quad, grid_common_gpu_buffer);
+ gridsize, &buffers->tot_quad, grid_common_gpu_buffer, totgrid);
buffers->has_hidden = false;
buffers->is_index_buf_global = true;
}
else {
+ uint max_vert = totgrid * gridsize * gridsize;
buffers->tot_quad = totquad;
- if (totgrid * gridsize * gridsize < USHRT_MAX) {
- buffers->index_type = GL_UNSIGNED_SHORT;
- FILL_QUAD_BUFFER(unsigned short, totquad, buffers->index_buf);
- }
- else {
- buffers->index_type = GL_UNSIGNED_INT;
- FILL_QUAD_BUFFER(unsigned int, totquad, buffers->index_buf);
- }
+ FILL_QUAD_BUFFER(max_vert, totquad, buffers->index_buf);
- buffers->has_hidden = true;
+ buffers->has_hidden = false;
buffers->is_index_buf_global = false;
}
+#ifdef USE_BASE_ELEM
/* Build coord/normal VBO */
- if (buffers->index_buf)
- buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totgrid * key->grid_area);
-
if (GLEW_ARB_draw_elements_base_vertex /* 3.2 */) {
int i;
buffers->baseelemarray = MEM_mallocN(sizeof(int) * totgrid * 2, "GPU_PBVH_Buffers.baseelemarray");
@@ -1547,6 +1546,7 @@ GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(
buffers->baseindex[i] = NULL;
}
}
+#endif
return buffers;
}
@@ -1559,32 +1559,45 @@ GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(
* index '*v_index' in the 'vert_data' array and '*v_index' is
* incremented.
*/
-static void gpu_bmesh_vert_to_buffer_copy(BMVert *v,
- VertexBufferFormat *vert_data,
- int *v_index,
- const float fno[3],
- const float *fmask,
- const int cd_vert_mask_offset,
- const float diffuse_color[4],
- const bool show_mask)
+static void gpu_bmesh_vert_to_buffer_copy__gwn(
+ BMVert *v,
+ Gwn_VertBuf *vert_buf,
+ const VertexBufferAttrID *vbo_id,
+ int *v_index,
+ const float fno[3],
+ const float *fmask,
+ const int cd_vert_mask_offset,
+ const float diffuse_color[4],
+ const bool show_mask)
{
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
- VertexBufferFormat *vd = &vert_data[*v_index];
/* Set coord, normal, and mask */
- copy_v3_v3(vd->co, v->co);
- normal_float_to_short_v3(vd->no, fno ? fno : v->no);
+ GWN_vertbuf_attr_set(vert_buf, vbo_id->pos, *v_index, v->co);
- float effective_mask;
- if (show_mask) {
- effective_mask = fmask ? *fmask
- : BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset);
- }
- else {
- effective_mask = 0.0f;
+ {
+ short no_short[3];
+ normal_float_to_short_v3(no_short, fno ? fno : v->no);
+ GWN_vertbuf_attr_set(vert_buf, vbo_id->nor, *v_index, no_short);
}
- gpu_color_from_mask_copy(effective_mask, diffuse_color, vd->color);
+ {
+ uchar color_ub[3];
+ float effective_mask;
+ if (show_mask) {
+ effective_mask = fmask ? *fmask
+ : BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset);
+ }
+ else {
+ effective_mask = 0.0f;
+ }
+
+ gpu_color_from_mask_copy(
+ effective_mask,
+ diffuse_color,
+ color_ub);
+ GWN_vertbuf_attr_set(vert_buf, vbo_id->col, *v_index, color_ub);
+ }
/* Assign index for use in the triangle index buffer */
/* note: caller must set: bm->elem_index_dirty |= BM_VERT; */
@@ -1643,8 +1656,6 @@ void GPU_pbvh_bmesh_buffers_update(
{
const bool show_diffuse_color = (update_flags & GPU_PBVH_BUFFERS_SHOW_DIFFUSE_COLOR) != 0;
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
- VertexBufferFormat *vert_data;
- void *tri_data;
int tottri, totvert, maxvert = 0;
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
@@ -1684,13 +1695,17 @@ void GPU_pbvh_bmesh_buffers_update(
copy_v4_v4(buffers->diffuse_color, diffuse_color);
/* Initialize vertex buffer */
- if (buffers->vert_buf)
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totvert);
+ GWN_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
+ /* match 'VertexBufferFormat' */
+ Gwn_VertFormat format = {0};
+ VertexBufferAttrID vbo_id;
+ gpu_pbvh_vert_format_init__gwn(&format, &vbo_id);
+
+ buffers->vert_buf = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(buffers->vert_buf, totvert);
/* Fill vertex buffer */
- vert_data = GPU_buffer_lock(buffers->vert_buf, GPU_BINDING_ARRAY);
- if (vert_data) {
+ if (buffers->vert_buf->data) {
int v_index = 0;
if (buffers->smooth) {
@@ -1701,17 +1716,19 @@ void GPU_pbvh_bmesh_buffers_update(
bm->elem_index_dirty |= BM_VERT;
GSET_ITER (gs_iter, bm_unique_verts) {
- gpu_bmesh_vert_to_buffer_copy(BLI_gsetIterator_getKey(&gs_iter),
- vert_data, &v_index, NULL, NULL,
- cd_vert_mask_offset, diffuse_color,
- show_mask);
+ gpu_bmesh_vert_to_buffer_copy__gwn(
+ BLI_gsetIterator_getKey(&gs_iter),
+ buffers->vert_buf, &vbo_id, &v_index, NULL, NULL,
+ cd_vert_mask_offset, diffuse_color,
+ show_mask);
}
GSET_ITER (gs_iter, bm_other_verts) {
- gpu_bmesh_vert_to_buffer_copy(BLI_gsetIterator_getKey(&gs_iter),
- vert_data, &v_index, NULL, NULL,
- cd_vert_mask_offset, diffuse_color,
- show_mask);
+ gpu_bmesh_vert_to_buffer_copy__gwn(
+ BLI_gsetIterator_getKey(&gs_iter),
+ buffers->vert_buf, &vbo_id, &v_index, NULL, NULL,
+ cd_vert_mask_offset, diffuse_color,
+ show_mask);
}
maxvert = v_index;
@@ -1741,10 +1758,11 @@ void GPU_pbvh_bmesh_buffers_update(
fmask /= 3.0f;
for (i = 0; i < 3; i++) {
- gpu_bmesh_vert_to_buffer_copy(v[i], vert_data,
- &v_index, f->no, &fmask,
- cd_vert_mask_offset, diffuse_color,
- show_mask);
+ gpu_bmesh_vert_to_buffer_copy__gwn(
+ v[i], buffers->vert_buf, &vbo_id,
+ &v_index, f->no, &fmask,
+ cd_vert_mask_offset, diffuse_color,
+ show_mask);
}
}
}
@@ -1752,32 +1770,30 @@ void GPU_pbvh_bmesh_buffers_update(
buffers->tot_tri = tottri;
}
- GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
-
/* gpu_bmesh_vert_to_buffer_copy sets dirty index values */
bm->elem_index_dirty |= BM_VERT;
}
else {
+ GWN_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
/* Memory map failed */
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = NULL;
return;
}
if (buffers->smooth) {
- const int use_short = (maxvert < USHRT_MAX);
+ /* Fill the triangle buffer */
+ buffers->index_buf = NULL;
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, tottri, maxvert);
/* Initialize triangle index buffer */
- if (buffers->index_buf && !buffers->is_index_buf_global)
- GPU_buffer_free(buffers->index_buf);
+ if (buffers->triangles && !buffers->is_index_buf_global) {
+ GWN_BATCH_DISCARD_SAFE(buffers->triangles);
+ }
buffers->is_index_buf_global = false;
- buffers->index_buf = GPU_buffer_alloc((use_short ?
- sizeof(unsigned short) :
- sizeof(unsigned int)) * 3 * tottri);
/* Fill triangle index buffer */
- tri_data = GPU_buffer_lock(buffers->index_buf, GPU_BINDING_INDEX);
- if (tri_data) {
+
+ {
GSetIterator gs_iter;
GSET_ITER (gs_iter, bm_faces) {
@@ -1789,46 +1805,25 @@ void GPU_pbvh_bmesh_buffers_update(
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
- BMVert *v = l_iter->v;
- if (use_short) {
- unsigned short *elem = tri_data;
- (*elem) = BM_elem_index_get(v);
- elem++;
- tri_data = elem;
- }
- else {
- unsigned int *elem = tri_data;
- (*elem) = BM_elem_index_get(v);
- elem++;
- tri_data = elem;
- }
+ GWN_indexbuf_add_generic_vert(&elb, BM_elem_index_get(l_iter->v));
} while ((l_iter = l_iter->next) != l_first);
}
}
- GPU_buffer_unlock(buffers->index_buf, GPU_BINDING_INDEX);
-
buffers->tot_tri = tottri;
- buffers->index_type = (use_short ?
- GL_UNSIGNED_SHORT :
- GL_UNSIGNED_INT);
- }
- else {
- /* Memory map failed */
- if (!buffers->is_index_buf_global) {
- GPU_buffer_free(buffers->index_buf);
- }
- buffers->index_buf = NULL;
- buffers->is_index_buf_global = false;
+
+ buffers->index_buf = GWN_indexbuf_build(&elb);
}
}
else if (buffers->index_buf) {
if (!buffers->is_index_buf_global) {
- GPU_buffer_free(buffers->index_buf);
+ GWN_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
}
buffers->index_buf = NULL;
buffers->is_index_buf_global = false;
}
+
+ gpu_pbvh_batch_init(buffers);
}
GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading)
@@ -1849,145 +1844,42 @@ void GPU_pbvh_buffers_draw(
GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
bool wireframe, bool fast)
{
- bool do_fast = fast && buffers->index_buf_fast;
- /* sets material from the first face, to solve properly face would need to
- * be sorted in buckets by materials */
- if (setMaterial) {
- if (buffers->face_indices_len) {
- const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
- const MPoly *mp = &buffers->mpoly[lt->poly];
- if (!setMaterial(mp->mat_nr + 1, NULL))
- return;
- }
- else if (buffers->totgrid) {
- const DMFlagMat *f = &buffers->grid_flag_mats[buffers->grid_indices[0]];
- if (!setMaterial(f->mat_nr + 1, NULL))
- return;
- }
- else {
- if (!setMaterial(1, NULL))
- return;
- }
- }
-
- if (buffers->vert_buf) {
- char *base = NULL;
- char *index_base = NULL;
- /* weak inspection of bound options, should not be necessary ideally */
- const int bound_options_old = GPU_basic_shader_bound_options();
- int bound_options_new = 0;
- glEnableClientState(GL_VERTEX_ARRAY);
- if (!wireframe) {
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- bound_options_new |= GPU_SHADER_USE_COLOR;
- }
-
- GPU_buffer_bind(buffers->vert_buf, GPU_BINDING_ARRAY);
-
- if (do_fast) {
- GPU_buffer_bind(buffers->index_buf_fast, GPU_BINDING_INDEX);
- }
- else if (buffers->index_buf) {
- GPU_buffer_bind(buffers->index_buf, GPU_BINDING_INDEX);
- }
-
- if (wireframe) {
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
- else {
- if ((buffers->smooth == false) && (buffers->face_indices_len == 0)) {
- bound_options_new |= GPU_SHADER_FLAT_NORMAL;
- }
- }
-
- if (bound_options_new & ~bound_options_old) {
- GPU_basic_shader_bind(bound_options_old | bound_options_new);
- }
-
- if (buffers->tot_quad) {
- const char *offset = base;
- const bool drawall = !(buffers->has_hidden || do_fast);
-
- if (GLEW_ARB_draw_elements_base_vertex && drawall) {
-
- glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, co));
- if (!wireframe) {
- glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, no));
- glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, color));
- }
-
- glMultiDrawElementsBaseVertex(GL_TRIANGLES, buffers->baseelemarray, buffers->index_type,
- (const void * const *)buffers->baseindex,
- buffers->totgrid, &buffers->baseelemarray[buffers->totgrid]);
- }
- else {
- int i, last = drawall ? buffers->totgrid : 1;
-
- /* we could optimize this to one draw call, but it would need more memory */
- for (i = 0; i < last; i++) {
- glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, co));
- if (!wireframe) {
- glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, no));
- glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, color));
- }
+ UNUSED_VARS(wireframe, fast, setMaterial);
+ bool do_fast = fast && buffers->triangles_fast;
+ Gwn_Batch *triangles = do_fast ? buffers->triangles_fast : buffers->triangles;
- if (do_fast)
- glDrawElements(GL_TRIANGLES, buffers->totgrid * 6, buffers->index_type, index_base);
- else
- glDrawElements(GL_TRIANGLES, buffers->tot_quad * 6, buffers->index_type, index_base);
+ if (triangles) {
- offset += buffers->gridkey.grid_area * sizeof(VertexBufferFormat);
- }
- }
- }
- else if (buffers->tot_tri) {
- int totelem = buffers->tot_tri * 3;
-
- glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
- (void *)(base + offsetof(VertexBufferFormat, co)));
-
- if (!wireframe) {
- glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
- (void *)(base + offsetof(VertexBufferFormat, no)));
- glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
- (void *)(base + offsetof(VertexBufferFormat, color)));
- }
-
- if (buffers->index_buf)
- glDrawElements(GL_TRIANGLES, totelem, buffers->index_type, index_base);
- else
- glDrawArrays(GL_TRIANGLES, 0, totelem);
- }
+ /* Simple Shader: use when drawing without the draw-manager (old 2.7x viewport) */
+ if (triangles->interface == NULL) {
+ GPUBuiltinShader shader_id =
+ buffers->smooth ? GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR : GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR;
+ GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
- if (wireframe)
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ GWN_batch_program_set(
+ triangles,
+ GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
- GPU_buffer_unbind(buffers->vert_buf, GPU_BINDING_ARRAY);
- if (buffers->index_buf || do_fast)
- GPU_buffer_unbind(do_fast ? buffers->index_buf_fast : buffers->index_buf, GPU_BINDING_INDEX);
+ static float light[3] = {-0.3f, 0.5f, 1.0f};
+ static float alpha = 1.0f;
+ static float world_light = 1.0f;
- glDisableClientState(GL_VERTEX_ARRAY);
- if (!wireframe) {
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- }
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "light"), 3, 1, light);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "alpha"), 1, 1, &alpha);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "global"), 1, 1, &world_light);
- if (bound_options_new & ~bound_options_old) {
- GPU_basic_shader_bind(bound_options_old);
}
+ GWN_batch_draw(triangles);
}
}
-bool GPU_pbvh_buffers_diffuse_changed(
- GPU_PBVH_Buffers *buffers, GSet *bm_faces, bool show_diffuse_color)
+Gwn_Batch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast)
+{
+ return (fast && buffers->triangles_fast) ?
+ buffers->triangles_fast : buffers->triangles;
+}
+
+bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, GSet *bm_faces, bool show_diffuse_color)
{
float diffuse_color[4];
bool use_matcaps = GPU_material_use_matcaps_get();
@@ -2038,16 +1930,20 @@ bool GPU_pbvh_buffers_mask_changed(GPU_PBVH_Buffers *buffers, bool show_mask)
void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers)
{
if (buffers) {
- if (buffers->vert_buf)
- GPU_buffer_free(buffers->vert_buf);
- if (buffers->index_buf && !buffers->is_index_buf_global)
- GPU_buffer_free(buffers->index_buf);
- if (buffers->index_buf_fast)
- GPU_buffer_free(buffers->index_buf_fast);
+ GWN_BATCH_DISCARD_SAFE(buffers->triangles);
+ GWN_BATCH_DISCARD_SAFE(buffers->triangles_fast);
+ if (!buffers->is_index_buf_global) {
+ GWN_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
+ }
+ GWN_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast);
+ GWN_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
+
+#ifdef USE_BASE_ELEM
if (buffers->baseelemarray)
MEM_freeN(buffers->baseelemarray);
if (buffers->baseindex)
MEM_freeN(buffers->baseindex);
+#endif
MEM_freeN(buffers);
}
@@ -2060,7 +1956,7 @@ void GPU_pbvh_multires_buffers_free(GridCommonGPUBuffer **grid_common_gpu_buffer
if (gridbuff) {
if (gridbuff->mres_buffer) {
BLI_mutex_lock(&buffer_mutex);
- gpu_buffer_free_intern(gridbuff->mres_buffer);
+ GWN_INDEXBUF_DISCARD_SAFE(gridbuff->mres_buffer);
BLI_mutex_unlock(&buffer_mutex);
}
MEM_freeN(gridbuff);
@@ -2069,59 +1965,57 @@ void GPU_pbvh_multires_buffers_free(GridCommonGPUBuffer **grid_common_gpu_buffer
}
/* debug function, draws the pbvh BB */
-void GPU_pbvh_BB_draw(float min[3], float max[3], bool leaf)
+void GPU_pbvh_BB_draw(float min[3], float max[3], bool leaf, unsigned int pos)
{
- const float quads[4][4][3] = {
- {
- {min[0], min[1], min[2]},
- {max[0], min[1], min[2]},
- {max[0], min[1], max[2]},
- {min[0], min[1], max[2]}
- },
+ if (leaf)
+ immUniformColor4f(0.0, 1.0, 0.0, 0.5);
+ else
+ immUniformColor4f(1.0, 0.0, 0.0, 0.5);
- {
- {min[0], min[1], min[2]},
- {min[0], max[1], min[2]},
- {min[0], max[1], max[2]},
- {min[0], min[1], max[2]}
- },
+ /* TODO(merwin): revisit this after we have mutable VertexBuffers
+ * could keep a static batch & index buffer, change the VBO contents per draw
+ */
- {
- {max[0], max[1], min[2]},
- {max[0], min[1], min[2]},
- {max[0], min[1], max[2]},
- {max[0], max[1], max[2]}
- },
+ immBegin(GWN_PRIM_LINES, 24);
- {
- {max[0], max[1], min[2]},
- {min[0], max[1], min[2]},
- {min[0], max[1], max[2]},
- {max[0], max[1], max[2]}
- },
- };
+ /* top */
+ immVertex3f(pos, min[0], min[1], max[2]);
+ immVertex3f(pos, min[0], max[1], max[2]);
- if (leaf)
- glColor4f(0.0, 1.0, 0.0, 0.5);
- else
- glColor4f(1.0, 0.0, 0.0, 0.5);
+ immVertex3f(pos, min[0], max[1], max[2]);
+ immVertex3f(pos, max[0], max[1], max[2]);
- glVertexPointer(3, GL_FLOAT, 0, &quads[0][0][0]);
- glDrawArrays(GL_QUADS, 0, 16);
-}
+ immVertex3f(pos, max[0], max[1], max[2]);
+ immVertex3f(pos, max[0], min[1], max[2]);
-void GPU_pbvh_BB_draw_init(void)
-{
- glPushAttrib(GL_ENABLE_BIT);
- glDisable(GL_CULL_FACE);
- glEnableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glEnable(GL_BLEND);
-}
+ immVertex3f(pos, max[0], min[1], max[2]);
+ immVertex3f(pos, min[0], min[1], max[2]);
-void GPU_pbvh_BB_draw_end(void)
-{
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glPopAttrib();
+ /* bottom */
+ immVertex3f(pos, min[0], min[1], min[2]);
+ immVertex3f(pos, min[0], max[1], min[2]);
+
+ immVertex3f(pos, min[0], max[1], min[2]);
+ immVertex3f(pos, max[0], max[1], min[2]);
+
+ immVertex3f(pos, max[0], max[1], min[2]);
+ immVertex3f(pos, max[0], min[1], min[2]);
+
+ immVertex3f(pos, max[0], min[1], min[2]);
+ immVertex3f(pos, min[0], min[1], min[2]);
+
+ /* sides */
+ immVertex3f(pos, min[0], min[1], min[2]);
+ immVertex3f(pos, min[0], min[1], max[2]);
+
+ immVertex3f(pos, min[0], max[1], min[2]);
+ immVertex3f(pos, min[0], max[1], max[2]);
+
+ immVertex3f(pos, max[0], max[1], min[2]);
+ immVertex3f(pos, max[0], max[1], max[2]);
+
+ immVertex3f(pos, max[0], min[1], min[2]);
+ immVertex3f(pos, max[0], min[1], max[2]);
+
+ immEnd();
}
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index b5512aa108d..9e4daa2a036 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -36,6 +36,7 @@
#include "DNA_customdata_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
+#include "DNA_node_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
@@ -47,6 +48,7 @@
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
+#include "GPU_uniformbuffer.h"
#include "BLI_sys_types.h" /* for intptr_t support */
@@ -88,7 +90,7 @@ typedef struct GPUFunction {
/* Indices match the GPUType enum */
static const char *GPU_DATATYPE_STR[17] = {
"", "float", "vec2", "vec3", "vec4",
- NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4",
+ NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"
};
/* GLSL code parsing for finding function definitions.
@@ -172,7 +174,7 @@ static void gpu_parse_functions_string(GHash *hash, char *code)
/* test for type */
type = GPU_NONE;
- for (i = 1; i <= 16; i++) {
+ for (i = 1; i < ARRAY_SIZE(GPU_DATATYPE_STR); i++) {
if (GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
type = i;
break;
@@ -188,6 +190,13 @@ static void gpu_parse_functions_string(GHash *hash, char *code)
if (!type && gpu_str_prefix(code, "sampler2D")) {
type = GPU_TEX2D;
}
+ if (!type && gpu_str_prefix(code, "sampler3D")) {
+ type = GPU_TEX3D;
+ }
+
+ if (!type && gpu_str_prefix(code, "Closure")) {
+ type = GPU_CLOSURE;
+ }
if (type) {
/* add parameter */
@@ -350,6 +359,8 @@ static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *t
BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
+ else /* can happen with closure */
+ BLI_dynstr_append(ds, name);
}
}
@@ -412,6 +423,10 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "unfparticleangvel";
else if (builtin == GPU_OBJECT_INFO)
return "unfobjectinfo";
+ else if (builtin == GPU_VOLUME_DENSITY)
+ return "sampdensity";
+ else if (builtin == GPU_VOLUME_FLAME)
+ return "sampflame";
else
return "";
}
@@ -500,12 +515,16 @@ static void codegen_set_unique_ids(ListBase *nodes)
BLI_ghash_free(definehash, NULL, NULL);
}
-static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
+/**
+ * It will create an UBO for GPUMaterial if there is any GPU_DYNAMIC_UBO.
+ */
+static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, ListBase *nodes)
{
GPUNode *node;
GPUInput *input;
const char *name;
int builtins = 0;
+ ListBase ubo_inputs = {NULL, NULL};
/* print uniforms */
for (node = nodes->first; node; node = node->next) {
@@ -525,7 +544,14 @@ static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
builtins |= input->builtin;
name = GPU_builtin_name(input->builtin);
- if (gpu_str_prefix(name, "unf")) {
+ if (gpu_str_prefix(name, "samp")) {
+ if ((input->builtin == GPU_VOLUME_DENSITY) ||
+ (input->builtin == GPU_VOLUME_FLAME))
+ {
+ BLI_dynstr_appendf(ds, "uniform sampler3D %s;\n", name);
+ }
+ }
+ else if (gpu_str_prefix(name, "unf")) {
BLI_dynstr_appendf(ds, "uniform %s %s;\n",
GPU_DATATYPE_STR[input->type], name);
}
@@ -536,14 +562,23 @@ static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
}
}
}
+ else if (input->source == GPU_SOURCE_STRUCT) {
+ /* Add other struct here if needed. */
+ BLI_dynstr_appendf(ds, "Closure strct%d = CLOSURE_DEFAULT;\n", input->id);
+ }
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
- if (input->dynamicvec) {
+ if (input->dynamictype == GPU_DYNAMIC_UBO) {
+ if (!input->link) {
+ /* We handle the UBOuniforms separately. */
+ BLI_addtail(&ubo_inputs, BLI_genericNodeN(input));
+ }
+ }
+ else if (input->dynamicvec) {
/* only create uniforms for dynamic vectors */
BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
GPU_DATATYPE_STR[input->type], input->id);
}
else {
- /* for others use const so the compiler can do folding */
BLI_dynstr_appendf(ds, "const %s cons%d = ",
GPU_DATATYPE_STR[input->type], input->id);
codegen_print_datatype(ds, input->type, input->vec);
@@ -569,6 +604,22 @@ static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
}
}
+ /* Handle the UBO block separately. */
+ if ((material != NULL) && !BLI_listbase_is_empty(&ubo_inputs)) {
+ GPU_material_create_uniform_buffer(material, &ubo_inputs);
+
+ /* Inputs are sorted */
+ BLI_dynstr_appendf(ds, "\nlayout (std140) uniform %s {\n", GPU_UBO_BLOCK_NAME);
+
+ for (LinkData *link = ubo_inputs.first; link; link = link->next) {
+ input = link->data;
+ BLI_dynstr_appendf(ds, "\t%s unf%d;\n",
+ GPU_DATATYPE_STR[input->type], input->id);
+ }
+ BLI_dynstr_append(ds, "};\n");
+ BLI_freelistN(&ubo_inputs);
+ }
+
BLI_dynstr_append(ds, "\n");
return builtins;
@@ -594,8 +645,13 @@ static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
/* declare temporary variables for node output storage */
for (output = node->outputs.first; output; output = output->next) {
- BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
- GPU_DATATYPE_STR[output->type], output->id);
+ if (output->type == GPU_CLOSURE) {
+ BLI_dynstr_appendf(ds, "\tClosure tmp%d;\n", output->id);
+ }
+ else {
+ BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
+ GPU_DATATYPE_STR[output->type], output->id);
+ }
}
}
@@ -622,11 +678,26 @@ 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));
}
+ else if (input->source == GPU_SOURCE_STRUCT) {
+ BLI_dynstr_appendf(ds, "strct%d", input->id);
+ }
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
if (input->dynamicvec)
BLI_dynstr_appendf(ds, "unf%d", input->id);
@@ -655,12 +726,11 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
BLI_dynstr_append(ds, ");\n");
}
- BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
- codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
+ BLI_dynstr_appendf(ds, "\n\treturn tmp%d", finaloutput->id);
BLI_dynstr_append(ds, ";\n");
}
-static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
+static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output, bool use_new_shading)
{
DynStr *ds = BLI_dynstr_new();
char *code;
@@ -677,17 +747,47 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
#endif
codegen_set_unique_ids(nodes);
- builtins = codegen_print_uniforms_functions(ds, nodes);
+ builtins = codegen_process_uniforms_functions(material, ds, nodes);
#if 0
if (G.debug & G_DEBUG)
BLI_dynstr_appendf(ds, "/* %s */\n", name);
#endif
- BLI_dynstr_append(ds, "void main()\n{\n");
+ BLI_dynstr_append(ds, "Closure nodetree_exec(void)\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
@@ -722,6 +822,17 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
BLI_dynstr_append(ds, "}\n");
+ /* XXX This cannot go into gpu_shader_material.glsl because main() would be parsed and generate error */
+ /* Old glsl mode compat. */
+ BLI_dynstr_append(ds, "#ifndef NODETREE_EXEC\n");
+ BLI_dynstr_append(ds, "out vec4 fragColor;\n");
+ BLI_dynstr_append(ds, "void main()\n");
+ BLI_dynstr_append(ds, "{\n");
+ BLI_dynstr_append(ds, "\tClosure cl = nodetree_exec();\n");
+ BLI_dynstr_append(ds, "\tfragColor = vec4(cl.radiance, cl.opacity);\n");
+ BLI_dynstr_append(ds, "}\n");
+ BLI_dynstr_append(ds, "#endif\n\n");
+
/* create shader */
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@@ -733,6 +844,95 @@ 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 && "Gwn_VertAttr Prefix type not found : This should not happen!"); return "";
+ }
+}
+
+static char *code_generate_vertex_new(ListBase *nodes, const char *vert_code, bool use_geom)
+{
+ 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%s;\n",
+ GPU_DATATYPE_STR[input->type], input->attribid, use_geom ? "g" : "");
+ }
+ }
+ }
+
+ 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%s.xyz = normalize(NormalMatrix * att%d.xyz);\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s.w = att%d.w;\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
+ }
+ else if (input->attribtype == CD_ORCO) {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
+ input->attribid, use_geom ? "g" : "");
+ }
+ else {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = att%d;\n",
+ input->attribid, use_geom ? "g" : "", 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 +990,7 @@ 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",
@@ -841,6 +1041,51 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
return code;
}
+static char *code_generate_geometry_new(ListBase *nodes, const char *geom_code)
+{
+ DynStr *ds = BLI_dynstr_new();
+ GPUNode *node;
+ GPUInput *input;
+ char *code;
+
+ /* Create prototype because attributes cannot be declared before layout. */
+ BLI_dynstr_appendf(ds, "void pass_attrib(in int vert);\n");
+ BLI_dynstr_append(ds, "#define ATTRIB\n");
+
+ BLI_dynstr_append(ds, geom_code);
+
+ /* Generate varying declarations. */
+ 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) {
+ BLI_dynstr_appendf(ds, "in %s var%dg[];\n",
+ GPU_DATATYPE_STR[input->type],
+ input->attribid);
+ BLI_dynstr_appendf(ds, "out %s var%d;\n",
+ GPU_DATATYPE_STR[input->type],
+ input->attribid);
+ }
+ }
+ }
+
+ /* Generate varying assignments. */
+ BLI_dynstr_appendf(ds, "void pass_attrib(in int vert) {\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) {
+ /* TODO let shader choose what to do depending on what the attrib is. */
+ BLI_dynstr_appendf(ds, "\tvar%d = var%dg[vert];\n", input->attribid, input->attribid);
+ }
+ }
+ }
+ BLI_dynstr_append(ds, "}\n");
+
+ code = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return code;
+}
+
static char *code_generate_geometry(ListBase *nodes, bool use_opensubdiv)
{
#ifdef WITH_OPENSUBDIV
@@ -928,6 +1173,67 @@ 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;
@@ -1135,7 +1441,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
name = outnode->name;
input = outnode->inputs.first;
- if ((STREQ(name, "set_value") || STREQ(name, "set_rgb")) &&
+ if ((STREQ(name, "set_value") || STREQ(name, "set_rgb") || STREQ(name, "set_rgba")) &&
(input->type == type))
{
input = MEM_dupallocN(outnode->inputs.first);
@@ -1194,7 +1500,7 @@ 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);
@@ -1235,6 +1541,12 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
BLI_strncpy(input->attribname, link->attribname, sizeof(input->attribname));
MEM_freeN(link);
}
+ else if (type == GPU_CLOSURE) {
+ input->type = type;
+ input->source = GPU_SOURCE_STRUCT;
+
+ MEM_freeN(link);
+ }
else {
/* uniform vector */
input->type = type;
@@ -1246,21 +1558,100 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
input->dynamictype = link->dynamictype;
input->dynamicdata = link->ptr2;
}
+
MEM_freeN(link);
}
BLI_addtail(&node->inputs, input);
}
-static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
+
+static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type)
+{
+ switch (type) {
+ case SOCK_FLOAT:
+ return "set_value";
+ case SOCK_VECTOR:
+ return "set_rgb";
+ case SOCK_RGBA:
+ return "set_rgba";
+ default:
+ BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype");
+ return NULL;
+ }
+}
+
+/**
+ * Link stack uniform buffer.
+ * This is called for the input/output sockets that are note connected.
+ */
+static GPUNodeLink *gpu_uniformbuffer_link(
+ GPUMaterial *mat, bNode *node, GPUNodeStack *stack, const int index, const eNodeSocketInOut in_out)
{
- GPUNodeLink *link;
+ bNodeSocket *socket;
+
+ /* Some nodes can have been create on the fly and does
+ * not have an original to point to. (i.e. the bump from
+ * ntree_shader_relink_displacement). In this case just
+ * revert to static constant folding. */
+ if (node->original == NULL) {
+ return NULL;
+ }
+
+ if (in_out == SOCK_IN) {
+ socket = BLI_findlink(&node->original->inputs, index);
+ }
+ else {
+ socket = BLI_findlink(&node->original->outputs, index);
+ }
+
+ 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_buffer(&socket_data->value, GPU_FLOAT);
+ break;
+ }
+ case SOCK_VECTOR:
+ {
+ bNodeSocketValueRGBA *socket_data = socket->default_value;
+ link = GPU_uniform_buffer(socket_data->value, GPU_VEC3);
+ break;
+ }
+ case SOCK_RGBA:
+ {
+ bNodeSocketValueRGBA *socket_data = socket->default_value;
+ link = GPU_uniform_buffer(socket_data->value, GPU_VEC4);
+ break;
+ }
+ default:
+ return NULL;
+ break;
+ }
+
+ if (in_out == SOCK_IN) {
+ GPU_link(mat, gpu_uniform_set_function_from_type(socket->type), link, &stack->link);
+ }
+ return link;
+ }
+ return NULL;
+}
+static void gpu_node_input_socket(GPUMaterial *material, bNode *bnode, GPUNode *node, GPUNodeStack *sock, const int index)
+{
if (sock->link) {
gpu_node_input_link(node, sock->link, sock->type);
}
+ else if ((material != NULL) && (gpu_uniformbuffer_link(material, bnode, sock, index, SOCK_IN) != NULL)) {
+ gpu_node_input_link(node, sock->link, sock->type);
+ }
else {
- link = GPU_node_link_create();
+ GPUNodeLink *link = GPU_node_link_create();
link->ptr1 = sock->vec;
gpu_node_input_link(node, link, sock->type);
}
@@ -1387,7 +1778,14 @@ 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;
@@ -1416,6 +1814,21 @@ GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *d
return link;
}
+/**
+ * Add uniform to UBO struct of GPUMaterial.
+ */
+GPUNodeLink *GPU_uniform_buffer(float *num, GPUType gputype)
+{
+ GPUNodeLink *link = GPU_node_link_create();
+ link->ptr1 = num;
+ link->ptr2 = NULL;
+ link->dynamic = true;
+ link->dynamictype = GPU_DYNAMIC_UBO;
+ link->type = gputype;
+
+ return link;
+}
+
GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser, bool is_data)
{
GPUNodeLink *link = GPU_node_link_create();
@@ -1526,7 +1939,7 @@ bool GPU_link(GPUMaterial *mat, const char *name, ...)
return true;
}
-bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
+bool GPU_stack_link(GPUMaterial *material, bNode *bnode, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
{
GPUNode *node;
GPUFunction *function;
@@ -1546,11 +1959,11 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
if (in) {
for (i = 0; in[i].type != GPU_NONE; i++) {
- gpu_node_input_socket(node, &in[i]);
+ gpu_node_input_socket(material, bnode, node, &in[i], i);
totin++;
}
}
-
+
if (out) {
for (i = 0; out[i].type != GPU_NONE; i++) {
gpu_node_output(node, out[i].type, &out[i].link);
@@ -1572,7 +1985,7 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
if (totin == 0) {
link = va_arg(params, GPUNodeLink *);
if (link->socket)
- gpu_node_input_socket(node, link->socket);
+ gpu_node_input_socket(NULL, NULL, node, link->socket, -1);
else
gpu_node_input_link(node, link, function->paramtype[i]);
}
@@ -1582,8 +1995,8 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
}
va_end(params);
- gpu_material_add_node(mat, node);
-
+ gpu_material_add_node(material, node);
+
return true;
}
@@ -1608,6 +2021,11 @@ int GPU_link_changed(GPUNodeLink *link)
return 0;
}
+GPUNodeLink *GPU_uniformbuffer_link_out(GPUMaterial *mat, bNode *node, GPUNodeStack *stack, const int index)
+{
+ return gpu_uniformbuffer_link(mat, node, stack, index, SOCK_OUT);
+}
+
/* Pass create/free */
static void gpu_nodes_tag(GPUNodeLink *link)
@@ -1647,6 +2065,78 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
}
}
+GPUPass *GPU_generate_pass_new(
+ struct GPUMaterial *material,
+ ListBase *nodes, struct GPUNodeLink *frag_outlink,
+ GPUVertexAttribs *attribs,
+ const char *vert_code, const char *geom_code,
+ const char *frag_lib, const char *defines)
+{
+ GPUShader *shader;
+ GPUPass *pass;
+ char *vertexgen, *fragmentgen, *tmp;
+ char *vertexcode, *geometrycode, *fragmentcode;
+
+ /* prune unused nodes */
+ gpu_nodes_prune(nodes, frag_outlink);
+
+ gpu_nodes_get_vertex_attributes(nodes, attribs);
+
+ /* generate code and compile with opengl */
+ fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output, true);
+ vertexgen = code_generate_vertex_new(nodes, vert_code, (geom_code != NULL));
+
+ tmp = BLI_strdupcat(frag_lib, glsl_material_library);
+ fragmentcode = BLI_strdupcat(tmp, fragmentgen);
+ vertexcode = BLI_strdup(vertexgen);
+
+ if (geom_code) {
+ geometrycode = code_generate_geometry_new(nodes, geom_code);
+ }
+ else {
+ geometrycode = 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 +2162,7 @@ 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(NULL, nodes, outlink->output, false);
vertexcode = code_generate_vertex(nodes, type);
geometrycode = code_generate_geometry(nodes, use_opensubdiv);
@@ -1688,9 +2178,6 @@ GPUPass *GPU_generate_pass(
geometrycode,
glsl_material_library,
NULL,
- 0,
- 0,
- 0,
flags);
/* failed? */
@@ -1708,7 +2195,6 @@ 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;
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index 7af17f9122d..14e07a6e012 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -57,7 +57,8 @@ typedef enum GPUDataSource {
GPU_SOURCE_OPENGL_BUILTIN,
GPU_SOURCE_TEX_PIXEL,
GPU_SOURCE_TEX,
- GPU_SOURCE_ATTRIB
+ GPU_SOURCE_ATTRIB,
+ GPU_SOURCE_STRUCT
} GPUDataSource;
typedef enum {
@@ -156,10 +157,7 @@ typedef struct GPUInput {
} GPUInput;
struct GPUPass {
- struct GPUPass *next, *prev;
-
ListBase inputs;
- struct GPUOutput *output;
struct GPUShader *shader;
char *fragmentcode;
char *geometrycode;
@@ -170,11 +168,18 @@ struct GPUPass {
typedef struct GPUPass GPUPass;
-GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
- struct GPUVertexAttribs *attribs, int *builtin,
- const GPUMatType type, const char *name,
- const bool use_opensubdiv,
- const bool use_new_shading);
+GPUPass *GPU_generate_pass_new(
+ struct GPUMaterial *material,
+ ListBase *nodes, struct GPUNodeLink *frag_outlink,
+ struct GPUVertexAttribs *attribs,
+ const char *vert_code, const char *geom_code,
+ const char *frag_lib, const char *defines);
+GPUPass *GPU_generate_pass(
+ ListBase *nodes, struct GPUNodeLink *outlink,
+ struct GPUVertexAttribs *attribs, int *builtin,
+ const GPUMatType type, const char *name,
+ const bool use_opensubdiv,
+ const bool use_new_shading);
struct GPUShader *GPU_pass_shader(GPUPass *pass);
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index 2f2a16f9e1d..3de363cc76e 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -42,11 +42,13 @@
#include "DNA_gpu_types.h"
#include "GPU_compositing.h"
+#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
+#include "GPU_batch.h"
#include "MEM_guardedalloc.h"
@@ -193,7 +195,8 @@ struct GPUFX {
/* we have a stencil, restore the previous state */
bool restore_stencil;
- unsigned int vbuffer;
+ Gwn_Batch *quad_batch;
+ Gwn_Batch *point_batch;
};
#if 0
@@ -225,7 +228,13 @@ static GPUTexture * create_concentric_sample_texture(int side)
}
}
- tex = GPU_texture_create_1D_procedural(side * side, texels, NULL);
+ tex = GPU_texture_create_1D_custom(side * side, 2, GPU_RG16F, (float *)texels, NULL);
+
+ /* Set parameters */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, false);
+ GPU_texture_unbind(tex);
+
MEM_freeN(texels);
return tex;
}
@@ -247,7 +256,13 @@ static GPUTexture *create_spiral_sample_texture(int numsaples)
texels[i][1] = r * sinf(phi);
}
- tex = GPU_texture_create_1D_procedural(numsaples, (float *)texels, NULL);
+ tex = GPU_texture_create_1D_custom(numsaples, 2, GPU_RG16F, (float *)texels, NULL);
+
+ /* Set parameters */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, false);
+ GPU_texture_unbind(tex);
+
MEM_freeN(texels);
return tex;
}
@@ -257,12 +272,32 @@ GPUFX *GPU_fx_compositor_create(void)
{
GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor");
- glGenBuffers(1, &fx->vbuffer);
- glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
- glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), NULL, GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * sizeof(float), fullscreencos);
- glBufferSubData(GL_ARRAY_BUFFER, 8 * sizeof(float), 8 * sizeof(float), fullscreenuvs);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+ /* Quad buffer */
+ static Gwn_VertFormat format = {0};
+ static unsigned int pos, uvs;
+ if (format.attrib_ct == 0) {
+ pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uvs = GWN_vertformat_attr_add(&format, "uvs", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 4);
+ for (int i = 0; i < 4; ++i) {
+ GWN_vertbuf_attr_set(vbo, pos, i, fullscreencos[i]);
+ GWN_vertbuf_attr_set(vbo, uvs, i, fullscreenuvs[i]);
+ }
+ fx->quad_batch = GWN_batch_create_ex(GWN_PRIM_TRI_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+
+ /* Point Buffer */
+ static Gwn_VertFormat format_point = {0};
+ static unsigned int dummy_attrib;
+ if (format_point.attrib_ct == 0) {
+ dummy_attrib = GWN_vertformat_attr_add(&format_point, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+ float dummy[2] = {0.0f, 0.0f};
+ Gwn_VertBuf *vbo_point = GWN_vertbuf_create_with_format(&format_point);
+ GWN_vertbuf_data_alloc(vbo_point, 1);
+ GWN_vertbuf_attr_set(vbo_point, dummy_attrib, 0, &dummy);
+ fx->point_batch = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo_point, NULL, GWN_BATCH_OWNS_VBO);
return fx;
}
@@ -352,12 +387,14 @@ static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo)
void GPU_fx_compositor_destroy(GPUFX *fx)
{
cleanup_fx_gl_data(fx, true);
- glDeleteBuffers(1, &fx->vbuffer);
+ GWN_batch_discard(fx->quad_batch);
+ GWN_batch_discard(fx->point_batch);
MEM_freeN(fx);
}
static GPUTexture * create_jitter_texture(void)
{
+ GPUTexture *tex;
float jitter[64 * 64][2];
int i;
@@ -367,7 +404,15 @@ static GPUTexture * create_jitter_texture(void)
normalize_v2(jitter[i]);
}
- return GPU_texture_create_2D_procedural(64, 64, &jitter[0][0], true, NULL);
+ tex = GPU_texture_create_2D_custom(64, 64, 2, GPU_RG16F, &jitter[0][0], NULL);
+
+ /* Set parameters */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, false);
+ GPU_texture_wrap_mode(tex, true);
+ GPU_texture_unbind(tex);
+
+ return tex;
}
@@ -382,9 +427,6 @@ bool GPU_fx_compositor_initialize_passes(
fx->effects = 0;
- if (!GLEW_EXT_framebuffer_object)
- return false;
-
if (!fx_settings) {
cleanup_fx_gl_data(fx, true);
return false;
@@ -436,7 +478,7 @@ bool GPU_fx_compositor_initialize_passes(
if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) {
cleanup_fx_gl_data(fx, false);
- if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
+ if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, err_out))) {
printf(".256%s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
@@ -472,8 +514,7 @@ bool GPU_fx_compositor_initialize_passes(
/* create textures for dof effect */
if (fx_flag & GPU_FX_FLAG_DOF) {
- bool dof_high_quality = (fx_settings->dof->high_quality != 0) &&
- GPU_geometry_shader_support() && GPU_instanced_drawing_support();
+ bool dof_high_quality = (fx_settings->dof->high_quality != 0);
/* cleanup buffers if quality setting has changed (no need to keep more buffers around than necessary ) */
if (dof_high_quality != fx->dof_high_quality)
@@ -488,38 +529,42 @@ bool GPU_fx_compositor_initialize_passes(
{
if (!(fx->dof_half_downsampled_near = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_half_downsampled_far = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
- if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_procedural(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, false, err_out)))
+
+ if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_custom(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RG16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
+ GPU_texture_bind(fx->dof_nearfar_coc, 0);
+ GPU_texture_filter_mode(fx->dof_nearfar_coc, false);
+ GPU_texture_wrap_mode(fx->dof_nearfar_coc, false);
+ GPU_texture_unbind(fx->dof_nearfar_coc);
-
- if (!(fx->dof_near_blur = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
+ if (!(fx->dof_near_blur = GPU_texture_create_2D_custom(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, 4, GPU_RGBA16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
- if (!(fx->dof_far_blur = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
+ if (!(fx->dof_far_blur = GPU_texture_create_2D_custom(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, 4, GPU_RGBA16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
@@ -534,21 +579,21 @@ bool GPU_fx_compositor_initialize_passes(
if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {
if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
@@ -567,7 +612,7 @@ bool GPU_fx_compositor_initialize_passes(
/* we need to pass data between shader stages, allocate an extra color buffer */
if (num_passes > 1) {
if (!fx->color_buffer_sec) {
- if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
+ if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, err_out))) {
printf(".256%s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
@@ -585,11 +630,8 @@ bool GPU_fx_compositor_initialize_passes(
/* bind the buffers */
/* first depth buffer, because system assumes read/write buffers */
- if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, err_out))
- printf("%.256s\n", err_out);
-
- if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, err_out))
- printf("%.256s\n", err_out);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, 0);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, 0);
if (!GPU_framebuffer_check_valid(fx->gbuffer, err_out))
printf("%.256s\n", err_out);
@@ -600,7 +642,7 @@ bool GPU_fx_compositor_initialize_passes(
if (scissor_rect) {
int w_sc = BLI_rcti_size_x(scissor_rect) + 1;
int h_sc = BLI_rcti_size_y(scissor_rect) + 1;
- glPushAttrib(GL_SCISSOR_BIT);
+ gpuPushAttrib(GPU_SCISSOR_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(scissor_rect->xmin - rect->xmin, scissor_rect->ymin - rect->ymin,
w_sc, h_sc);
@@ -634,7 +676,7 @@ static void gpu_fx_bind_render_target(int *passes_left, GPUFX *fx, struct GPUOff
}
else {
/* bind the ping buffer to the color buffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, target, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, target, 0, 0);
}
}
@@ -663,8 +705,7 @@ void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray)
GPU_framebuffer_texture_detach(fx->depth_buffer);
/* first depth buffer, because system assumes read/write buffers */
- if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, err_out))
- printf("%.256s\n", err_out);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, 0);
}
@@ -674,39 +715,35 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
GPU_framebuffer_texture_detach(fx->depth_buffer_xray);
/* attach regular framebuffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, 0);
/* full screen quad where we will always write to depth buffer */
- glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_SCISSOR_BIT);
+ gpuPushAttrib(GPU_DEPTH_BUFFER_BIT | GPU_SCISSOR_BIT);
glDepthFunc(GL_ALWAYS);
/* disable scissor from sculpt if any */
glDisable(GL_SCISSOR_TEST);
/* disable writing to color buffer, it's depth only pass */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- /* set up quad buffer */
- glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
- glVertexPointer(2, GL_FLOAT, 0, NULL);
- glTexCoordPointer(2, GL_FLOAT, 0, ((GLubyte *)NULL + 8 * sizeof(float)));
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false);
if (depth_resolve_shader) {
- GPUDepthResolveInterface *interface = GPU_shader_get_interface(depth_resolve_shader);
+ GPUDepthResolveInterface *interface = GPU_fx_shader_get_interface(depth_resolve_shader);
- GPU_shader_bind(depth_resolve_shader);
+ /* set up quad buffer */
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(depth_resolve_shader), GPU_shader_get_interface(depth_resolve_shader));
GPU_texture_bind(fx->depth_buffer_xray, 0);
- GPU_texture_filter_mode(fx->depth_buffer_xray, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer_xray, false);
+ GPU_texture_filter_mode(fx->depth_buffer_xray, true);
GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray);
/* draw */
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GWN_batch_draw(fx->quad_batch);
/* disable bindings */
- GPU_texture_filter_mode(fx->depth_buffer_xray, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer_xray, true);
+ GPU_texture_filter_mode(fx->depth_buffer_xray, false);
GPU_texture_unbind(fx->depth_buffer_xray);
GPU_shader_unbind();
@@ -714,11 +751,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glPopAttrib();
+ gpuPopAttrib();
}
@@ -748,19 +781,13 @@ bool GPU_fx_do_composite_pass(
GPU_framebuffer_texture_detach(fx->color_buffer);
GPU_framebuffer_texture_detach(fx->depth_buffer);
- if (fx->restore_stencil)
- glPopAttrib();
+ if (fx->restore_stencil) {
+ gpuPopAttrib();
+ }
src = fx->color_buffer;
target = fx->color_buffer_sec;
- /* set up quad buffer */
- glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
- glVertexPointer(2, GL_FLOAT, 0, NULL);
- glTexCoordPointer(2, GL_FLOAT, 0, ((GLubyte *)NULL + 8 * sizeof(float)));
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
/* full screen FX pass */
/* invert the view matrix */
@@ -788,8 +815,6 @@ bool GPU_fx_do_composite_pass(
viewvecs[1][2] = vec_far[2] - viewvecs[0][2];
}
- /* set invalid color in case shader fails */
- glColor3f(1.0, 0.0, 1.0);
glDisable(GL_DEPTH_TEST);
/* ssao pass */
@@ -810,9 +835,9 @@ bool GPU_fx_do_composite_pass(
ssao_params[3] = (passes_left == 1 && !ofs) ? dfdyfac[0] : dfdyfac[1];
- GPUSSAOShaderInterface *interface = GPU_shader_get_interface(ssao_shader);
+ GPUSSAOShaderInterface *interface = GPU_fx_shader_get_interface(ssao_shader);
- GPU_shader_bind(ssao_shader);
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(ssao_shader), GPU_shader_get_interface(ssao_shader));
GPU_shader_uniform_vector(ssao_shader, interface->ssao_uniform, 4, 1, ssao_params);
GPU_shader_uniform_vector(ssao_shader, interface->ssao_color_uniform, 4, 1, fx_ssao->color);
@@ -823,7 +848,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(ssao_shader, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(ssao_shader, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->jitter_buffer, numslots++);
@@ -835,11 +861,12 @@ bool GPU_fx_do_composite_pass(
/* draw */
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GWN_batch_draw(fx->quad_batch);
/* disable bindings */
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_texture_unbind(fx->jitter_buffer);
GPU_texture_unbind(fx->ssao_spiral_samples_tex);
@@ -892,11 +919,8 @@ bool GPU_fx_do_composite_pass(
if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3)) {
GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
GPU_framebuffer_restore();
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GPU_shader_unbind();
- glBindBuffer(GL_ARRAY_BUFFER, 0);
return false;
}
@@ -904,9 +928,9 @@ bool GPU_fx_do_composite_pass(
{
float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};
- GPUDOFHQPassOneInterface *interface = GPU_shader_get_interface(dof_shader_pass1);
+ GPUDOFHQPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1);
- GPU_shader_bind(dof_shader_pass1);
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1));
GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
@@ -915,28 +939,31 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, false);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
/* disable filtering for the texture so custom downsample can do the right thing */
- GPU_texture_filter_mode(src, false, false);
+ GPU_texture_filter_mode(src, false);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, src);
/* target is the downsampled coc buffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0, NULL);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1, NULL);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0, 0);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1, 0);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2, 0);
/* binding takes care of setting the viewport to the downsampled size */
GPU_framebuffer_slots_bind(fx->gbuffer, 0);
GPU_framebuffer_check_valid(fx->gbuffer, NULL);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GWN_batch_draw(fx->quad_batch);
+
/* disable bindings */
- GPU_texture_filter_mode(src, false, true);
+ GPU_texture_filter_mode(src, true);
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_framebuffer_texture_detach(fx->dof_half_downsampled_near);
@@ -953,24 +980,23 @@ bool GPU_fx_do_composite_pass(
int rendertargetdim[2] = {fx->dof_downsampled_w, fx->dof_downsampled_h};
float selection[2] = {0.0f, 1.0f};
- GPUDOFHQPassTwoInterface *interface = GPU_shader_get_interface(dof_shader_pass2);
+ GPUDOFHQPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2);
- GPU_shader_bind(dof_shader_pass2);
+ GWN_batch_program_set(fx->point_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2));
+
+ GPU_texture_bind(fx->dof_nearfar_coc, numslots++);
+ GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
+ GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector_int(dof_shader_pass2, interface->rendertargetdim_uniform, 2, 1, rendertargetdim);
GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
-
- GPU_texture_bind(fx->dof_nearfar_coc, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->coc_uniform, fx->dof_nearfar_coc);
-
- GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
- GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_far);
- GPU_texture_filter_mode(fx->dof_half_downsampled_far, false, false);
+ GPU_texture_filter_mode(fx->dof_half_downsampled_far, false);
/* target is the downsampled coc buffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, 0);
GPU_texture_bind_as_framebuffer(fx->dof_far_blur);
glDisable(GL_DEPTH_TEST);
@@ -981,24 +1007,24 @@ bool GPU_fx_do_composite_pass(
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */
- glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
+ GWN_batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, 0, NULL, NULL);
GPU_texture_unbind(fx->dof_half_downsampled_far);
GPU_framebuffer_texture_detach(fx->dof_far_blur);
- GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near);
- GPU_texture_filter_mode(fx->dof_half_downsampled_near, false, false);
-
selection[0] = 1.0f;
selection[1] = 0.0f;
GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
+ GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near);
+ GPU_texture_filter_mode(fx->dof_half_downsampled_near, false);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, 0);
/* have to clear the buffer unfortunately */
glClear(GL_COLOR_BUFFER_BIT);
/* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */
- glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
+ GWN_batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, 0, NULL, NULL);
+ GWN_batch_program_use_end(fx->point_batch);
/* disable bindings */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -1010,15 +1036,16 @@ bool GPU_fx_do_composite_pass(
GPU_texture_unbind(fx->dof_nearfar_coc);
GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_far_blur);
+ numslots = 0;
}
/* third pass, accumulate the near/far blur fields */
{
float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};
- GPUDOFHQPassThreeInterface *interface = GPU_shader_get_interface(dof_shader_pass3);
+ GPUDOFHQPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3);
- GPU_shader_bind(dof_shader_pass3);
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3));
GPU_shader_uniform_vector(dof_shader_pass3, interface->dof_uniform, 4, 1, dof_params);
@@ -1027,14 +1054,15 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_near_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_uniform, fx->dof_near_blur);
- GPU_texture_filter_mode(fx->dof_near_blur, false, true);
+ GPU_texture_filter_mode(fx->dof_near_blur, true);
GPU_texture_bind(fx->dof_far_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->far_uniform, fx->dof_far_blur);
- GPU_texture_filter_mode(fx->dof_far_blur, false, true);
+ GPU_texture_filter_mode(fx->dof_far_blur, true);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, false);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_shader_uniform_texture(dof_shader_pass3, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
@@ -1043,13 +1071,13 @@ bool GPU_fx_do_composite_pass(
/* if this is the last pass, prepare for rendering on the frambuffer */
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GWN_batch_draw(fx->quad_batch);
/* disable bindings */
GPU_texture_unbind(fx->dof_near_blur);
GPU_texture_unbind(fx->dof_far_blur);
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
GPU_texture_unbind(fx->depth_buffer);
/* may not be attached, in that case this just returns */
@@ -1085,11 +1113,8 @@ bool GPU_fx_do_composite_pass(
if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3 && dof_shader_pass4 && dof_shader_pass5)) {
GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
GPU_framebuffer_restore();
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GPU_shader_unbind();
- glBindBuffer(GL_ARRAY_BUFFER, 0);
return false;
}
@@ -1097,9 +1122,9 @@ bool GPU_fx_do_composite_pass(
{
float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
- GPUDOFPassOneInterface *interface = GPU_shader_get_interface(dof_shader_pass1);
+ GPUDOFPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1);
- GPU_shader_bind(dof_shader_pass1);
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1));
GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
@@ -1109,18 +1134,20 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass1, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
/* target is the downsampled coc buffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, 0);
/* binding takes care of setting the viewport to the downsampled size */
GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GWN_batch_draw(fx->quad_batch);
/* disable bindings */
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
@@ -1134,32 +1161,37 @@ bool GPU_fx_do_composite_pass(
float tmp = invrendertargetdim[0];
invrendertargetdim[0] = 0.0f;
- GPUDOFPassTwoInterface *interface = GPU_shader_get_interface(dof_shader_pass2);
+ GPUDOFPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2);
dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor);
/* Blurring vertically */
- GPU_shader_bind(dof_shader_pass2);
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2));
GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_shader_uniform_vector(dof_shader_pass2, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass2, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_buffer);
/* use final buffer as a temp here */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0);
/* Drawing quad */
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GWN_batch_draw(fx->quad_batch);
+
+ /* Rebind Shader */
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2));
/* *unbind/detach */
GPU_texture_unbind(fx->dof_near_coc_buffer);
+
GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer);
/* Blurring horizontally */
@@ -1170,11 +1202,13 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_final_buffer);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, NULL);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, 0);
+
+ GWN_batch_draw(fx->quad_batch);
/* *unbind/detach */
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_texture_unbind(fx->dof_near_coc_final_buffer);
@@ -1187,9 +1221,9 @@ bool GPU_fx_do_composite_pass(
/* third pass, calculate near coc */
{
- GPUDOFPassThreeInterface *interface = GPU_shader_get_interface(dof_shader_pass3);
+ GPUDOFPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3);
- GPU_shader_bind(dof_shader_pass3);
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3));
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_downsampled, fx->dof_near_coc_buffer);
@@ -1197,9 +1231,9 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_blurred, fx->dof_near_coc_blurred_buffer);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GWN_batch_draw(fx->quad_batch);
/* disable bindings */
GPU_texture_unbind(fx->dof_near_coc_buffer);
GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
@@ -1215,17 +1249,17 @@ bool GPU_fx_do_composite_pass(
float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer),
1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)};
- GPUDOFPassFourInterface *interface = GPU_shader_get_interface(dof_shader_pass4);
+ GPUDOFPassFourInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass4);
- GPU_shader_bind(dof_shader_pass4);
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass4), GPU_shader_get_interface(dof_shader_pass4));
GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass4, interface->near_coc_downsampled, fx->dof_near_coc_final_buffer);
GPU_shader_uniform_vector(dof_shader_pass4, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
+ GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, 0);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GWN_batch_draw(fx->quad_batch);
/* disable bindings */
GPU_texture_unbind(fx->dof_near_coc_final_buffer);
@@ -1240,9 +1274,9 @@ bool GPU_fx_do_composite_pass(
{
float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
- GPUDOFPassFiveInterface *interface = GPU_shader_get_interface(dof_shader_pass5);
+ GPUDOFPassFiveInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass5);
- GPU_shader_bind(dof_shader_pass5);
+ GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass5), GPU_shader_get_interface(dof_shader_pass5));
GPU_shader_uniform_vector(dof_shader_pass5, interface->dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector(dof_shader_pass5, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
@@ -1258,18 +1292,20 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass5, interface->medium_blurred_uniform, fx->dof_near_coc_buffer);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass5, interface->depth_uniform, fx->depth_buffer);
/* if this is the last pass, prepare for rendering on the frambuffer */
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ GWN_batch_draw(fx->quad_batch);
/* disable bindings */
GPU_texture_unbind(fx->dof_near_coc_buffer);
GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
/* may not be attached, in that case this just returns */
@@ -1289,10 +1325,6 @@ bool GPU_fx_do_composite_pass(
}
}
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
GPU_shader_unbind();
return true;
@@ -1305,6 +1337,7 @@ void GPU_fx_compositor_init_dof_settings(GPUDOFSettings *fx_dof)
fx_dof->focus_distance = 1.0f;
fx_dof->sensor = 1.0f;
fx_dof->num_blades = 6;
+ fx_dof->ratio = 1.0f;
}
void GPU_fx_compositor_init_ssao_settings(GPUSSAOSettings *fx_ssao)
@@ -1315,7 +1348,7 @@ void GPU_fx_compositor_init_ssao_settings(GPUSSAOSettings *fx_ssao)
fx_ssao->samples = 20;
}
-void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect effect)
+void GPU_fx_shader_init_interface(GPUShader *shader, GPUFXShaderEffect effect)
{
if (!shader)
return;
@@ -1334,7 +1367,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->ssao_concentric_tex = GPU_shader_get_uniform(shader, "ssao_concentric_tex");
interface->ssao_jitter_uniform = GPU_shader_get_uniform(shader, "jitter_tex");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
@@ -1348,7 +1381,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
@@ -1362,7 +1395,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->select_uniform = GPU_shader_get_uniform(shader, "layerselection");
interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
@@ -1378,7 +1411,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
@@ -1392,7 +1425,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
@@ -1405,7 +1438,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
@@ -1415,7 +1448,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer");
interface->near_coc_blurred = GPU_shader_get_uniform(shader, "blurredcolorbuffer");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
@@ -1425,7 +1458,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer");
interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
@@ -1440,7 +1473,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
@@ -1450,7 +1483,7 @@ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect ef
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
- GPU_shader_set_interface(shader, interface);
+ GPU_fx_shader_set_interface(shader, interface);
break;
}
diff --git a/source/blender/gpu/intern/gpu_debug.c b/source/blender/gpu/intern/gpu_debug.c
index 859aab9565f..8aea87ef659 100644
--- a/source/blender/gpu/intern/gpu_debug.c
+++ b/source/blender/gpu/intern/gpu_debug.c
@@ -20,7 +20,7 @@
*
* The Original Code is: all of this file.
*
- * Contributor(s): Brecht Van Lommel, Jason Wilkins.
+ * Contributor(s): Brecht Van Lommel, Jason Wilkins, Mike Erwin.
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -44,122 +44,18 @@
#include <stdlib.h>
#include <string.h>
-#define CASE_CODE_RETURN_STR(code) case code: return #code;
+#ifndef __APPLE__ /* only non-Apple systems implement OpenGL debug callbacks */
-static const char *gpu_gl_error_symbol(GLenum err)
-{
- switch (err) {
- CASE_CODE_RETURN_STR(GL_NO_ERROR)
- CASE_CODE_RETURN_STR(GL_INVALID_ENUM)
- CASE_CODE_RETURN_STR(GL_INVALID_VALUE)
- CASE_CODE_RETURN_STR(GL_INVALID_OPERATION)
- CASE_CODE_RETURN_STR(GL_STACK_OVERFLOW)
- CASE_CODE_RETURN_STR(GL_STACK_UNDERFLOW)
- CASE_CODE_RETURN_STR(GL_OUT_OF_MEMORY)
-
-#if GL_ARB_imaging
- CASE_CODE_RETURN_STR(GL_TABLE_TOO_LARGE)
-#endif
-
-#if defined(WITH_GLU)
- CASE_CODE_RETURN_STR(GLU_INVALID_ENUM)
- CASE_CODE_RETURN_STR(GLU_INVALID_VALUE)
- CASE_CODE_RETURN_STR(GLU_OUT_OF_MEMORY)
-#endif
+/* control whether we use older AMD_debug_output extension
+ * some supported GPU + OS combos do not have the newer extensions */
+# define LEGACY_DEBUG 1
- default:
- return "<unknown error>";
- }
-}
-
-#undef CASE_CODE_RETURN_STR
-
-
-static bool gpu_report_gl_errors(const char *file, int line, const char *str)
-{
- GLenum gl_error = glGetError();
-
- if (gl_error == GL_NO_ERROR) {
- return true;
- }
- else {
- /* glGetError should have cleared the error flag, so if we get the
- * same flag twice that means glGetError itself probably triggered
- * the error. This happens on Windows if the GL context is invalid.
- */
- {
- GLenum new_error = glGetError();
- if (gl_error == new_error) {
- fprintf(stderr, "GL: Possible context invalidation issue\n");
- return false;
- }
- }
-
- fprintf(stderr,
- "%s:%d: ``%s'' -> GL Error (0x%04X - %s): %s\n",
- file, line, str, gl_error,
- gpu_gl_error_symbol(gl_error),
- gpuErrorString(gl_error));
-
- return false;
- }
-}
-
-
-const char *gpuErrorString(GLenum err)
-{
- switch (err) {
- case GL_NO_ERROR:
- return "No Error";
-
- case GL_INVALID_ENUM:
- return "Invalid Enumeration";
-
- case GL_INVALID_VALUE:
- return "Invalid Value";
-
- case GL_INVALID_OPERATION:
- return "Invalid Operation";
-
- case GL_STACK_OVERFLOW:
- return "Stack Overflow";
-
- case GL_STACK_UNDERFLOW:
- return "Stack Underflow";
-
- case GL_OUT_OF_MEMORY:
- return "Out of Memory";
-
-#if GL_ARB_imaging
- case GL_TABLE_TOO_LARGE:
- return "Table Too Large";
-#endif
-
-#if defined(WITH_GLU)
- case GLU_INVALID_ENUM:
- return "Invalid Enum (GLU)";
-
- case GLU_INVALID_VALUE:
- return "Invalid Value (GLU)";
-
- case GLU_OUT_OF_MEMORY:
- return "Out of Memory (GLU)";
-#endif
-
- default:
- return "<unknown error>";
- }
-}
-
-
-/* Debug callbacks need the same calling convention as OpenGL functions.
- */
-#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
- /* Win32 but not WinCE */
-# define APIENTRY __stdcall
-#else
-# define APIENTRY
-#endif
+/* Debug callbacks need the same calling convention as OpenGL functions. */
+# if defined(_WIN32)
+# define APIENTRY __stdcall
+# else
+# define APIENTRY
+# endif
static const char *source_name(GLenum source)
@@ -189,32 +85,11 @@ static const char *message_type_name(GLenum message)
}
}
-static const char *category_name_amd(GLenum category)
-{
- switch (category) {
- case GL_DEBUG_CATEGORY_API_ERROR_AMD: return "API error";
- case GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD: return "window system";
- case GL_DEBUG_CATEGORY_DEPRECATION_AMD: return "deprecated behavior";
- case GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD: return "undefined behavior";
- case GL_DEBUG_CATEGORY_PERFORMANCE_AMD: return "performance";
- case GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD: return "shader compiler";
- case GL_DEBUG_CATEGORY_APPLICATION_AMD: return "application";
- case GL_DEBUG_CATEGORY_OTHER_AMD: return "other";
- default: return "???";
- }
-}
-
-
static void APIENTRY gpu_debug_proc(
GLenum source, GLenum type, GLuint UNUSED(id),
GLenum severity, GLsizei UNUSED(length),
const GLchar *message, const GLvoid *UNUSED(userParm))
{
- if (type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR) {
- /* Blender 2.7x uses OpenGL 2.1, we don't care if features are deprecated */
- return;
- }
-
bool backtrace = false;
switch (severity) {
@@ -233,18 +108,28 @@ static void APIENTRY gpu_debug_proc(
}
}
+# if LEGACY_DEBUG
+
+static const char *category_name_amd(GLenum category)
+{
+ switch (category) {
+ case GL_DEBUG_CATEGORY_API_ERROR_AMD: return "API error";
+ case GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD: return "window system";
+ case GL_DEBUG_CATEGORY_DEPRECATION_AMD: return "deprecated behavior";
+ case GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD: return "undefined behavior";
+ case GL_DEBUG_CATEGORY_PERFORMANCE_AMD: return "performance";
+ case GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD: return "shader compiler";
+ case GL_DEBUG_CATEGORY_APPLICATION_AMD: return "application";
+ case GL_DEBUG_CATEGORY_OTHER_AMD: return "other";
+ default: return "???";
+ }
+}
-#ifndef GLEW_ES_ONLY
static void APIENTRY gpu_debug_proc_amd(
GLuint UNUSED(id), GLenum category,
GLenum severity, GLsizei UNUSED(length),
const GLchar *message, GLvoid *UNUSED(userParm))
{
- if (category == GL_DEBUG_CATEGORY_DEPRECATION_AMD) {
- /* Blender 2.7x uses OpenGL 2.1, we don't care if features are deprecated */
- return;
- }
-
bool backtrace = false;
switch (severity) {
@@ -261,148 +146,88 @@ static void APIENTRY gpu_debug_proc_amd(
fflush(stderr);
}
}
-#endif
+# endif /* LEGACY_DEBUG */
-
-#undef APIENTRY
+# undef APIENTRY
+#endif /* not Apple */
void gpu_debug_init(void)
{
+#ifdef __APPLE__
+ fprintf(stderr, "OpenGL debug callback is not available on Apple.\n");
+#else /* not Apple */
const char success[] = "Successfully hooked OpenGL debug callback.";
-#if !defined(WITH_GLEW_ES) && !defined(GLEW_ES_ONLY)
- if (GLEW_VERSION_4_3) {
- fprintf(stderr, "Using OpenGL 4.3 debug facilities\n");
- glEnable(GL_DEBUG_OUTPUT);
- glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- glDebugMessageCallback((GLDEBUGPROC)gpu_debug_proc, mxGetCurrentContext());
- glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
- GPU_string_marker(success);
- return;
- }
-#endif
-
- if (GLEW_KHR_debug) {
-#ifndef GLEW_ES_ONLY
- fprintf(stderr, "Using KHR_debug extension\n");
+ if (GLEW_VERSION_4_3 || GLEW_KHR_debug) {
+ fprintf(stderr, "Using %s\n", GLEW_VERSION_4_3 ? "OpenGL 4.3 debug facilities" : "KHR_debug extension");
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- glDebugMessageCallback((GLDEBUGPROC)gpu_debug_proc, mxGetCurrentContext());
+ glDebugMessageCallback((GLDEBUGPROC)gpu_debug_proc, NULL);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
-#endif
- return;
}
-
-#ifndef GLEW_ES_ONLY
- if (GLEW_ARB_debug_output) {
+ else if (GLEW_ARB_debug_output) {
fprintf(stderr, "Using ARB_debug_output extension\n");
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- glDebugMessageCallbackARB((GLDEBUGPROCARB)gpu_debug_proc, mxGetCurrentContext());
+ glDebugMessageCallbackARB((GLDEBUGPROCARB)gpu_debug_proc, NULL);
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
-
- return;
}
-
- if (GLEW_AMD_debug_output) {
+# if LEGACY_DEBUG
+ else if (GLEW_AMD_debug_output) {
fprintf(stderr, "Using AMD_debug_output extension\n");
- glDebugMessageCallbackAMD(gpu_debug_proc_amd, mxGetCurrentContext());
+ glDebugMessageCallbackAMD(gpu_debug_proc_amd, NULL);
glDebugMessageEnableAMD(GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
-
- return;
}
-#endif
-
- fprintf(stderr, "Failed to hook OpenGL debug callback.\n");
-
- return;
+# endif
+ else {
+ fprintf(stderr, "Failed to hook OpenGL debug callback.\n");
+ }
+#endif /* not Apple */
}
void gpu_debug_exit(void)
{
-#ifndef WITH_GLEW_ES
-#ifndef GLEW_ES_ONLY
- if (GLEW_VERSION_4_3) {
- glDebugMessageCallback(NULL, NULL);
-
- return;
- }
-#endif
-#endif
-
- if (GLEW_KHR_debug) {
-#ifndef GLEW_ES_ONLY
+#ifndef __APPLE__
+ if (GLEW_VERSION_4_3 || GLEW_KHR_debug) {
glDebugMessageCallback(NULL, NULL);
-#endif
- return;
}
-
-#ifndef GLEW_ES_ONLY
- if (GLEW_ARB_debug_output) {
+ else if (GLEW_ARB_debug_output) {
glDebugMessageCallbackARB(NULL, NULL);
-
- return;
}
-
- if (GLEW_AMD_debug_output) {
+# if LEGACY_DEBUG
+ else if (GLEW_AMD_debug_output) {
glDebugMessageCallbackAMD(NULL, NULL);
-
- return;
}
+# endif
#endif
-
- return;
}
void GPU_string_marker(const char *buf)
{
-#ifndef WITH_GLEW_ES
-#ifndef GLEW_ES_ONLY
- if (GLEW_VERSION_4_3) {
- glDebugMessageInsert(
- GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0,
- GL_DEBUG_SEVERITY_NOTIFICATION, -1, buf);
-
- return;
- }
-#endif
-#endif
-
- if (GLEW_KHR_debug) {
-#ifndef GLEW_ES_ONLY
+#ifdef __APPLE__
+ UNUSED_VARS(buf);
+#else /* not Apple */
+ if (GLEW_VERSION_4_3 || GLEW_KHR_debug) {
glDebugMessageInsert(
GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0,
GL_DEBUG_SEVERITY_NOTIFICATION, -1, buf);
-#endif
- return;
}
-
-#ifndef GLEW_ES_ONLY
- if (GLEW_ARB_debug_output) {
+ else if (GLEW_ARB_debug_output) {
glDebugMessageInsertARB(
GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_OTHER_ARB, 0,
GL_DEBUG_SEVERITY_LOW_ARB, -1, buf);
-
- return;
}
-
- if (GLEW_AMD_debug_output) {
+# if LEGACY_DEBUG
+ else if (GLEW_AMD_debug_output) {
glDebugMessageInsertAMD(
GL_DEBUG_CATEGORY_APPLICATION_AMD, GL_DEBUG_SEVERITY_LOW_AMD, 0,
0, buf);
-
- return;
}
-
- if (GLEW_GREMEDY_string_marker) {
- glStringMarkerGREMEDY(0, buf);
-
- return;
- }
-#endif
+# endif
+#endif /* not Apple */
}
void GPU_print_error_debug(const char *str)
@@ -410,406 +235,3 @@ void GPU_print_error_debug(const char *str)
if (G.debug & G_DEBUG)
fprintf(stderr, "GPU: %s\n", str);
}
-
-
-void GPU_assert_no_gl_errors(const char *file, int line, const char *str)
-{
- if (G.debug) {
- GLboolean gl_ok = gpu_report_gl_errors(file, line, str);
-
- BLI_assert(gl_ok);
- (void) gl_ok;
- }
-}
-
-
-static void gpu_state_print_fl_ex(const char *name, GLenum type)
-{
-#define MAX_ARRAY_SIZE 64
-
- const unsigned char err_mark[4] = {0xff, 0xff, 0xff, 0xff};
-
- float value[MAX_ARRAY_SIZE];
- int a;
-
- memset(value, 0xff, sizeof(value));
- glGetFloatv(type, value);
-
- if (glGetError() == GL_NO_ERROR) {
- printf("%s: ", name);
- for (a = 0; a < MAX_ARRAY_SIZE; a++) {
- if (memcmp(&value[a], err_mark, sizeof(value[a])) == 0) {
- break;
- }
- printf("%.2f ", value[a]);
- }
- printf("\n");
- }
-
-#undef MAX_ARRAY_SIZE
-}
-
-#define gpu_state_print_fl(val) gpu_state_print_fl_ex(#val, val)
-
-void GPU_state_print(void)
-{
- GPU_ASSERT_NO_GL_ERRORS("GPU_state_print"); /* clear any errors */
-
- gpu_state_print_fl(GL_ACCUM_ALPHA_BITS);
- gpu_state_print_fl(GL_ACCUM_BLUE_BITS);
- gpu_state_print_fl(GL_ACCUM_CLEAR_VALUE);
- gpu_state_print_fl(GL_ACCUM_GREEN_BITS);
- gpu_state_print_fl(GL_ACCUM_RED_BITS);
- gpu_state_print_fl(GL_ACTIVE_TEXTURE);
- gpu_state_print_fl(GL_ALIASED_LINE_WIDTH_RANGE);
- gpu_state_print_fl(GL_ALIASED_POINT_SIZE_RANGE);
- gpu_state_print_fl(GL_ALPHA_BIAS);
- gpu_state_print_fl(GL_ALPHA_BITS);
- gpu_state_print_fl(GL_ALPHA_SCALE);
- gpu_state_print_fl(GL_ALPHA_TEST);
- gpu_state_print_fl(GL_ALPHA_TEST_FUNC);
- gpu_state_print_fl(GL_ALPHA_TEST_REF);
- gpu_state_print_fl(GL_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_ATTRIB_STACK_DEPTH);
- gpu_state_print_fl(GL_AUTO_NORMAL);
- gpu_state_print_fl(GL_AUX_BUFFERS);
- gpu_state_print_fl(GL_BLEND);
- gpu_state_print_fl(GL_BLEND_COLOR);
- gpu_state_print_fl(GL_BLEND_DST_ALPHA);
- gpu_state_print_fl(GL_BLEND_DST_RGB);
- gpu_state_print_fl(GL_BLEND_EQUATION_ALPHA);
- gpu_state_print_fl(GL_BLEND_EQUATION_RGB);
- gpu_state_print_fl(GL_BLEND_SRC_ALPHA);
- gpu_state_print_fl(GL_BLEND_SRC_RGB);
- gpu_state_print_fl(GL_BLUE_BIAS);
- gpu_state_print_fl(GL_BLUE_BITS);
- gpu_state_print_fl(GL_BLUE_SCALE);
- gpu_state_print_fl(GL_CLIENT_ACTIVE_TEXTURE);
- gpu_state_print_fl(GL_CLIENT_ATTRIB_STACK_DEPTH);
- gpu_state_print_fl(GL_CLIP_PLANE0);
- gpu_state_print_fl(GL_COLOR_ARRAY);
- gpu_state_print_fl(GL_COLOR_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_COLOR_ARRAY_SIZE);
- gpu_state_print_fl(GL_COLOR_ARRAY_STRIDE);
- gpu_state_print_fl(GL_COLOR_ARRAY_TYPE);
- gpu_state_print_fl(GL_COLOR_CLEAR_VALUE);
- gpu_state_print_fl(GL_COLOR_LOGIC_OP);
- gpu_state_print_fl(GL_COLOR_MATERIAL);
- gpu_state_print_fl(GL_COLOR_MATERIAL_FACE);
- gpu_state_print_fl(GL_COLOR_MATERIAL_PARAMETER);
- gpu_state_print_fl(GL_COLOR_MATRIX);
- gpu_state_print_fl(GL_COLOR_MATRIX_STACK_DEPTH);
- gpu_state_print_fl(GL_COLOR_SUM);
- gpu_state_print_fl(GL_COLOR_TABLE);
- gpu_state_print_fl(GL_COLOR_WRITEMASK);
- gpu_state_print_fl(GL_NUM_COMPRESSED_TEXTURE_FORMATS);
- gpu_state_print_fl(GL_COMPRESSED_TEXTURE_FORMATS);
- gpu_state_print_fl(GL_CONVOLUTION_1D);
- gpu_state_print_fl(GL_CONVOLUTION_2D);
- gpu_state_print_fl(GL_CULL_FACE);
- gpu_state_print_fl(GL_CULL_FACE_MODE);
- gpu_state_print_fl(GL_CURRENT_COLOR);
- gpu_state_print_fl(GL_CURRENT_FOG_COORD);
- gpu_state_print_fl(GL_CURRENT_INDEX);
- gpu_state_print_fl(GL_CURRENT_NORMAL);
- gpu_state_print_fl(GL_CURRENT_PROGRAM);
- gpu_state_print_fl(GL_CURRENT_RASTER_COLOR);
- gpu_state_print_fl(GL_CURRENT_RASTER_DISTANCE);
- gpu_state_print_fl(GL_CURRENT_RASTER_INDEX);
- gpu_state_print_fl(GL_CURRENT_RASTER_POSITION);
- gpu_state_print_fl(GL_CURRENT_RASTER_POSITION_VALID);
- gpu_state_print_fl(GL_CURRENT_RASTER_SECONDARY_COLOR);
- gpu_state_print_fl(GL_CURRENT_RASTER_TEXTURE_COORDS);
- gpu_state_print_fl(GL_CURRENT_SECONDARY_COLOR);
- gpu_state_print_fl(GL_CURRENT_TEXTURE_COORDS);
- gpu_state_print_fl(GL_DEPTH_BIAS);
- gpu_state_print_fl(GL_DEPTH_BITS);
- gpu_state_print_fl(GL_DEPTH_CLEAR_VALUE);
- gpu_state_print_fl(GL_DEPTH_FUNC);
- gpu_state_print_fl(GL_DEPTH_RANGE);
- gpu_state_print_fl(GL_DEPTH_SCALE);
- gpu_state_print_fl(GL_DEPTH_TEST);
- gpu_state_print_fl(GL_DEPTH_WRITEMASK);
- gpu_state_print_fl(GL_DITHER);
- gpu_state_print_fl(GL_DOUBLEBUFFER);
- gpu_state_print_fl(GL_DRAW_BUFFER);
- gpu_state_print_fl(GL_DRAW_BUFFER0);
- gpu_state_print_fl(GL_EDGE_FLAG);
- gpu_state_print_fl(GL_EDGE_FLAG_ARRAY);
- gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_STRIDE);
- gpu_state_print_fl(GL_ELEMENT_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_FEEDBACK_BUFFER_SIZE);
- gpu_state_print_fl(GL_FEEDBACK_BUFFER_TYPE);
- gpu_state_print_fl(GL_FOG);
- gpu_state_print_fl(GL_FOG_COLOR);
- gpu_state_print_fl(GL_FOG_COORD_ARRAY);
- gpu_state_print_fl(GL_FOG_COORD_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_FOG_COORD_ARRAY_STRIDE);
- gpu_state_print_fl(GL_FOG_COORD_ARRAY_TYPE);
- gpu_state_print_fl(GL_FOG_COORD_SRC);
- gpu_state_print_fl(GL_FOG_DENSITY);
- gpu_state_print_fl(GL_FOG_END);
- gpu_state_print_fl(GL_FOG_HINT);
- gpu_state_print_fl(GL_FOG_INDEX);
- gpu_state_print_fl(GL_FOG_MODE);
- gpu_state_print_fl(GL_FOG_START);
- gpu_state_print_fl(GL_FRAGMENT_PROGRAM_ARB); /* TODO: remove ARB program support */
- gpu_state_print_fl(GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
- gpu_state_print_fl(GL_FRONT_FACE);
- gpu_state_print_fl(GL_GENERATE_MIPMAP_HINT);
- gpu_state_print_fl(GL_GREEN_BIAS);
- gpu_state_print_fl(GL_GREEN_BITS);
- gpu_state_print_fl(GL_GREEN_SCALE);
- gpu_state_print_fl(GL_HISTOGRAM);
- gpu_state_print_fl(GL_INDEX_ARRAY);
- gpu_state_print_fl(GL_INDEX_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_INDEX_ARRAY_STRIDE);
- gpu_state_print_fl(GL_INDEX_ARRAY_TYPE);
- gpu_state_print_fl(GL_INDEX_BITS);
- gpu_state_print_fl(GL_INDEX_CLEAR_VALUE);
- gpu_state_print_fl(GL_INDEX_LOGIC_OP);
- gpu_state_print_fl(GL_INDEX_MODE);
- gpu_state_print_fl(GL_INDEX_OFFSET);
- gpu_state_print_fl(GL_INDEX_SHIFT);
- gpu_state_print_fl(GL_INDEX_WRITEMASK);
- gpu_state_print_fl(GL_LIGHT0);
- gpu_state_print_fl(GL_LIGHT1);
- gpu_state_print_fl(GL_LIGHT2);
- gpu_state_print_fl(GL_LIGHT3);
- gpu_state_print_fl(GL_LIGHT4);
- gpu_state_print_fl(GL_LIGHT5);
- gpu_state_print_fl(GL_LIGHT6);
- gpu_state_print_fl(GL_LIGHT7);
- gpu_state_print_fl(GL_LIGHTING);
- gpu_state_print_fl(GL_LIGHT_MODEL_AMBIENT);
- gpu_state_print_fl(GL_LIGHT_MODEL_COLOR_CONTROL);
- gpu_state_print_fl(GL_LIGHT_MODEL_LOCAL_VIEWER);
- gpu_state_print_fl(GL_LIGHT_MODEL_TWO_SIDE);
- gpu_state_print_fl(GL_LINE_SMOOTH);
- gpu_state_print_fl(GL_LINE_SMOOTH_HINT);
- gpu_state_print_fl(GL_LINE_STIPPLE);
- gpu_state_print_fl(GL_LINE_STIPPLE_PATTERN);
- gpu_state_print_fl(GL_LINE_STIPPLE_REPEAT);
- gpu_state_print_fl(GL_LINE_WIDTH);
- gpu_state_print_fl(GL_LINE_WIDTH_GRANULARITY);
- gpu_state_print_fl(GL_LINE_WIDTH_RANGE);
- gpu_state_print_fl(GL_LIST_BASE);
- gpu_state_print_fl(GL_LIST_INDEX);
- gpu_state_print_fl(GL_LIST_MODE);
- gpu_state_print_fl(GL_LOGIC_OP);
- gpu_state_print_fl(GL_LOGIC_OP_MODE);
- gpu_state_print_fl(GL_MAP1_COLOR_4);
- gpu_state_print_fl(GL_MAP1_GRID_DOMAIN);
- gpu_state_print_fl(GL_MAP1_GRID_SEGMENTS);
- gpu_state_print_fl(GL_MAP1_INDEX);
- gpu_state_print_fl(GL_MAP1_NORMAL);
- gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_1);
- gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_2);
- gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_3);
- gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_4);
- gpu_state_print_fl(GL_MAP1_VERTEX_3);
- gpu_state_print_fl(GL_MAP1_VERTEX_4);
- gpu_state_print_fl(GL_MAP2_COLOR_4);
- gpu_state_print_fl(GL_MAP2_GRID_DOMAIN);
- gpu_state_print_fl(GL_MAP2_GRID_SEGMENTS);
- gpu_state_print_fl(GL_MAP2_INDEX);
- gpu_state_print_fl(GL_MAP2_NORMAL);
- gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_1);
- gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_2);
- gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_3);
- gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_4);
- gpu_state_print_fl(GL_MAP2_VERTEX_3);
- gpu_state_print_fl(GL_MAP2_VERTEX_4);
- gpu_state_print_fl(GL_MAP_COLOR);
- gpu_state_print_fl(GL_MAP_STENCIL);
- gpu_state_print_fl(GL_MATRIX_MODE);
- gpu_state_print_fl(GL_MAX_3D_TEXTURE_SIZE);
- gpu_state_print_fl(GL_MAX_ATTRIB_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_CLIP_PLANES);
- gpu_state_print_fl(GL_MAX_COLOR_MATRIX_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- gpu_state_print_fl(GL_MAX_CUBE_MAP_TEXTURE_SIZE);
- gpu_state_print_fl(GL_MAX_DRAW_BUFFERS);
- gpu_state_print_fl(GL_MAX_ELEMENTS_INDICES);
- gpu_state_print_fl(GL_MAX_ELEMENTS_VERTICES);
- gpu_state_print_fl(GL_MAX_EVAL_ORDER);
- gpu_state_print_fl(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
- gpu_state_print_fl(GL_MAX_LIGHTS);
- gpu_state_print_fl(GL_MAX_LIST_NESTING);
- gpu_state_print_fl(GL_MAX_MODELVIEW_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_NAME_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_PIXEL_MAP_TABLE);
- gpu_state_print_fl(GL_MAX_PROJECTION_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_TEXTURE_COORDS);
- gpu_state_print_fl(GL_MAX_TEXTURE_IMAGE_UNITS);
- gpu_state_print_fl(GL_MAX_TEXTURE_LOD_BIAS);
- gpu_state_print_fl(GL_MAX_TEXTURE_SIZE);
- gpu_state_print_fl(GL_MAX_TEXTURE_STACK_DEPTH);
- gpu_state_print_fl(GL_MAX_TEXTURE_UNITS);
- gpu_state_print_fl(GL_MAX_VARYING_FLOATS);
- gpu_state_print_fl(GL_MAX_VERTEX_ATTRIBS);
- gpu_state_print_fl(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
- gpu_state_print_fl(GL_MAX_VERTEX_UNIFORM_COMPONENTS);
- gpu_state_print_fl(GL_MAX_VIEWPORT_DIMS);
- gpu_state_print_fl(GL_MINMAX);
- gpu_state_print_fl(GL_MODELVIEW_MATRIX);
- gpu_state_print_fl(GL_MODELVIEW_STACK_DEPTH);
- gpu_state_print_fl(GL_MULTISAMPLE);
- gpu_state_print_fl(GL_NAME_STACK_DEPTH);
- gpu_state_print_fl(GL_NORMALIZE);
- gpu_state_print_fl(GL_NORMAL_ARRAY);
- gpu_state_print_fl(GL_NORMAL_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_NORMAL_ARRAY_STRIDE);
- gpu_state_print_fl(GL_NORMAL_ARRAY_TYPE);
- gpu_state_print_fl(GL_NUM_COMPRESSED_TEXTURE_FORMATS);
- gpu_state_print_fl(GL_PACK_ALIGNMENT);
- gpu_state_print_fl(GL_PACK_IMAGE_HEIGHT);
- gpu_state_print_fl(GL_PACK_LSB_FIRST);
- gpu_state_print_fl(GL_PACK_ROW_LENGTH);
- gpu_state_print_fl(GL_PACK_SKIP_IMAGES);
- gpu_state_print_fl(GL_PACK_SKIP_PIXELS);
- gpu_state_print_fl(GL_PACK_SKIP_ROWS);
- gpu_state_print_fl(GL_PACK_SWAP_BYTES);
- gpu_state_print_fl(GL_PERSPECTIVE_CORRECTION_HINT);
- gpu_state_print_fl(GL_PIXEL_MAP_A_TO_A_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_B_TO_B_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_G_TO_G_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_A_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_B_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_G_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_I_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_I_TO_R_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_R_TO_R_SIZE);
- gpu_state_print_fl(GL_PIXEL_MAP_S_TO_S_SIZE);
- gpu_state_print_fl(GL_PIXEL_PACK_BUFFER_BINDING);
- gpu_state_print_fl(GL_PIXEL_UNPACK_BUFFER_BINDING);
- gpu_state_print_fl(GL_POINT_DISTANCE_ATTENUATION);
- gpu_state_print_fl(GL_POINT_FADE_THRESHOLD_SIZE);
- gpu_state_print_fl(GL_POINT_SIZE);
- gpu_state_print_fl(GL_POINT_SIZE_GRANULARITY);
- gpu_state_print_fl(GL_POINT_SIZE_MAX);
- gpu_state_print_fl(GL_POINT_SIZE_MIN);
- gpu_state_print_fl(GL_POINT_SIZE_RANGE);
- gpu_state_print_fl(GL_POINT_SMOOTH);
- gpu_state_print_fl(GL_POINT_SMOOTH_HINT);
- gpu_state_print_fl(GL_POINT_SPRITE);
- gpu_state_print_fl(GL_POLYGON_MODE);
- gpu_state_print_fl(GL_POLYGON_OFFSET_FACTOR);
- gpu_state_print_fl(GL_POLYGON_OFFSET_FILL);
- gpu_state_print_fl(GL_POLYGON_OFFSET_LINE);
- gpu_state_print_fl(GL_POLYGON_OFFSET_POINT);
- gpu_state_print_fl(GL_POLYGON_OFFSET_UNITS);
- gpu_state_print_fl(GL_POLYGON_SMOOTH);
- gpu_state_print_fl(GL_POLYGON_SMOOTH_HINT);
- gpu_state_print_fl(GL_POLYGON_STIPPLE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_BIAS);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_SCALE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_BIAS);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_SCALE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_COLOR_TABLE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_BIAS);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_SCALE);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_BIAS);
- gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_SCALE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_BIAS);
- gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_SCALE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_BIAS);
- gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_SCALE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_COLOR_TABLE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_BIAS);
- gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_SCALE);
- gpu_state_print_fl(GL_POST_CONVOLUTION_RED_BIAS);
- gpu_state_print_fl(GL_POST_CONVOLUTION_RED_SCALE);
- gpu_state_print_fl(GL_PROJECTION_MATRIX);
- gpu_state_print_fl(GL_PROJECTION_STACK_DEPTH);
- gpu_state_print_fl(GL_READ_BUFFER);
- gpu_state_print_fl(GL_RED_BIAS);
- gpu_state_print_fl(GL_RED_BITS);
- gpu_state_print_fl(GL_RED_SCALE);
- gpu_state_print_fl(GL_RENDER_MODE);
- gpu_state_print_fl(GL_RESCALE_NORMAL);
- gpu_state_print_fl(GL_RGBA_MODE);
- gpu_state_print_fl(GL_SAMPLES);
- gpu_state_print_fl(GL_SAMPLE_BUFFERS);
- gpu_state_print_fl(GL_SAMPLE_COVERAGE_INVERT);
- gpu_state_print_fl(GL_SAMPLE_COVERAGE_VALUE);
- gpu_state_print_fl(GL_SCISSOR_BOX);
- gpu_state_print_fl(GL_SCISSOR_TEST);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_SIZE);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_STRIDE);
- gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_TYPE);
- gpu_state_print_fl(GL_SELECTION_BUFFER_SIZE);
- gpu_state_print_fl(GL_SEPARABLE_2D);
- gpu_state_print_fl(GL_SHADE_MODEL);
- gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_GRANULARITY);
- gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_RANGE);
- gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_GRANULARITY);
- gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_RANGE);
- gpu_state_print_fl(GL_STENCIL_BACK_FAIL);
- gpu_state_print_fl(GL_STENCIL_BACK_FUNC);
- gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_FAIL);
- gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_PASS);
- gpu_state_print_fl(GL_STENCIL_BACK_REF);
- gpu_state_print_fl(GL_STENCIL_BACK_VALUE_MASK);
- gpu_state_print_fl(GL_STENCIL_BACK_WRITEMASK);
- gpu_state_print_fl(GL_STENCIL_BITS);
- gpu_state_print_fl(GL_STENCIL_CLEAR_VALUE);
- gpu_state_print_fl(GL_STENCIL_FAIL);
- gpu_state_print_fl(GL_STENCIL_FUNC);
- gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_FAIL);
- gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_PASS);
- gpu_state_print_fl(GL_STENCIL_REF);
- gpu_state_print_fl(GL_STENCIL_TEST);
- gpu_state_print_fl(GL_STENCIL_VALUE_MASK);
- gpu_state_print_fl(GL_STENCIL_WRITEMASK);
- gpu_state_print_fl(GL_STEREO);
- gpu_state_print_fl(GL_SUBPIXEL_BITS);
- gpu_state_print_fl(GL_TEXTURE_1D);
- gpu_state_print_fl(GL_TEXTURE_2D);
- gpu_state_print_fl(GL_TEXTURE_3D);
- gpu_state_print_fl(GL_TEXTURE_BINDING_1D);
- gpu_state_print_fl(GL_TEXTURE_BINDING_2D);
- gpu_state_print_fl(GL_TEXTURE_BINDING_3D);
- gpu_state_print_fl(GL_TEXTURE_BINDING_CUBE_MAP);
- gpu_state_print_fl(GL_TEXTURE_COMPRESSION_HINT);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_SIZE);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_STRIDE);
- gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_TYPE);
- gpu_state_print_fl(GL_TEXTURE_CUBE_MAP);
- gpu_state_print_fl(GL_TEXTURE_GEN_Q);
- gpu_state_print_fl(GL_TEXTURE_GEN_R);
- gpu_state_print_fl(GL_TEXTURE_GEN_S);
- gpu_state_print_fl(GL_TEXTURE_GEN_T);
- gpu_state_print_fl(GL_TEXTURE_MATRIX);
- gpu_state_print_fl(GL_TEXTURE_STACK_DEPTH);
- gpu_state_print_fl(GL_TRANSPOSE_COLOR_MATRIX);
- gpu_state_print_fl(GL_TRANSPOSE_MODELVIEW_MATRIX);
- gpu_state_print_fl(GL_TRANSPOSE_PROJECTION_MATRIX);
- gpu_state_print_fl(GL_TRANSPOSE_TEXTURE_MATRIX);
- gpu_state_print_fl(GL_UNPACK_ALIGNMENT);
- gpu_state_print_fl(GL_UNPACK_IMAGE_HEIGHT);
- gpu_state_print_fl(GL_UNPACK_LSB_FIRST);
- gpu_state_print_fl(GL_UNPACK_ROW_LENGTH);
- gpu_state_print_fl(GL_UNPACK_SKIP_IMAGES);
- gpu_state_print_fl(GL_UNPACK_SKIP_PIXELS);
- gpu_state_print_fl(GL_UNPACK_SKIP_ROWS);
- gpu_state_print_fl(GL_UNPACK_SWAP_BYTES);
- gpu_state_print_fl(GL_VERTEX_ARRAY);
- gpu_state_print_fl(GL_VERTEX_ARRAY_BUFFER_BINDING);
- gpu_state_print_fl(GL_VERTEX_ARRAY_SIZE);
- gpu_state_print_fl(GL_VERTEX_ARRAY_STRIDE);
- gpu_state_print_fl(GL_VERTEX_ARRAY_TYPE);
- gpu_state_print_fl(GL_VERTEX_PROGRAM_POINT_SIZE);
- gpu_state_print_fl(GL_VERTEX_PROGRAM_TWO_SIDE);
- gpu_state_print_fl(GL_VIEWPORT);
- gpu_state_print_fl(GL_ZOOM_X);
- gpu_state_print_fl(GL_ZOOM_Y);
-}
-
-#undef gpu_state_print_fl
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 427e179f29a..f9cf3235ac1 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -38,8 +38,6 @@
#include <string.h>
-#include "GPU_glew.h"
-
#include "BLI_blenlib.h"
#include "BLI_linklist.h"
#include "BLI_math.h"
@@ -81,6 +79,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
+#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
@@ -109,23 +108,27 @@ static void gpu_mcol(unsigned int ucol)
}
void GPU_render_text(
- MTexPoly *mtexpoly, int mode,
- const char *textstr, int textlen, unsigned int *col,
+ int mode, const char *textstr, int textlen, unsigned int *col,
const float *v_quad[4], const float *uv_quad[4],
int glattrib)
{
- if ((mode & GEMAT_TEXT) && (textlen > 0) && mtexpoly->tpage) {
+ /* XXX, 2.8 removes texface */
+#if 0
+ Image *ima = mtexpoly->tpage;
+#else
+ Image *ima = NULL;
+#endif
+ if ((mode & GEMAT_TEXT) && (textlen > 0) && ima) {
const float *v1 = v_quad[0];
const float *v2 = v_quad[1];
const float *v3 = v_quad[2];
const float *v4 = v_quad[3];
- Image *ima = (Image *)mtexpoly->tpage;
const size_t textlen_st = textlen;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
-
+
/* multiline */
float line_start = 0.0f, line_height;
-
+
if (v4)
line_height = max_ffff(v1[1], v2[1], v3[1], v4[2]) - min_ffff(v1[1], v2[1], v3[1], v4[2]);
else
@@ -133,50 +136,48 @@ void GPU_render_text(
line_height *= 1.2f; /* could be an option? */
/* end multiline */
-
+
/* color has been set */
- if (mtexpoly->mode & TF_OBCOL)
- col = NULL;
- else if (!col)
+ if (!col)
glColor3f(1.0f, 1.0f, 1.0f);
- glPushMatrix();
-
+ gpuPushMatrix();
+
/* get the tab width */
ImBuf *first_ibuf = BKE_image_get_first_ibuf(ima);
matrixGlyph(first_ibuf, ' ', &centerx, &centery,
- &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
-
+ &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
+
float advance_tab = advance * 4; /* tab width could also be an option */
-
-
+
+
for (size_t index = 0; index < textlen_st; ) {
unsigned int character;
float uv[4][2];
/* lets calculate offset stuff */
character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index);
-
+
if (character == '\n') {
- glTranslatef(line_start, -line_height, 0.0f);
+ gpuTranslate2f(line_start, -line_height);
line_start = 0.0f;
continue;
}
else if (character == '\t') {
- glTranslatef(advance_tab, 0.0f, 0.0f);
+ gpuTranslate2f(advance_tab, 0.0f);
line_start -= advance_tab; /* so we can go back to the start of the line */
continue;
-
+
}
else if (character > USHRT_MAX) {
/* not much we can do here bmfonts take ushort */
character = '?';
}
-
+
/* space starts at offset 1 */
/* character = character - ' ' + 1; */
matrixGlyph(first_ibuf, character, & centerx, &centery,
- &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
+ &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
uv[0][0] = (uv_quad[0][0] - centerx) * sizex + transx;
uv[0][1] = (uv_quad[0][1] - centery) * sizey + transy;
@@ -184,13 +185,13 @@ void GPU_render_text(
uv[1][1] = (uv_quad[1][1] - centery) * sizey + transy;
uv[2][0] = (uv_quad[2][0] - centerx) * sizex + transx;
uv[2][1] = (uv_quad[2][1] - centery) * sizey + transy;
-
+
glBegin(GL_POLYGON);
if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[0]);
else glTexCoord2fv(uv[0]);
if (col) gpu_mcol(col[0]);
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
-
+
if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[1]);
else glTexCoord2fv(uv[1]);
if (col) gpu_mcol(col[1]);
@@ -212,28 +213,29 @@ void GPU_render_text(
}
glEnd();
- glTranslatef(advance, 0.0f, 0.0f);
+ gpuTranslate2f(advance, 0.0f);
line_start -= advance; /* so we can go back to the start of the line */
}
- glPopMatrix();
+ gpuPopMatrix();
BKE_image_release_ibuf(ima, first_ibuf, NULL);
}
}
/* Checking powers of two for images since OpenGL ES requires it */
-
+#ifdef WITH_DDS
static bool is_power_of_2_resolution(int w, int h)
{
return is_power_of_2_i(w) && is_power_of_2_i(h);
}
+#endif
static bool is_over_resolution_limit(GLenum textarget, int w, int h)
{
int size = (textarget == GL_TEXTURE_2D) ?
GPU_max_texture_size() : GPU_max_cube_map_size();
int reslimit = (U.glreslimit != 0) ?
- min_ii(U.glreslimit, size) : size;
+ min_ii(U.glreslimit, size) : size;
return (w > reslimit || h > reslimit);
}
@@ -269,8 +271,7 @@ static struct GPUTextureState {
int alphablend;
float anisotropic;
int gpu_mipmap;
- MTexPoly *lasttface;
-} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.0f, 0, NULL};
+} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.0f, 0};
/* Mipmap settings */
@@ -279,36 +280,13 @@ void GPU_set_gpu_mipmapping(int gpu_mipmap)
int old_value = GTS.gpu_mipmap;
/* only actually enable if it's supported */
- GTS.gpu_mipmap = gpu_mipmap && GLEW_EXT_framebuffer_object;
+ GTS.gpu_mipmap = gpu_mipmap;
if (old_value != GTS.gpu_mipmap) {
GPU_free_images();
}
}
-static void gpu_generate_mipmap(GLenum target)
-{
- const bool is_ati = GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY);
- int target_enabled = 0;
-
- /* work around bug in ATI driver, need to have GL_TEXTURE_2D enabled
- * http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation */
- if (is_ati) {
- target_enabled = glIsEnabled(target);
- if (!target_enabled)
- glEnable(target);
- }
-
- /* TODO: simplify when we transition to GL >= 3 */
- if (GLEW_VERSION_3_0 || GLEW_ARB_framebuffer_object)
- glGenerateMipmap(target);
- else if (GLEW_EXT_framebuffer_object)
- glGenerateMipmapEXT(target);
-
- if (is_ati && !target_enabled)
- glDisable(target);
-}
-
void GPU_set_mipmap(bool mipmap)
{
if (GTS.domipmap != mipmap) {
@@ -415,43 +393,16 @@ static unsigned int *gpu_get_image_bindcode(Image *ima, GLenum textarget)
return bind;
}
-void GPU_clear_tpage(bool force)
-{
- if (GTS.lasttface == NULL && !force)
- return;
-
- GTS.lasttface = NULL;
- GTS.curtile = 0;
- GTS.curima = NULL;
- if (GTS.curtilemode != 0) {
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- }
- GTS.curtilemode = 0;
- GTS.curtileXRep = 0;
- GTS.curtileYRep = 0;
- GTS.alphablend = -1;
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glDisable(GL_ALPHA_TEST);
-}
-
static void gpu_set_alpha_blend(GPUBlendMode alphablend)
{
if (alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
- glDisable(GL_ALPHA_TEST);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (alphablend == GPU_BLEND_ADD) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- glDisable(GL_ALPHA_TEST);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
@@ -460,59 +411,20 @@ static void gpu_set_alpha_blend(GPUBlendMode alphablend)
/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
-
+
/* if U.glalphaclip == 1.0, some cards go bonkers...
* turn off alpha test in this case */
- /* added after 2.45 to clip alpha */
- if (U.glalphaclip == 1.0f) {
- glDisable(GL_ALPHA_TEST);
- }
- else {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, U.glalphaclip);
- }
}
else if (alphablend == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.5f);
}
else if (alphablend == GPU_BLEND_ALPHA_TO_COVERAGE) {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, U.glalphaclip);
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
}
-static void gpu_verify_alpha_blend(int alphablend)
-{
- /* verify alpha blending modes */
- if (GTS.alphablend == alphablend)
- return;
-
- gpu_set_alpha_blend(alphablend);
- GTS.alphablend = alphablend;
-}
-
-static void gpu_verify_reflection(Image *ima)
-{
- if (ima && (ima->flag & IMA_REFLECT)) {
- /* enable reflection mapping */
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- }
- else {
- /* disable reflection mapping */
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- }
-}
-
typedef struct VerifyThreadData {
ImBuf *ibuf;
float *srgb_frect;
@@ -534,8 +446,6 @@ static void gpu_verify_high_bit_srgb_buffer_slice(float *srgb_frect,
ibuf->x, height,
ibuf->x, ibuf->x);
IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
- /* Clamp buffer colors to 1.0 to avoid artifacts due to glu for hdr images. */
- IMB_buffer_float_clamp(current_srgb_frect, ibuf->x, height);
}
static void verify_thread_do(void *data_v,
@@ -604,19 +514,6 @@ int GPU_verify_image(
return (ima != NULL);
}
- /* if tiling mode or repeat changed, change texture matrix to fit */
- if (GTS.tilemode != GTS.curtilemode || GTS.curtileXRep != GTS.tileXRep ||
- GTS.curtileYRep != GTS.tileYRep)
- {
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
-
- if (ima && (ima->tpageflag & IMA_TILES))
- glScalef(ima->xrep, ima->yrep, 1.0f);
-
- glMatrixMode(GL_MODELVIEW);
- }
-
/* check if we have a valid image */
if (ima == NULL || ima->ok == 0)
return 0;
@@ -652,29 +549,29 @@ int GPU_verify_image(
GPU_free_image(ima);
ima->tpageflag &= ~IMA_TPAGE_REFRESH;
}
-
+
if (GTS.tilemode) {
/* tiled mode */
if (ima->repbind == NULL) gpu_make_repbind(ima);
if (GTS.tile >= ima->totbind) GTS.tile = 0;
-
+
/* this happens when you change repeat buttons */
if (ima->repbind && textarget == GL_TEXTURE_2D) bind = &ima->repbind[GTS.tile];
else bind = gpu_get_image_bindcode(ima, textarget);
-
+
if (*bind == 0) {
short texwindx = ibuf->x / ima->xrep;
short texwindy = ibuf->y / ima->yrep;
-
+
if (GTS.tile >= ima->xrep * ima->yrep)
GTS.tile = ima->xrep * ima->yrep - 1;
-
+
short texwinsy = GTS.tile / ima->xrep;
short texwinsx = GTS.tile - texwinsy * ima->xrep;
-
+
texwinsx *= texwindx;
texwinsy *= texwindy;
-
+
tpx = texwindx;
tpy = texwindy;
@@ -748,7 +645,7 @@ int GPU_verify_image(
memcpy(tilerectrow, rectrow, tpx * sizeof(*rectrow));
}
-
+
rect = tilerect;
}
}
@@ -759,13 +656,13 @@ int GPU_verify_image(
else
#endif
GPU_create_gl_tex(bind, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
-
+
/* mark as non-color data texture */
if (*bind) {
if (is_data)
- ima->tpageflag |= IMA_GLBIND_IS_DATA;
+ ima->tpageflag |= IMA_GLBIND_IS_DATA;
else
- ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
+ ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
}
/* clean up */
@@ -858,30 +755,6 @@ void GPU_create_gl_tex(
int tpx = rectw;
int tpy = recth;
- /* scale if not a power of two. this is not strictly necessary for newer
- * GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures
- * Then don't bother scaling for hardware that supports NPOT textures! */
- if (textarget == GL_TEXTURE_2D &&
- ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) ||
- is_over_resolution_limit(textarget, rectw, recth)))
- {
- rectw = smaller_power_of_2_limit(rectw);
- recth = smaller_power_of_2_limit(recth);
-
- if (use_high_bit_depth) {
- ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- frect = ibuf->rect_float;
- }
- else {
- ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- rect = ibuf->rect;
- }
- }
-
/* create image */
glGenTextures(1, (GLuint *)bind);
glBindTexture(textarget, *bind);
@@ -900,7 +773,7 @@ void GPU_create_gl_tex(
if (GPU_get_mipmap() && mipmap) {
if (GTS.gpu_mipmap) {
- gpu_generate_mipmap(GL_TEXTURE_2D);
+ glGenerateMipmap(GL_TEXTURE_2D);
}
else {
int i;
@@ -951,7 +824,7 @@ void GPU_create_gl_tex(
if (GPU_get_mipmap() && mipmap) {
if (GTS.gpu_mipmap) {
- gpu_generate_mipmap(GL_TEXTURE_CUBE_MAP);
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
else {
if (!ibuf) {
@@ -975,7 +848,7 @@ void GPU_create_gl_tex(
if (mip_cube_map) {
for (int j = 0; j < 6; j++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
- informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
+ informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
}
}
gpu_del_cube_map(mip_cube_map);
@@ -1056,7 +929,7 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf)
size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
- 0, size, ibuf->dds_data.data + offset);
+ 0, size, ibuf->dds_data.data + offset);
offset += size;
width >>= 1;
@@ -1091,62 +964,6 @@ void GPU_create_gl_tex_compressed(
}
#endif
}
-static void gpu_verify_repeat(Image *ima)
-{
- /* set either clamp or repeat in X/Y */
- if (ima->tpageflag & IMA_CLAMP_U)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-
- if (ima->tpageflag & IMA_CLAMP_V)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-}
-
-int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
-{
- /* check if we need to clear the state */
- if (mtexpoly == NULL) {
- GPU_clear_tpage(false);
- return 0;
- }
-
- Image *ima = mtexpoly->tpage;
- GTS.lasttface = mtexpoly;
-
- gpu_verify_alpha_blend(alphablend);
- gpu_verify_reflection(ima);
-
- if (GPU_verify_image(ima, NULL, GL_TEXTURE_2D, mtexpoly->tile, 1, mipmap, false)) {
- GTS.curtile = GTS.tile;
- GTS.curima = GTS.ima;
- GTS.curtilemode = GTS.tilemode;
- GTS.curtileXRep = GTS.tileXRep;
- GTS.curtileYRep = GTS.tileYRep;
-
- glEnable(GL_TEXTURE_2D);
- }
- else {
- glDisable(GL_TEXTURE_2D);
-
- GTS.curtile = 0;
- GTS.curima = NULL;
- GTS.curtilemode = 0;
- GTS.curtileXRep = 0;
- GTS.curtileYRep = 0;
-
- return 0;
- }
-
- gpu_verify_repeat(ima);
-
- /* Did this get lost in the image recode? */
- /* BKE_image_tag_time(ima);*/
-
- return 1;
-}
/* these two functions are called on entering and exiting texture paint mode,
* temporary disabling/enabling mipmapping on all images for quick texture
@@ -1206,9 +1023,7 @@ void GPU_paint_set_mipmap(bool mipmap)
/* check if image has been downscaled and do scaled partial update */
static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
{
- if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) ||
- is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y))
- {
+ if (is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y)) {
int x_limit = smaller_power_of_2_limit(ibuf->x);
int y_limit = smaller_power_of_2_limit(ibuf->y);
@@ -1261,7 +1076,7 @@ static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x,
}
if (GPU_get_mipmap()) {
- gpu_generate_mipmap(GL_TEXTURE_2D);
+ glGenerateMipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
@@ -1296,7 +1111,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
-
+
if (gpu_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
MEM_freeN(buffer);
BKE_image_release_ibuf(ima, ibuf, NULL);
@@ -1311,7 +1126,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
/* we have already accounted for the case where GTS.gpu_mipmap is false
* so we will be using GPU mipmap generation here */
if (GPU_get_mipmap()) {
- gpu_generate_mipmap(GL_TEXTURE_2D);
+ glGenerateMipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
@@ -1337,7 +1152,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
- GL_UNSIGNED_BYTE, ibuf->rect);
+ GL_UNSIGNED_BYTE, ibuf->rect);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
@@ -1345,7 +1160,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
/* see comment above as to why we are using gpu mipmap generation here */
if (GPU_get_mipmap()) {
- gpu_generate_mipmap(GL_TEXTURE_2D);
+ glGenerateMipmap(GL_TEXTURE_2D);
}
else {
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
@@ -1361,9 +1176,9 @@ void GPU_update_images_framechange(void)
if (ima->tpageflag & IMA_TWINANIM) {
if (ima->twend >= ima->xrep * ima->yrep)
ima->twend = ima->xrep * ima->yrep - 1;
-
+
/* check: is bindcode not in the array? free. (to do) */
-
+
ima->lastframe++;
if (ima->lastframe > ima->twend)
ima->lastframe = ima->twsta;
@@ -1386,9 +1201,9 @@ int GPU_update_image_time(Image *ima, double time)
if (ima->tpageflag & IMA_TWINANIM) {
if (ima->twend >= ima->xrep * ima->yrep) ima->twend = ima->xrep * ima->yrep - 1;
-
+
/* check: is the bindcode not in the array? Then free. (still to do) */
-
+
float diff = (float)((float)time - ima->lastupdate);
inc = (int)(diff * (float)ima->animspeed);
@@ -1437,31 +1252,60 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
if (smoke_has_colors(sds->fluid)) {
float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
smoke_get_rgba(sds->fluid, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 4, data);
+ sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_density(sds->fluid));
+ sds->tex = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_R8, smoke_get_density(sds->fluid), NULL);
+
+ /* Swizzle the RGBA components to read the Red channel so
+ * that the shader stay the same for colored and non color
+ * density textures. */
+ GPU_texture_bind(sds->tex, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
+ GPU_texture_unbind(sds->tex);
}
- sds->tex_flame = (smoke_has_fuel(sds->fluid)) ? GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_flame(sds->fluid)) : NULL;
+ sds->tex_flame = (smoke_has_fuel(sds->fluid)) ?
+ GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_R8, smoke_get_flame(sds->fluid), NULL) :
+ NULL;
}
else if (!sds->tex && highres) {
/* rgba texture for color + density */
if (smoke_turbulence_has_colors(sds->wt)) {
float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
smoke_turbulence_get_rgba(sds->wt, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 4, data);
+ sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_density(sds->wt));
+ sds->tex = GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
+
+ /* Swizzle the RGBA components to read the Red channel so
+ * that the shader stay the same for colored and non color
+ * density textures. */
+ GPU_texture_bind(sds->tex, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
+ GPU_texture_unbind(sds->tex);
}
- sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_flame(sds->wt)) : NULL;
+ sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ?
+ GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
+ NULL;
}
- sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, sds->shadow);
+ sds->tex_shadow = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_R8, sds->shadow, NULL);
}
#else // WITH_SMOKE
(void)highres;
@@ -1528,7 +1372,7 @@ void GPU_free_image(Image *ima)
/* free repeated image binding */
if (ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
-
+
MEM_freeN(ima->repbind);
ima->repbind = NULL;
}
@@ -1601,7 +1445,7 @@ typedef struct GPUMaterialFixed {
float spec[3];
int hard;
float alpha;
-} GPUMaterialFixed;
+} GPUMaterialFixed;
static struct GPUMaterialState {
GPUMaterialFixed (*matbuf);
@@ -1619,7 +1463,6 @@ static struct GPUMaterialState {
DupliObject *dob;
Scene *gscene;
int glay;
- bool gscenelock;
float (*gviewmat)[4];
float (*gviewinv)[4];
float (*gviewcamtexcofac);
@@ -1657,12 +1500,12 @@ static void gpu_material_to_fixed(
copy_v3_v3(smat->spec, &bmat->specr);
smat->alpha = 1.0f;
smat->hard = CLAMPIS(bmat->har, 0, 128);
-
+
if (dimdown) {
mul_v3_fl(smat->diff, 0.8f);
mul_v3_fl(smat->spec, 0.5f);
}
-
+
if (gamma) {
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
@@ -1673,7 +1516,7 @@ static void gpu_material_to_fixed(
if (bmat->shade_flag & MA_OBCOLOR)
mul_v3_v3(smat->diff, ob->col);
-
+
mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
smat->hard = CLAMPIS(bmat->har, 1, 128);
smat->alpha = 1.0f;
@@ -1710,7 +1553,7 @@ void GPU_end_dupli_object(void)
}
void GPU_begin_object_materials(
- View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob,
+ View3D *v3d, RegionView3D *rv3d, Scene *scene, ViewLayer *view_layer, Object *ob,
bool glsl, bool *do_alpha_after)
{
Material *ma;
@@ -1749,8 +1592,10 @@ void GPU_begin_object_materials(
#ifdef WITH_GAMEENGINE
if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
- ob = BKE_object_lod_matob_get(ob, scene);
+ ob = BKE_object_lod_matob_get(ob, view_layer);
}
+#else
+ UNUSED_VARS(view_layer);
#endif
/* initialize state */
@@ -1775,7 +1620,6 @@ void GPU_begin_object_materials(
GMS.is_opensubdiv = use_opensubdiv;
GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
GMS.glay = (v3d->localvd) ? v3d->localvd->lay : v3d->lay; /* keep lamps visible in local view */
- GMS.gscenelock = (v3d->scenelock != 0);
GMS.gviewmat = rv3d->viewmat;
GMS.gviewinv = rv3d->viewinv;
GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
@@ -1789,7 +1633,7 @@ void GPU_begin_object_materials(
GMS.is_alpha_pass = (v3d->transp != false);
if (GMS.use_alpha_pass)
*do_alpha_after = false;
-
+
if (GMS.totmat > FIXEDMAT) {
GMS.matbuf = MEM_callocN(sizeof(GPUMaterialFixed) * GMS.totmat, "GMS.matbuf");
GMS.gmatbuf = MEM_callocN(sizeof(*GMS.gmatbuf) * GMS.totmat, "GMS.matbuf");
@@ -1808,11 +1652,11 @@ void GPU_begin_object_materials(
/* do material 1 too, for displists! */
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
-
+
GMS.alphablend[0] = GPU_BLEND_SOLID;
}
else {
-
+
/* no materials assigned? */
if (ob->totcol == 0) {
gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes, true);
@@ -1827,7 +1671,7 @@ void GPU_begin_object_materials(
GMS.alphablend[0] = GPU_BLEND_SOLID;
}
-
+
/* setup materials */
for (a = 1; a <= ob->totcol; a++) {
/* find a suitable material */
@@ -1985,13 +1829,13 @@ int GPU_object_material_bind(int nr, void *attribs)
gpu_get_particle_info(&partile_info);
}
- if (GPU_get_material_builtins(gpumat) & GPU_OBJECT_INFO) {
+ if ((GPU_get_material_builtins(gpumat) & GPU_OBJECT_INFO) != 0) {
GPU_get_object_info(object_info, mat);
}
GPU_material_bind(
gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT),
- GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
+ GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info, object_info);
@@ -2062,7 +1906,7 @@ void GPU_set_material_alpha_blend(int alphablend)
{
if (GMS.lastalphablend == alphablend)
return;
-
+
gpu_set_alpha_blend(alphablend);
GMS.lastalphablend = alphablend;
}
@@ -2133,13 +1977,6 @@ void GPU_end_object_materials(void)
GMS.gmatbuf = NULL;
GMS.alphablend = NULL;
GMS.two_sided_lighting = false;
-
- /* resetting the texture matrix after the scaling needed for tiled textures */
- if (GTS.tilemode) {
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- }
}
/* Lights */
@@ -2153,13 +1990,13 @@ int GPU_default_lights(void)
U.light[0].col[0] = 0.8; U.light[0].col[1] = 0.8; U.light[0].col[2] = 0.8;
U.light[0].spec[0] = 0.5; U.light[0].spec[1] = 0.5; U.light[0].spec[2] = 0.5;
U.light[0].spec[3] = 1.0;
-
+
U.light[1].flag = 0;
U.light[1].vec[0] = 0.5; U.light[1].vec[1] = 0.5; U.light[1].vec[2] = 0.1;
U.light[1].col[0] = 0.4; U.light[1].col[1] = 0.4; U.light[1].col[2] = 0.8;
U.light[1].spec[0] = 0.3; U.light[1].spec[1] = 0.3; U.light[1].spec[2] = 0.5;
U.light[1].spec[3] = 1.0;
-
+
U.light[2].flag = 0;
U.light[2].vec[0] = 0.3; U.light[2].vec[1] = -0.3; U.light[2].vec[2] = -0.2;
U.light[2].col[0] = 0.8; U.light[2].col[1] = 0.5; U.light[2].col[2] = 0.4;
@@ -2192,31 +2029,28 @@ int GPU_default_lights(void)
return count;
}
-int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][4], int ortho)
+int GPU_scene_object_lights(ViewLayer *view_layer, float viewmat[4][4], int ortho)
{
/* disable all lights */
for (int count = 0; count < 8; count++)
GPU_basic_shader_light_set(count, NULL);
-
+
/* view direction for specular is not computed correct by default in
* opengl, so we set the settings ourselves */
GPU_basic_shader_light_set_viewer(!ortho);
int count = 0;
- for (Base *base = scene->base.first; base; base = base->next) {
+ for (Base *base = FIRSTBASE(view_layer); base; base = base->next) {
if (base->object->type != OB_LAMP)
continue;
- if (!(base->lay & lay) || !(base->lay & ob->lay))
- continue;
-
Lamp *la = base->object->data;
-
+
/* setup lamp transform */
- glPushMatrix();
- glLoadMatrixf((float *)viewmat);
-
+ gpuPushMatrix();
+ gpuLoadMatrix(viewmat);
+
/* setup light */
GPULightData light = {0};
@@ -2235,7 +2069,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
light.constant_attenuation = 1.0f;
light.linear_attenuation = la->att1 / la->dist;
light.quadratic_attenuation = la->att2 / (la->dist * la->dist);
-
+
if (la->type == LA_SPOT) {
light.type = GPU_LIGHT_SPOT;
negate_v3_v3(light.direction, base->object->obmat[2]);
@@ -2246,11 +2080,11 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
else
light.type = GPU_LIGHT_POINT;
}
-
+
GPU_basic_shader_light_set(count, &light);
-
- glPopMatrix();
-
+
+ gpuPopMatrix();
+
count++;
if (count == 8)
break;
@@ -2297,64 +2131,36 @@ static void gpu_multisample(bool enable)
void GPU_state_init(void)
{
- float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
- float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
-
GPU_default_lights();
-
+
+ GPU_disable_program_point_size();
+
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+
glDepthFunc(GL_LEQUAL);
- /* scaling matrices */
- glEnable(GL_NORMALIZE);
- glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
- glDisable(GL_FOG);
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_LOGIC_OP);
+ glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
- glDisable(GL_TEXTURE_1D);
- glDisable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- /* default disabled, enable should be local per function */
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
- glPixelTransferi(GL_RED_SCALE, 1);
- glPixelTransferi(GL_RED_BIAS, 0);
- glPixelTransferi(GL_GREEN_SCALE, 1);
- glPixelTransferi(GL_GREEN_BIAS, 0);
- glPixelTransferi(GL_BLUE_SCALE, 1);
- glPixelTransferi(GL_BLUE_BIAS, 0);
- glPixelTransferi(GL_ALPHA_SCALE, 1);
- glPixelTransferi(GL_ALPHA_BIAS, 0);
-
- glPixelTransferi(GL_DEPTH_BIAS, 0);
- glPixelTransferi(GL_DEPTH_SCALE, 1);
- glDepthRange(0.0, 1.0);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ glDepthRange(0.0, 1.0);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
gpu_multisample(false);
+}
+
+void GPU_enable_program_point_size(void)
+{
+ glEnable(GL_PROGRAM_POINT_SIZE);
+}
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+void GPU_disable_program_point_size(void)
+{
+ glDisable(GL_PROGRAM_POINT_SIZE);
}
#ifdef WITH_OPENSUBDIV
@@ -2500,10 +2306,10 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
{
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
for (i = size; i--; col++) { \
- if ((c = *col)) { \
- *col = INDEX_FROM_BUF_BITS(c); \
- } \
- } ((void)0)
+ if ((c = *col)) { \
+ *col = INDEX_FROM_BUF_BITS(c); \
+ } \
+ } ((void)0)
if (size > 0) {
unsigned int i, c;
@@ -2531,4 +2337,173 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
#undef INDEX_BUF_ARRAY
}
+#define STATE_STACK_DEPTH 16
+
+typedef struct {
+ eGPUAttribMask mask;
+
+ /* GL_ENABLE_BIT */
+ unsigned int is_blend : 1;
+ unsigned int is_cull_face : 1;
+ unsigned int is_depth_test : 1;
+ unsigned int is_dither : 1;
+ unsigned int is_lighting : 1;
+ unsigned int is_line_smooth : 1;
+ unsigned int is_color_logic_op : 1;
+ unsigned int is_multisample : 1;
+ unsigned int is_polygon_offset_line : 1;
+ unsigned int is_polygon_offset_fill : 1;
+ unsigned int is_polygon_smooth : 1;
+ unsigned int is_sample_alpha_to_coverage : 1;
+ unsigned int is_scissor_test : 1;
+ unsigned int is_stencil_test : 1;
+
+ bool is_clip_plane[6];
+
+ /* GL_DEPTH_BUFFER_BIT */
+ /* unsigned int is_depth_test : 1; */
+ int depth_func;
+ double depth_clear_value;
+ bool depth_write_mask;
+
+ /* GL_SCISSOR_BIT */
+ int scissor_box[4];
+ /* unsigned int is_scissor_test : 1; */
+
+ /* GL_VIEWPORT_BIT */
+ int viewport[4];
+ double near_far[2];
+} GPUAttribValues;
+
+typedef struct {
+ GPUAttribValues attrib_stack[STATE_STACK_DEPTH];
+ unsigned int top;
+} GPUAttribStack;
+
+static GPUAttribStack state = {
+ .top = 0
+};
+
+#define AttribStack state
+#define Gwn_VertAttr state.attrib_stack[state.top]
+
+/**
+ * Replacement for glPush/PopAttributes
+ *
+ * We don't need to cover all the options of legacy OpenGL
+ * but simply the ones used by Blender.
+ */
+void gpuPushAttrib(eGPUAttribMask mask)
+{
+ Gwn_VertAttr.mask = mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ glGetIntegerv(GL_DEPTH_FUNC, &Gwn_VertAttr.depth_func);
+ glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Gwn_VertAttr.depth_clear_value);
+ glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Gwn_VertAttr.depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND);
+
+ for (int i = 0; i < 6; i++) {
+ Gwn_VertAttr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
+ }
+
+ Gwn_VertAttr.is_cull_face = glIsEnabled(GL_CULL_FACE);
+ Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ Gwn_VertAttr.is_dither = glIsEnabled(GL_DITHER);
+ Gwn_VertAttr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
+ Gwn_VertAttr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
+ Gwn_VertAttr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
+ Gwn_VertAttr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
+ Gwn_VertAttr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
+ Gwn_VertAttr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
+ Gwn_VertAttr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ Gwn_VertAttr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Gwn_VertAttr.scissor_box);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Gwn_VertAttr.near_far);
+ glGetIntegerv(GL_VIEWPORT, (GLint *)&Gwn_VertAttr.viewport);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND);
+ }
+
+ BLI_assert(AttribStack.top < STATE_STACK_DEPTH);
+ AttribStack.top++;
+}
+
+static void restore_mask(GLenum cap, const bool value)
+{
+ if (value) {
+ glEnable(cap);
+ }
+ else {
+ glDisable(cap);
+ }
+}
+
+void gpuPopAttrib(void)
+{
+ BLI_assert(AttribStack.top > 0);
+ AttribStack.top--;
+
+ GLint mask = Gwn_VertAttr.mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test);
+ glDepthFunc(Gwn_VertAttr.depth_func);
+ glClearDepth(Gwn_VertAttr.depth_clear_value);
+ glDepthMask(Gwn_VertAttr.depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ restore_mask(GL_BLEND, Gwn_VertAttr.is_blend);
+
+ for (int i = 0; i < 6; i++) {
+ restore_mask(GL_CLIP_PLANE0 + i, Gwn_VertAttr.is_clip_plane[i]);
+ }
+
+ restore_mask(GL_CULL_FACE, Gwn_VertAttr.is_cull_face);
+ restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test);
+ restore_mask(GL_DITHER, Gwn_VertAttr.is_dither);
+ restore_mask(GL_LINE_SMOOTH, Gwn_VertAttr.is_line_smooth);
+ restore_mask(GL_COLOR_LOGIC_OP, Gwn_VertAttr.is_color_logic_op);
+ restore_mask(GL_MULTISAMPLE, Gwn_VertAttr.is_multisample);
+ restore_mask(GL_POLYGON_OFFSET_LINE, Gwn_VertAttr.is_polygon_offset_line);
+ restore_mask(GL_POLYGON_OFFSET_FILL, Gwn_VertAttr.is_polygon_offset_fill);
+ restore_mask(GL_POLYGON_SMOOTH, Gwn_VertAttr.is_polygon_smooth);
+ restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Gwn_VertAttr.is_sample_alpha_to_coverage);
+ restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test);
+ restore_mask(GL_STENCIL_TEST, Gwn_VertAttr.is_stencil_test);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glViewport(Gwn_VertAttr.viewport[0], Gwn_VertAttr.viewport[1], Gwn_VertAttr.viewport[2], Gwn_VertAttr.viewport[3]);
+ glDepthRange(Gwn_VertAttr.near_far[0], Gwn_VertAttr.near_far[1]);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test);
+ glScissor(Gwn_VertAttr.scissor_box[0], Gwn_VertAttr.scissor_box[1], Gwn_VertAttr.scissor_box[2], Gwn_VertAttr.scissor_box[3]);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ restore_mask(GL_BLEND, Gwn_VertAttr.is_blend);
+ }
+}
+
+#undef Gwn_VertAttr
+#undef AttribStack
+
/** \} */
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index e0ce87d0e68..57df877bf18 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -56,14 +56,11 @@
/* Extensions support */
/* -- extension: version of GL that absorbs it
+ * EXT_gpu_shader4: 3.0
* ARB_framebuffer object: 3.0
- * EXT_framebuffer_object: 3.0
- * EXT_framebuffer_blit: 3.0
- * EXT_framebuffer_multisample: 3.0
* EXT_framebuffer_multisample_blit_scaled: ???
* ARB_draw_instanced: 3.1
* ARB_texture_multisample: 3.2
- * EXT_geometry_shader4: 3.2
* ARB_texture_query_lod: 4.0
*/
@@ -71,7 +68,8 @@ static struct GPUGlobal {
GLint maxtexsize;
GLint maxcubemapsize;
GLint maxtextures;
- bool extdisabled;
+ GLint maxubosize;
+ GLint maxubobinds;
int colordepth;
int samples_color_texture_max;
GPUDeviceType device;
@@ -93,11 +91,6 @@ bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
/* GPU Extensions */
-void GPU_extensions_disable(void)
-{
- GG.extdisabled = true;
-}
-
int GPU_max_texture_size(void)
{
return GG.maxtexsize;
@@ -123,6 +116,16 @@ int GPU_max_cube_map_size(void)
return GG.maxcubemapsize;
}
+int GPU_max_ubo_binds(void)
+{
+ return GG.maxubobinds;
+}
+
+int GPU_max_ubo_size(void)
+{
+ return GG.maxubosize;
+}
+
void GPU_get_dfdy_factors(float fac[2])
{
copy_v2_v2(fac, GG.dfdyfactors);
@@ -130,8 +133,11 @@ void GPU_get_dfdy_factors(float fac[2])
void gpu_extensions_init(void)
{
- /* BLI_assert(GLEW_VERSION_2_1); */
- /* ^-- maybe a bit extreme? */
+ /* during 2.8 development each platform has its own OpenGL minimum requirements
+ * final 2.8 release will be unified on OpenGL 3.3 core profile, no required extensions
+ * see developer.blender.org/T49012 for details
+ */
+ BLI_assert(GLEW_VERSION_3_3);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
@@ -143,11 +149,22 @@ void gpu_extensions_init(void)
else
GG.max_anisotropy = 1.0f;
+ glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &GG.maxubobinds);
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
+
+#ifndef NDEBUG
+ GLint ret;
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &ret);
+ /* We expect FRONT_LEFT to be the default buffer. */
+ BLI_assert(ret == GL_FRAMEBUFFER_DEFAULT);
+#endif
+
GLint r, g, b;
- glGetIntegerv(GL_RED_BITS, &r);
- glGetIntegerv(GL_GREEN_BITS, &g);
- glGetIntegerv(GL_BLUE_BITS, &b);
- GG.colordepth = r + g + b; /* assumes same depth for RGB */
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE, &r);
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, &g);
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, &b);
+ GG.colordepth = r + g + b; /* Assumes same depth for RGB. */
if (GLEW_VERSION_3_2 || GLEW_ARB_texture_multisample) {
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
@@ -161,6 +178,14 @@ void gpu_extensions_init(void)
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OFFICIAL;
}
+ /* XXX : TODO : Remove this once this sampling mipmap problem is gone.
+ * https://github.com/dfelinto/opengl-sandbox/blob/downsample/README.md */
+ else if (strstr(renderer, "AMD VEGA") &&
+ strstr(vendor, "X.Org"))
+ {
+ GG.device = GPU_DEVICE_AMD_VEGA;
+ GG.driver = GPU_DRIVER_OPENSOURCE;
+ }
else if (strstr(vendor, "NVIDIA")) {
GG.device = GPU_DEVICE_NVIDIA;
GG.driver = GPU_DRIVER_OFFICIAL;
@@ -201,10 +226,6 @@ void gpu_extensions_init(void)
GG.driver = GPU_DRIVER_ANY;
}
- /* make sure double side isn't used by default and only getting enabled in places where it's
- * really needed to prevent different unexpected behaviors like with intel gme965 card (sergey) */
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
-
#ifdef _WIN32
GG.os = GPU_OS_WIN;
#elif defined(__APPLE__)
@@ -246,43 +267,6 @@ void gpu_extensions_exit(void)
GPU_invalid_tex_free();
}
-bool GPU_legacy_support(void)
-{
- /* return whether or not current GL context is compatible with legacy OpenGL */
- static bool checked = false;
- static bool support = true;
-
- if (!checked) {
- if (GLEW_VERSION_3_2) {
- GLint profile;
- glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profile);
-
- if (G.debug & G_DEBUG_GPU) {
- printf("GL_CONTEXT_PROFILE_MASK = %#x (%s profile)\n", (unsigned int)profile,
- (profile & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) ? "compatibility" :
- (profile & GL_CONTEXT_CORE_PROFILE_BIT) ? "core" : "unknown");
- }
-
- if (profile == 0) {
- /* workaround for nVidia's Linux driver */
- support = GLEW_ARB_compatibility;
- }
- else {
- support = profile & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
- }
- }
- else if (GLEW_VERSION_3_1) {
- support = GLEW_ARB_compatibility;
- }
-
- /* any OpenGL version <= 3.0 is legacy, so support remains true */
-
- checked = true;
- }
-
- return support;
-}
-
bool GPU_full_non_power_of_two_support(void)
{
/* always supported on full GL but still relevant for OpenGL ES 2.0 where
@@ -290,39 +274,11 @@ bool GPU_full_non_power_of_two_support(void)
return true;
}
-bool GPU_display_list_support(void)
-{
- /* deprecated in GL 3
- * supported on older GL and compatibility profile
- * still queried by game engine
- */
- return true;
-}
-
bool GPU_bicubic_bump_support(void)
{
return GLEW_VERSION_4_0 || (GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0);
}
-bool GPU_geometry_shader_support(void)
-{
- /* in GL 3.2 geometry shaders are fully supported
- * core profile clashes with our other shaders so accept compatibility only
- * other GL versions can use EXT_geometry_shader4 if available
- */
- return (GLEW_VERSION_3_2 && GPU_legacy_support()) || GLEW_EXT_geometry_shader4;
-}
-
-bool GPU_geometry_shader_support_via_extension(void)
-{
- return GLEW_EXT_geometry_shader4 && !(GLEW_VERSION_3_2 && GPU_legacy_support());
-}
-
-bool GPU_instanced_drawing_support(void)
-{
- return GLEW_VERSION_3_1 || GLEW_ARB_draw_instanced;
-}
-
int GPU_color_depth(void)
{
return GG.colordepth;
@@ -330,12 +286,14 @@ int GPU_color_depth(void)
bool GPU_mem_stats_supported(void)
{
- return (GLEW_NVX_gpu_memory_info || (GLEW_ATI_meminfo)) && (G.debug & G_DEBUG_GPU_MEM);
+ return (GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo) && (G.debug & G_DEBUG_GPU_MEM);
}
void GPU_mem_stats_get(int *totalmem, int *freemem)
{
+ /* TODO(merwin): use Apple's platform API to get this info */
+
if (GLEW_NVX_gpu_memory_info) {
/* returned value in Kb */
glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, totalmem);
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index e7a8beae5cc..09013cd29bd 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -32,9 +32,11 @@
#include "BKE_global.h"
-#include "GPU_debug.h"
-#include "GPU_glew.h"
+#include "GPU_batch.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
+#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
@@ -43,8 +45,8 @@ static struct GPUFrameBufferGlobal {
} GG = {0};
/* Number of maximum output slots.
- * We support 4 outputs for now (usually we wouldn't need more to preserve fill rate) */
-#define GPU_FB_MAX_SLOTS 4
+ * We support 5 outputs for now (usually we wouldn't need more to preserve fill rate) */
+#define GPU_FB_MAX_SLOTS 5
struct GPUFrameBuffer {
GLuint object;
@@ -54,44 +56,37 @@ struct GPUFrameBuffer {
static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
{
+ const char *format = "GPUFrameBuffer: framebuffer status %s\n";
const char *err = "unknown";
+#define format_status(X) \
+ case GL_FRAMEBUFFER_##X: err = "GL_FRAMEBUFFER_"#X; \
+ break;
+
switch (status) {
- case GL_FRAMEBUFFER_COMPLETE_EXT:
- break;
- case GL_INVALID_OPERATION:
- err = "Invalid operation";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
- err = "Incomplete attachment";
- break;
- case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
- err = "Unsupported framebuffer format";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
- err = "Missing attachment";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
- err = "Attached images must have same dimensions";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
- err = "Attached images must have same format";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
- err = "Missing draw buffer";
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
- err = "Missing read buffer";
- break;
+ /* success */
+ format_status(COMPLETE)
+ /* errors shared by OpenGL desktop & ES */
+ format_status(INCOMPLETE_ATTACHMENT)
+ format_status(INCOMPLETE_MISSING_ATTACHMENT)
+ format_status(UNSUPPORTED)
+#if 0 /* for OpenGL ES only */
+ format_status(INCOMPLETE_DIMENSIONS)
+#else /* for desktop GL only */
+ format_status(INCOMPLETE_DRAW_BUFFER)
+ format_status(INCOMPLETE_READ_BUFFER)
+ format_status(INCOMPLETE_MULTISAMPLE)
+ format_status(UNDEFINED)
+#endif
}
+#undef format_status
+
if (err_out) {
- BLI_snprintf(err_out, 256, "GPUFrameBuffer: framebuffer incomplete error %d '%s'",
- (int)status, err);
+ BLI_snprintf(err_out, 256, format, err);
}
else {
- fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d '%s'\n",
- (int)status, err);
+ fprintf(stderr, format, err);
}
}
@@ -101,41 +96,33 @@ GPUFrameBuffer *GPU_framebuffer_create(void)
{
GPUFrameBuffer *fb;
- if (!(GLEW_VERSION_3_0 || GLEW_ARB_framebuffer_object ||
- (GLEW_EXT_framebuffer_object && GLEW_EXT_framebuffer_blit)))
- {
- return NULL;
- }
-
fb = MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
- glGenFramebuffersEXT(1, &fb->object);
+ glGenFramebuffers(1, &fb->object);
if (!fb->object) {
- fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n",
- (int)glGetError());
+ fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed.\n");
GPU_framebuffer_free(fb);
return NULL;
}
/* make sure no read buffer is enabled, so completeness check will not fail. We set those at binding time */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
glReadBuffer(GL_NONE);
glDrawBuffer(GL_NONE);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
return fb;
}
-int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256])
+bool GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
{
GLenum attachment;
- GLenum error;
if (slot >= GPU_FB_MAX_SLOTS) {
fprintf(stderr,
"Attaching to index %d framebuffer slot unsupported. "
"Use at most %d\n", slot, GPU_FB_MAX_SLOTS);
- return 0;
+ return false;
}
if ((G.debug & G_DEBUG)) {
@@ -146,26 +133,64 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot
}
}
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
+ GG.currentfb = fb->object;
+
+ if (GPU_texture_stencil(tex) && GPU_texture_depth(tex))
+ attachment = GL_DEPTH_STENCIL_ATTACHMENT;
+ else if (GPU_texture_depth(tex))
+ attachment = GL_DEPTH_ATTACHMENT;
+ else
+ attachment = GL_COLOR_ATTACHMENT0 + slot;
+
+ glFramebufferTexture(GL_FRAMEBUFFER, attachment, GPU_texture_opengl_bindcode(tex), mip);
+
if (GPU_texture_depth(tex))
- attachment = GL_DEPTH_ATTACHMENT_EXT;
+ fb->depthtex = tex;
else
- attachment = GL_COLOR_ATTACHMENT0_EXT + slot;
+ fb->colortex[slot] = tex;
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
- GG.currentfb = fb->object;
+ GPU_texture_framebuffer_set(tex, fb, slot);
- /* Clean glError buffer. */
- while (glGetError() != GL_NO_ERROR) {}
+ return true;
+}
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
- GPU_texture_target(tex), GPU_texture_opengl_bindcode(tex), 0);
+static bool gpu_framebuffer_texture_layer_attach_ex(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip, bool cubemap)
+{
+ GLenum attachment;
+ GLenum facetarget;
- error = glGetError();
+ if (slot >= GPU_FB_MAX_SLOTS) {
+ fprintf(stderr,
+ "Attaching to index %d framebuffer slot unsupported. "
+ "Use at most %d\n", slot, GPU_FB_MAX_SLOTS);
+ return false;
+ }
- if (error == GL_INVALID_OPERATION) {
- GPU_framebuffer_restore();
- gpu_print_framebuffer_error(error, err_out);
- return 0;
+ if ((G.debug & G_DEBUG)) {
+ if (GPU_texture_bound_number(tex) != -1) {
+ fprintf(stderr,
+ "Feedback loop warning!: "
+ "Attempting to attach texture to framebuffer while still bound to texture unit for drawing!\n");
+ }
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
+ GG.currentfb = fb->object;
+
+ if (GPU_texture_stencil(tex) && GPU_texture_depth(tex))
+ attachment = GL_DEPTH_STENCIL_ATTACHMENT;
+ else if (GPU_texture_depth(tex))
+ attachment = GL_DEPTH_ATTACHMENT;
+ else
+ attachment = GL_COLOR_ATTACHMENT0 + slot;
+
+ if (cubemap) {
+ facetarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, facetarget, GPU_texture_opengl_bindcode(tex), mip);
+ }
+ else {
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, GPU_texture_opengl_bindcode(tex), mip, layer);
}
if (GPU_texture_depth(tex))
@@ -175,7 +200,18 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot
GPU_texture_framebuffer_set(tex, fb, slot);
- return 1;
+ return true;
+}
+
+bool GPU_framebuffer_texture_layer_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
+{
+ return gpu_framebuffer_texture_layer_attach_ex(fb, tex, slot, layer, mip, false);
+}
+
+bool GPU_framebuffer_texture_cubeface_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
+{
+ BLI_assert(GPU_texture_target(tex) == GL_TEXTURE_CUBE_MAP);
+ return gpu_framebuffer_texture_layer_attach_ex(fb, tex, slot, face, mip, true);
}
void GPU_framebuffer_texture_detach(GPUTexture *tex)
@@ -188,21 +224,25 @@ void GPU_framebuffer_texture_detach(GPUTexture *tex)
return;
if (GG.currentfb != fb->object) {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
GG.currentfb = fb->object;
}
- if (GPU_texture_depth(tex)) {
+ if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) {
+ fb->depthtex = NULL;
+ attachment = GL_DEPTH_STENCIL_ATTACHMENT;
+ }
+ else if (GPU_texture_depth(tex)) {
fb->depthtex = NULL;
- attachment = GL_DEPTH_ATTACHMENT_EXT;
+ attachment = GL_DEPTH_ATTACHMENT;
}
else {
BLI_assert(fb->colortex[fb_attachment] == tex);
fb->colortex[fb_attachment] = NULL;
- attachment = GL_COLOR_ATTACHMENT0_EXT + fb_attachment;
+ attachment = GL_COLOR_ATTACHMENT0 + fb_attachment;
}
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, GPU_texture_target(tex), 0, 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, attachment, 0, 0);
GPU_texture_framebuffer_set(tex, NULL, -1);
}
@@ -218,11 +258,11 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
}
/* push attributes */
- glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
+ gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
if (GPU_texture_depth(tex)) {
glDrawBuffer(GL_NONE);
@@ -230,86 +270,109 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
}
else {
/* last bound prevails here, better allow explicit control here too */
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
- glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0 + fb_attachment);
+ glReadBuffer(GL_COLOR_ATTACHMENT0 + fb_attachment);
}
if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) {
glEnable(GL_MULTISAMPLE);
}
- /* push matrices and set default viewport and matrix */
+ /* set default viewport */
glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
GG.currentfb = fb->object;
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
}
void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
{
int numslots = 0, i;
- GLenum attachments[4];
+ GLenum attachments[GPU_FB_MAX_SLOTS];
if (!fb->colortex[slot]) {
fprintf(stderr, "Error, framebuffer slot empty!\n");
return;
}
- for (i = 0; i < 4; i++) {
+ for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
if (fb->colortex[i]) {
- attachments[numslots] = GL_COLOR_ATTACHMENT0_EXT + i;
+ attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
numslots++;
}
}
/* push attributes */
- glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
+ gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
/* last bound prevails here, better allow explicit control here too */
glDrawBuffers(numslots, attachments);
- glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
+ glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
- /* push matrices and set default viewport and matrix */
+ /* set default viewport */
glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
GG.currentfb = fb->object;
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
}
+void GPU_framebuffer_bind(GPUFrameBuffer *fb)
+{
+ int numslots = 0, i;
+ GLenum attachments[GPU_FB_MAX_SLOTS];
+ GLenum readattachement = 0;
+ GPUTexture *tex;
+
+ for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
+ if (fb->colortex[i]) {
+ attachments[numslots] = GL_COLOR_ATTACHMENT0 + i;
+ tex = fb->colortex[i];
+
+ if (!readattachement)
+ readattachement = GL_COLOR_ATTACHMENT0 + i;
+
+ numslots++;
+ }
+ }
+
+ /* bind framebuffer */
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
+
+ if (numslots == 0) {
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ tex = fb->depthtex;
+ }
+ else {
+ /* last bound prevails here, better allow explicit control here too */
+ glDrawBuffers(numslots, attachments);
+ glReadBuffer(readattachement);
+ }
+
+ if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) {
+ glEnable(GL_MULTISAMPLE);
+ }
+
+ glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
+ GG.currentfb = fb->object;
+}
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
{
- /* restore matrix */
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- /* restore attributes */
- glPopAttrib();
+ /* Restore attributes. */
+ gpuPopAttrib();
}
void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
{
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
/* last bound prevails here, better allow explicit control here too */
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
- glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0 + slot);
+ glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
GG.currentfb = fb->object;
- GG.currentfb = fb->object;
}
bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
@@ -319,22 +382,17 @@ bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
{
- GLenum status;
-
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
GG.currentfb = fb->object;
-
- /* Clean glError buffer. */
- while (glGetError() != GL_NO_ERROR) {}
-
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
-
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
GPU_framebuffer_restore();
gpu_print_framebuffer_error(status, err_out);
return false;
}
-
+
return true;
}
@@ -351,10 +409,10 @@ void GPU_framebuffer_free(GPUFrameBuffer *fb)
}
if (fb->object) {
- glDeleteFramebuffersEXT(1, &fb->object);
+ glDeleteFramebuffers(1, &fb->object);
if (GG.currentfb == fb->object) {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
GG.currentfb = 0;
}
}
@@ -365,7 +423,7 @@ void GPU_framebuffer_free(GPUFrameBuffer *fb)
void GPU_framebuffer_restore(void)
{
if (GG.currentfb != 0) {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
GG.currentfb = 0;
}
}
@@ -374,73 +432,214 @@ void GPU_framebuffer_blur(
GPUFrameBuffer *fb, GPUTexture *tex,
GPUFrameBuffer *blurfb, GPUTexture *blurtex)
{
+ const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
+ const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}};
+
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_Batch batch = {{0}};
+
const float scaleh[2] = {1.0f / GPU_texture_width(blurtex), 0.0f};
const float scalev[2] = {0.0f, 1.0f / GPU_texture_height(tex)};
GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
- int scale_uniform, texture_source_uniform;
if (!blur_shader)
return;
- scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU");
- texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource");
+ /* Preparing to draw quad */
+ if (format.attrib_ct == 0) {
+ unsigned int i = 0;
+ /* Vertex format */
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int uvs = GWN_vertformat_attr_add(&format, "uvs", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ /* Vertices */
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&vbo, 36);
+
+ for (int j = 0; j < 3; ++j) {
+ GWN_vertbuf_attr_set(&vbo, uvs, i, fullscreenuvs[j]);
+ GWN_vertbuf_attr_set(&vbo, pos, i++, fullscreencos[j]);
+ }
+ for (int j = 1; j < 4; ++j) {
+ GWN_vertbuf_attr_set(&vbo, uvs, i, fullscreenuvs[j]);
+ GWN_vertbuf_attr_set(&vbo, pos, i++, fullscreencos[j]);
+ }
+
+ GWN_batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
+ }
+ glDisable(GL_DEPTH_TEST);
+
/* Blurring horizontally */
-
/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
* pushing unnecessary matrices onto the OpenGL stack. */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object);
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ glBindFramebuffer(GL_FRAMEBUFFER, blurfb->object);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
/* avoid warnings from texture binding */
GG.currentfb = blurfb->object;
- GPU_shader_bind(blur_shader);
- GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scaleh);
- GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex);
glViewport(0, 0, GPU_texture_width(blurtex), GPU_texture_height(blurtex));
- /* Preparing to draw quad */
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glDisable(GL_DEPTH_TEST);
-
GPU_texture_bind(tex, 0);
- /* Drawing quad */
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0); glVertex2f(1, 1);
- glTexCoord2d(1, 0); glVertex2f(-1, 1);
- glTexCoord2d(1, 1); glVertex2f(-1, -1);
- glTexCoord2d(0, 1); glVertex2f(1, -1);
- glEnd();
+ GWN_batch_program_set_builtin(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
+ GWN_batch_uniform_2f(&batch, "ScaleU", scaleh[0], scaleh[1]);
+ GWN_batch_uniform_1i(&batch, "textureSource", GL_TEXTURE0);
+ GWN_batch_draw(&batch);
/* Blurring vertically */
-
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
GG.currentfb = fb->object;
glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
- GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev);
- GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
+
GPU_texture_bind(blurtex, 0);
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0); glVertex2f(1, 1);
- glTexCoord2d(1, 0); glVertex2f(-1, 1);
- glTexCoord2d(1, 1); glVertex2f(-1, -1);
- glTexCoord2d(0, 1); glVertex2f(1, -1);
- glEnd();
+ /* Hack to make the following uniform stick */
+ GWN_batch_program_set_builtin(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
+ GWN_batch_uniform_2f(&batch, "ScaleU", scalev[0], scalev[1]);
+ GWN_batch_uniform_1i(&batch, "textureSource", GL_TEXTURE0);
+ GWN_batch_draw(&batch);
+}
+
+void GPU_framebuffer_blit(
+ GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write,
+ int write_slot, bool use_depth, bool use_stencil)
+{
+ GPUTexture *read_tex = (use_depth || use_stencil) ? fb_read->depthtex : fb_read->colortex[read_slot];
+ GPUTexture *write_tex = (use_depth || use_stencil) ? fb_write->depthtex : fb_write->colortex[write_slot];
+ int read_attach = (use_depth) ? GL_DEPTH_ATTACHMENT :
+ (use_stencil) ? GL_DEPTH_STENCIL_ATTACHMENT :
+ GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(read_tex);
+ int write_attach = (use_depth) ? GL_DEPTH_ATTACHMENT :
+ (use_stencil) ? GL_DEPTH_STENCIL_ATTACHMENT :
+ GL_COLOR_ATTACHMENT0 + GPU_texture_framebuffer_attachment(write_tex);
+ int read_bind = GPU_texture_opengl_bindcode(read_tex);
+ int write_bind = GPU_texture_opengl_bindcode(write_tex);
+ const int read_w = GPU_texture_width(read_tex);
+ const int read_h = GPU_texture_height(read_tex);
+ const int write_w = GPU_texture_width(write_tex);
+ const int write_h = GPU_texture_height(write_tex);
+
+
+ /* Never both! */
+ BLI_assert(!(use_depth && use_stencil));
+
+ if (use_depth) {
+ BLI_assert(GPU_texture_depth(read_tex) && GPU_texture_depth(write_tex));
+ BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
+ }
+ else if (use_stencil) {
+ BLI_assert(GPU_texture_stencil(read_tex) && GPU_texture_stencil(write_tex));
+ BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
+ }
- GPU_shader_unbind();
+ /* read from multi-sample buffer */
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_read->object);
+ glFramebufferTexture2D(
+ GL_READ_FRAMEBUFFER, read_attach,
+ GPU_texture_target(read_tex), read_bind, 0);
+ BLI_assert(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+
+ /* write into new single-sample buffer */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_write->object);
+ glFramebufferTexture2D(
+ GL_DRAW_FRAMEBUFFER, write_attach,
+ GPU_texture_target(write_tex), write_bind, 0);
+ BLI_assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+
+ glDrawBuffer((use_depth || use_stencil) ? GL_COLOR_ATTACHMENT0 : read_attach);
+ glBlitFramebuffer(0, 0, read_w, read_h, 0, 0, write_w, write_h,
+ (use_depth) ? GL_DEPTH_BUFFER_BIT :
+ (use_stencil) ? GL_STENCIL_BUFFER_BIT :
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ /* Restore previous framebuffer */
+ glBindFramebuffer(GL_FRAMEBUFFER, GG.currentfb);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+}
+
+/**
+ * Use this if you need to custom downsample your texture and use the previous mip level as input.
+ * This function only takes care of the correct texture handling. It execute the callback for each texture level.
+ **/
+void GPU_framebuffer_recursive_downsample(
+ GPUFrameBuffer *fb, GPUTexture *tex, int num_iter, void (*callback)(void *userData, int level), void *userData)
+{
+ int i;
+ int current_dim[2] = {GPU_texture_width(tex), GPU_texture_height(tex)};
+ GLenum attachment;
+
+ /* Manually setup framebuffer to not use GPU_texture_framebuffer_set() */
+ glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
+ GG.currentfb = fb->object;
+
+ if (GPU_texture_stencil(tex) && GPU_texture_depth(tex))
+ attachment = GL_DEPTH_STENCIL_ATTACHMENT;
+ else if (GPU_texture_depth(tex))
+ attachment = GL_DEPTH_ATTACHMENT;
+ else
+ attachment = GL_COLOR_ATTACHMENT0;
+
+ /* last bound prevails here, better allow explicit control here too */
+ if (GPU_texture_depth(tex)) {
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ }
+ else {
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ }
+
+ for (i = 1; i < num_iter + 1; i++) {
+
+ /* calculate next viewport size */
+ current_dim[0] /= 2;
+ current_dim[1] /= 2;
+
+ if (GPU_type_matches(GPU_DEVICE_AMD_VEGA, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE)) {
+ /* NOTE : here 16 is because of a bug on AMD Vega GPU + non-pro drivers, that prevents us
+ * from sampling mipmaps that are smaller or equal to 16px. (9) */
+ if (current_dim[0] <= 16 && current_dim[1] <= 16) {
+ break;
+ }
+ }
+ else {
+ if (current_dim[0] <= 2 && current_dim[1] <= 2) {
+ /* Cannot reduce further. */
+ break;
+ }
+ }
+
+ /* ensure that the viewport size is always at least 1x1 */
+ CLAMP_MIN(current_dim[0], 1);
+ CLAMP_MIN(current_dim[1], 1);
+
+ glViewport(0, 0, current_dim[0], current_dim[1]);
+
+ /* bind next level for rendering but first restrict fetches only to previous level */
+ GPU_texture_bind(tex, 0);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, i - 1);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i - 1);
+ GPU_texture_unbind(tex);
+
+ glFramebufferTexture(GL_FRAMEBUFFER, attachment, GPU_texture_opengl_bindcode(tex), i);
+
+ callback(userData, i);
+ }
+
+ glFramebufferTexture(GL_FRAMEBUFFER, attachment, 0, 0);
+
+ /* reset mipmap level range for the depth image */
+ GPU_texture_bind(tex, 0);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i - 1);
+ GPU_texture_unbind(tex);
}
/* GPUOffScreen */
@@ -451,7 +650,7 @@ struct GPUOffScreen {
GPUTexture *depth;
};
-GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_out[256])
+GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool high_bitdepth, char err_out[256])
{
GPUOffScreen *ofs;
@@ -464,12 +663,7 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_
}
if (samples) {
- if (!GLEW_EXT_framebuffer_multisample ||
- !GLEW_ARB_texture_multisample ||
- /* Only needed for GPU_offscreen_read_pixels.
- * We could add an arg if we intend to use multi-sample
- * offscreen buffers w/o reading their pixels */
- !GLEW_EXT_framebuffer_blit ||
+ if (!GLEW_ARB_texture_multisample ||
/* This is required when blitting from a multi-sampled buffers,
* even though we're not scaling. */
!GLEW_EXT_framebuffer_multisample_blit_scaled)
@@ -478,24 +672,29 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_
}
}
- ofs->depth = GPU_texture_create_depth_multisample(width, height, samples, err_out);
+ ofs->depth = GPU_texture_create_depth_with_stencil_multisample(width, height, samples, err_out);
if (!ofs->depth) {
GPU_offscreen_free(ofs);
return NULL;
}
- if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, err_out)) {
+ if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, 0)) {
GPU_offscreen_free(ofs);
return NULL;
}
- ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, GPU_HDR_NONE, samples, err_out);
+ if (high_bitdepth) {
+ ofs->color = GPU_texture_create_2D_custom_multisample(width, height, 4, GPU_RGBA16F, NULL, samples, err_out);
+ }
+ else {
+ ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, samples, err_out);
+ }
if (!ofs->color) {
GPU_offscreen_free(ofs);
return NULL;
}
- if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, err_out)) {
+ if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, 0)) {
GPU_offscreen_free(ofs);
return NULL;
}
@@ -569,37 +768,37 @@ void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
#ifdef USE_FBO_CTX_SWITCH
/* read from multi-sample buffer */
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, ofs->color->fb->object);
- glFramebufferTexture2DEXT(
- GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + ofs->color->fb_attachment,
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, ofs->color->fb->object);
+ glFramebufferTexture2D(
+ GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + ofs->color->fb_attachment,
GL_TEXTURE_2D_MULTISAMPLE, ofs->color->bindcode, 0);
- status = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
goto finally;
}
#endif
/* write into new single-sample buffer */
- glGenFramebuffersEXT(1, &fbo_blit);
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_blit);
- glFramebufferTexture2DEXT(
- GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ glGenFramebuffers(1, &fbo_blit);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_blit);
+ glFramebufferTexture2D(
+ GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex_blit, 0);
- status = glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
goto finally;
}
/* perform the copy */
- glBlitFramebufferEXT(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
/* read the results */
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fbo_blit);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_blit);
glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
#ifdef USE_FBO_CTX_SWITCH
/* restore the original frame-bufer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ofs->color->fb->object);
+ glBindFramebuffer(GL_FRAMEBUFFER, ofs->color->fb->object);
#undef USE_FBO_CTX_SWITCH
#endif
@@ -610,10 +809,8 @@ finally:
glDeleteTextures(1, &tex_blit);
}
if (fbo_blit) {
- glDeleteFramebuffersEXT(1, &fbo_blit);
+ glDeleteFramebuffers(1, &fbo_blit);
}
-
- GPU_ASSERT_NO_GL_ERRORS("Read Multi-Sample Pixels");
}
else {
glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
@@ -635,3 +832,12 @@ int GPU_offscreen_color_texture(const GPUOffScreen *ofs)
return GPU_texture_opengl_bindcode(ofs->color);
}
+/* only to be used by viewport code! */
+void GPU_offscreen_viewport_data_get(
+ GPUOffScreen *ofs,
+ GPUFrameBuffer **r_fb, GPUTexture **r_color, GPUTexture **r_depth)
+{
+ *r_fb = ofs->fb;
+ *r_color = ofs->color;
+ *r_depth = ofs->depth;
+}
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
new file mode 100644
index 00000000000..5f22b7f9279
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -0,0 +1,88 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
+#include "UI_resources.h"
+#include "BLI_utildefines.h"
+
+#include "gpu_shader_private.h"
+
+void immBindBuiltinProgram(GPUBuiltinShader shader_id)
+{
+ GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
+ immBindProgram(shader->program, shader->interface);
+}
+
+void immUniformThemeColor(int color_id)
+{
+ float color[4];
+ UI_GetThemeColor4fv(color_id, color);
+ immUniformColor4fv(color);
+}
+
+void immUniformThemeColor3(int color_id)
+{
+ float color[3];
+ UI_GetThemeColor3fv(color_id, color);
+ immUniformColor3fv(color);
+}
+
+void immUniformThemeColorShade(int color_id, int offset)
+{
+ float color[4];
+ UI_GetThemeColorShade4fv(color_id, offset, color);
+ immUniformColor4fv(color);
+}
+
+void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset)
+{
+ float color[4];
+ UI_GetThemeColorShadeAlpha4fv(color_id, color_offset, alpha_offset, color);
+ immUniformColor4fv(color);
+}
+
+void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int offset)
+{
+ float color[4];
+ UI_GetThemeColorBlendShade4fv(color_id1, color_id2, fac, offset, color);
+ immUniformColor4fv(color);
+}
+
+void immUniformThemeColorBlend(int color_id1, int color_id2, float fac)
+{
+ uint8_t color[3];
+ UI_GetThemeColorBlend3ubv(color_id1, color_id2, fac, color);
+ immUniformColor3ubv(color);
+}
+
+void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset)
+{
+ unsigned char col[4];
+ UI_GetThemeColorShadeAlpha4ubv(colorid, coloffset, alphaoffset, col);
+ immUniformColor4ub(col[0], col[1], col[2], col[3]);
+}
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
new file mode 100644
index 00000000000..bad878ef4bf
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -0,0 +1,424 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file source/blender/gpu/intern/gpu_immediate_util.c
+ * \ingroup gpu
+ */
+
+#include <stdio.h>
+#include <string.h>
+
+#include "BLI_utildefines.h"
+#include "BLI_math.h"
+
+#include "GPU_basic_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_immediate_util.h"
+#include "GPU_matrix.h"
+
+static const float cube_coords[8][3] = {
+ {-1, -1, -1},
+ {-1, -1, +1},
+ {-1, +1, -1},
+ {-1, +1, +1},
+ {+1, -1, -1},
+ {+1, -1, +1},
+ {+1, +1, -1},
+ {+1, +1, +1},
+};
+static const int cube_quad_index[6][4] = {
+ {0, 1, 3, 2},
+ {0, 2, 6, 4},
+ {0, 4, 5, 1},
+ {1, 5, 7, 3},
+ {2, 3, 7, 6},
+ {4, 6, 7, 5},
+};
+static const int cube_line_index[12][2] = {
+ {0, 1},
+ {0, 2},
+ {0, 4},
+ {1, 3},
+ {1, 5},
+ {2, 3},
+ {2, 6},
+ {3, 7},
+ {4, 5},
+ {4, 6},
+ {5, 7},
+ {6, 7},
+};
+
+/**
+ * Pack color into 3 bytes
+ *
+ * This define converts a numerical value to the equivalent 24-bit
+ * color, while not being endian-sensitive. On little-endians, this
+ * is the same as doing a 'naive' indexing, on big-endian, it is not!
+ *
+ * \note BGR format (i.e. 0xBBGGRR)...
+ *
+ * \param x color.
+ */
+void imm_cpack(unsigned int x)
+{
+ immUniformColor3ub(((x) & 0xFF),
+ (((x) >> 8) & 0xFF),
+ (((x) >> 16) & 0xFF));
+}
+
+static void imm_draw_circle(
+ Gwn_PrimType prim_type, const uint shdr_pos, float x, float y, float rad_x, float rad_y, int nsegments)
+{
+ immBegin(prim_type, nsegments);
+ for (int i = 0; i < nsegments; ++i) {
+ const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
+ immVertex2f(shdr_pos, x + (rad_x * cosf(angle)), y + (rad_y * sinf(angle)));
+ }
+ immEnd();
+}
+
+/**
+ * Draw a circle outline with the given \a radius.
+ * The circle is centered at \a x, \a y and drawn in the XY plane.
+ *
+ * \param shdr_pos The vertex attribute number for position.
+ * \param x Horizontal center.
+ * \param y Vertical center.
+ * \param radius The circle's radius.
+ * \param nsegments The number of segments to use in drawing (more = smoother).
+ */
+void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float rad, int nsegments)
+{
+ imm_draw_circle(GWN_PRIM_LINE_LOOP, shdr_pos, x, y, rad, rad, nsegments);
+}
+
+/**
+ * Draw a filled circle with the given \a radius.
+ * The circle is centered at \a x, \a y and drawn in the XY plane.
+ *
+ * \param shdr_pos The vertex attribute number for position.
+ * \param x Horizontal center.
+ * \param y Vertical center.
+ * \param radius The circle's radius.
+ * \param nsegments The number of segments to use in drawing (more = smoother).
+ */
+void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float rad, int nsegments)
+{
+ imm_draw_circle(GWN_PRIM_TRI_FAN, shdr_pos, x, y, rad, rad, nsegments);
+}
+
+void imm_draw_circle_wire_aspect_2d(uint shdr_pos, float x, float y, float rad_x, float rad_y, int nsegments)
+{
+ imm_draw_circle(GWN_PRIM_LINE_LOOP, shdr_pos, x, y, rad_x, rad_y, nsegments);
+}
+void imm_draw_circle_fill_aspect_2d(uint shdr_pos, float x, float y, float rad_x, float rad_y, int nsegments)
+{
+ imm_draw_circle(GWN_PRIM_TRI_FAN, shdr_pos, x, y, rad_x, rad_y, nsegments);
+}
+
+/**
+ * \note We could have `imm_draw_lined_disk_partial` but currently there is no need.
+ */
+static void imm_draw_disk_partial(
+ Gwn_PrimType prim_type, unsigned pos, float x, float y,
+ float rad_inner, float rad_outer, int nsegments, float start, float sweep)
+{
+ /* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
+ const float angle_start = -(DEG2RADF(start)) + (float)(M_PI / 2);
+ const float angle_end = -(DEG2RADF(sweep) - angle_start);
+ nsegments += 1;
+ immBegin(prim_type, nsegments * 2);
+ for (int i = 0; i < nsegments; ++i) {
+ const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
+ const float angle_sin = sinf(angle);
+ const float angle_cos = cosf(angle);
+ immVertex2f(pos, x + rad_inner * angle_cos, y + rad_inner * angle_sin);
+ immVertex2f(pos, x + rad_outer * angle_cos, y + rad_outer * angle_sin);
+ }
+ immEnd();
+}
+
+/**
+ * Draw a filled arc with the given inner and outer radius.
+ * The circle is centered at \a x, \a y and drawn in the XY plane.
+ *
+ * \note Arguments are `gluPartialDisk` compatible.
+ *
+ * \param pos: The vertex attribute number for position.
+ * \param x: Horizontal center.
+ * \param y: Vertical center.
+ * \param radius_inner: The inner circle's radius.
+ * \param radius_outer: The outer circle's radius (can be zero).
+ * \param nsegments: The number of segments to use in drawing (more = smoother).
+ * \param start: Specifies the starting angle, in degrees, of the disk portion.
+ * \param sweep: Specifies the sweep angle, in degrees, of the disk portion.
+ */
+void imm_draw_disk_partial_fill_2d(
+ unsigned pos, float x, float y,
+ float rad_inner, float rad_outer, int nsegments, float start, float sweep)
+{
+ imm_draw_disk_partial(GWN_PRIM_TRI_STRIP, pos, x, y, rad_inner, rad_outer, nsegments, start, sweep);
+}
+
+static void imm_draw_circle_3D(
+ Gwn_PrimType prim_type, unsigned pos, float x, float y,
+ float rad, int nsegments)
+{
+ immBegin(prim_type, nsegments);
+ for (int i = 0; i < nsegments; ++i) {
+ float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
+ immVertex3f(pos, x + rad * cosf(angle), y + rad * sinf(angle), 0.0f);
+ }
+ immEnd();
+}
+
+void imm_draw_circle_wire_3d(unsigned pos, float x, float y, float rad, int nsegments)
+{
+ imm_draw_circle_3D(GWN_PRIM_LINE_LOOP, pos, x, y, rad, nsegments);
+}
+
+void imm_draw_circle_fill_3d(unsigned pos, float x, float y, float rad, int nsegments)
+{
+ imm_draw_circle_3D(GWN_PRIM_TRI_FAN, pos, x, y, rad, nsegments);
+}
+
+/**
+* Draw a lined box.
+*
+* \param pos The vertex attribute number for position.
+* \param x1 left.
+* \param y1 bottom.
+* \param x2 right.
+* \param y2 top.
+*/
+void imm_draw_box_wire_2d(unsigned pos, float x1, float y1, float x2, float y2)
+{
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x2, y1);
+ immEnd();
+}
+
+void imm_draw_box_wire_3d(unsigned pos, float x1, float y1, float x2, float y2)
+{
+ /* use this version when Gwn_VertFormat has a vec3 position */
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
+ immVertex3f(pos, x1, y1, 0.0f);
+ immVertex3f(pos, x1, y2, 0.0f);
+ immVertex3f(pos, x2, y2, 0.0f);
+ immVertex3f(pos, x2, y1, 0.0f);
+ immEnd();
+}
+
+/**
+ * Draw a standard checkerboard to indicate transparent backgrounds.
+ */
+void imm_draw_box_checker_2d(float x1, float y1, float x2, float y2)
+{
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
+
+ immUniform4f("color1", 0.15f, 0.15f, 0.15f, 1.0f);
+ immUniform4f("color2", 0.2f, 0.2f, 0.2f, 1.0f);
+ immUniform1i("size", 8);
+
+ immRectf(pos, x1, y1, x2, y2);
+
+ immUnbindProgram();
+}
+
+void imm_draw_cube_fill_3d(uint pos, const float co[3], const float aspect[3])
+{
+ float coords[ARRAY_SIZE(cube_coords)][3];
+
+ for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
+ madd_v3_v3v3v3(coords[i], co, cube_coords[i], aspect);
+ }
+
+ immBegin(GWN_PRIM_TRIS, ARRAY_SIZE(cube_quad_index) * 3 * 2);
+ for (int i = 0; i < ARRAY_SIZE(cube_quad_index); i++) {
+ immVertex3fv(pos, coords[cube_quad_index[i][0]]);
+ immVertex3fv(pos, coords[cube_quad_index[i][1]]);
+ immVertex3fv(pos, coords[cube_quad_index[i][2]]);
+
+ immVertex3fv(pos, coords[cube_quad_index[i][0]]);
+ immVertex3fv(pos, coords[cube_quad_index[i][2]]);
+ immVertex3fv(pos, coords[cube_quad_index[i][3]]);
+ }
+ immEnd();
+}
+
+void imm_draw_cube_wire_3d(uint pos, const float co[3], const float aspect[3])
+{
+ float coords[ARRAY_SIZE(cube_coords)][3];
+
+ for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
+ madd_v3_v3v3v3(coords[i], co, cube_coords[i], aspect);
+ }
+
+ immBegin(GWN_PRIM_LINES, ARRAY_SIZE(cube_line_index) * 2);
+ for (int i = 0; i < ARRAY_SIZE(cube_line_index); i++) {
+ immVertex3fv(pos, coords[cube_line_index[i][0]]);
+ immVertex3fv(pos, coords[cube_line_index[i][1]]);
+ }
+ immEnd();
+}
+
+/**
+* Draw a cylinder. Replacement for gluCylinder.
+* _warning_ : Slow, better use it only if you no other choices.
+*
+* \param pos The vertex attribute number for position.
+* \param nor The vertex attribute number for normal.
+* \param base Specifies the radius of the cylinder at z = 0.
+* \param top Specifies the radius of the cylinder at z = height.
+* \param height Specifies the height of the cylinder.
+* \param slices Specifies the number of subdivisions around the z axis.
+* \param stacks Specifies the number of subdivisions along the z axis.
+*/
+void imm_draw_cylinder_fill_normal_3d(
+ unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks)
+{
+ immBegin(GWN_PRIM_TRIS, 6 * slices * stacks);
+ for (int i = 0; i < slices; ++i) {
+ const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
+ const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
+ const float cos1 = cosf(angle1);
+ const float sin1 = sinf(angle1);
+ const float cos2 = cosf(angle2);
+ const float sin2 = sinf(angle2);
+
+ for (int j = 0; j < stacks; ++j) {
+ float fac1 = (float)j / (float)stacks;
+ float fac2 = (float)(j + 1) / (float)stacks;
+ float r1 = base * (1.f - fac1) + top * fac1;
+ float r2 = base * (1.f - fac2) + top * fac2;
+ float h1 = height * ((float)j / (float)stacks);
+ float h2 = height * ((float)(j + 1) / (float)stacks);
+
+ float v1[3] = {r1 *cos2, r1 * sin2, h1};
+ float v2[3] = {r2 *cos2, r2 * sin2, h2};
+ float v3[3] = {r2 *cos1, r2 * sin1, h2};
+ float v4[3] = {r1 *cos1, r1 * sin1, h1};
+ float n1[3], n2[3];
+
+ /* calc normals */
+ sub_v3_v3v3(n1, v2, v1);
+ normalize_v3(n1);
+ n1[0] = cos1; n1[1] = sin1; n1[2] = 1 - n1[2];
+
+ sub_v3_v3v3(n2, v3, v4);
+ normalize_v3(n2);
+ n2[0] = cos2; n2[1] = sin2; n2[2] = 1 - n2[2];
+
+ /* first tri */
+ immAttrib3fv(nor, n2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immAttrib3fv(nor, n1);
+ immVertex3fv(pos, v3);
+
+ /* second tri */
+ immVertex3fv(pos, v3);
+ immVertex3fv(pos, v4);
+ immAttrib3fv(nor, n2);
+ immVertex3fv(pos, v1);
+ }
+ }
+ immEnd();
+}
+
+void imm_draw_cylinder_wire_3d(unsigned int pos, float base, float top, float height, int slices, int stacks)
+{
+ immBegin(GWN_PRIM_LINES, 6 * slices * stacks);
+ for (int i = 0; i < slices; ++i) {
+ const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
+ const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
+ const float cos1 = cosf(angle1);
+ const float sin1 = sinf(angle1);
+ const float cos2 = cosf(angle2);
+ const float sin2 = sinf(angle2);
+
+ for (int j = 0; j < stacks; ++j) {
+ float fac1 = (float)j / (float)stacks;
+ float fac2 = (float)(j + 1) / (float)stacks;
+ float r1 = base * (1.f - fac1) + top * fac1;
+ float r2 = base * (1.f - fac2) + top * fac2;
+ float h1 = height * ((float)j / (float)stacks);
+ float h2 = height * ((float)(j + 1) / (float)stacks);
+
+ float v1[3] = {r1 * cos2, r1 * sin2, h1};
+ float v2[3] = {r2 * cos2, r2 * sin2, h2};
+ float v3[3] = {r2 * cos1, r2 * sin1, h2};
+ float v4[3] = {r1 * cos1, r1 * sin1, h1};
+
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+
+ immVertex3fv(pos, v2);
+ immVertex3fv(pos, v3);
+
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v4);
+ }
+ }
+ immEnd();
+}
+
+void imm_draw_cylinder_fill_3d(unsigned int pos, float base, float top, float height, int slices, int stacks)
+{
+ immBegin(GWN_PRIM_TRIS, 6 * slices * stacks);
+ for (int i = 0; i < slices; ++i) {
+ const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
+ const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
+ const float cos1 = cosf(angle1);
+ const float sin1 = sinf(angle1);
+ const float cos2 = cosf(angle2);
+ const float sin2 = sinf(angle2);
+
+ for (int j = 0; j < stacks; ++j) {
+ float fac1 = (float)j / (float)stacks;
+ float fac2 = (float)(j + 1) / (float)stacks;
+ float r1 = base * (1.f - fac1) + top * fac1;
+ float r2 = base * (1.f - fac2) + top * fac2;
+ float h1 = height * ((float)j / (float)stacks);
+ float h2 = height * ((float)(j + 1) / (float)stacks);
+
+ float v1[3] = {r1 * cos2, r1 * sin2, h1};
+ float v2[3] = {r2 * cos2, r2 * sin2, h2};
+ float v3[3] = {r2 * cos1, r2 * sin1, h2};
+ float v4[3] = {r1 * cos1, r1 * sin1, h1};
+
+ /* first tri */
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immVertex3fv(pos, v3);
+
+ /* second tri */
+ immVertex3fv(pos, v3);
+ immVertex3fv(pos, v4);
+ immVertex3fv(pos, v1);
+ }
+ }
+ immEnd();
+}
diff --git a/source/blender/gpu/intern/gpu_init_exit.c b/source/blender/gpu/intern/gpu_init_exit.c
index c72c83b6b07..7a6b1ff6c70 100644
--- a/source/blender/gpu/intern/gpu_init_exit.c
+++ b/source/blender/gpu/intern/gpu_init_exit.c
@@ -31,7 +31,8 @@
#include "BLI_sys_types.h"
#include "GPU_init_exit.h" /* interface */
-
+#include "GPU_immediate.h"
+#include "GPU_batch.h"
#include "BKE_global.h"
#include "intern/gpu_codegen.h"
@@ -59,14 +60,22 @@ void GPU_init(void)
if (G.debug & G_DEBUG_GPU)
gpu_debug_init();
+ gpu_batch_init();
+
+ immInit();
}
void GPU_exit(void)
{
+ immDestroy();
+
+ gpu_batch_exit();
+
if (G.debug & G_DEBUG_GPU)
gpu_debug_exit();
+
gpu_codegen_exit();
gpu_extensions_exit(); /* must come last */
diff --git a/source/blender/gpu/intern/gpu_lamp.c b/source/blender/gpu/intern/gpu_lamp.c
new file mode 100644
index 00000000000..3c49c057b49
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_lamp.c
@@ -0,0 +1,483 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2006 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel, Clément Foucault.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/gpu/intern/gpu_lamp.c
+ * \ingroup gpu
+ *
+ * Manages Opengl lights.
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_lamp_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+
+#include "BLI_listbase.h"
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_group.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_glew.h"
+#include "GPU_lamp.h"
+#include "GPU_material.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "gpu_lamp_private.h"
+
+bool GPU_lamp_visible(GPULamp *lamp, Material *ma)
+{
+ if (lamp->hide)
+ return false;
+ else if (ma && ma->group)
+ return BKE_group_object_exists(ma->group, lamp->ob);
+ else
+ return true;
+}
+
+static void gpu_lamp_calc_winmat(GPULamp *lamp)
+{
+ float temp, angle, pixsize, wsize;
+
+ if (lamp->type == LA_SUN) {
+ wsize = lamp->la->shadow_frustum_size;
+ orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
+ }
+ else if (lamp->type == LA_SPOT) {
+ angle = saacos(lamp->spotsi);
+ temp = 0.5f * lamp->size * cosf(angle) / sinf(angle);
+ pixsize = lamp->d / temp;
+ wsize = pixsize * 0.5f * lamp->size;
+ /* compute shadows according to X and Y scaling factors */
+ perspective_m4(
+ lamp->winmat,
+ -wsize * lamp->spotvec[0], wsize * lamp->spotvec[0],
+ -wsize * lamp->spotvec[1], wsize * lamp->spotvec[1],
+ lamp->d, lamp->clipend);
+ }
+}
+
+void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4])
+{
+ float mat[4][4];
+ float obmat_scale[3];
+
+ lamp->lay = lay;
+ lamp->hide = hide;
+
+ normalize_m4_m4_ex(mat, obmat, obmat_scale);
+
+ copy_v3_v3(lamp->vec, mat[2]);
+ copy_v3_v3(lamp->co, mat[3]);
+ copy_m4_m4(lamp->obmat, mat);
+ invert_m4_m4(lamp->imat, mat);
+
+ if (lamp->type == LA_SPOT) {
+ /* update spotlamp scale on X and Y axis */
+ lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
+ lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
+ }
+
+ if (GPU_lamp_has_shadow_buffer(lamp)) {
+ /* makeshadowbuf */
+ gpu_lamp_calc_winmat(lamp);
+ }
+}
+
+void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
+{
+ lamp->energy = energy;
+ if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
+
+ lamp->col[0] = r;
+ lamp->col[1] = g;
+ lamp->col[2] = b;
+}
+
+void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
+ float coeff_const, float coeff_lin, float coeff_quad)
+{
+ lamp->dist = distance;
+ lamp->att1 = att1;
+ lamp->att2 = att2;
+ lamp->coeff_const = coeff_const;
+ lamp->coeff_lin = coeff_lin;
+ lamp->coeff_quad = coeff_quad;
+}
+
+void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
+{
+ lamp->spotsi = cosf(spotsize * 0.5f);
+ lamp->spotbl = (1.0f - lamp->spotsi) * spotblend;
+}
+
+static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
+{
+ lamp->scene = scene;
+ lamp->ob = ob;
+ lamp->par = par;
+ lamp->la = la;
+
+ /* add_render_lamp */
+ lamp->mode = la->mode;
+ lamp->type = la->type;
+
+ lamp->energy = la->energy;
+ if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
+
+ lamp->col[0] = la->r;
+ lamp->col[1] = la->g;
+ lamp->col[2] = la->b;
+
+ GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat);
+
+ lamp->spotsi = la->spotsize;
+ if (lamp->mode & LA_HALO)
+ if (lamp->spotsi > DEG2RADF(170.0f))
+ lamp->spotsi = DEG2RADF(170.0f);
+ lamp->spotsi = cosf(lamp->spotsi * 0.5f);
+ lamp->spotbl = (1.0f - lamp->spotsi) * la->spotblend;
+ lamp->k = la->k;
+
+ lamp->dist = la->dist;
+ lamp->falloff_type = la->falloff_type;
+ lamp->att1 = la->att1;
+ lamp->att2 = la->att2;
+ lamp->coeff_const = la->coeff_const;
+ lamp->coeff_lin = la->coeff_lin;
+ lamp->coeff_quad = la->coeff_quad;
+ lamp->curfalloff = la->curfalloff;
+
+ /* initshadowbuf */
+ lamp->bias = 0.02f * la->bias;
+ lamp->size = la->bufsize;
+ lamp->d = la->clipsta;
+ lamp->clipend = la->clipend;
+
+ /* arbitrary correction for the fact we do no soft transition */
+ lamp->bias *= 0.25f;
+}
+
+static void gpu_lamp_shadow_free(GPULamp *lamp)
+{
+ if (lamp->tex) {
+ GPU_texture_free(lamp->tex);
+ lamp->tex = NULL;
+ }
+ if (lamp->depthtex) {
+ GPU_texture_free(lamp->depthtex);
+ lamp->depthtex = NULL;
+ }
+ if (lamp->fb) {
+ GPU_framebuffer_free(lamp->fb);
+ lamp->fb = NULL;
+ }
+ if (lamp->blurtex) {
+ GPU_texture_free(lamp->blurtex);
+ lamp->blurtex = NULL;
+ }
+ if (lamp->blurfb) {
+ GPU_framebuffer_free(lamp->blurfb);
+ lamp->blurfb = NULL;
+ }
+}
+
+static GPUTexture *gpu_lamp_create_vsm_shadow_map(int size)
+{
+ return GPU_texture_create_2D_custom(size, size, 2, GPU_RG32F, NULL, NULL);
+}
+
+LampEngineData *GPU_lamp_engine_data_get(Scene *scene, Object *ob, Object *par, struct RenderEngineType *re)
+{
+ GPULamp *lamp;
+ LinkData *link;
+
+ for (link = ob->gpulamp.first; link; link = link->next) {
+ lamp = (GPULamp *)link->data;
+
+ if ((lamp->par == par) && (lamp->scene == scene) && (lamp->re == re))
+ return &lamp->data;
+ }
+
+ lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
+
+ link = MEM_callocN(sizeof(LinkData), "GPULampLink");
+ link->data = lamp;
+ BLI_addtail(&ob->gpulamp, link);
+
+ lamp->scene = scene;
+ lamp->ob = ob;
+ lamp->par = par;
+ lamp->la = ob->data;
+ lamp->re = re;
+
+ return &lamp->data;
+}
+
+GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
+{
+ Lamp *la;
+ GPULamp *lamp;
+ LinkData *link;
+
+ for (link = ob->gpulamp.first; link; link = link->next) {
+ lamp = (GPULamp *)link->data;
+
+ if (lamp->par == par && lamp->scene == scene)
+ return link->data;
+ }
+
+ lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
+
+ link = MEM_callocN(sizeof(LinkData), "GPULampLink");
+ link->data = lamp;
+ BLI_addtail(&ob->gpulamp, link);
+
+ la = ob->data;
+ gpu_lamp_from_blender(scene, ob, par, la, lamp);
+
+ if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) ||
+ (la->type == LA_SUN && (la->mode & LA_SHAD_RAY)))
+ {
+ /* opengl */
+ lamp->fb = GPU_framebuffer_create();
+ if (!lamp->fb) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
+ /* Shadow depth map */
+ lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
+ if (!lamp->depthtex) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ GPU_texture_bind(lamp->depthtex, 0);
+ GPU_texture_compare_mode(lamp->depthtex, true);
+ GPU_texture_unbind(lamp->depthtex);
+
+ if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, 0)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ /* Shadow color map */
+ lamp->tex = gpu_lamp_create_vsm_shadow_map(lamp->size);
+ if (!lamp->tex) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ /* FBO and texture for blurring */
+ lamp->blurfb = GPU_framebuffer_create();
+ if (!lamp->blurfb) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ lamp->blurtex = gpu_lamp_create_vsm_shadow_map(lamp->size * 0.5);
+ if (!lamp->blurtex) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, 0)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ /* we need to properly bind to test for completeness */
+ GPU_texture_bind_as_framebuffer(lamp->blurtex);
+
+ if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex);
+ }
+ else {
+ lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
+ if (!lamp->tex) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ GPU_texture_bind(lamp->tex, 0);
+ GPU_texture_compare_mode(lamp->tex, true);
+ GPU_texture_unbind(lamp->tex);
+
+ if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+ }
+
+ GPU_framebuffer_restore();
+
+ lamp->shadow_color[0] = la->shdwr;
+ lamp->shadow_color[1] = la->shdwg;
+ lamp->shadow_color[2] = la->shdwb;
+ }
+ else {
+ lamp->shadow_color[0] = 1.0;
+ lamp->shadow_color[1] = 1.0;
+ lamp->shadow_color[2] = 1.0;
+ }
+
+ return lamp;
+}
+
+void GPU_lamp_engine_data_free(LampEngineData *led)
+{
+ for (int i = 0; i < MAX_LAMP_DATA; ++i) {
+ if (led->storage[i]) {
+ MEM_freeN(led->storage[i]);
+ led->storage[i] = NULL;
+ }
+ }
+}
+
+void GPU_lamp_free(Object *ob)
+{
+ GPULamp *lamp;
+ LinkData *link;
+
+ for (link = ob->gpulamp.first; link; link = link->next) {
+ lamp = link->data;
+
+ gpu_lamp_shadow_free(lamp);
+ GPU_lamp_engine_data_free(&lamp->data);
+
+ MEM_freeN(lamp);
+ }
+
+ BLI_freelistN(&ob->gpulamp);
+}
+
+bool GPU_lamp_has_shadow_buffer(GPULamp *lamp)
+{
+ return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) &&
+ !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
+ lamp->tex && lamp->fb);
+}
+
+void GPU_lamp_update_buffer_mats(GPULamp *lamp)
+{
+ float rangemat[4][4], persmat[4][4];
+
+ /* initshadowbuf */
+ invert_m4_m4(lamp->viewmat, lamp->obmat);
+ normalize_v3(lamp->viewmat[0]);
+ normalize_v3(lamp->viewmat[1]);
+ normalize_v3(lamp->viewmat[2]);
+
+ /* makeshadowbuf */
+ mul_m4_m4m4(persmat, lamp->winmat, lamp->viewmat);
+
+ /* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
+ unit_m4(rangemat);
+ rangemat[0][0] = 0.5f;
+ rangemat[1][1] = 0.5f;
+ rangemat[2][2] = 0.5f;
+ rangemat[3][0] = 0.5f;
+ rangemat[3][1] = 0.5f;
+ rangemat[3][2] = 0.5f;
+
+ mul_m4_m4m4(lamp->persmat, rangemat, persmat);
+}
+
+void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4])
+{
+ GPU_lamp_update_buffer_mats(lamp);
+
+ /* opengl */
+ glDisable(GL_SCISSOR_TEST);
+ GPU_texture_bind_as_framebuffer(lamp->tex);
+ if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
+ GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
+
+ /* set matrices */
+ copy_m4_m4(viewmat, lamp->viewmat);
+ copy_m4_m4(winmat, lamp->winmat);
+ *winsize = lamp->size;
+}
+
+void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
+{
+ if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
+ GPU_shader_unbind();
+ GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
+ }
+
+ GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex);
+ GPU_framebuffer_restore();
+ glEnable(GL_SCISSOR_TEST);
+}
+
+int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
+{
+ return lamp->la->shadowmap_type;
+}
+
+int GPU_lamp_shadow_bind_code(GPULamp *lamp)
+{
+ return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1;
+}
+
+float *GPU_lamp_dynpersmat(GPULamp *lamp)
+{
+ return &lamp->dynpersmat[0][0];
+}
+
+int GPU_lamp_shadow_layer(GPULamp *lamp)
+{
+ if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
+ return lamp->lay;
+ else
+ return -1;
+}
diff --git a/source/blender/gpu/intern/gpu_lamp_private.h b/source/blender/gpu/intern/gpu_lamp_private.h
new file mode 100644
index 00000000000..f227ce74e7e
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_lamp_private.h
@@ -0,0 +1,84 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel, Clément Foucault.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file gpu_lamp_private.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_LAMP_PRIVATE_H__
+#define __GPU_LAMP_PRIVATE_H__
+
+#include "BLI_sys_types.h" /* for bool */
+
+struct GPULamp {
+ Scene *scene;
+ Object *ob;
+ Object *par;
+ Lamp *la;
+ struct RenderEngineType *re;
+
+ /* Old Viewport (pre-2.8) */
+ int type, mode, lay, hide;
+
+ float dynenergy, dyncol[3];
+ float energy, col[3];
+
+ float co[3], vec[3];
+ float dynco[3], dynvec[3];
+ float obmat[4][4];
+ float imat[4][4];
+ float dynimat[4][4];
+
+ float spotsi, spotbl, k;
+ float spotvec[2];
+ float dyndist, dynatt1, dynatt2;
+ float dist, att1, att2;
+ float coeff_const, coeff_lin, coeff_quad;
+ float shadow_color[3];
+
+ float bias, d, clipend;
+ int size;
+
+ int falloff_type;
+ struct CurveMapping *curfalloff;
+
+ float winmat[4][4];
+ float viewmat[4][4];
+ float persmat[4][4];
+ float dynpersmat[4][4];
+
+ GPUFrameBuffer *fb;
+ GPUFrameBuffer *blurfb;
+ GPUTexture *tex;
+ GPUTexture *depthtex;
+ GPUTexture *blurtex;
+
+ /* New viewport */
+ struct LampEngineData data;
+};
+
+#endif /* __GPU_LAMP_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 33eac16dadf..2e6c1cbf9df 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -45,12 +45,14 @@
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
+#include "BLI_rand.h"
#include "BKE_anim.h"
#include "BKE_colorband.h"
#include "BKE_colortools.h"
#include "BKE_global.h"
#include "BKE_image.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_scene.h"
@@ -60,11 +62,14 @@
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
+#include "GPU_lamp.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
+#include "GPU_uniformbuffer.h"
#include "gpu_codegen.h"
+#include "gpu_lamp_private.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_DerivedMesh.h"
@@ -92,12 +97,15 @@ static struct GPUWorld {
} GPUWorld;
struct GPUMaterial {
- Scene *scene;
+ Scene *scene; /* DEPRECATED was only usefull for lamps */
Material *ma;
/* material for mesh surface, worlds or something else.
* some code generation is done differently depending on the use case */
- int type;
+ int type; /* DEPRECATED */
+
+ const void *engine_type; /* attached engine type */
+ int options; /* to identify shader variations (shadow, probe, world background...) */
/* for creating the material */
ListBase nodes;
@@ -128,50 +136,26 @@ struct GPUMaterial {
bool bound;
bool is_opensubdiv;
-};
-
-struct GPULamp {
- Scene *scene;
- Object *ob;
- Object *par;
- Lamp *la;
-
- int type, mode, lay, hide;
-
- float dynenergy, dyncol[3];
- float energy, col[3];
-
- float co[3], vec[3];
- float dynco[3], dynvec[3];
- float obmat[4][4];
- float imat[4][4];
- float dynimat[4][4];
-
- float spotsi, spotbl, k;
- float spotvec[2];
- float dyndist, dynatt1, dynatt2;
- float dist, att1, att2;
- float coeff_const, coeff_lin, coeff_quad;
- float shadow_color[3];
-
- float bias, d, clipend;
- int size;
-
- int falloff_type;
- struct CurveMapping *curfalloff;
- float winmat[4][4];
- float viewmat[4][4];
- float persmat[4][4];
- float dynpersmat[4][4];
-
- GPUFrameBuffer *fb;
- GPUFrameBuffer *blurfb;
- GPUTexture *tex;
- GPUTexture *depthtex;
- GPUTexture *blurtex;
+ /* XXX: Should be in Material. But it depends on the output node
+ * used and since the output selection is difference for GPUMaterial...
+ */
+ int domain;
+
+ GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */
+ GPUUniformBuffer *sss_profile; /* UBO containing SSS profile. */
+ GPUTexture *sss_tex_profile; /* Texture containing SSS profile. */
+ float *sss_radii; /* UBO containing SSS profile. */
+ int sss_samples;
+ short int *sss_falloff;
+ float *sss_sharpness;
+ bool sss_dirty;
+};
- ListBase materials;
+enum {
+ GPU_DOMAIN_SURFACE = (1 << 0),
+ GPU_DOMAIN_VOLUME = (1 << 1),
+ GPU_DOMAIN_SSS = (1 << 2)
};
/* Forward declaration so shade_light_textures() can use this, while still keeping the code somewhat organized */
@@ -289,21 +273,18 @@ void GPU_material_free(ListBase *gpumaterial)
if (material->pass)
GPU_pass_free(material->pass);
- for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) {
- GPULamp *lamp = nlink->data;
+ if (material->ubo != NULL) {
+ GPU_uniformbuffer_free(material->ubo);
+ }
- if (material->ma) {
- Material *ma = material->ma;
-
- LinkData *next = NULL;
- for (LinkData *mlink = lamp->materials.first; mlink; mlink = next) {
- next = mlink->next;
- if (mlink->data == ma)
- BLI_freelinkN(&lamp->materials, mlink);
- }
- }
+ if (material->sss_tex_profile != NULL) {
+ GPU_texture_free(material->sss_tex_profile);
}
-
+
+ if (material->sss_profile != NULL) {
+ GPU_uniformbuffer_free(material->sss_profile);
+ }
+
BLI_freelistN(&material->lamps);
MEM_freeN(material);
@@ -312,28 +293,12 @@ void GPU_material_free(ListBase *gpumaterial)
BLI_freelistN(gpumaterial);
}
-bool GPU_lamp_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
-{
- if (lamp->hide)
- return false;
- else if (srl && srl->light_override)
- return BKE_group_object_exists(srl->light_override, lamp->ob);
- else if (ma && ma->group)
- return BKE_group_object_exists(ma->group, lamp->ob);
- else
- return true;
-}
-
void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
- float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
+ float viewmat[4][4], float viewinv[4][4], float camerafactors[4])
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
- SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL;
-
- if (srl)
- viewlay &= srl->lay;
/* handle layer lamps */
if (material->type == GPU_MATERIAL_TYPE_MESH) {
@@ -341,7 +306,7 @@ void GPU_material_bind(
GPULamp *lamp = nlink->data;
if ((lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) &&
- GPU_lamp_visible(lamp, srl, material->ma))
+ GPU_lamp_visible(lamp, material->ma))
{
lamp->dynenergy = lamp->energy;
copy_v3_v3(lamp->dyncol, lamp->col);
@@ -490,6 +455,346 @@ GPUMatType GPU_Material_get_type(GPUMaterial *material)
return material->type;
}
+GPUPass *GPU_material_get_pass(GPUMaterial *material)
+{
+ return material->pass;
+}
+
+GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material)
+{
+ return material->ubo;
+}
+
+/**
+ * Create dynamic UBO from parameters
+ * \param ListBase of BLI_genericNodeN(GPUInput)
+ */
+void GPU_material_create_uniform_buffer(GPUMaterial *material, ListBase *inputs)
+{
+ material->ubo = GPU_uniformbuffer_dynamic_create(inputs, NULL);
+}
+
+void GPU_material_uniform_buffer_tag_dirty(ListBase *gpumaterials)
+{
+ for (LinkData *link = gpumaterials->first; link; link = link->next) {
+ GPUMaterial *material = link->data;
+ if (material->ubo != NULL) {
+ GPU_uniformbuffer_tag_dirty(material->ubo);
+ }
+ if (material->sss_profile != NULL) {
+ material->sss_dirty = true;
+ }
+ }
+}
+
+/* Eevee Subsurface scattering. */
+/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
+
+#define SSS_SAMPLES 65
+#define SSS_EXPONENT 2.0f /* Importance sampling exponent */
+
+typedef struct GPUSssKernelData {
+ float kernel[SSS_SAMPLES][4];
+ float param[3], max_radius;
+ int samples;
+} GPUSssKernelData;
+
+static void sss_calculate_offsets(GPUSssKernelData *kd, int count, float exponent)
+{
+ float step = 2.0f / (float)(count - 1);
+ for (int i = 0; i < count; i++) {
+ float o = ((float)i) * step - 1.0f;
+ float sign = (o < 0.0f) ? -1.0f : 1.0f;
+ float ofs = sign * fabsf(powf(o, exponent));
+ kd->kernel[i][3] = ofs;
+ }
+}
+
+#define GAUSS_TRUNCATE 12.46f
+static float gaussian_profile(float r, float radius)
+{
+ const float v = radius * radius * (0.25f * 0.25f);
+ const float Rm = sqrtf(v * GAUSS_TRUNCATE);
+
+ if (r >= Rm) {
+ return 0.0f;
+ }
+ return expf(-r * r / (2.0f * v)) / (2.0f * M_PI * v);
+}
+
+#define BURLEY_TRUNCATE 16.0f
+#define BURLEY_TRUNCATE_CDF 0.9963790093708328f // cdf(BURLEY_TRUNCATE)
+static float burley_profile(float r, float d)
+{
+ float exp_r_3_d = expf(-r / (3.0f * d));
+ float exp_r_d = exp_r_3_d * exp_r_3_d * exp_r_3_d;
+ return (exp_r_d + exp_r_3_d) / (4.0f * d);
+}
+
+static float cubic_profile(float r, float radius, float sharpness)
+{
+ float Rm = radius * (1.0f + sharpness);
+
+ if (r >= Rm) {
+ return 0.0f;
+ }
+ /* custom variation with extra sharpness, to match the previous code */
+ const float y = 1.0f / (1.0f + sharpness);
+ float Rmy, ry, ryinv;
+
+ Rmy = powf(Rm, y);
+ ry = powf(r, y);
+ ryinv = (r > 0.0f) ? powf(r, y - 1.0f) : 0.0f;
+
+ const float Rmy5 = (Rmy * Rmy) * (Rmy * Rmy) * Rmy;
+ const float f = Rmy - ry;
+ const float num = f * (f * f) * (y * ryinv);
+
+ return (10.0f * num) / (Rmy5 * M_PI);
+}
+
+static float eval_profile(float r, short falloff_type, float sharpness, float param)
+{
+ r = fabsf(r);
+
+ if (falloff_type == SHD_SUBSURFACE_BURLEY) {
+ return burley_profile(r, param) / BURLEY_TRUNCATE_CDF;
+ }
+ else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
+ return cubic_profile(r, param, sharpness);
+ }
+ else {
+ return gaussian_profile(r, param);
+ }
+}
+
+/* Resolution for each sample of the precomputed kernel profile */
+#define INTEGRAL_RESOLUTION 32
+static float eval_integral(float x0, float x1, short falloff_type, float sharpness, float param)
+{
+ const float range = x1 - x0;
+ const float step = range / INTEGRAL_RESOLUTION;
+ float integral = 0.0f;
+
+ for (int i = 0; i < INTEGRAL_RESOLUTION; ++i) {
+ float x = x0 + range * ((float)i + 0.5f) / (float)INTEGRAL_RESOLUTION;
+ float y = eval_profile(x, falloff_type, sharpness, param);
+ integral += y * step;
+ }
+
+ return integral;
+}
+#undef INTEGRAL_RESOLUTION
+
+static void compute_sss_kernel(
+ GPUSssKernelData *kd, float *radii, int sample_ct, int falloff_type, float sharpness)
+{
+ float rad[3];
+ /* Minimum radius */
+ rad[0] = MAX2(radii[0], 1e-15f);
+ rad[1] = MAX2(radii[1], 1e-15f);
+ rad[2] = MAX2(radii[2], 1e-15f);
+
+ /* Christensen-Burley fitting */
+ float l[3], d[3];
+
+ if (falloff_type == SHD_SUBSURFACE_BURLEY) {
+ mul_v3_v3fl(l, rad, 0.25f * M_1_PI);
+ const float A = 1.0f;
+ const float s = 1.9f - A + 3.5f * (A - 0.8f) * (A - 0.8f);
+ /* XXX 0.6f Out of nowhere to match cycles! Empirical! Can be tweak better. */
+ mul_v3_v3fl(d, l, 0.6f / s);
+ mul_v3_v3fl(rad, d, BURLEY_TRUNCATE);
+ kd->max_radius = MAX3(rad[0], rad[1], rad[2]);
+
+ copy_v3_v3(kd->param, d);
+ }
+ else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
+ copy_v3_v3(kd->param, rad);
+ mul_v3_fl(rad, 1.0f + sharpness);
+ kd->max_radius = MAX3(rad[0], rad[1], rad[2]);
+ }
+ else {
+ kd->max_radius = MAX3(rad[0], rad[1], rad[2]);
+
+ copy_v3_v3(kd->param, rad);
+ }
+
+ /* Compute samples locations on the 1d kernel [-1..1] */
+ sss_calculate_offsets(kd, sample_ct, SSS_EXPONENT);
+
+ /* Weights sum for normalization */
+ float sum[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Compute integral of each sample footprint */
+ for (int i = 0; i < sample_ct; i++) {
+ float x0, x1;
+
+ if (i == 0) {
+ x0 = kd->kernel[0][3] - fabsf(kd->kernel[0][3] - kd->kernel[1][3]) / 2.0f;
+ }
+ else {
+ x0 = (kd->kernel[i - 1][3] + kd->kernel[i][3]) / 2.0f;
+ }
+
+ if (i == sample_ct - 1) {
+ x1 = kd->kernel[sample_ct - 1][3] + fabsf(kd->kernel[sample_ct - 2][3] - kd->kernel[sample_ct - 1][3]) / 2.0f;
+ }
+ else {
+ x1 = (kd->kernel[i][3] + kd->kernel[i + 1][3]) / 2.0f;
+ }
+
+ x0 *= kd->max_radius;
+ x1 *= kd->max_radius;
+
+ kd->kernel[i][0] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[0]);
+ kd->kernel[i][1] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[1]);
+ kd->kernel[i][2] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[2]);
+
+ sum[0] += kd->kernel[i][0];
+ sum[1] += kd->kernel[i][1];
+ sum[2] += kd->kernel[i][2];
+ }
+
+ for (int i = 0; i < 3; ++i) {
+ if (sum[i] > 0.0f) {
+ /* Normalize */
+ for (int j = 0; j < sample_ct; j++) {
+ kd->kernel[j][i] /= sum[i];
+ }
+ }
+ else {
+ /* Avoid 0 kernel sum. */
+ kd->kernel[sample_ct / 2][i] = 1.0f;
+ }
+ }
+
+ /* Put center sample at the start of the array (to sample first) */
+ float tmpv[4];
+ copy_v4_v4(tmpv, kd->kernel[sample_ct / 2]);
+ for (int i = sample_ct / 2; i > 0; i--) {
+ copy_v4_v4(kd->kernel[i], kd->kernel[i - 1]);
+ }
+ copy_v4_v4(kd->kernel[0], tmpv);
+
+ kd->samples = sample_ct;
+}
+
+#define INTEGRAL_RESOLUTION 512
+static void compute_sss_translucence_kernel(
+ const GPUSssKernelData *kd, int resolution, short falloff_type, float sharpness, float **output)
+{
+ float (*texels)[4];
+ texels = MEM_callocN(sizeof(float) * 4 * resolution, "compute_sss_translucence_kernel");
+ *output = (float *)texels;
+
+ /* Last texel should be black, hence the - 1. */
+ for (int i = 0; i < resolution - 1; ++i) {
+ /* Distance from surface. */
+ float d = kd->max_radius * ((float)i + 0.00001f) / ((float)resolution);
+
+ /* For each distance d we compute the radiance incomming from an hypothetic parallel plane. */
+ /* Compute radius of the footprint on the hypothetic plane */
+ float r_fp = sqrtf(kd->max_radius * kd->max_radius - d * d);
+ float r_step = r_fp / INTEGRAL_RESOLUTION;
+ float area_accum = 0.0f;
+ for (float r = 0.0f; r < r_fp; r += r_step) {
+ /* Compute distance to the "shading" point through the medium. */
+ /* r_step * 0.5f to put sample between the area borders */
+ float dist = hypotf(r + r_step * 0.5f, d);
+
+ float profile[3];
+ profile[0] = eval_profile(dist, falloff_type, sharpness, kd->param[0]);
+ profile[1] = eval_profile(dist, falloff_type, sharpness, kd->param[1]);
+ profile[2] = eval_profile(dist, falloff_type, sharpness, kd->param[2]);
+
+ /* Since the profile and configuration are radially symetrical we
+ * can just evaluate it once and weight it accordingly */
+ float r_next = r + r_step;
+ float disk_area = (M_PI * r_next * r_next) - (M_PI * r * r);
+
+ mul_v3_fl(profile, disk_area);
+ add_v3_v3(texels[i], profile);
+ area_accum += disk_area;
+ }
+ /* Normalize over the disk. */
+ mul_v3_fl(texels[i], 1.0f / (area_accum));
+ }
+
+ /* Normalize */
+ for (int j = resolution - 2; j > 0; j--) {
+ texels[j][0] /= (texels[0][0] > 0.0f) ? texels[0][0] : 1.0f;
+ texels[j][1] /= (texels[0][1] > 0.0f) ? texels[0][1] : 1.0f;
+ texels[j][2] /= (texels[0][2] > 0.0f) ? texels[0][2] : 1.0f;
+ }
+
+ /* First texel should be white */
+ texels[0][0] = (texels[0][0] > 0.0f) ? 1.0f : 0.0f;
+ texels[0][1] = (texels[0][1] > 0.0f) ? 1.0f : 0.0f;
+ texels[0][2] = (texels[0][2] > 0.0f) ? 1.0f : 0.0f;
+
+ /* dim the last few texels for smoother transition */
+ mul_v3_fl(texels[resolution - 2], 0.25f);
+ mul_v3_fl(texels[resolution - 3], 0.5f);
+ mul_v3_fl(texels[resolution - 4], 0.75f);
+}
+#undef INTEGRAL_RESOLUTION
+
+void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short *falloff_type, float *sharpness)
+{
+ material->sss_radii = radii;
+ material->sss_falloff = falloff_type;
+ material->sss_sharpness = sharpness;
+ material->sss_dirty = true;
+
+ /* Update / Create UBO */
+ if (material->sss_profile == NULL) {
+ material->sss_profile = GPU_uniformbuffer_create(sizeof(GPUSssKernelData), NULL, NULL);
+ }
+}
+
+struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int sample_ct, GPUTexture **tex_profile)
+{
+ if (material->sss_radii == NULL)
+ return NULL;
+
+ if (material->sss_dirty || (material->sss_samples != sample_ct)) {
+ GPUSssKernelData kd;
+
+ float sharpness = (material->sss_sharpness != NULL) ? *material->sss_sharpness : 0.0f;
+
+ /* XXX Black magic but it seems to fit. Maybe because we integrate -1..1 */
+ sharpness *= 0.5f;
+
+ compute_sss_kernel(&kd, material->sss_radii, sample_ct, *material->sss_falloff, sharpness);
+
+ /* Update / Create UBO */
+ GPU_uniformbuffer_update(material->sss_profile, &kd);
+
+ /* Update / Create Tex */
+ float *translucence_profile;
+ compute_sss_translucence_kernel(&kd, 64, *material->sss_falloff, sharpness, &translucence_profile);
+
+ if (material->sss_tex_profile != NULL) {
+ GPU_texture_free(material->sss_tex_profile);
+ }
+
+ material->sss_tex_profile = GPU_texture_create_1D_custom(64, 4, GPU_RGBA16F, translucence_profile, NULL);
+
+ MEM_freeN(translucence_profile);
+
+ material->sss_samples = sample_ct;
+ material->sss_dirty = false;
+ }
+
+ if (tex_profile != NULL) {
+ *tex_profile = material->sss_tex_profile;
+ }
+ return material->sss_profile;
+}
+
+#undef SSS_EXPONENT
+#undef SSS_SAMPLES
void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs)
{
@@ -540,6 +845,16 @@ bool GPU_material_use_world_space_shading(GPUMaterial *mat)
return BKE_scene_use_world_space_shading(mat->scene);
}
+bool GPU_material_use_domain_surface(GPUMaterial *mat)
+{
+ return (mat->domain & GPU_DOMAIN_SURFACE);
+}
+
+bool GPU_material_use_domain_volume(GPUMaterial *mat)
+{
+ return (mat->domain & GPU_DOMAIN_VOLUME);
+}
+
static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist)
{
GPUNodeLink *visifac;
@@ -951,14 +1266,12 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
add_user_list(&mat->lamps, lamp);
- add_user_list(&lamp->materials, shi->gpumat->ma);
return;
}
}
}
else if ((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
add_user_list(&mat->lamps, lamp);
- add_user_list(&lamp->materials, shi->gpumat->ma);
return;
}
else
@@ -1025,7 +1338,6 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
add_user_list(&mat->lamps, lamp);
- add_user_list(&lamp->materials, shi->gpumat->ma);
}
static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
@@ -2150,6 +2462,73 @@ GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
return mat;
}
+GPUMaterial *GPU_material_from_nodetree_find(
+ ListBase *gpumaterials, const void *engine_type, int options)
+{
+ for (LinkData *link = gpumaterials->first; link; link = link->next) {
+ GPUMaterial *current_material = (GPUMaterial *)link->data;
+ if (current_material->engine_type == engine_type &&
+ current_material->options == options)
+ {
+ return current_material;
+ }
+ }
+
+ return NULL;
+}
+
+/**
+ * TODO: This is supposed to replace GPU_material_from_blender/_world in the future
+ *
+ * \note Caller must use #GPU_material_from_nodetree_find to re-use existing materials,
+ * This is enforced since constructing other arguments to this function may be expensive
+ * so only do this when they are needed.
+ */
+GPUMaterial *GPU_material_from_nodetree(
+ Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, const void *engine_type, int options,
+ const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines)
+{
+ GPUMaterial *mat;
+ GPUNodeLink *outlink;
+ LinkData *link;
+ bool has_volume_output, has_surface_output;
+
+ /* Caller must re-use materials. */
+ BLI_assert(GPU_material_from_nodetree_find(gpumaterials, engine_type, options) == NULL);
+
+ /* allocate material */
+ mat = GPU_material_construct_begin(NULL); /* TODO remove GPU_material_construct_begin */
+ mat->scene = scene;
+ mat->engine_type = engine_type;
+ mat->options = options;
+
+ ntreeGPUMaterialNodes(ntree, mat, NODE_NEW_SHADING | NODE_NEWER_SHADING);
+ ntreeGPUMaterialDomain(ntree, &has_surface_output, &has_volume_output);
+
+ if (has_surface_output) {
+ mat->domain |= GPU_DOMAIN_SURFACE;
+ }
+ if (has_volume_output) {
+ mat->domain |= GPU_DOMAIN_VOLUME;
+ }
+
+ /* Let Draw manager finish the construction. */
+ if (mat->outlink) {
+ outlink = mat->outlink;
+ mat->pass = GPU_generate_pass_new(
+ mat, &mat->nodes, outlink, &mat->attribs, vert_code, geom_code, frag_lib, defines);
+ }
+
+ /* note that even if building the shader fails in some way, we still keep
+ * it to avoid trying to compile again and again, and simple do not use
+ * the actual shader on drawing */
+
+ link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
+ link->data = mat;
+ BLI_addtail(gpumaterials, link);
+
+ return mat;
+}
GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_opensubdiv)
{
@@ -2237,386 +2616,6 @@ void GPU_materials_free(void)
/* Lamps and shadow buffers */
-static void gpu_lamp_calc_winmat(GPULamp *lamp)
-{
- float temp, angle, pixsize, wsize;
-
- if (lamp->type == LA_SUN) {
- wsize = lamp->la->shadow_frustum_size;
- orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
- }
- else if (lamp->type == LA_SPOT) {
- angle = saacos(lamp->spotsi);
- temp = 0.5f * lamp->size * cosf(angle) / sinf(angle);
- pixsize = lamp->d / temp;
- wsize = pixsize * 0.5f * lamp->size;
- /* compute shadows according to X and Y scaling factors */
- perspective_m4(
- lamp->winmat,
- -wsize * lamp->spotvec[0], wsize * lamp->spotvec[0],
- -wsize * lamp->spotvec[1], wsize * lamp->spotvec[1],
- lamp->d, lamp->clipend);
- }
-}
-
-void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4])
-{
- float mat[4][4];
- float obmat_scale[3];
-
- lamp->lay = lay;
- lamp->hide = hide;
-
- normalize_m4_m4_ex(mat, obmat, obmat_scale);
-
- copy_v3_v3(lamp->vec, mat[2]);
- copy_v3_v3(lamp->co, mat[3]);
- copy_m4_m4(lamp->obmat, mat);
- invert_m4_m4(lamp->imat, mat);
-
- if (lamp->type == LA_SPOT) {
- /* update spotlamp scale on X and Y axis */
- lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
- lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
- }
-
- if (GPU_lamp_has_shadow_buffer(lamp)) {
- /* makeshadowbuf */
- gpu_lamp_calc_winmat(lamp);
- }
-}
-
-void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
-{
- lamp->energy = energy;
- if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
-
- lamp->col[0] = r;
- lamp->col[1] = g;
- lamp->col[2] = b;
-}
-
-void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
- float coeff_const, float coeff_lin, float coeff_quad)
-{
- lamp->dist = distance;
- lamp->att1 = att1;
- lamp->att2 = att2;
- lamp->coeff_const = coeff_const;
- lamp->coeff_lin = coeff_lin;
- lamp->coeff_quad = coeff_quad;
-}
-
-void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
-{
- lamp->spotsi = cosf(spotsize * 0.5f);
- lamp->spotbl = (1.0f - lamp->spotsi) * spotblend;
-}
-
-static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
-{
- lamp->scene = scene;
- lamp->ob = ob;
- lamp->par = par;
- lamp->la = la;
-
- /* add_render_lamp */
- lamp->mode = la->mode;
- lamp->type = la->type;
-
- lamp->energy = la->energy;
- if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
-
- lamp->col[0] = la->r;
- lamp->col[1] = la->g;
- lamp->col[2] = la->b;
-
- GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat);
-
- lamp->spotsi = la->spotsize;
- if (lamp->mode & LA_HALO)
- if (lamp->spotsi > DEG2RADF(170.0f))
- lamp->spotsi = DEG2RADF(170.0f);
- lamp->spotsi = cosf(lamp->spotsi * 0.5f);
- lamp->spotbl = (1.0f - lamp->spotsi) * la->spotblend;
- lamp->k = la->k;
-
- lamp->dist = la->dist;
- lamp->falloff_type = la->falloff_type;
- lamp->att1 = la->att1;
- lamp->att2 = la->att2;
- lamp->coeff_const = la->coeff_const;
- lamp->coeff_lin = la->coeff_lin;
- lamp->coeff_quad = la->coeff_quad;
- lamp->curfalloff = la->curfalloff;
-
- /* initshadowbuf */
- lamp->bias = 0.02f * la->bias;
- lamp->size = la->bufsize;
- lamp->d = la->clipsta;
- lamp->clipend = la->clipend;
-
- /* arbitrary correction for the fact we do no soft transition */
- lamp->bias *= 0.25f;
-}
-
-static void gpu_lamp_shadow_free(GPULamp *lamp)
-{
- if (lamp->tex) {
- GPU_texture_free(lamp->tex);
- lamp->tex = NULL;
- }
- if (lamp->depthtex) {
- GPU_texture_free(lamp->depthtex);
- lamp->depthtex = NULL;
- }
- if (lamp->fb) {
- GPU_framebuffer_free(lamp->fb);
- lamp->fb = NULL;
- }
- if (lamp->blurtex) {
- GPU_texture_free(lamp->blurtex);
- lamp->blurtex = NULL;
- }
- if (lamp->blurfb) {
- GPU_framebuffer_free(lamp->blurfb);
- lamp->blurfb = NULL;
- }
-}
-
-GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
-{
- Lamp *la;
- GPULamp *lamp;
- LinkData *link;
-
- for (link = ob->gpulamp.first; link; link = link->next) {
- lamp = (GPULamp *)link->data;
-
- if (lamp->par == par && lamp->scene == scene)
- return link->data;
- }
-
- lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
-
- link = MEM_callocN(sizeof(LinkData), "GPULampLink");
- link->data = lamp;
- BLI_addtail(&ob->gpulamp, link);
-
- la = ob->data;
- gpu_lamp_from_blender(scene, ob, par, la, lamp);
-
- if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) ||
- (la->type == LA_SUN && (la->mode & LA_SHAD_RAY)))
- {
- /* opengl */
- lamp->fb = GPU_framebuffer_create();
- if (!lamp->fb) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
- /* Shadow depth map */
- lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
- if (!lamp->depthtex) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, NULL)) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- /* Shadow color map */
- lamp->tex = GPU_texture_create_vsm_shadow_map(lamp->size, NULL);
- if (!lamp->tex) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- /* FBO and texture for blurring */
- lamp->blurfb = GPU_framebuffer_create();
- if (!lamp->blurfb) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- lamp->blurtex = GPU_texture_create_vsm_shadow_map(lamp->size * 0.5, NULL);
- if (!lamp->blurtex) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, NULL)) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- /* we need to properly bind to test for completeness */
- GPU_texture_bind_as_framebuffer(lamp->blurtex);
-
- if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex);
- }
- else {
- lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
- if (!lamp->tex) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
-
- if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
- gpu_lamp_shadow_free(lamp);
- return lamp;
- }
- }
-
- GPU_framebuffer_restore();
-
- lamp->shadow_color[0] = la->shdwr;
- lamp->shadow_color[1] = la->shdwg;
- lamp->shadow_color[2] = la->shdwb;
- }
- else {
- lamp->shadow_color[0] = 1.0;
- lamp->shadow_color[1] = 1.0;
- lamp->shadow_color[2] = 1.0;
- }
-
- return lamp;
-}
-
-void GPU_lamp_free(Object *ob)
-{
- GPULamp *lamp;
- LinkData *link;
- LinkData *nlink;
- Material *ma;
-
- for (link = ob->gpulamp.first; link; link = link->next) {
- lamp = link->data;
-
- while (lamp->materials.first) {
- nlink = lamp->materials.first;
- ma = nlink->data;
- BLI_freelinkN(&lamp->materials, nlink);
-
- if (ma->gpumaterial.first)
- GPU_material_free(&ma->gpumaterial);
- }
-
- gpu_lamp_shadow_free(lamp);
-
- MEM_freeN(lamp);
- }
-
- BLI_freelistN(&ob->gpulamp);
-}
-
-bool GPU_lamp_has_shadow_buffer(GPULamp *lamp)
-{
- return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) &&
- !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
- lamp->tex && lamp->fb);
-}
-
-void GPU_lamp_update_buffer_mats(GPULamp *lamp)
-{
- float rangemat[4][4], persmat[4][4];
-
- /* initshadowbuf */
- invert_m4_m4(lamp->viewmat, lamp->obmat);
- normalize_v3(lamp->viewmat[0]);
- normalize_v3(lamp->viewmat[1]);
- normalize_v3(lamp->viewmat[2]);
-
- /* makeshadowbuf */
- mul_m4_m4m4(persmat, lamp->winmat, lamp->viewmat);
-
- /* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
- unit_m4(rangemat);
- rangemat[0][0] = 0.5f;
- rangemat[1][1] = 0.5f;
- rangemat[2][2] = 0.5f;
- rangemat[3][0] = 0.5f;
- rangemat[3][1] = 0.5f;
- rangemat[3][2] = 0.5f;
-
- mul_m4_m4m4(lamp->persmat, rangemat, persmat);
-}
-
-void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4])
-{
- GPU_lamp_update_buffer_mats(lamp);
-
- /* opengl */
- glDisable(GL_SCISSOR_TEST);
- GPU_texture_bind_as_framebuffer(lamp->tex);
- if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
- GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
-
- /* set matrices */
- copy_m4_m4(viewmat, lamp->viewmat);
- copy_m4_m4(winmat, lamp->winmat);
- *winsize = lamp->size;
-}
-
-void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
-{
- if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
- GPU_shader_unbind();
- GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
- }
-
- GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex);
- GPU_framebuffer_restore();
- glEnable(GL_SCISSOR_TEST);
-}
-
-int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
-{
- return lamp->la->shadowmap_type;
-}
-
-int GPU_lamp_shadow_bind_code(GPULamp *lamp)
-{
- return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1;
-}
-
-float *GPU_lamp_dynpersmat(GPULamp *lamp)
-{
- return &lamp->dynpersmat[0][0];
-}
-
-int GPU_lamp_shadow_layer(GPULamp *lamp)
-{
- if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
- return lamp->lay;
- else
- return -1;
-}
-
GPUNodeLink *GPU_lamp_get_data(
GPUMaterial *mat, GPULamp *lamp,
GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy)
@@ -2658,7 +2657,6 @@ GPUNodeLink *GPU_lamp_get_data(
/* ensure shadow buffer and lamp textures will be updated */
add_user_list(&mat->lamps, lamp);
- add_user_list(&lamp->materials, mat->ma);
return visifac;
}
@@ -2728,6 +2726,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
break;
case GPU_NONE:
+ case GPU_TEX3D:
case GPU_TEXCUBE:
case GPU_FLOAT:
case GPU_VEC2:
@@ -2735,6 +2734,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
case GPU_VEC4:
case GPU_MAT3:
case GPU_MAT4:
+ case GPU_CLOSURE:
case GPU_ATTRIB:
break;
}
@@ -2763,7 +2763,9 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
break;
case GPU_NONE:
+ case GPU_CLOSURE:
case GPU_TEX2D:
+ case GPU_TEX3D:
case GPU_TEXCUBE:
case GPU_SHADOW2D:
case GPU_ATTRIB:
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
new file mode 100644
index 00000000000..b6214f2778b
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -0,0 +1,649 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the ipmlied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2012 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Alexandr Kuznetsov, Jason Wilkins, Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file source/blender/gpu/intern/gpu_matrix.c
+ * \ingroup gpu
+ */
+
+#include "../../../intern/gawain/gawain/gwn_shader_interface.h"
+
+#define SUPPRESS_GENERIC_MATRIX_API
+#define USE_GPU_PY_MATRIX_API /* only so values are declared */
+#include "GPU_matrix.h"
+#undef USE_GPU_PY_MATRIX_API
+
+#include "BLI_math_matrix.h"
+#include "BLI_math_rotation.h"
+#include "BLI_math_vector.h"
+
+
+#define DEBUG_MATRIX_BIND 0
+
+#define MATRIX_STACK_DEPTH 32
+
+typedef float Mat4[4][4];
+typedef float Mat3[3][3];
+
+typedef struct MatrixStack {
+ Mat4 stack[MATRIX_STACK_DEPTH];
+ unsigned int top;
+} MatrixStack;
+
+typedef struct {
+ MatrixStack model_view_stack;
+ MatrixStack projection_stack;
+
+ bool dirty;
+
+ /* TODO: cache of derived matrices (Normal, MVP, inverse MVP, etc)
+ * generate as needed for shaders, invalidate when original matrices change
+ *
+ * TODO: separate Model from View transform? Batches/objects have model,
+ * camera/eye has view & projection
+ */
+} MatrixState;
+
+#define MATRIX_4X4_IDENTITY {{1.0f, 0.0f, 0.0f, 0.0f}, \
+ {0.0f, 1.0f, 0.0f, 0.0f}, \
+ {0.0f, 0.0f, 1.0f, 0.0f}, \
+ {0.0f, 0.0f, 0.0f, 1.0f}}
+
+static MatrixState state = {
+ .model_view_stack = {{MATRIX_4X4_IDENTITY}, 0},
+ .projection_stack = {{MATRIX_4X4_IDENTITY}, 0},
+ .dirty = true
+};
+
+#undef MATRIX_4X4_IDENTITY
+
+#define ModelViewStack state.model_view_stack
+#define ModelView ModelViewStack.stack[ModelViewStack.top]
+
+#define ProjectionStack state.projection_stack
+#define Projection ProjectionStack.stack[ProjectionStack.top]
+
+void gpuMatrixReset(void)
+{
+ state.model_view_stack.top = 0;
+ state.projection_stack.top = 0;
+ unit_m4(ModelView);
+ unit_m4(Projection);
+ state.dirty = true;
+}
+
+#ifdef WITH_GPU_SAFETY
+
+/* Check if matrix is numerically good */
+static void checkmat(cosnt float *m)
+{
+ const int n = 16;
+ for (int i = 0; i < n; i++) {
+#if _MSC_VER
+ BLI_assert(_finite(m[i]));
+#else
+ BLI_assert(!isinf(m[i]));
+#endif
+ }
+}
+
+#define CHECKMAT(m) checkmat((const float*)m)
+
+#else
+
+#define CHECKMAT(m)
+
+#endif
+
+
+void gpuPushMatrix(void)
+{
+ BLI_assert(ModelViewStack.top + 1 < MATRIX_STACK_DEPTH);
+ ModelViewStack.top++;
+ copy_m4_m4(ModelView, ModelViewStack.stack[ModelViewStack.top - 1]);
+}
+
+void gpuPopMatrix(void)
+{
+ BLI_assert(ModelViewStack.top > 0);
+ ModelViewStack.top--;
+ state.dirty = true;
+}
+
+void gpuPushProjectionMatrix(void)
+{
+ BLI_assert(ProjectionStack.top + 1 < MATRIX_STACK_DEPTH);
+ ProjectionStack.top++;
+ copy_m4_m4(Projection, ProjectionStack.stack[ProjectionStack.top - 1]);
+}
+
+void gpuPopProjectionMatrix(void)
+{
+ BLI_assert(ProjectionStack.top > 0);
+ ProjectionStack.top--;
+ state.dirty = true;
+}
+
+void gpuLoadMatrix(const float m[4][4])
+{
+ copy_m4_m4(ModelView, m);
+ CHECKMAT(ModelView3D);
+ state.dirty = true;
+}
+
+void gpuLoadIdentityProjectionMatrix(void)
+{
+ unit_m4(Projection);
+ CHECKMAT(Projection3D);
+ state.dirty = true;
+}
+
+void gpuLoadProjectionMatrix(const float m[4][4])
+{
+ copy_m4_m4(Projection, m);
+ CHECKMAT(Projection3D);
+ state.dirty = true;
+}
+
+void gpuLoadIdentity(void)
+{
+ unit_m4(ModelView);
+ state.dirty = true;
+}
+
+void gpuTranslate2f(float x, float y)
+{
+ Mat4 m;
+ unit_m4(m);
+ m[3][0] = x;
+ m[3][1] = y;
+ gpuMultMatrix(m);
+}
+
+void gpuTranslate2fv(const float vec[2])
+{
+ gpuTranslate2f(vec[0], vec[1]);
+}
+
+void gpuTranslate3f(float x, float y, float z)
+{
+#if 1
+ translate_m4(ModelView, x, y, z);
+ CHECKMAT(ModelView);
+#else /* above works well in early testing, below is generic version */
+ Mat4 m;
+ unit_m4(m);
+ m[3][0] = x;
+ m[3][1] = y;
+ m[3][2] = z;
+ gpuMultMatrix(m);
+#endif
+ state.dirty = true;
+}
+
+void gpuTranslate3fv(const float vec[3])
+{
+ gpuTranslate3f(vec[0], vec[1], vec[2]);
+}
+
+void gpuScaleUniform(float factor)
+{
+ Mat4 m;
+ scale_m4_fl(m, factor);
+ gpuMultMatrix(m);
+}
+
+void gpuScale2f(float x, float y)
+{
+ Mat4 m = {{0.0f}};
+ m[0][0] = x;
+ m[1][1] = y;
+ m[2][2] = 1.0f;
+ m[3][3] = 1.0f;
+ gpuMultMatrix(m);
+}
+
+void gpuScale2fv(const float vec[2])
+{
+ gpuScale2f(vec[0], vec[1]);
+}
+
+void gpuScale3f(float x, float y, float z)
+{
+ Mat4 m = {{0.0f}};
+ m[0][0] = x;
+ m[1][1] = y;
+ m[2][2] = z;
+ m[3][3] = 1.0f;
+ gpuMultMatrix(m);
+}
+
+void gpuScale3fv(const float vec[3])
+{
+ gpuScale3f(vec[0], vec[1], vec[2]);
+}
+
+void gpuMultMatrix(const float m[4][4])
+{
+ mul_m4_m4_post(ModelView, m);
+ CHECKMAT(ModelView);
+ state.dirty = true;
+}
+
+void gpuRotate2D(float deg)
+{
+ /* essentially RotateAxis('Z')
+ * TODO: simpler math for 2D case
+ */
+ rotate_m4(ModelView, 'Z', DEG2RADF(deg));
+}
+
+void gpuRotate3f(float deg, float x, float y, float z)
+{
+ const float axis[3] = {x, y, z};
+ gpuRotate3fv(deg, axis);
+}
+
+void gpuRotate3fv(float deg, const float axis[3])
+{
+ Mat4 m;
+ axis_angle_to_mat4(m, axis, DEG2RADF(deg));
+ gpuMultMatrix(m);
+}
+
+void gpuRotateAxis(float deg, char axis)
+{
+ /* rotate_m4 works in place */
+ rotate_m4(ModelView, axis, DEG2RADF(deg));
+ CHECKMAT(ModelView);
+ state.dirty = true;
+}
+
+static void mat4_ortho_set(float m[4][4], float left, float right, float bottom, float top, float near, float far)
+{
+ m[0][0] = 2.0f / (right - left);
+ m[1][0] = 0.0f;
+ m[2][0] = 0.0f;
+ m[3][0] = -(right + left) / (right - left);
+
+ m[0][1] = 0.0f;
+ m[1][1] = 2.0f / (top - bottom);
+ m[2][1] = 0.0f;
+ m[3][1] = -(top + bottom) / (top - bottom);
+
+ m[0][2] = 0.0f;
+ m[1][2] = 0.0f;
+ m[2][2] = -2.0f / (far - near);
+ m[3][2] = -(far + near) / (far - near);
+
+ m[0][3] = 0.0f;
+ m[1][3] = 0.0f;
+ m[2][3] = 0.0f;
+ m[3][3] = 1.0f;
+
+ state.dirty = true;
+}
+
+static void mat4_frustum_set(float m[4][4], float left, float right, float bottom, float top, float near, float far)
+{
+ m[0][0] = 2.0f * near / (right - left);
+ m[1][0] = 0.0f;
+ m[2][0] = (right + left) / (right - left);
+ m[3][0] = 0.0f;
+
+ m[0][1] = 0.0f;
+ m[1][1] = 2.0f * near / (top - bottom);
+ m[2][1] = (top + bottom) / (top - bottom);
+ m[3][1] = 0.0f;
+
+ m[0][2] = 0.0f;
+ m[1][2] = 0.0f;
+ m[2][2] = -(far + near) / (far - near);
+ m[3][2] = -2.0f * far * near / (far - near);
+
+ m[0][3] = 0.0f;
+ m[1][3] = 0.0f;
+ m[2][3] = -1.0f;
+ m[3][3] = 0.0f;
+
+ state.dirty = true;
+}
+
+static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3])
+{
+/* This function is loosely based on Mesa implementation.
+ *
+ * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
+ * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice including the dates of first publication and
+ * either this permission notice or a reference to
+ * http://oss.sgi.com/projects/FreeB/
+ * shall be included in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+ * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
+ * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ *
+ * Except as contained in this notice, the name of Silicon Graphics, Inc.
+ * shall not be used in advertising or otherwise to promote the sale, use or
+ * other dealings in this Software without prior written authorization from
+ * Silicon Graphics, Inc.
+ */
+
+ float side[3];
+
+ normalize_v3(lookdir);
+
+ cross_v3_v3v3(side, lookdir, camup);
+
+ normalize_v3(side);
+
+ cross_v3_v3v3(camup, side, lookdir);
+
+ m[0][0] = side[0];
+ m[1][0] = side[1];
+ m[2][0] = side[2];
+ m[3][0] = 0.0f;
+
+ m[0][1] = camup[0];
+ m[1][1] = camup[1];
+ m[2][1] = camup[2];
+ m[3][1] = 0.0f;
+
+ m[0][2] = -lookdir[0];
+ m[1][2] = -lookdir[1];
+ m[2][2] = -lookdir[2];
+ m[3][2] = 0.0f;
+
+ m[0][3] = 0.0f;
+ m[1][3] = 0.0f;
+ m[2][3] = 0.0f;
+ m[3][3] = 1.0f;
+
+ state.dirty = true;
+}
+
+void gpuOrtho(float left, float right, float bottom, float top, float near, float far)
+{
+ mat4_ortho_set(Projection, left, right, bottom, top, near, far);
+ CHECKMAT(Projection);
+ state.dirty = true;
+}
+
+void gpuOrtho2D(float left, float right, float bottom, float top)
+{
+ Mat4 m;
+ mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
+ CHECKMAT(Projection2D);
+ state.dirty = true;
+}
+
+void gpuFrustum(float left, float right, float bottom, float top, float near, float far)
+{
+ mat4_frustum_set(Projection, left, right, bottom, top, near, far);
+ CHECKMAT(Projection);
+ state.dirty = true;
+}
+
+void gpuPerspective(float fovy, float aspect, float near, float far)
+{
+ float half_height = tanf(fovy * (float)(M_PI / 360.0)) * near;
+ float half_width = half_height * aspect;
+ gpuFrustum(-half_width, +half_width, -half_height, +half_height, near, far);
+}
+
+void gpuLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
+{
+ Mat4 cm;
+ float lookdir[3];
+ float camup[3] = {upX, upY, upZ};
+
+ lookdir[0] = centerX - eyeX;
+ lookdir[1] = centerY - eyeY;
+ lookdir[2] = centerZ - eyeZ;
+
+ mat4_look_from_origin(cm, lookdir, camup);
+
+ gpuMultMatrix(cm);
+ gpuTranslate3f(-eyeX, -eyeY, -eyeZ);
+}
+
+void gpuProject(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3])
+{
+ float v[4];
+
+ mul_v4_m4v3(v, model, world);
+ mul_m4_v4(proj, v);
+
+ if (v[3] != 0.0f) {
+ mul_v3_fl(v, 1.0f / v[3]);
+ }
+
+ win[0] = view[0] + (view[2] * (v[0] + 1)) * 0.5f;
+ win[1] = view[1] + (view[3] * (v[1] + 1)) * 0.5f;
+ win[2] = (v[2] + 1) * 0.5f;
+}
+
+bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[3])
+{
+ float pm[4][4];
+ float in[4];
+ float out[4];
+
+ mul_m4_m4m4(pm, proj, model);
+
+ if (!invert_m4(pm)) {
+ zero_v3(world);
+ return false;
+ }
+
+ in[0] = win[0];
+ in[1] = win[1];
+ in[2] = win[2];
+ in[3] = 1;
+
+ /* Map x and y from window coordinates */
+ in[0] = (in[0] - view[0]) / view[2];
+ in[1] = (in[1] - view[1]) / view[3];
+
+ /* Map to range -1 to +1 */
+ in[0] = 2 * in[0] - 1;
+ in[1] = 2 * in[1] - 1;
+ in[2] = 2 * in[2] - 1;
+
+ mul_v4_m4v3(out, pm, in);
+
+ if (out[3] == 0.0f) {
+ copy_v3_v3(world, out);
+ return false;
+ }
+
+ mul_v3_v3fl(world, out, 1.0f / out[3]);
+ return true;
+}
+
+const float (*gpuGetModelViewMatrix(float m[4][4]))[4]
+{
+ if (m) {
+ copy_m4_m4(m, ModelView);
+ return m;
+ }
+ else {
+ return ModelView;
+ }
+}
+
+const float (*gpuGetProjectionMatrix(float m[4][4]))[4]
+{
+ if (m) {
+ copy_m4_m4(m, Projection);
+ return m;
+ }
+ else {
+ return Projection;
+ }
+}
+
+const float (*gpuGetModelViewProjectionMatrix(float m[4][4]))[4]
+{
+ if (m == NULL) {
+ static Mat4 temp;
+ m = temp;
+ }
+
+ mul_m4_m4m4(m, Projection, ModelView);
+ return m;
+}
+
+const float (*gpuGetNormalMatrix(float m[3][3]))[3]
+{
+ if (m == NULL) {
+ static Mat3 temp3;
+ m = temp3;
+ }
+
+ copy_m3_m4(m, (const float (*)[4])gpuGetModelViewMatrix(NULL));
+
+ invert_m3(m);
+ transpose_m3(m);
+
+ return m;
+}
+
+const float (*gpuGetNormalMatrixInverse(float m[3][3]))[3]
+{
+ if (m == NULL) {
+ static Mat3 temp3;
+ m = temp3;
+ }
+
+ gpuGetNormalMatrix(m);
+ invert_m3(m);
+
+ return m;
+}
+
+void gpuBindMatrices(const Gwn_ShaderInterface *shaderface)
+{
+ /* set uniform values to matrix stack values
+ * call this before a draw call if desired matrices are dirty
+ * call glUseProgram before this, as glUniform expects program to be bound
+ */
+
+ const Gwn_ShaderInput *MV = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_MODELVIEW);
+ const Gwn_ShaderInput *P = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_PROJECTION);
+ const Gwn_ShaderInput *MVP = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_MVP);
+
+ const Gwn_ShaderInput *N = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_NORMAL);
+ const Gwn_ShaderInput *MV_inv = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_MODELVIEW_INV);
+ const Gwn_ShaderInput *P_inv = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_PROJECTION_INV);
+
+ if (MV) {
+#if DEBUG_MATRIX_BIND
+ puts("setting MV matrix");
+#endif
+
+ glUniformMatrix4fv(MV->location, 1, GL_FALSE, (const float *)gpuGetModelViewMatrix(NULL));
+ }
+
+ if (P) {
+#if DEBUG_MATRIX_BIND
+ puts("setting P matrix");
+#endif
+
+ glUniformMatrix4fv(P->location, 1, GL_FALSE, (const float *)gpuGetProjectionMatrix(NULL));
+ }
+
+ if (MVP) {
+#if DEBUG_MATRIX_BIND
+ puts("setting MVP matrix");
+#endif
+
+ glUniformMatrix4fv(MVP->location, 1, GL_FALSE, (const float *)gpuGetModelViewProjectionMatrix(NULL));
+ }
+
+ if (N) {
+#if DEBUG_MATRIX_BIND
+ puts("setting normal matrix");
+#endif
+
+ glUniformMatrix3fv(N->location, 1, GL_FALSE, (const float *)gpuGetNormalMatrix(NULL));
+ }
+
+ if (MV_inv) {
+ Mat4 m;
+ gpuGetModelViewMatrix(m);
+ invert_m4(m);
+ glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float *)m);
+ }
+
+ if (P_inv) {
+ Mat4 m;
+ gpuGetProjectionMatrix(m);
+ invert_m4(m);
+ glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float *)m);
+ }
+
+ state.dirty = false;
+}
+
+bool gpuMatricesDirty(void)
+{
+ return state.dirty;
+}
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Python API Helpers
+ * \{ */
+BLI_STATIC_ASSERT(GPU_PY_MATRIX_STACK_LEN + 1 == MATRIX_STACK_DEPTH, "define mismatch");
+
+/* Return int since caller is may subtract. */
+
+int GPU_matrix_stack_level_get_model_view(void)
+{
+ return (int)state.model_view_stack.top;
+}
+
+int GPU_matrix_stack_level_get_projection(void)
+{
+ return (int)state.projection_stack.top;
+}
+
+/** \} */
diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c
index 632b0cfee1b..153cf5f1e97 100644
--- a/source/blender/gpu/intern/gpu_select.c
+++ b/source/blender/gpu/intern/gpu_select.c
@@ -187,12 +187,7 @@ unsigned int GPU_select_end(void)
*/
bool GPU_select_query_check_active(void)
{
- return ((U.gpu_select_method == USER_SELECT_USE_OCCLUSION_QUERY) ||
- ((U.gpu_select_method == USER_SELECT_AUTO) &&
- (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) ||
- /* unsupported by nouveau, gallium 0.4, see: T47940 */
- GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE))));
-
+ return ELEM(U.gpu_select_method, USER_SELECT_USE_OCCLUSION_QUERY, USER_SELECT_AUTO);
}
/* ----------------------------------------------------------------------------
@@ -232,3 +227,29 @@ bool GPU_select_is_cached(void)
{
return g_select_state.use_cache && gpu_select_pick_is_cached();
}
+
+
+/* ----------------------------------------------------------------------------
+ * Utilities
+ */
+
+/**
+ * Helper function, nothing special but avoids doing inline since hit's aren't sorted by depth
+ * and purpose of 4x buffer indices isn't so clear.
+ *
+ * Note that comparing depth as uint is fine.
+ */
+const uint *GPU_select_buffer_near(const uint *buffer, int hits)
+{
+ const uint *buffer_near = NULL;
+ uint depth_min = (uint)-1;
+ for (int i = 0; i < hits; i++) {
+ if (buffer[1] < depth_min) {
+ BLI_assert(buffer[3] != -1);
+ depth_min = buffer[1];
+ buffer_near = buffer;
+ }
+ buffer += 4;
+ }
+ return buffer_near;
+}
diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c
index 0a77420fa25..f1d311890e6 100644
--- a/source/blender/gpu/intern/gpu_select_pick.c
+++ b/source/blender/gpu/intern/gpu_select_pick.c
@@ -31,6 +31,8 @@
#include <stdlib.h>
#include <float.h>
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
#include "GPU_select.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
@@ -316,8 +318,8 @@ void gpu_select_pick_begin(
/* Restrict OpenGL operations for when we don't have cache */
if (ps->is_cached == false) {
+ gpuPushAttrib(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
- glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT);
/* disable writing to the framebuffer */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@@ -331,10 +333,6 @@ void gpu_select_pick_begin(
glDepthFunc(GL_LEQUAL);
}
- /* set just in case */
- glPixelTransferf(GL_DEPTH_BIAS, 0.0);
- glPixelTransferf(GL_DEPTH_SCALE, 1.0);
-
float viewport[4];
glGetFloatv(GL_SCISSOR_BOX, viewport);
@@ -540,7 +538,7 @@ unsigned int gpu_select_pick_end(void)
gpu_select_pick_load_id(ps->gl.prev_id);
}
- glPopAttrib();
+ gpuPopAttrib();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c
index 3d589986281..e3bd20f3776 100644
--- a/source/blender/gpu/intern/gpu_select_sample_query.c
+++ b/source/blender/gpu/intern/gpu_select_sample_query.c
@@ -32,6 +32,8 @@
#include <stdlib.h>
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
#include "GPU_select.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
@@ -94,7 +96,7 @@ void gpu_select_query_begin(
g_query_state.id = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.id), "gpu selection ids");
glGenQueries(g_query_state.num_of_queries, g_query_state.queries);
- glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT);
+ gpuPushAttrib(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
/* disable writing to the framebuffer */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@@ -206,7 +208,7 @@ unsigned int gpu_select_query_end(void)
glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries);
MEM_freeN(g_query_state.queries);
MEM_freeN(g_query_state.id);
- glPopAttrib();
+ gpuPopAttrib();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
return hits;
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index b579f87698c..598722d372b 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -30,22 +30,113 @@
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
+#include "BLI_path_util.h"
+#include "BKE_appdir.h"
#include "BKE_global.h"
+#include "DNA_space_types.h"
+
#include "GPU_compositing.h"
-#include "GPU_debug.h"
#include "GPU_extensions.h"
-#include "GPU_glew.h"
+#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
-#include "GPU_material.h"
+#include "GPU_uniformbuffer.h"
+
+#include "gpu_shader_private.h"
-/* TODO(sergey): Find better default values for this constants. */
-#define MAX_DEFINE_LENGTH 1024
-#define MAX_EXT_DEFINE_LENGTH 1024
+/* Adjust these constants as needed. */
+#define MAX_DEFINE_LENGTH 256
+#define MAX_EXT_DEFINE_LENGTH 256
/* Non-generated shaders */
+extern char datatoc_gpu_shader_depth_only_frag_glsl[];
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_checker_frag_glsl[];
+extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
+extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
+extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
+extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
+extern char datatoc_gpu_shader_flat_color_frag_glsl[];
+extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
+extern char datatoc_gpu_shader_2D_vert_glsl[];
+extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_2D_image_vert_glsl[];
+
+extern char datatoc_gpu_shader_3D_image_vert_glsl[];
+extern char datatoc_gpu_shader_image_linear_frag_glsl[];
+extern char datatoc_gpu_shader_image_color_frag_glsl[];
+extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
+extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
+extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
+extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
+extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
+extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
+extern char datatoc_gpu_shader_3D_vert_glsl[];
+extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
+extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
+extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
+
+extern char datatoc_gpu_shader_instance_vert_glsl[];
+extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
+extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
+extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
+extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[];
+extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
+extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
+extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
+extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
+extern char datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl[];
+extern char datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl[];
+extern char datatoc_gpu_shader_instance_mball_helpers_vert_glsl[];
+
+extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
+extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
+
+extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
+extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
+extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
+extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
+extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
+extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
+
+extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
+extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
+extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[];
+extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
+
+extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
+extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
+extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
+extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
+extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
+extern char datatoc_gpu_shader_text_vert_glsl[];
+extern char datatoc_gpu_shader_text_frag_glsl[];
+extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
+extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
+
extern char datatoc_gpu_shader_fire_frag_glsl[];
extern char datatoc_gpu_shader_smoke_vert_glsl[];
extern char datatoc_gpu_shader_smoke_frag_glsl[];
@@ -53,7 +144,7 @@ extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
-extern char datatoc_gpu_shader_fx_vert_glsl[];
+extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
@@ -63,41 +154,25 @@ extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
extern char datatoc_gpu_shader_fx_lib_glsl[];
-static struct GPUShadersGlobal {
- struct {
- GPUShader *vsm_store;
- GPUShader *sep_gaussian_blur;
- GPUShader *smoke;
- GPUShader *smoke_fire;
- GPUShader *smoke_coba;
- /* cache for shader fx. Those can exist in combinations so store them here */
- GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
- } shaders;
-} GG = {{NULL}};
-
-/* GPUShader */
+/* cache of built-in shaders (each is created on first use) */
+static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
-struct GPUShader {
- GLuint program; /* handle for full program (links shader stages below) */
+/* cache for shader fx. Those can exist in combinations so store them here */
+static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
- GLuint vertex; /* handle for vertex shader */
- GLuint geometry; /* handle for geometry shader */
- GLuint fragment; /* handle for fragment shader */
-
- int totattrib; /* total number of attributes */
- int uniforms; /* required uniforms */
-
- void *uniform_interface; /* cached uniform interface for shader. Data depends on shader */
-};
+typedef struct {
+ const char *vert;
+ const char *frag;
+ const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */
+} GPUShaderStages;
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
{
- int i;
int line = 1;
fprintf(stderr, "GPUShader: %s error:\n", task);
- for (i = 0; i < totcode; i++) {
+ for (int i = 0; i < totcode; i++) {
const char *c, *pos, *end = code[i] + strlen(code[i]);
if (G.debug & G_DEBUG) {
@@ -120,71 +195,19 @@ static void shader_print_errors(const char *task, const char *log, const char **
static const char *gpu_shader_version(void)
{
- if (GLEW_VERSION_3_2) {
- if (GLEW_ARB_compatibility) {
- return "#version 150 compatibility\n";
- /* highest version that is widely supported
- * gives us native geometry shaders!
- * use compatibility profile so we can continue using builtin shader input/output names
- */
- }
- else {
- return "#version 130\n";
- /* latest version that is compatible with existing shaders */
- }
- }
- else if (GLEW_VERSION_3_1) {
- if (GLEW_ARB_compatibility) {
- return "#version 140\n";
- /* also need the ARB_compatibility extension, handled below */
- }
- else {
- return "#version 130\n";
- /* latest version that is compatible with existing shaders */
- }
- }
- else if (GLEW_VERSION_3_0) {
- return "#version 130\n";
- /* GLSL 1.3 has modern syntax/keywords/datatypes so use if available
- * older features are deprecated but still available without compatibility extension or profile
- */
- }
- else {
- return "#version 120\n";
- /* minimum supported */
- }
+ return "#version 330\n";
}
-
-static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH], bool use_geometry_shader)
+static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
{
/* enable extensions for features that are not part of our base GLSL version
* don't use an extension for something already available!
*/
if (GLEW_ARB_texture_query_lod) {
- /* a #version 400 feature, but we use #version 150 maximum so use extension */
+ /* a #version 400 feature, but we use #version 330 maximum so use extension */
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
}
-
- if (use_geometry_shader && GPU_geometry_shader_support_via_extension()) {
- strcat(defines, "#extension GL_EXT_geometry_shader4: enable\n");
- }
-
- if (GLEW_VERSION_3_1 && !GLEW_VERSION_3_2 && GLEW_ARB_compatibility) {
- strcat(defines, "#extension GL_ARB_compatibility: enable\n");
- }
-
- if (!GLEW_VERSION_3_1) {
- if (GLEW_ARB_draw_instanced) {
- strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
- }
-
- if (!GLEW_VERSION_3_0 && GLEW_EXT_gpu_shader4) {
- strcat(defines, "#extension GL_EXT_gpu_shader4: enable\n");
- /* TODO: maybe require this? shaders become so much nicer */
- }
- }
}
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
@@ -207,10 +230,6 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
if (GPU_bicubic_bump_support())
strcat(defines, "#define BUMP_BICUBIC\n");
- if (GLEW_VERSION_3_0) {
- strcat(defines, "#define BIT_OPERATIONS\n");
- }
-
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Check whether we actually compiling shader for
* the OpenSubdiv mesh.
@@ -243,37 +262,71 @@ GPUShader *GPU_shader_create(const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
- const char *defines,
- int input,
- int output,
- int number)
+ const char *defines)
{
return GPU_shader_create_ex(vertexcode,
fragcode,
geocode,
libcode,
defines,
- input,
- output,
- number,
GPU_SHADER_FLAGS_NONE);
}
+#define DEBUG_SHADER_NONE ""
+#define DEBUG_SHADER_VERTEX "vert"
+#define DEBUG_SHADER_FRAGMENT "frag"
+#define DEBUG_SHADER_GEOMETRY "geom"
+
+/**
+ * Dump GLSL shaders to disk
+ *
+ * This is used for profiling shader performance externally and debug if shader code is correct.
+ * If called with no code, it simply bumps the shader index, so different shaders for the same
+ * program share the same index.
+ */
+static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
+{
+ if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
+ return;
+ }
+
+ /* We use the same shader index for shaders in the same program.
+ * So we call this function once before calling for the invidual shaders. */
+ static int shader_index = 0;
+ if (code == NULL) {
+ shader_index++;
+ BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
+ return;
+ }
+
+ /* Determine the full path of the new shader. */
+ char shader_path[FILE_MAX];
+
+ char file_name[512] = {'\0'};
+ sprintf(file_name, "%04d.%s", shader_index, extension);
+
+ BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
+
+ /* Write shader to disk. */
+ FILE *f = fopen(shader_path, "w");
+ if (f == NULL) {
+ printf("Error writing to file: %s\n", shader_path);
+ }
+ for (int j = 0; j < num_shaders; j++) {
+ fprintf(f, "%s", code[j]);
+ }
+ fclose(f);
+ printf("Shader file written to disk: %s\n", shader_path);
+}
+
GPUShader *GPU_shader_create_ex(const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
- int input,
- int output,
- int number,
const int flags)
{
#ifdef WITH_OPENSUBDIV
- /* TODO(sergey): used to add #version 150 to the geometry shader.
- * Could safely be renamed to "use_geometry_code" since it's very
- * likely any of geometry code will want to use GLSL 1.5.
- */
bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
#else
UNUSED_VARS(flags);
@@ -286,10 +339,8 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
char standard_defines[MAX_DEFINE_LENGTH] = "";
char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
- if (geocode && !GPU_geometry_shader_support())
- return NULL;
-
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
+ gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
if (vertexcode)
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
@@ -313,7 +364,7 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
gpu_shader_standard_defines(standard_defines,
use_opensubdiv,
(flags & GPU_SHADER_FLAGS_NEW_SHADING) != 0);
- gpu_shader_standard_extensions(standard_extensions, geocode != NULL);
+ gpu_shader_standard_extensions(standard_extensions);
if (vertexcode) {
const char *source[5];
@@ -327,6 +378,8 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
if (defines) source[num_source++] = defines;
source[num_source++] = vertexcode;
+ gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
+
glAttachShader(shader->program, shader->vertex);
glShaderSource(shader->vertex, num_source, source, NULL);
@@ -366,6 +419,8 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
if (libcode) source[num_source++] = libcode;
source[num_source++] = fragcode;
+ gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
+
glAttachShader(shader->program, shader->fragment);
glShaderSource(shader->fragment, num_source, source, NULL);
@@ -392,6 +447,8 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
if (defines) source[num_source++] = defines;
source[num_source++] = geocode;
+ gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
+
glAttachShader(shader->program, shader->geometry);
glShaderSource(shader->geometry, num_source, source, NULL);
@@ -405,20 +462,12 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
GPU_shader_free(shader);
return NULL;
}
-
- if (!use_opensubdiv) {
- GPU_shader_geometry_stage_primitive_io(shader, input, output, number);
- }
}
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
glBindAttribLocation(shader->program, 0, "position");
glBindAttribLocation(shader->program, 1, "normal");
- GPU_shader_geometry_stage_primitive_io(shader,
- GL_LINES_ADJACENCY_EXT,
- GL_TRIANGLE_STRIP,
- 4);
}
#endif
@@ -436,38 +485,54 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
return NULL;
}
+ shader->interface = GWN_shaderinterface_create(shader->program);
+
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Find a better place for this. */
- if (use_opensubdiv && GLEW_VERSION_4_1) {
- glProgramUniform1i(shader->program,
- glGetUniformLocation(shader->program, "FVarDataOffsetBuffer"),
- 30); /* GL_TEXTURE30 */
-
- glProgramUniform1i(shader->program,
- glGetUniformLocation(shader->program, "FVarDataBuffer"),
- 31); /* GL_TEXTURE31 */
+ if (use_opensubdiv) {
+ if (GLEW_VERSION_4_1) {
+ glProgramUniform1i(shader->program,
+ GWN_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location,
+ 30); /* GL_TEXTURE30 */
+
+ glProgramUniform1i(shader->program,
+ GWN_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location,
+ 31); /* GL_TEXTURE31 */
+ }
+ else {
+ glUseProgram(shader->program);
+ glUniform1i(GWN_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location, 30);
+ glUniform1i(GWN_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location, 31);
+ glUseProgram(0);
+ }
}
#endif
return shader;
}
+#undef DEBUG_SHADER_GEOMETRY
+#undef DEBUG_SHADER_FRAGMENT
+#undef DEBUG_SHADER_VERTEX
+#undef DEBUG_SHADER_NONE
+
void GPU_shader_bind(GPUShader *shader)
{
- GPU_ASSERT_NO_GL_ERRORS("Pre Shader Bind");
+ BLI_assert(shader && shader->program);
+
glUseProgram(shader->program);
- GPU_ASSERT_NO_GL_ERRORS("Post Shader Bind");
+ gpuBindMatrices(shader->interface);
}
void GPU_shader_unbind(void)
{
- GPU_ASSERT_NO_GL_ERRORS("Pre Shader Unbind");
glUseProgram(0);
- GPU_ASSERT_NO_GL_ERRORS("Post Shader Unbind");
}
void GPU_shader_free(GPUShader *shader)
{
+ BLI_assert(shader);
+
if (shader->vertex)
glDeleteShader(shader->vertex);
if (shader->geometry)
@@ -480,20 +545,51 @@ void GPU_shader_free(GPUShader *shader)
if (shader->uniform_interface)
MEM_freeN(shader->uniform_interface);
+ if (shader->interface)
+ GWN_shaderinterface_discard(shader->interface);
+
MEM_freeN(shader);
}
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
- return glGetUniformLocation(shader->program, name);
+ BLI_assert(shader && shader->program);
+ const Gwn_ShaderInput *uniform = GWN_shaderinterface_uniform(shader->interface, name);
+ return uniform ? uniform->location : -1;
}
-void *GPU_shader_get_interface(GPUShader *shader)
+int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
+{
+ BLI_assert(shader && shader->program);
+ const Gwn_ShaderInput *uniform = GWN_shaderinterface_uniform_builtin(shader->interface, builtin);
+ return uniform ? uniform->location : -1;
+}
+
+int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+
+ const Gwn_ShaderInput *ubo = GWN_shaderinterface_ubo(shader->interface, name);
+ return ubo ? ubo->location : -1;
+}
+
+void *GPU_fx_shader_get_interface(GPUShader *shader)
{
return shader->uniform_interface;
}
-void GPU_shader_set_interface(GPUShader *shader, void *interface)
+void *GPU_shader_get_interface(GPUShader *shader)
+{
+ return shader->interface;
+}
+
+/* Clement : Temp */
+int GPU_shader_get_program(GPUShader *shader)
+{
+ return (int)shader->program;
+}
+
+void GPU_fx_shader_set_interface(GPUShader *shader, void *interface)
{
shader->uniform_interface = interface;
}
@@ -503,16 +599,12 @@ void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int leng
if (location == -1 || value == NULL)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
-
if (length == 1) glUniform1fv(location, arraysize, value);
else if (length == 2) glUniform2fv(location, arraysize, value);
else if (length == 3) glUniform3fv(location, arraysize, value);
else if (length == 4) glUniform4fv(location, arraysize, value);
else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
-
- GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
@@ -520,14 +612,10 @@ void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int
if (location == -1)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
-
if (length == 1) glUniform1iv(location, arraysize, value);
else if (length == 2) glUniform2iv(location, arraysize, value);
else if (length == 3) glUniform3iv(location, arraysize, value);
else if (length == 4) glUniform4iv(location, arraysize, value);
-
- GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
@@ -535,22 +623,22 @@ void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
if (location == -1)
return;
- GPU_CHECK_ERRORS_AROUND(glUniform1i(location, value));
+ glUniform1i(location, value);
}
-void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number)
+void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
{
- if (GPU_geometry_shader_support_via_extension()) {
- /* geometry shaders must provide this info themselves for #version 150 and up */
- glProgramParameteriEXT(shader->program, GL_GEOMETRY_INPUT_TYPE_EXT, input);
- glProgramParameteriEXT(shader->program, GL_GEOMETRY_OUTPUT_TYPE_EXT, output);
- glProgramParameteriEXT(shader->program, GL_GEOMETRY_VERTICES_OUT_EXT, number);
+ int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
+
+ if (location == -1) {
+ return;
}
+
+ glUniformBlockBinding(shader->program, location, bindpoint);
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
- GLenum arbnumber;
int number = GPU_texture_bound_number(tex);
int bindcode = GPU_texture_opengl_bindcode(tex);
int target = GPU_texture_target(tex);
@@ -566,78 +654,228 @@ void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUText
if (location == -1)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Texture");
-
- arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
+ if (number != 0)
+ glActiveTexture(GL_TEXTURE0 + number);
- if (number != 0) glActiveTexture(arbnumber);
if (bindcode != 0)
glBindTexture(target, bindcode);
else
GPU_invalid_tex_bind(target);
+
glUniform1i(location, number);
- glEnable(target);
- if (number != 0) glActiveTexture(GL_TEXTURE0);
- GPU_ASSERT_NO_GL_ERRORS("Post Uniform Texture");
+ if (number != 0)
+ glActiveTexture(GL_TEXTURE0);
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
- int index;
-
- GPU_CHECK_ERRORS_AROUND(index = glGetAttribLocation(shader->program, name));
-
- return index;
+ BLI_assert(shader && shader->program);
+ const Gwn_ShaderInput *attrib = GWN_shaderinterface_attr(shader->interface, name);
+ return attrib ? attrib->location : -1;
}
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
- GPUShader *retval = NULL;
-
- switch (shader) {
- case GPU_SHADER_VSM_STORE:
- if (!GG.shaders.vsm_store)
- GG.shaders.vsm_store = GPU_shader_create(
- datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.vsm_store;
- break;
- case GPU_SHADER_SEP_GAUSSIAN_BLUR:
- if (!GG.shaders.sep_gaussian_blur)
- GG.shaders.sep_gaussian_blur = GPU_shader_create(
- datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
- datatoc_gpu_shader_sep_gaussian_blur_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.sep_gaussian_blur;
- break;
- case GPU_SHADER_SMOKE:
- if (!GG.shaders.smoke)
- GG.shaders.smoke = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.smoke;
- break;
- case GPU_SHADER_SMOKE_FIRE:
- if (!GG.shaders.smoke_fire)
- GG.shaders.smoke_fire = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_fire_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.smoke_fire;
- break;
- case GPU_SHADER_SMOKE_COBA:
- if (!GG.shaders.smoke_coba)
- GG.shaders.smoke_coba = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
- NULL, NULL, "#define USE_COBA;\n", 0, 0, 0);
- retval = GG.shaders.smoke_coba;
- break;
- }
+ BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
+
+ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
+ [GPU_SHADER_VSM_STORE] = { datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl },
+ [GPU_SHADER_SEP_GAUSSIAN_BLUR] = { datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
+ datatoc_gpu_shader_sep_gaussian_blur_frag_glsl },
+ [GPU_SHADER_SMOKE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
+ [GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
+ [GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
+
+ [GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
+ [GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
+ datatoc_gpu_shader_keyframe_diamond_frag_glsl },
+ [GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
+ /* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
+ /* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
+ [GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl,
+ datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
+ [GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
+ datatoc_gpu_shader_edges_overlay_frag_glsl,
+ datatoc_gpu_shader_edges_overlay_geom_glsl },
+ [GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
+ /* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
+ [GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
+ [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
+ [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
+
+ [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_depth_linear_frag_glsl },
+
+ [GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_interlace_frag_glsl },
+ [GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
+
+ [GPU_SHADER_2D_DIAG_STRIPES] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_diag_stripes_frag_glsl },
+
+ [GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
+ datatoc_gpu_shader_2D_smooth_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_linear_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_alpha_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_shuffle_color_frag_glsl },
+ [GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_UNIFORM_COLOR_U32] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_3D_FLAT_COLOR_U32] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
+ datatoc_gpu_shader_3D_smooth_color_frag_glsl },
+ [GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
+ [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl },
+
+ [GPU_SHADER_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ datatoc_gpu_shader_3D_groundline_geom_glsl },
+
+ [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
+ datatoc_gpu_shader_2D_line_dashed_frag_glsl,
+ datatoc_gpu_shader_2D_line_dashed_geom_glsl },
+ [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
+ datatoc_gpu_shader_2D_line_dashed_frag_glsl,
+ datatoc_gpu_shader_2D_line_dashed_geom_glsl },
+
+ [GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
+ { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
+ datatoc_gpu_shader_simple_lighting_frag_glsl},
+ [GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+
+ [GPU_SHADER_CAMERA] = { datatoc_gpu_shader_instance_camera_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_DISTANCE_LINES] = { datatoc_gpu_shader_instance_distance_line_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+
+ [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
+ { datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
+ { datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
+ { datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
+ { datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
+ [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
+ { datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
+ { datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
+ [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
+ { datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
+
+ [GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
+ { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] =
+ { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = { datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
+
+ [GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID] = { datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl,
+ datatoc_gpu_shader_simple_lighting_frag_glsl },
+ [GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE] = { datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+
+ [GPU_SHADER_3D_INSTANCE_MBALL_HELPERS] = { datatoc_gpu_shader_instance_mball_helpers_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ };
+
+ if (builtin_shaders[shader] == NULL) {
+ /* just a few special cases */
+ const char *defines = NULL;
+ switch (shader) {
+ case GPU_SHADER_SMOKE_COBA:
+ defines = "#define USE_COBA;\n";
+ break;
+ case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE:
+ defines = "#define UNIFORM_SCALE;\n";
+ break;
+ case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS:
+ defines = "#define AXIS_NAME;\n";
+ break;
+ case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
+ case GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID:
+ defines = "#define USE_INSTANCE_COLOR;\n";
+ break;
+ case GPU_SHADER_3D_FLAT_COLOR_U32:
+ case GPU_SHADER_3D_UNIFORM_COLOR_U32:
+ defines = "#define USE_COLOR_U32;\n";
+ break;
+ case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
+ defines = "#define USE_FLAT_NORMAL;\n";
+ break;
+ default:
+ break;
+ }
+
+ const GPUShaderStages *stages = builtin_shader_stages + shader;
- if (retval == NULL)
- printf("Unable to create a GPUShader for builtin shader: %u\n", shader);
+ if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) {
+ /* TODO: remove after switch to core profile (maybe) */
+ static const GPUShaderStages legacy_fancy_edges =
+ { datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
+ datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl };
+ stages = &legacy_fancy_edges;
+ }
+
+ if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR && !GLEW_VERSION_3_2) {
+ /* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
+ /* TODO: remove after switch to core profile (maybe) */
+ static const GPUShaderStages legacy_dashed_lines = { datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl,
+ datatoc_gpu_shader_2D_line_dashed_frag_glsl };
+ stages = &legacy_dashed_lines;
+ }
- return retval;
+ /* common case */
+ builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, defines);
+ }
+
+ return builtin_shaders[shader];
}
#define MAX_DEFINES 100
@@ -657,103 +895,80 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
strcat(defines, "#define PERSP_MATRIX\n");
}
- if (!GG.shaders.fx_shaders[offset]) {
+ if (!fx_shaders[offset]) {
GPUShader *shader = NULL;
switch (effect) {
case GPU_SHADER_FX_SSAO:
- shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
strcat(defines, "#define FIRST_PASS\n");
- shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
strcat(defines, "#define SECOND_PASS\n");
- shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
strcat(defines, "#define THIRD_PASS\n");
- shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
strcat(defines, "#define FOURTH_PASS\n");
- shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
strcat(defines, "#define FIFTH_PASS\n");
- shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
strcat(defines, "#define FIRST_PASS\n");
- shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
strcat(defines, "#define SECOND_PASS\n");
- shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl,
- defines, GL_POINTS, GL_TRIANGLE_STRIP, 4);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl, defines);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
strcat(defines, "#define THIRD_PASS\n");
- shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
break;
case GPU_SHADER_FX_DEPTH_RESOLVE:
- shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines);
break;
}
- GG.shaders.fx_shaders[offset] = shader;
+ fx_shaders[offset] = shader;
GPU_fx_shader_init_interface(shader, effect);
}
- return GG.shaders.fx_shaders[offset];
+ return fx_shaders[offset];
}
void GPU_shader_free_builtin_shaders(void)
{
- int i;
-
- if (GG.shaders.vsm_store) {
- GPU_shader_free(GG.shaders.vsm_store);
- GG.shaders.vsm_store = NULL;
- }
-
- if (GG.shaders.sep_gaussian_blur) {
- GPU_shader_free(GG.shaders.sep_gaussian_blur);
- GG.shaders.sep_gaussian_blur = NULL;
- }
-
- if (GG.shaders.smoke) {
- GPU_shader_free(GG.shaders.smoke);
- GG.shaders.smoke = NULL;
- }
-
- if (GG.shaders.smoke_fire) {
- GPU_shader_free(GG.shaders.smoke_fire);
- GG.shaders.smoke_fire = NULL;
- }
-
- if (GG.shaders.smoke_coba) {
- GPU_shader_free(GG.shaders.smoke_coba);
- GG.shaders.smoke_coba = NULL;
+ for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
+ if (builtin_shaders[i]) {
+ GPU_shader_free(builtin_shaders[i]);
+ builtin_shaders[i] = NULL;
+ }
}
- for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
- if (GG.shaders.fx_shaders[i]) {
- GPU_shader_free(GG.shaders.fx_shaders[i]);
- GG.shaders.fx_shaders[i] = NULL;
+ for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
+ if (fx_shaders[i]) {
+ GPU_shader_free(fx_shaders[i]);
+ fx_shaders[i] = NULL;
}
}
}
-
-
diff --git a/source/blender/gpu/intern/gpu_shader_private.h b/source/blender/gpu/intern/gpu_shader_private.h
new file mode 100644
index 00000000000..f883773df17
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_private.h
@@ -0,0 +1,45 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file gpu_shader_private.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_SHADER_PRIVATE_H__
+#define __GPU_SHADER_PRIVATE_H__
+
+#include "GPU_glew.h"
+#include "gawain/gwn_shader_interface.h"
+
+struct GPUShader {
+ GLuint program; /* handle for full program (links shader stages below) */
+
+ GLuint vertex; /* handle for vertex shader */
+ GLuint geometry; /* handle for geometry shader */
+ GLuint fragment; /* handle for fragment shader */
+
+ void *uniform_interface; /* cached uniform interface for shader. Data depends on shader */
+ /* NOTE: ^-- only FX compositing shaders use this */
+
+ Gwn_ShaderInterface *interface; /* cached uniform & attrib interface for shader */
+};
+
+#endif /* __GPU_SHADER_PRIVATE_H__ */
+
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index 1c97c2ce811..d6b641af225 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -49,9 +49,8 @@ static struct GPUTextureGlobal {
} GG = {NULL, NULL, NULL};
/* GPUTexture */
-
struct GPUTexture {
- int w, h; /* width/height */
+ int w, h, d; /* width/height/depth */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
@@ -62,43 +61,277 @@ struct GPUTexture {
GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
int fb_attachment; /* slot the texture is attached to */
- int depth; /* is a depth texture? if 3D how deep? */
+ bool depth; /* is a depth texture? */
+ bool stencil; /* is a stencil texture? */
+
+ unsigned int bytesize; /* number of byte for one pixel */
+ int format; /* GPUTextureFormat */
+ int components; /* number of color/alpha channels */
};
-static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels)
+/* ------ Memory Management ------- */
+/* Records every texture allocation / free
+ * to estimate the Texture Pool Memory consumption */
+static unsigned int memory_usage;
+
+static unsigned int gpu_texture_memory_footprint_compute(GPUTexture *tex)
{
- unsigned char *pixels, *p;
- const float *fp = fpixels;
- const int len = 4 * length;
+ switch (tex->target) {
+ case GL_TEXTURE_1D:
+ return tex->bytesize * tex->w;
+ case GL_TEXTURE_1D_ARRAY:
+ case GL_TEXTURE_2D:
+ return tex->bytesize * tex->w * tex->h;
+ case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_3D:
+ return tex->bytesize * tex->w * tex->h * tex->d;
+ case GL_TEXTURE_CUBE_MAP:
+ return tex->bytesize * 6 * tex->w * tex->h;
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ return tex->bytesize * 6 * tex->w * tex->h * tex->d;
+ default:
+ return 0;
+ }
+}
- p = pixels = MEM_callocN(sizeof(unsigned char) * len, "GPUTexturePixels");
+static void gpu_texture_memory_footprint_add(GPUTexture *tex)
+{
+ memory_usage += gpu_texture_memory_footprint_compute(tex);
+}
- for (int a = 0; a < len; a++, p++, fp++)
- *p = FTOCHAR((*fp));
+static void gpu_texture_memory_footprint_remove(GPUTexture *tex)
+{
+ memory_usage -= gpu_texture_memory_footprint_compute(tex);
+}
- return pixels;
+unsigned int GPU_texture_memory_usage_get(void)
+{
+ return memory_usage;
}
-static void gpu_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
+/* -------------------------------- */
+
+static GLenum gpu_texture_get_format(
+ int components, GPUTextureFormat data_type,
+ GLenum *format, GLenum *data_format, bool *is_depth, bool *is_stencil, unsigned int *bytesize)
{
- void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels");
+ if (ELEM(data_type, GPU_DEPTH_COMPONENT24,
+ GPU_DEPTH_COMPONENT16,
+ GPU_DEPTH_COMPONENT32F))
+ {
+ *is_depth = true;
+ *is_stencil = false;
+ *data_format = GL_FLOAT;
+ *format = GL_DEPTH_COMPONENT;
+ }
+ else if (data_type == GPU_DEPTH24_STENCIL8) {
+ *is_depth = true;
+ *is_stencil = true;
+ *data_format = GL_UNSIGNED_INT_24_8;
+ *format = GL_DEPTH_STENCIL;
+ }
+ else {
+ *is_depth = false;
+ *is_stencil = false;
+
+ /* Integer formats */
+ if (ELEM(data_type, GPU_RG16I)) {
+ *data_format = GL_INT;
+
+ switch (components) {
+ case 1: *format = GL_RED_INTEGER; break;
+ case 2: *format = GL_RG_INTEGER; break;
+ case 3: *format = GL_RGB_INTEGER; break;
+ case 4: *format = GL_RGBA_INTEGER; break;
+ default: break;
+ }
+ }
+ else {
+ *data_format = GL_FLOAT;
+
+ switch (components) {
+ case 1: *format = GL_RED; break;
+ case 2: *format = GL_RG; break;
+ case 3: *format = GL_RGB; break;
+ case 4: *format = GL_RGBA; break;
+ default: break;
+ }
+ }
+ }
- if (target == GL_TEXTURE_1D)
- glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
- else
- glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
-
- MEM_freeN(pixels);
+ switch (data_type) {
+ case GPU_RGBA32F:
+ *bytesize = 32;
+ break;
+ case GPU_RG32F:
+ case GPU_RGBA16F:
+ *bytesize = 16;
+ break;
+ case GPU_RGB16F:
+ *bytesize = 12;
+ break;
+ case GPU_RG16F:
+ case GPU_RG16I:
+ case GPU_DEPTH24_STENCIL8:
+ case GPU_DEPTH_COMPONENT32F:
+ case GPU_RGBA8:
+ case GPU_R11F_G11F_B10F:
+ case GPU_R32F:
+ *bytesize = 4;
+ break;
+ case GPU_DEPTH_COMPONENT24:
+ *bytesize = 3;
+ break;
+ case GPU_DEPTH_COMPONENT16:
+ case GPU_R16F:
+ case GPU_RG8:
+ *bytesize = 2;
+ break;
+ case GPU_R8:
+ *bytesize = 1;
+ break;
+ default:
+ *bytesize = 0;
+ break;
+ }
+
+ /* You can add any of the available type to this list
+ * For available types see GPU_texture.h */
+ switch (data_type) {
+ /* Formats texture & renderbuffer */
+ case GPU_RGBA32F: return GL_RGBA32F;
+ case GPU_RGBA16F: return GL_RGBA16F;
+ case GPU_RG32F: return GL_RG32F;
+ case GPU_RGB16F: return GL_RGB16F;
+ case GPU_RG16F: return GL_RG16F;
+ case GPU_RG16I: return GL_RG16I;
+ case GPU_RGBA8: return GL_RGBA8;
+ case GPU_R32F: return GL_R32F;
+ case GPU_R16F: return GL_R16F;
+ case GPU_RG8: return GL_RG8;
+ case GPU_R8: return GL_R8;
+ /* Special formats texture & renderbuffer */
+ case GPU_R11F_G11F_B10F: return GL_R11F_G11F_B10F;
+ case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8;
+ /* Texture only format */
+ /* ** Add Format here **/
+ /* Special formats texture only */
+ /* ** Add Format here **/
+ /* Depth Formats */
+ case GPU_DEPTH_COMPONENT32F: return GL_DEPTH_COMPONENT32F;
+ case GPU_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT24;
+ case GPU_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT16;
+ default:
+ fprintf(stderr, "Texture format incorrect or unsupported\n");
+ return 0;
+ }
}
-static GPUTexture *GPU_texture_create_nD(
- int w, int h, int n, const float *fpixels, int depth,
- GPUHDRType hdr_type, int components, int samples,
- char err_out[256])
+static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
{
- GLenum type, format, internalformat;
- void *pixels = NULL;
+ const unsigned int xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
+ float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, "GPUTexture Rescaled 3Dtex");
+
+ if (nfpixels) {
+ GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
+
+ for (unsigned k = 0; k < tex->d; k++) {
+ for (unsigned j = 0; j < tex->h; j++) {
+ for (unsigned i = 0; i < tex->w; i++) {
+ /* obviously doing nearest filtering here,
+ * it's going to be slow in any case, let's not make it worse */
+ float xb = i * xf;
+ float yb = j * yf;
+ float zb = k * zf;
+ unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
+ unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);
+
+ if (channels == 4) {
+ nfpixels[offset * 4] = fpixels[offset_orig * 4];
+ nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
+ nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
+ nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
+ }
+ else
+ nfpixels[offset] = fpixels[offset_orig];
+ }
+ }
+ }
+ }
+
+ return nfpixels;
+}
+
+/* This tries to allocate video memory for a given texture
+ * If alloc fails, lower the resolution until it fits. */
+static bool gpu_texture_try_alloc(
+ GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum format, GLenum data_format,
+ int channels, bool try_rescale, const float *fpixels, float **rescaled_fpixels)
+{
+ int r_width;
+
+ switch (proxy) {
+ case GL_PROXY_TEXTURE_1D:
+ glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, data_format, NULL);
+ break;
+ case GL_PROXY_TEXTURE_1D_ARRAY:
+ case GL_PROXY_TEXTURE_2D:
+ glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, data_format, NULL);
+ break;
+ case GL_PROXY_TEXTURE_2D_ARRAY:
+ case GL_PROXY_TEXTURE_3D:
+ glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, NULL);
+ break;
+ }
+
+ glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &r_width);
+
+ if (r_width == 0 && try_rescale) {
+ const int w = tex->w, h = tex->h, d = tex->d;
+
+ /* Find largest texture possible */
+ while (r_width == 0) {
+ tex->w /= 2;
+ tex->h /= 2;
+ tex->d /= 2;
+
+ /* really unlikely to happen but keep this just in case */
+ if (tex->w == 0) break;
+ if (tex->h == 0 && proxy != GL_PROXY_TEXTURE_1D) break;
+ if (tex->d == 0 && proxy == GL_PROXY_TEXTURE_3D) break;
+
+ if (proxy == GL_PROXY_TEXTURE_1D)
+ glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, data_format, NULL);
+ else if (proxy == GL_PROXY_TEXTURE_2D)
+ glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, data_format, NULL);
+ else if (proxy == GL_PROXY_TEXTURE_3D)
+ glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, NULL);
+
+ glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
+ }
+
+ /* Rescale */
+ if (r_width > 0) {
+ switch (proxy) {
+ case GL_PROXY_TEXTURE_1D:
+ case GL_PROXY_TEXTURE_2D:
+ /* Do nothing for now */
+ return false;
+ case GL_PROXY_TEXTURE_3D:
+ *rescaled_fpixels = GPU_texture_3D_rescale(tex, w, h, d, channels, fpixels);
+ return (bool)*rescaled_fpixels;
+ }
+ }
+ }
+ return (r_width > 0);
+}
+
+static GPUTexture *GPU_texture_create_nD(
+ int w, int h, int d, int n, const float *fpixels,
+ GPUTextureFormat data_type, int components, int samples,
+ const bool can_rescale, char err_out[256])
+{
if (samples) {
CLAMP_MAX(samples, GPU_max_color_texture_samples());
}
@@ -106,264 +339,206 @@ static GPUTexture *GPU_texture_create_nD(
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
+ tex->d = d;
tex->number = -1;
tex->refcount = 1;
- tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
- tex->target_base = (n == 1) ? GL_TEXTURE_1D : GL_TEXTURE_2D;
- tex->depth = depth;
tex->fb_attachment = -1;
+ tex->format = data_type;
+ tex->components = components;
+
+ if (n == 2) {
+ if (d == 0)
+ tex->target_base = tex->target = GL_TEXTURE_2D;
+ else
+ tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY;
+ }
+ else if (n == 1) {
+ if (h == 0)
+ tex->target_base = tex->target = GL_TEXTURE_1D;
+ else
+ tex->target_base = tex->target = GL_TEXTURE_1D_ARRAY;
+ }
+ else if (n == 3) {
+ tex->target_base = tex->target = GL_TEXTURE_3D;
+ }
+ else {
+ /* should never happen */
+ MEM_freeN(tex);
+ return NULL;
+ }
+
+ if (samples && n == 2 && d == 0)
+ tex->target = GL_TEXTURE_2D_MULTISAMPLE;
+ GLenum format, internalformat, data_format;
+ internalformat = gpu_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil, &tex->bytesize);
+
+ gpu_texture_memory_footprint_add(tex);
+
+ /* Generate Texture object */
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
- if (err_out) {
- BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
- (int)glGetError());
- }
- else {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
- }
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
+ else
+ fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
- if (!GPU_full_non_power_of_two_support()) {
- tex->w = power_of_2_max_i(tex->w);
- tex->h = power_of_2_max_i(tex->h);
- }
-
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
- if (depth) {
- type = GL_UNSIGNED_BYTE;
- format = GL_DEPTH_COMPONENT;
- internalformat = GL_DEPTH_COMPONENT;
- }
- else {
- type = GL_FLOAT;
-
- if (components == 4) {
- format = GL_RGBA;
- switch (hdr_type) {
- case GPU_HDR_NONE:
- internalformat = GL_RGBA8;
- break;
- /* the following formats rely on ARB_texture_float or OpenGL 3.0 */
- case GPU_HDR_HALF_FLOAT:
- internalformat = GL_RGBA16F_ARB;
- break;
- case GPU_HDR_FULL_FLOAT:
- internalformat = GL_RGBA32F_ARB;
- break;
- default:
- break;
- }
- }
- else if (components == 2) {
- /* these formats rely on ARB_texture_rg or OpenGL 3.0 */
- format = GL_RG;
- switch (hdr_type) {
- case GPU_HDR_NONE:
- internalformat = GL_RG8;
- break;
- case GPU_HDR_HALF_FLOAT:
- internalformat = GL_RG16F;
- break;
- case GPU_HDR_FULL_FLOAT:
- internalformat = GL_RG32F;
- break;
- default:
- break;
- }
- }
+ /* Check if texture fit in VRAM */
+ GLenum proxy = GL_PROXY_TEXTURE_2D;
- if (fpixels && hdr_type == GPU_HDR_NONE) {
- type = GL_UNSIGNED_BYTE;
- pixels = GPU_texture_convert_pixels(w * h, fpixels);
- }
+ if (n == 2) {
+ if (d > 0)
+ proxy = GL_PROXY_TEXTURE_2D_ARRAY;
+ }
+ else if (n == 1) {
+ if (h == 0)
+ proxy = GL_PROXY_TEXTURE_1D;
+ else
+ proxy = GL_PROXY_TEXTURE_1D_ARRAY;
+ }
+ else if (n == 3) {
+ proxy = GL_PROXY_TEXTURE_3D;
}
- if (tex->target == GL_TEXTURE_1D) {
- glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL);
+ float *rescaled_fpixels = NULL;
+ bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, format, data_format, components, can_rescale,
+ fpixels, &rescaled_fpixels);
+ if (!valid) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUTexture: texture alloc failed");
+ else
+ fprintf(stderr, "GPUTexture: texture alloc failed. Not enough Video Memory.");
+ GPU_texture_free(tex);
+ return NULL;
+ }
- if (fpixels) {
- glTexSubImage1D(tex->target, 0, 0, w, format, type,
- pixels ? pixels : fpixels);
+ /* Upload Texture */
+ const float *pix = (rescaled_fpixels) ? rescaled_fpixels : fpixels;
- if (tex->w > w) {
- gpu_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1);
- }
- }
- }
- else {
+ if (tex->target == GL_TEXTURE_2D ||
+ tex->target == GL_TEXTURE_2D_MULTISAMPLE ||
+ tex->target == GL_TEXTURE_1D_ARRAY)
+ {
if (samples) {
glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
+ if (pix)
+ glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, format, data_format, pix);
}
else {
- glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
- format, type, NULL);
- }
-
- if (fpixels) {
- glTexSubImage2D(tex->target, 0, 0, 0, w, h,
- format, type, pixels ? pixels : fpixels);
-
- if (tex->w > w) {
- gpu_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, tex->h);
- }
- if (tex->h > h) {
- gpu_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h - h);
- }
+ glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, format, data_format, pix);
}
}
+ else if (tex->target == GL_TEXTURE_1D) {
+ glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, data_format, pix);
+ }
+ else {
+ glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, pix);
+ }
- if (pixels)
- MEM_freeN(pixels);
+ if (rescaled_fpixels)
+ MEM_freeN(rescaled_fpixels);
- if (depth) {
+ /* Texture Parameters */
+ if (tex->depth) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
- if (tex->target_base != GL_TEXTURE_1D) {
- glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ if (n > 1) {
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
- else
- glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ if (n > 2) {
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ }
+
+ GPU_texture_unbind(tex);
return tex;
}
-
-GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels)
+static GPUTexture *GPU_texture_cube_create(
+ int w, int d,
+ const float *fpixels_px, const float *fpixels_py, const float *fpixels_pz,
+ const float *fpixels_nx, const float *fpixels_ny, const float *fpixels_nz,
+ GPUTextureFormat data_type, int components,
+ char err_out[256])
{
- GLenum type, format, internalformat;
- void *pixels = NULL;
+ GLenum format, internalformat, data_format;
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
- tex->h = h;
- tex->depth = depth;
+ tex->h = w;
+ tex->d = d;
tex->number = -1;
tex->refcount = 1;
- tex->target = GL_TEXTURE_3D;
- tex->target_base = GL_TEXTURE_3D;
-
- glGenTextures(1, &tex->bindcode);
-
- if (!tex->bindcode) {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
- GPU_texture_free(tex);
- return NULL;
- }
-
- tex->number = 0;
- glBindTexture(tex->target, tex->bindcode);
-
- GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture");
+ tex->fb_attachment = -1;
+ tex->format = data_type;
+ tex->components = components;
- type = GL_FLOAT;
- if (channels == 4) {
- format = GL_RGBA;
- internalformat = GL_RGBA8;
+ if (d == 0) {
+ tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
}
else {
- format = GL_RED;
- internalformat = GL_INTENSITY8;
+ BLI_assert(false && "Cubemap array Not implemented yet");
+ // tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
}
- /* 3D textures are quite heavy, test if it's possible to create them first */
- glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
+ internalformat = gpu_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil, &tex->bytesize);
- bool rescale = false;
- int r_width;
+ gpu_texture_memory_footprint_add(tex);
- glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
+ /* Generate Texture object */
+ glGenTextures(1, &tex->bindcode);
- while (r_width == 0) {
- rescale = true;
- tex->w /= 2;
- tex->h /= 2;
- tex->depth /= 2;
- glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
- glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
+ if (!tex->bindcode) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
+ else
+ fprintf(stderr, "GPUTexture: texture create failed");
+ GPU_texture_free(tex);
+ return NULL;
}
- /* really unlikely to happen but keep this just in case */
- tex->w = max_ii(tex->w, 1);
- tex->h = max_ii(tex->h, 1);
- tex->depth = max_ii(tex->depth, 1);
-
-#if 0
- if (fpixels)
- pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
-#endif
-
- GPU_ASSERT_NO_GL_ERRORS("3D glTexImage3D");
-
- /* hardcore stuff, 3D texture rescaling - warning, this is gonna hurt your performance a lot, but we need it
- * for gooseberry */
- if (rescale && fpixels) {
- /* FIXME: should these be floating point? */
- const unsigned int xf = w / tex->w, yf = h / tex->h, zf = depth / tex->depth;
- float *tex3d = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->depth, "tex3d");
-
- GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
-
- for (unsigned k = 0; k < tex->depth; k++) {
- for (unsigned j = 0; j < tex->h; j++) {
- for (unsigned i = 0; i < tex->w; i++) {
- /* obviously doing nearest filtering here,
- * it's going to be slow in any case, let's not make it worse */
- float xb = i * xf;
- float yb = j * yf;
- float zb = k * zf;
- unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
- unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);
-
- if (channels == 4) {
- tex3d[offset * 4] = fpixels[offset_orig * 4];
- tex3d[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
- tex3d[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
- tex3d[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
- }
- else
- tex3d[offset] = fpixels[offset_orig];
- }
- }
- }
+ tex->number = 0;
+ glBindTexture(tex->target, tex->bindcode);
- glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d);
+ /* Upload Texture */
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_px);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_py);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_pz);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nx);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_ny);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nz);
- MEM_freeN(tex3d);
+ /* Texture Parameters */
+ if (tex->depth) {
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
else {
- if (fpixels) {
- glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels);
- GPU_ASSERT_NO_GL_ERRORS("3D glTexSubImage3D");
- }
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
-
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-
- if (pixels)
- MEM_freeN(pixels);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GPU_texture_unbind(tex);
@@ -380,6 +555,7 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget
/* see GPUInput::textarget: it can take two values - GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP
* these values are correct for glDisable, so textarget can be safely used in
* GPU_texture_bind/GPU_texture_unbind through tex->target_base */
+ /* (is any of this obsolete now that we don't glEnable/Disable textures?) */
if (textarget == GL_TEXTURE_2D)
gputt = TEXTARGET_TEXTURE_2D;
else
@@ -398,14 +574,16 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget
tex->target = textarget;
tex->target_base = textarget;
tex->fromblender = 1;
+ tex->format = -1;
+ tex->components = -1;
ima->gputexture[gputt] = tex;
if (!glIsTexture(tex->bindcode)) {
- GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
- GLint w, h, border;
+ GLint w, h;
GLenum gettarget;
@@ -417,10 +595,8 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget
glBindTexture(textarget, tex->bindcode);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h);
- glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_BORDER, &border);
-
- tex->w = w - border;
- tex->h = h - border;
+ tex->w = w;
+ tex->h = h;
}
glBindTexture(textarget, 0);
@@ -452,11 +628,13 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
tex->target_base = GL_TEXTURE_2D;
+ tex->format = -1;
+ tex->components = -1;
prv->gputexture[0] = tex;
if (!glIsTexture(tex->bindcode)) {
- GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h;
@@ -475,114 +653,129 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
}
-GPUTexture *GPU_texture_create_1D(int w, const float *fpixels, char err_out[256])
+GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, GPU_HDR_NONE, 4, 0, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
-
- return tex;
+ return GPU_texture_create_nD(w, 0, 0, 1, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_2D(int w, int h, const float *fpixels, GPUHDRType hdr, char err_out[256])
+GPUTexture *GPU_texture_create_1D_custom(
+ int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, 0, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
-
- return tex;
+ return GPU_texture_create_nD(w, 0, 0, 1, pixels, data_type, channels, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_2D_multisample(
- int w, int h, const float *fpixels, GPUHDRType hdr, int samples, char err_out[256])
-{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, samples, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
- return tex;
+GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
+GPUTexture *GPU_texture_create_2D_custom(
+ int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, 0, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
-
- return tex;
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, channels, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256])
-{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, samples, err_out);
- if (tex)
- GPU_texture_unbind(tex);
+GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, samples, false, err_out);
+}
- return tex;
+GPUTexture *GPU_texture_create_2D_custom_multisample(
+ int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, int samples, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, channels, samples, false, err_out);
}
-/**
- * A shadow map for VSM needs two components (depth and depth^2)
- */
-GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
+GPUTexture *GPU_texture_create_2D_array_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, GPU_HDR_FULL_FLOAT, 2, 0, err_out);
+ return GPU_texture_create_nD(w, h, d, 2, pixels, data_type, channels, 0, false, err_out);
+}
- if (tex) {
- /* Now we tweak some of the settings */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, d, 3, pixels, GPU_RGBA8, 4, 0, true, err_out);
+}
- GPU_texture_unbind(tex);
+GPUTexture *GPU_texture_create_3D_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, channels, 0, true, err_out);
+}
+GPUTexture *GPU_texture_create_cube_custom(int w, int channels, GPUTextureFormat data_type, const float *fpixels, char err_out[256])
+{
+ const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
+
+ if (fpixels) {
+ fpixels_px = fpixels + 0 * w * w * channels;
+ fpixels_nx = fpixels + 1 * w * w * channels;
+ fpixels_py = fpixels + 2 * w * w * channels;
+ fpixels_ny = fpixels + 3 * w * w * channels;
+ fpixels_pz = fpixels + 4 * w * w * channels;
+ fpixels_nz = fpixels + 5 * w * w * channels;
+ }
+ else {
+ fpixels_px = fpixels_py = fpixels_pz = fpixels_nx = fpixels_ny = fpixels_nz = NULL;
}
- return tex;
+ return GPU_texture_cube_create(w, 0, fpixels_px, fpixels_py, fpixels_pz, fpixels_nx, fpixels_ny, fpixels_nz, data_type, channels, err_out);
}
-GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256])
+GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out);
+ return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, 0, false, err_out);
+}
- if (tex) {
- /* Now we tweak some of the settings */
- if (repeat) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH24_STENCIL8, 1, 0, false, err_out);
+}
- GPU_texture_unbind(tex);
- }
+GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, samples, false, err_out);
+}
- return tex;
+GPUTexture *GPU_texture_create_depth_with_stencil_multisample(int w, int h, int samples, char err_out[256])
+{
+ return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH24_STENCIL8, 1, samples, false, err_out);
}
-GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256])
+void GPU_texture_update(GPUTexture *tex, const float *pixels)
{
- GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out);
+ BLI_assert(tex->format > -1);
+ BLI_assert(tex->components > -1);
- if (tex) {
- /* Now we tweak some of the settings */
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ GLenum format, data_format;
+ gpu_texture_get_format(tex->components, tex->format, &format, &data_format, &tex->depth, &tex->stencil, &tex->bytesize);
+
+ glBindTexture(tex->target, tex->bindcode);
- GPU_texture_unbind(tex);
+ switch (tex->target) {
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_1D_ARRAY:
+ glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, format, data_format, pixels);
+ break;
+ case GL_TEXTURE_1D:
+ glTexSubImage1D(tex->target, 0, 0, tex->w, format, data_format, pixels);
+ break;
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_2D_ARRAY:
+ glTexSubImage3D(tex->target, 0, 0, 0, 0, tex->w, tex->h, tex->d, format, data_format, pixels);
+ break;
+ default:
+ BLI_assert(!"tex->target mode not supported");
}
- return tex;
+ glBindTexture(tex->target, 0);
}
void GPU_invalid_tex_init(void)
{
+ memory_usage = 0;
const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
GG.invalid_tex_1D = GPU_texture_create_1D(1, color, NULL);
- GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, GPU_HDR_NONE, NULL);
- GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color);
+ GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, NULL);
+ GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, color, NULL);
}
void GPU_invalid_tex_bind(int mode)
@@ -627,21 +820,18 @@ void GPU_texture_bind(GPUTexture *tex, int number)
if (number < 0)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind");
+ if (number != 0)
+ glActiveTexture(GL_TEXTURE0 + number);
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
- if (number != 0) glActiveTexture(arbnumber);
- if (tex->bindcode != 0) {
- glBindTexture(tex->target_base, tex->bindcode);
- }
+ if (tex->bindcode != 0)
+ glBindTexture(tex->target, tex->bindcode);
else
GPU_invalid_tex_bind(tex->target_base);
- glEnable(tex->target_base);
- if (number != 0) glActiveTexture(GL_TEXTURE0);
- tex->number = number;
+ if (number != 0)
+ glActiveTexture(GL_TEXTURE0);
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Bind");
+ tex->number = number;
}
void GPU_texture_unbind(GPUTexture *tex)
@@ -653,18 +843,16 @@ void GPU_texture_unbind(GPUTexture *tex)
if (tex->number == -1)
return;
-
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
- if (tex->number != 0) glActiveTexture(arbnumber);
- glBindTexture(tex->target_base, 0);
- glDisable(tex->target_base);
- if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
- tex->number = -1;
+ glBindTexture(tex->target, 0);
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
+
+ tex->number = -1;
}
int GPU_texture_bound_number(GPUTexture *tex)
@@ -672,7 +860,7 @@ int GPU_texture_bound_number(GPUTexture *tex)
return tex->number;
}
-void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
+void GPU_texture_generate_mipmap(GPUTexture *tex)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
@@ -682,29 +870,104 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
if (tex->number == -1)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
- if (tex->number != 0) glActiveTexture(arbnumber);
+ glGenerateMipmap(tex->target_base);
- if (tex->depth) {
- if (compare)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
+}
+
+void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
+{
+ if (tex->number >= GPU_max_textures()) {
+ fprintf(stderr, "Not enough texture slots.\n");
+ return;
+ }
+
+ if (tex->number == -1)
+ return;
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+
+ /* TODO viewport: use GL_COMPARE_REF_TO_TEXTURE after we switch to core profile */
+ if (tex->depth)
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, use_compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE);
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
+}
+
+void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
+{
+ if (tex->number >= GPU_max_textures()) {
+ fprintf(stderr, "Not enough texture slots.\n");
+ return;
}
- if (use_filter) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ if (tex->number == -1)
+ return;
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+
+ GLenum filter = use_filter ? GL_LINEAR : GL_NEAREST;
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter);
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
+}
+
+void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
+{
+ if (tex->number >= GPU_max_textures()) {
+ fprintf(stderr, "Not enough texture slots.\n");
+ return;
}
- else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ if (tex->number == -1)
+ return;
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+
+ GLenum mipmap = (use_filter)
+ ? use_mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR
+ : use_mipmap ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST;
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap);
+
+ GLenum filter = use_filter ? GL_LINEAR : GL_NEAREST;
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
+}
+
+void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat)
+{
+ if (tex->number >= GPU_max_textures()) {
+ fprintf(stderr, "Not enough texture slots.\n");
+ return;
}
- if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
+ if (tex->number == -1)
+ return;
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+
+ GLenum repeat = use_repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE;
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, repeat);
+ if (tex->target_base != GL_TEXTURE_1D)
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, repeat);
+ if (tex->target_base == GL_TEXTURE_3D)
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, repeat);
+
+ if (tex->number != 0)
+ glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_free(GPUTexture *tex)
@@ -720,6 +983,8 @@ void GPU_texture_free(GPUTexture *tex)
if (tex->bindcode && !tex->fromblender)
glDeleteTextures(1, &tex->bindcode);
+ gpu_texture_memory_footprint_remove(tex);
+
MEM_freeN(tex);
}
}
@@ -744,11 +1009,21 @@ int GPU_texture_height(const GPUTexture *tex)
return tex->h;
}
-int GPU_texture_depth(const GPUTexture *tex)
+int GPU_texture_format(const GPUTexture *tex)
+{
+ return tex->format;
+}
+
+bool GPU_texture_depth(const GPUTexture *tex)
{
return tex->depth;
}
+bool GPU_texture_stencil(const GPUTexture *tex)
+{
+ return tex->stencil;
+}
+
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
{
return tex->bindcode;
diff --git a/source/blender/gpu/intern/gpu_uniformbuffer.c b/source/blender/gpu/intern/gpu_uniformbuffer.c
new file mode 100644
index 00000000000..6d52dab5a1f
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_uniformbuffer.c
@@ -0,0 +1,378 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Clement Foucault.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file gpu_uniformbuffer.c
+ * \ingroup gpu
+ */
+
+#include <string.h>
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+
+#include "gpu_codegen.h"
+
+#include "GPU_extensions.h"
+#include "GPU_glew.h"
+#include "GPU_material.h"
+#include "GPU_uniformbuffer.h"
+
+typedef enum GPUUniformBufferFlag {
+ GPU_UBO_FLAG_INITIALIZED = (1 << 0),
+ GPU_UBO_FLAG_DIRTY = (1 << 1),
+} GPUUniformBufferFlag;
+
+typedef enum GPUUniformBufferType {
+ GPU_UBO_STATIC = 0,
+ GPU_UBO_DYNAMIC = 1,
+} GPUUniformBufferType;
+
+struct GPUUniformBuffer {
+ int size; /* in bytes */
+ GLuint bindcode; /* opengl identifier for UBO */
+ int bindpoint; /* current binding point */
+ GPUUniformBufferType type;
+};
+
+#define GPUUniformBufferStatic GPUUniformBuffer
+
+typedef struct GPUUniformBufferDynamic {
+ GPUUniformBuffer buffer;
+ ListBase items; /* GPUUniformBufferDynamicItem */
+ void *data;
+ char flag;
+} GPUUniformBufferDynamic;
+
+struct GPUUniformBufferDynamicItem {
+ struct GPUUniformBufferDynamicItem *next, *prev;
+ GPUType gputype;
+ float *data;
+ int size;
+};
+
+
+/* Prototypes */
+static GPUType get_padded_gpu_type(struct LinkData *link);
+static void gpu_uniformbuffer_inputs_sort(struct ListBase *inputs);
+
+static GPUUniformBufferDynamicItem *gpu_uniformbuffer_populate(
+ GPUUniformBufferDynamic *ubo, const GPUType gputype, float *num);
+
+/* Only support up to this type, if you want to extend it, make sure the
+ * padding logic is correct for the new types. */
+#define MAX_UBO_GPU_TYPE GPU_VEC4
+
+static void gpu_uniformbuffer_initialize(GPUUniformBuffer *ubo, const void *data)
+{
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
+ glBufferData(GL_UNIFORM_BUFFER, ubo->size, data, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
+
+GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256])
+{
+ GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBufferStatic), "GPUUniformBufferStatic");
+ ubo->size = size;
+ ubo->bindpoint = -1;
+
+ /* Generate Buffer object */
+ glGenBuffers(1, &ubo->bindcode);
+
+ if (!ubo->bindcode) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
+ GPU_uniformbuffer_free(ubo);
+ return NULL;
+ }
+
+ if (ubo->size > GPU_max_ubo_size()) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
+ GPU_uniformbuffer_free(ubo);
+ return NULL;
+ }
+
+ gpu_uniformbuffer_initialize(ubo, data);
+ return ubo;
+}
+
+/**
+ * Create dynamic UBO from parameters
+ * Return NULL if failed to create or if \param inputs is empty.
+ *
+ * \param inputs ListBase of BLI_genericNodeN(GPUInput)
+ */
+GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(ListBase *inputs, char err_out[256])
+{
+ /* There is no point on creating an UBO if there is no arguments. */
+ if (BLI_listbase_is_empty(inputs)) {
+ return NULL;
+ }
+
+ GPUUniformBufferDynamic *ubo = MEM_callocN(sizeof(GPUUniformBufferDynamic), "GPUUniformBufferDynamic");
+ ubo->buffer.type = GPU_UBO_DYNAMIC;
+ ubo->buffer.bindpoint = -1;
+ ubo->flag = GPU_UBO_FLAG_DIRTY;
+
+ /* Generate Buffer object. */
+ glGenBuffers(1, &ubo->buffer.bindcode);
+
+ if (!ubo->buffer.bindcode) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
+ GPU_uniformbuffer_free(&ubo->buffer);
+ return NULL;
+ }
+
+ if (ubo->buffer.size > GPU_max_ubo_size()) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
+ GPU_uniformbuffer_free(&ubo->buffer);
+ return NULL;
+ }
+
+ /* Make sure we comply to the ubo alignment requirements. */
+ gpu_uniformbuffer_inputs_sort(inputs);
+
+ for (LinkData *link = inputs->first; link; link = link->next) {
+ GPUInput *input = link->data;
+ GPUType gputype = get_padded_gpu_type(link);
+ gpu_uniformbuffer_populate(ubo, gputype, input->dynamicvec);
+ }
+
+ ubo->data = MEM_mallocN(ubo->buffer.size, __func__);
+
+ /* Initialize buffer data. */
+ GPU_uniformbuffer_dynamic_update(&ubo->buffer);
+ return &ubo->buffer;
+}
+
+/**
+ * Free the data, and clean the items list.
+ */
+static void gpu_uniformbuffer_dynamic_reset(GPUUniformBufferDynamic *ubo)
+{
+ ubo->buffer.size = 0;
+ if (ubo->data) {
+ MEM_freeN(ubo->data);
+ }
+ BLI_freelistN(&ubo->items);
+}
+
+void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
+{
+ if (ubo->type == GPU_UBO_DYNAMIC) {
+ gpu_uniformbuffer_dynamic_reset((GPUUniformBufferDynamic *)ubo);
+ }
+
+ glDeleteBuffers(1, &ubo->bindcode);
+ MEM_freeN(ubo);
+}
+
+static void gpu_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
+{
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
+
+void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
+{
+ BLI_assert(ubo->type == GPU_UBO_STATIC);
+ gpu_uniformbuffer_update(ubo, data);
+}
+
+/**
+ * We need to recalculate the internal data, and re-generate it
+ * from its populated items.
+ */
+void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_)
+{
+ BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
+ GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
+
+ float *offset = ubo->data;
+ for (GPUUniformBufferDynamicItem *item = ubo->items.first; item; item = item->next) {
+ memcpy(offset, item->data, item->size);
+ offset += item->gputype;
+ }
+
+ if (ubo->flag & GPU_UBO_FLAG_INITIALIZED) {
+ gpu_uniformbuffer_update(ubo_, ubo->data);
+ }
+ else {
+ ubo->flag |= GPU_UBO_FLAG_INITIALIZED;
+ gpu_uniformbuffer_initialize(ubo_, ubo->data);
+ }
+
+ ubo->flag &= ~GPU_UBO_FLAG_DIRTY;
+}
+
+/**
+ * We need to pad some data types (vec3) on the C side
+ * To match the GPU expected memory block alignment.
+ */
+static GPUType get_padded_gpu_type(LinkData *link)
+{
+ GPUInput *input = link->data;
+ GPUType gputype = input->type;
+
+ /* Unless the vec3 is followed by a float we need to treat it as a vec4. */
+ if (gputype == GPU_VEC3 &&
+ (link->next != NULL) &&
+ (((GPUInput *)link->next->data)->type != GPU_FLOAT))
+ {
+ gputype = GPU_VEC4;
+ }
+
+ return gputype;
+}
+
+/**
+ * Returns 1 if the first item shold be after second item.
+ * We make sure the vec4 uniforms come first.
+ */
+static int inputs_cmp(const void *a, const void *b)
+{
+ const LinkData *link_a = a, *link_b = b;
+ const GPUInput *input_a = link_a->data, *input_b = link_b->data;
+ return input_a->type < input_b->type ? 1 : 0;
+}
+
+/**
+ * Make sure we respect the expected alignment of UBOs.
+ * vec4, pad vec3 as vec4, then vec2, then floats.
+ */
+static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
+{
+ /* Order them as vec4, vec3, vec2, float. */
+ BLI_listbase_sort(inputs, inputs_cmp);
+
+ /* Creates a lookup table for the different types; */
+ LinkData *inputs_lookup[MAX_UBO_GPU_TYPE + 1] = {NULL};
+ GPUType cur_type = MAX_UBO_GPU_TYPE + 1;
+
+ for (LinkData *link = inputs->first; link; link = link->next) {
+ GPUInput *input = link->data;
+ if (input->type == cur_type) {
+ continue;
+ }
+ else {
+ inputs_lookup[input->type] = link;
+ cur_type = input->type;
+ }
+ }
+
+ /* If there is no GPU_VEC3 there is no need for alignment. */
+ if (inputs_lookup[GPU_VEC3] == NULL) {
+ return;
+ }
+
+ LinkData *link = inputs_lookup[GPU_VEC3];
+ while (link != NULL && ((GPUInput *)link->data)->type == GPU_VEC3) {
+ LinkData *link_next = link->next;
+
+ /* If GPU_VEC3 is followed by nothing or a GPU_FLOAT, no need for aligment. */
+ if ((link_next == NULL) ||
+ ((GPUInput *)link_next->data)->type == GPU_FLOAT)
+ {
+ break;
+ }
+
+ /* If there is a float, move it next to current vec3. */
+ if (inputs_lookup[GPU_FLOAT] != NULL) {
+ LinkData *float_input = inputs_lookup[GPU_FLOAT];
+ inputs_lookup[GPU_FLOAT] = float_input->next;
+
+ BLI_remlink(inputs, float_input);
+ BLI_insertlinkafter(inputs, link, float_input);
+ }
+
+ link = link_next;
+ }
+}
+
+/**
+ * This may now happen from the main thread, so we can't update the UBO
+ * We simply flag it as dirty
+ */
+static GPUUniformBufferDynamicItem *gpu_uniformbuffer_populate(
+ GPUUniformBufferDynamic *ubo, const GPUType gputype, float *num)
+{
+ BLI_assert(gputype <= MAX_UBO_GPU_TYPE);
+ GPUUniformBufferDynamicItem *item = MEM_callocN(sizeof(GPUUniformBufferDynamicItem), __func__);
+
+ item->gputype = gputype;
+ item->data = num;
+ item->size = gputype * sizeof(float);
+ ubo->buffer.size += item->size;
+
+ ubo->flag |= GPU_UBO_FLAG_DIRTY;
+ BLI_addtail(&ubo->items, item);
+
+ return item;
+}
+
+void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
+{
+ if (number >= GPU_max_ubo_binds()) {
+ fprintf(stderr, "Not enough UBO slots.\n");
+ return;
+ }
+
+ if (ubo->type == GPU_UBO_DYNAMIC) {
+ GPUUniformBufferDynamic *ubo_dynamic = (GPUUniformBufferDynamic *)ubo;
+ if (ubo_dynamic->flag & GPU_UBO_FLAG_DIRTY) {
+ GPU_uniformbuffer_dynamic_update(ubo);
+ }
+ }
+
+ if (ubo->bindcode != 0) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
+ }
+
+ ubo->bindpoint = number;
+}
+
+void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo)
+{
+ ubo->bindpoint = -1;
+}
+
+int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo)
+{
+ return ubo->bindpoint;
+}
+
+void GPU_uniformbuffer_tag_dirty(GPUUniformBuffer *ubo_)
+{
+ BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
+ GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
+ ubo->flag |= GPU_UBO_FLAG_DIRTY;
+}
+
+#undef MAX_UBO_GPU_TYPE
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
new file mode 100644
index 00000000000..3ef53b3a6c3
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -0,0 +1,686 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2006 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s):
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/gpu/intern/gpu_viewport.c
+ * \ingroup gpu
+ *
+ * System that manages viewport drawing.
+ */
+
+#include <string.h>
+
+#include "BLI_listbase.h"
+#include "BLI_rect.h"
+#include "BLI_string.h"
+#include "BLI_mempool.h"
+
+#include "DNA_vec_types.h"
+#include "DNA_userdef_types.h"
+
+#include "BKE_global.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_glew.h"
+#include "GPU_immediate.h"
+#include "GPU_texture.h"
+#include "GPU_viewport.h"
+
+#include "DRW_engine.h"
+
+#include "MEM_guardedalloc.h"
+
+static const int default_fbl_len = (sizeof(DefaultFramebufferList)) / sizeof(void *);
+static const int default_txl_len = (sizeof(DefaultTextureList)) / sizeof(void *);
+
+/* Maximum number of simultaneous engine enabled at the same time.
+ * Setting it lower than the real number will do lead to
+ * higher VRAM usage due to sub-efficient buffer reuse. */
+#define MAX_ENGINE_BUFFER_SHARING 5
+
+typedef struct ViewportTempTexture {
+ struct ViewportTempTexture *next, *prev;
+ void *user[MAX_ENGINE_BUFFER_SHARING];
+ GPUTexture *texture;
+} ViewportTempTexture;
+
+struct GPUViewport {
+ float pad[4];
+
+ /* debug */
+ GPUTexture *debug_depth;
+ int size[2];
+
+ int samples;
+ int flag;
+
+ ListBase data; /* ViewportEngineData wrapped in LinkData */
+ unsigned int data_hash; /* If hash mismatch we free all ViewportEngineData in this viewport */
+
+ DefaultFramebufferList *fbl;
+ DefaultTextureList *txl;
+
+ ViewportMemoryPool vmempool; /* Used for rendering data structure. */
+ struct DRWInstanceDataList *idatalist; /* Used for rendering data structure. */
+
+ ListBase tex_pool; /* ViewportTempTexture list : Temporary textures shared across draw engines */
+};
+
+enum {
+ DO_UPDATE = (1 << 0),
+};
+
+static void gpu_viewport_buffers_free(FramebufferList *fbl, int fbl_len, TextureList *txl, int txl_len);
+static void gpu_viewport_storage_free(StorageList *stl, int stl_len);
+static void gpu_viewport_passes_free(PassList *psl, int psl_len);
+static void gpu_viewport_texture_pool_free(GPUViewport *viewport);
+
+void GPU_viewport_tag_update(GPUViewport *viewport)
+{
+ viewport->flag |= DO_UPDATE;
+}
+
+bool GPU_viewport_do_update(GPUViewport *viewport)
+{
+ bool ret = (viewport->flag & DO_UPDATE);
+ viewport->flag &= ~DO_UPDATE;
+ return ret;
+}
+
+GPUViewport *GPU_viewport_create(void)
+{
+ GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
+ viewport->fbl = MEM_callocN(sizeof(DefaultFramebufferList), "FramebufferList");
+ viewport->txl = MEM_callocN(sizeof(DefaultTextureList), "TextureList");
+ viewport->idatalist = DRW_instance_data_list_create();
+
+ viewport->size[0] = viewport->size[1] = -1;
+
+ return viewport;
+}
+
+GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs)
+{
+ GPUViewport *viewport = GPU_viewport_create();
+ GPU_offscreen_viewport_data_get(ofs, &viewport->fbl->default_fb, &viewport->txl->color, &viewport->txl->depth);
+ viewport->size[0] = GPU_offscreen_width(ofs);
+ viewport->size[1] = GPU_offscreen_height(ofs);
+ return viewport;
+}
+/**
+ * Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
+ */
+void GPU_viewport_clear_from_offscreen(GPUViewport *viewport)
+{
+ viewport->fbl->default_fb = NULL;
+ viewport->txl->color = NULL;
+ viewport->txl->depth = NULL;
+}
+
+void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type)
+{
+ LinkData *ld = MEM_callocN(sizeof(LinkData), "LinkData");
+ ViewportEngineData *data = MEM_callocN(sizeof(ViewportEngineData), "ViewportEngineData");
+ int fbl_len, txl_len, psl_len, stl_len;
+
+ DRW_engine_viewport_data_size_get(engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);
+
+ data->engine_type = engine_type;
+
+ data->fbl = MEM_callocN((sizeof(void *) * fbl_len) + sizeof(FramebufferList), "FramebufferList");
+ data->txl = MEM_callocN((sizeof(void *) * txl_len) + sizeof(TextureList), "TextureList");
+ data->psl = MEM_callocN((sizeof(void *) * psl_len) + sizeof(PassList), "PassList");
+ data->stl = MEM_callocN((sizeof(void *) * stl_len) + sizeof(StorageList), "StorageList");
+
+ ld->data = data;
+ BLI_addtail(&viewport->data, ld);
+
+ return data;
+}
+
+static void gpu_viewport_engines_data_free(GPUViewport *viewport)
+{
+ int fbl_len, txl_len, psl_len, stl_len;
+
+ LinkData *next;
+ for (LinkData *link = viewport->data.first; link; link = next) {
+ next = link->next;
+ ViewportEngineData *data = link->data;
+ DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);
+
+ gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
+ gpu_viewport_passes_free(data->psl, psl_len);
+ gpu_viewport_storage_free(data->stl, stl_len);
+
+ MEM_freeN(data->fbl);
+ MEM_freeN(data->txl);
+ MEM_freeN(data->psl);
+ MEM_freeN(data->stl);
+
+ /* We could handle this in the DRW module */
+ if (data->text_draw_cache) {
+ extern void DRW_text_cache_destroy(struct DRWTextStore *dt);
+ DRW_text_cache_destroy(data->text_draw_cache);
+ data->text_draw_cache = NULL;
+ }
+
+ MEM_freeN(data);
+
+ BLI_remlink(&viewport->data, link);
+ MEM_freeN(link);
+ }
+
+ gpu_viewport_texture_pool_free(viewport);
+}
+
+void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type)
+{
+ for (LinkData *link = viewport->data.first; link; link = link->next) {
+ ViewportEngineData *vdata = link->data;
+ if (vdata->engine_type == engine_type) {
+ return vdata;
+ }
+ }
+ return NULL;
+}
+
+ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport)
+{
+ return &viewport->vmempool;
+}
+
+struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport)
+{
+ return viewport->idatalist;
+}
+
+void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport)
+{
+ return viewport->fbl;
+}
+
+void *GPU_viewport_texture_list_get(GPUViewport *viewport)
+{
+ return viewport->txl;
+}
+
+void GPU_viewport_size_get(const GPUViewport *viewport, int size[2])
+{
+ size[0] = viewport->size[0];
+ size[1] = viewport->size[1];
+}
+
+/**
+ * Special case, this is needed for when we have a viewport without a frame-buffer output
+ * (occlusion queries for eg) but still need to set the size since it may be used for other calculations.
+ */
+void GPU_viewport_size_set(GPUViewport *viewport, const int size[2])
+{
+ viewport->size[0] = size[0];
+ viewport->size[1] = size[1];
+}
+
+/**
+ * Try to find a texture coresponding to params into the texture pool.
+ * If no texture was found, create one and add it to the pool.
+ */
+GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int channels, int format)
+{
+ GPUTexture *tex;
+
+ for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
+ if ((GPU_texture_width(tmp_tex->texture) == width) &&
+ (GPU_texture_height(tmp_tex->texture) == height) &&
+ (GPU_texture_format(tmp_tex->texture) == format))
+ {
+ /* Search if the engine is not already using this texture */
+ for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
+ if (tmp_tex->user[i] == engine) {
+ break;
+ }
+
+ if (tmp_tex->user[i] == NULL) {
+ tmp_tex->user[i] = engine;
+ return tmp_tex->texture;
+ }
+ }
+ }
+ }
+
+ tex = GPU_texture_create_2D_custom(width, height, channels, format, NULL, NULL);
+
+ ViewportTempTexture *tmp_tex = MEM_callocN(sizeof(ViewportTempTexture), "ViewportTempTexture");
+ tmp_tex->texture = tex;
+ tmp_tex->user[0] = engine;
+
+ BLI_addtail(&viewport->tex_pool, tmp_tex);
+
+ return tex;
+}
+
+static void gpu_viewport_texture_pool_clear_users(GPUViewport *viewport)
+{
+ ViewportTempTexture *tmp_tex_next;
+
+ for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex_next) {
+ tmp_tex_next = tmp_tex->next;
+ bool no_user = true;
+ for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
+ if (tmp_tex->user[i] != NULL) {
+ tmp_tex->user[i] = NULL;
+ no_user = false;
+ }
+ }
+
+ if (no_user) {
+ GPU_texture_free(tmp_tex->texture);
+ BLI_freelinkN(&viewport->tex_pool, tmp_tex);
+ }
+ }
+}
+
+static void gpu_viewport_texture_pool_free(GPUViewport *viewport)
+{
+ for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
+ GPU_texture_free(tmp_tex->texture);
+ }
+
+ BLI_freelistN(&viewport->tex_pool);
+}
+
+bool GPU_viewport_engines_data_validate(GPUViewport *viewport, unsigned int hash)
+{
+ bool dirty = false;
+
+ if (viewport->data_hash != hash) {
+ gpu_viewport_engines_data_free(viewport);
+ dirty = true;
+ }
+
+ viewport->data_hash = hash;
+
+ return dirty;
+}
+
+void GPU_viewport_cache_release(GPUViewport *viewport)
+{
+ for (LinkData *link = viewport->data.first; link; link = link->next) {
+ ViewportEngineData *data = link->data;
+ int psl_len;
+ DRW_engine_viewport_data_size_get(data->engine_type, NULL, NULL, &psl_len, NULL);
+ gpu_viewport_passes_free(data->psl, psl_len);
+ }
+}
+
+void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
+{
+ DefaultFramebufferList *dfbl = viewport->fbl;
+ DefaultTextureList *dtxl = viewport->txl;
+ int fbl_len, txl_len;
+
+ /* add one pixel because of scissor test */
+ int rect_w = BLI_rcti_size_x(rect) + 1;
+ int rect_h = BLI_rcti_size_y(rect) + 1;
+
+ if (dfbl->default_fb) {
+ if (rect_w != viewport->size[0] || rect_h != viewport->size[1] || U.ogl_multisamples != viewport->samples) {
+ gpu_viewport_buffers_free(
+ (FramebufferList *)viewport->fbl, default_fbl_len,
+ (TextureList *)viewport->txl, default_txl_len);
+
+ for (LinkData *link = viewport->data.first; link; link = link->next) {
+ ViewportEngineData *data = link->data;
+ DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, NULL, NULL);
+ gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
+ }
+
+ gpu_viewport_texture_pool_free(viewport);
+ }
+ }
+
+ gpu_viewport_texture_pool_clear_users(viewport);
+
+ /* Multisample Buffer */
+ if (U.ogl_multisamples > 0) {
+ if (!dfbl->default_fb) {
+ bool ok = true;
+ viewport->samples = U.ogl_multisamples;
+
+ dfbl->multisample_fb = GPU_framebuffer_create();
+ if (!dfbl->multisample_fb) {
+ ok = false;
+ goto cleanup_multisample;
+ }
+
+ /* Color */
+ dtxl->multisample_color = GPU_texture_create_2D_multisample(rect_w, rect_h, NULL, U.ogl_multisamples, NULL);
+ if (!dtxl->multisample_color) {
+ ok = false;
+ goto cleanup_multisample;
+ }
+
+ if (!GPU_framebuffer_texture_attach(dfbl->multisample_fb, dtxl->multisample_color, 0, 0)) {
+ ok = false;
+ goto cleanup_multisample;
+ }
+
+ /* Depth */
+ dtxl->multisample_depth = GPU_texture_create_depth_with_stencil_multisample(rect_w, rect_h,
+ U.ogl_multisamples, NULL);
+
+ if (!dtxl->multisample_depth) {
+ ok = false;
+ goto cleanup_multisample;
+ }
+
+ if (!GPU_framebuffer_texture_attach(dfbl->multisample_fb, dtxl->multisample_depth, 0, 0)) {
+ ok = false;
+ goto cleanup_multisample;
+ }
+ else if (!GPU_framebuffer_check_valid(dfbl->multisample_fb, NULL)) {
+ ok = false;
+ goto cleanup_multisample;
+ }
+
+cleanup_multisample:
+ if (!ok) {
+ GPU_viewport_free(viewport);
+ MEM_freeN(viewport);
+ return;
+ }
+ }
+ }
+
+ if (!dfbl->default_fb) {
+ bool ok = true;
+ viewport->size[0] = rect_w;
+ viewport->size[1] = rect_h;
+
+ dfbl->default_fb = GPU_framebuffer_create();
+ if (!dfbl->default_fb) {
+ ok = false;
+ goto cleanup;
+ }
+
+ /* Color */
+ dtxl->color = GPU_texture_create_2D(rect_w, rect_h, NULL, NULL);
+ if (!dtxl->color) {
+ ok = false;
+ goto cleanup;
+ }
+
+ if (!GPU_framebuffer_texture_attach(dfbl->default_fb, dtxl->color, 0, 0)) {
+ ok = false;
+ goto cleanup;
+ }
+
+ /* Depth */
+ dtxl->depth = GPU_texture_create_depth_with_stencil(rect_w, rect_h, NULL);
+
+ if (dtxl->depth) {
+ /* Define texture parameters */
+ GPU_texture_bind(dtxl->depth, 0);
+ GPU_texture_compare_mode(dtxl->depth, false);
+ GPU_texture_filter_mode(dtxl->depth, true);
+ GPU_texture_unbind(dtxl->depth);
+ }
+ else {
+ ok = false;
+ goto cleanup;
+ }
+
+ if (!GPU_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0)) {
+ ok = false;
+ goto cleanup;
+ }
+ else if (!GPU_framebuffer_check_valid(dfbl->default_fb, NULL)) {
+ ok = false;
+ goto cleanup;
+ }
+
+cleanup:
+ if (!ok) {
+ GPU_viewport_free(viewport);
+ MEM_freeN(viewport);
+ return;
+ }
+
+ GPU_framebuffer_restore();
+ }
+
+ GPU_framebuffer_slots_bind(dfbl->default_fb, 0);
+}
+
+static void draw_ofs_to_screen(GPUViewport *viewport)
+{
+ DefaultTextureList *dtxl = viewport->txl;
+
+ GPUTexture *color = dtxl->color;
+
+ const float w = (float)GPU_texture_width(color);
+ const float h = (float)GPU_texture_height(color);
+
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
+ GPU_texture_bind(color, 0);
+
+ immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
+
+ immBegin(GWN_PRIM_TRI_STRIP, 4);
+
+ immAttrib2f(texcoord, 0.0f, 0.0f);
+ immVertex2f(pos, 0.0f, 0.0f);
+
+ immAttrib2f(texcoord, 1.0f, 0.0f);
+ immVertex2f(pos, w, 0.0f);
+
+ immAttrib2f(texcoord, 0.0f, 1.0f);
+ immVertex2f(pos, 0.0f, h);
+
+ immAttrib2f(texcoord, 1.0f, 1.0f);
+ immVertex2f(pos, w, h);
+
+ immEnd();
+
+ GPU_texture_unbind(color);
+
+ immUnbindProgram();
+}
+
+void GPU_viewport_unbind(GPUViewport *viewport)
+{
+ DefaultFramebufferList *dfbl = viewport->fbl;
+
+ if (dfbl->default_fb) {
+ GPU_framebuffer_texture_unbind(NULL, NULL);
+ GPU_framebuffer_restore();
+
+ glEnable(GL_SCISSOR_TEST);
+ glDisable(GL_DEPTH_TEST);
+
+ /* This might be bandwidth limiting */
+ draw_ofs_to_screen(viewport);
+ }
+}
+
+static void gpu_viewport_buffers_free(
+ FramebufferList *fbl, int fbl_len,
+ TextureList *txl, int txl_len)
+{
+ for (int i = 0; i < fbl_len; i++) {
+ GPUFrameBuffer *fb = fbl->framebuffers[i];
+ if (fb) {
+ GPU_framebuffer_free(fb);
+ fbl->framebuffers[i] = NULL;
+ }
+ }
+ for (int i = 0; i < txl_len; i++) {
+ GPUTexture *tex = txl->textures[i];
+ if (tex) {
+ GPU_texture_free(tex);
+ txl->textures[i] = NULL;
+ }
+ }
+}
+
+static void gpu_viewport_storage_free(StorageList *stl, int stl_len)
+{
+ for (int i = 0; i < stl_len; i++) {
+ void *storage = stl->storage[i];
+ if (storage) {
+ MEM_freeN(storage);
+ stl->storage[i] = NULL;
+ }
+ }
+}
+
+static void gpu_viewport_passes_free(PassList *psl, int psl_len)
+{
+ for (int i = 0; i < psl_len; i++) {
+ struct DRWPass *pass = psl->passes[i];
+ if (pass) {
+ DRW_pass_free(pass);
+ psl->passes[i] = NULL;
+ }
+ }
+}
+
+void GPU_viewport_free(GPUViewport *viewport)
+{
+ gpu_viewport_engines_data_free(viewport);
+
+ gpu_viewport_buffers_free(
+ (FramebufferList *)viewport->fbl, default_fbl_len,
+ (TextureList *)viewport->txl, default_txl_len);
+
+ gpu_viewport_texture_pool_free(viewport);
+
+ MEM_freeN(viewport->fbl);
+ MEM_freeN(viewport->txl);
+
+ if (viewport->vmempool.calls != NULL) {
+ BLI_mempool_destroy(viewport->vmempool.calls);
+ }
+ if (viewport->vmempool.calls_generate != NULL) {
+ BLI_mempool_destroy(viewport->vmempool.calls_generate);
+ }
+ if (viewport->vmempool.shgroups != NULL) {
+ BLI_mempool_destroy(viewport->vmempool.shgroups);
+ }
+ if (viewport->vmempool.uniforms != NULL) {
+ BLI_mempool_destroy(viewport->vmempool.uniforms);
+ }
+ if (viewport->vmempool.passes != NULL) {
+ BLI_mempool_destroy(viewport->vmempool.passes);
+ }
+
+ DRW_instance_data_list_free(viewport->idatalist);
+ MEM_freeN(viewport->idatalist);
+
+ GPU_viewport_debug_depth_free(viewport);
+}
+
+/****************** debug ********************/
+
+bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256])
+{
+ viewport->debug_depth = GPU_texture_create_2D_custom(width, height, 4, GPU_RGBA16F, NULL, err_out);
+ return (viewport->debug_depth != NULL);
+}
+
+void GPU_viewport_debug_depth_free(GPUViewport *viewport)
+{
+ if (viewport->debug_depth != NULL) {
+ MEM_freeN(viewport->debug_depth);
+ viewport->debug_depth = NULL;
+ }
+}
+
+void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y)
+{
+ const int w = GPU_texture_width(viewport->debug_depth);
+ const int h = GPU_texture_height(viewport->debug_depth);
+
+ GPU_texture_bind(viewport->debug_depth, 0);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, x, y, w, h, 0);
+ GPU_texture_unbind(viewport->debug_depth);
+}
+
+void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar)
+{
+ const float w = (float)GPU_texture_width(viewport->debug_depth);
+ const float h = (float)GPU_texture_height(viewport->debug_depth);
+
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH);
+
+ GPU_texture_bind(viewport->debug_depth, 0);
+
+ immUniform1f("znear", znear);
+ immUniform1f("zfar", zfar);
+ immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
+
+ immBegin(GWN_PRIM_TRI_STRIP, 4);
+
+ immAttrib2f(texcoord, 0.0f, 0.0f);
+ immVertex2f(pos, 0.0f, 0.0f);
+
+ immAttrib2f(texcoord, 1.0f, 0.0f);
+ immVertex2f(pos, w, 0.0f);
+
+ immAttrib2f(texcoord, 0.0f, 1.0f);
+ immVertex2f(pos, 0.0f, h);
+
+ immAttrib2f(texcoord, 1.0f, 1.0f);
+ immVertex2f(pos, w, h);
+
+ immEnd();
+
+ GPU_texture_unbind(viewport->debug_depth);
+
+ immUnbindProgram();
+}
+
+int GPU_viewport_debug_depth_width(const GPUViewport *viewport)
+{
+ return GPU_texture_width(viewport->debug_depth);
+}
+
+int GPU_viewport_debug_depth_height(const GPUViewport *viewport)
+{
+ return GPU_texture_height(viewport->debug_depth);
+}
+
+bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport)
+{
+ return viewport->debug_depth != NULL;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
new file mode 100644
index 00000000000..769e2b0e37c
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec2 pos;
+in vec4 color;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
new file mode 100644
index 00000000000..228f3f1da19
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
+in vec2 texCoord;
+in vec2 pos;
+out vec2 texCoord_interp;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
+ texCoord_interp = texCoord;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
new file mode 100644
index 00000000000..7caf00f58fd
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -0,0 +1,54 @@
+
+/*
+ * Fragment Shader for dashed lines, with uniform multi-color(s), or any single-color, and any thickness.
+ *
+ * Dashed is performed in screen space.
+ */
+
+uniform float dash_width;
+
+/* Simple mode, discarding non-dash parts (so no need for blending at all). */
+uniform float dash_factor; /* if > 1.0, solid line. */
+
+/* More advanced mode, allowing for complex, multi-colored patterns. Enabled when num_colors > 0. */
+/* Note: max number of steps/colors in pattern is 32! */
+uniform int num_colors; /* Enabled if > 0, 1 for solid line. */
+uniform vec4 colors[32];
+
+noperspective in float distance_along_line;
+noperspective in vec4 color_geom;
+
+out vec4 fragColor;
+
+void main()
+{
+ /* Multi-color option. */
+ if (num_colors > 0) {
+ /* Solid line case, simple. */
+ if (num_colors == 1) {
+ fragColor = colors[0];
+ }
+ /* Actually dashed line... */
+ else {
+ float normalized_distance = fract(distance_along_line / dash_width);
+ fragColor = colors[int(normalized_distance * num_colors)];
+ }
+ }
+ /* Single color option. */
+ else {
+ /* Solid line case, simple. */
+ if (dash_factor >= 1.0f) {
+ fragColor = color_geom;
+ }
+ /* Actually dashed line... */
+ else {
+ float normalized_distance = fract(distance_along_line / dash_width);
+ if (normalized_distance <= dash_factor) {
+ fragColor = color_geom;
+ }
+ else {
+ discard;
+ }
+ }
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
new file mode 100644
index 00000000000..db4bdf0a9f0
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
@@ -0,0 +1,56 @@
+
+/*
+ * Geometry Shader for dashed lines, with uniform multi-color(s), or any single-color, and unary thickness.
+ *
+ * Dashed is performed in screen space.
+ */
+
+
+/* Make to be used with dynamic batching so no Model Matrix needed */
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 viewport_size;
+
+/* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */
+uniform float dash_factor; /* if > 1.0, solid line. */
+uniform int num_colors; /* Enabled if > 0, 1 for solid line. */
+
+layout(lines) in;
+
+in vec4 color_vert[];
+
+layout(line_strip, max_vertices = 2) out;
+noperspective out float distance_along_line;
+noperspective out vec4 color_geom;
+
+void main()
+{
+ vec4 v1 = gl_in[0].gl_Position;
+ vec4 v2 = gl_in[1].gl_Position;
+
+ gl_Position = v1;
+ color_geom = color_vert[0];
+ distance_along_line = 0.0f;
+ EmitVertex();
+
+ gl_Position = v2;
+ color_geom = color_vert[1];
+ if ((num_colors == 1) || (dash_factor >= 1.0f)) {
+ /* Solid line, optimize out distance computation! */
+ distance_along_line = 0.0f;
+ }
+ else {
+ vec2 p1 = (v1.xy / v1.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
+ p1 = p1 * viewport_size; // <- 'virtual' screen coordinates.
+
+ vec2 p2 = (v2.xy / v2.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
+ p2 = p2 * viewport_size; // <- 'virtual' screen coordinates.
+
+ distance_along_line = distance(p1, p2);
+ }
+ EmitVertex();
+
+ EndPrimitive();
+
+ /* Note: we could also use similar approach as diag_stripes_frag, but this would give us dashed 'anchored'
+ * to the screen, and not to one end of the line... */
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
new file mode 100644
index 00000000000..f5c611586aa
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
@@ -0,0 +1,21 @@
+
+/*
+ * Vertex Shader for dashed lines with 2D coordinates, with uniform multi-colors or uniform single-color,
+ * and unary thickness.
+ *
+ * Dashed is performed in screen space.
+ */
+
+uniform mat4 ModelViewProjectionMatrix;
+
+uniform vec4 color;
+
+in vec2 pos;
+
+out vec4 color_vert;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ color_vert = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl
new file mode 100644
index 00000000000..20c72f4407d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl
@@ -0,0 +1,59 @@
+
+// Draw dashed lines, perforated in screen space, with non-unary width.
+
+/* Make to be used with dynamic batching so no Model Matrix needed */
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 viewport_size;
+
+/* Width of the generated 'line'. */
+uniform float width; /* in pixels, screen space. */
+
+/* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */
+uniform float dash_factor; /* if > 1.0, solid line. */
+uniform int num_colors; /* Enabled if > 0, 1 for solid line. */
+
+layout(lines) in;
+
+layout(triangle_strip, max_vertices = 4) out;
+noperspective out float distance_along_line;
+
+void main()
+{
+ vec4 v1 = gl_in[0].gl_Position;
+ vec4 v2 = gl_in[1].gl_Position;
+
+ /* Width, from 2D screen space in pixels, to ModelViewProjection space of each input vertices. */
+ float w1 = (width / viewport_size) * v1.w * 2.0;
+ float w2 = (width / viewport_size) * v2.w * 2.0;
+
+ /* Normalized vector parallel to screen and orthogonal to line. */
+ vec4 wdir = normalize(vec4(v1.y - v2.y, v2.x - v1.x, 0.0, 0.0))
+
+ distance_along_line = 0.0f;
+ gl_Position = v1 + (wdir * w1);
+ EmitVertex();
+
+ gl_Position = v1 - (wdir * w1);
+ EmitVertex();
+
+ if ((num_colors == 1) || (dash_factor >= 1.0f)) {
+ /* Solid line, optimize out distance computation! */
+ distance_along_line = 0.0f;
+ }
+ else {
+ vec2 p1 = (v1.xy / v1.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
+ p1 = p1 * viewport_size; // <- 'virtual' screen coordinates.
+
+ vec2 p2 = (v2.xy / v2.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
+ p2 = p2 * viewport_size; // <- 'virtual' screen coordinates.
+
+ distance_along_line = distance(p1, p2);
+ }
+ gl_Position = v2 + (wdir * w2);
+ EmitVertex();
+
+ gl_Position = v2 - (wdir * w2);
+ EmitVertex();
+
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
new file mode 100644
index 00000000000..1f833cfb7be
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
@@ -0,0 +1,21 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+
+in vec2 pos;
+out vec2 radii;
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
new file mode 100644
index 00000000000..99bdeb22904
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
@@ -0,0 +1,24 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+uniform float outlineWidth;
+
+in vec2 pos;
+out vec4 radii;
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - outlineWidth;
+ radii[3] = radius - outlineWidth - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
new file mode 100644
index 00000000000..5fad95236df
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
@@ -0,0 +1,27 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+uniform float outlineWidth;
+
+in vec2 pos;
+in vec4 color;
+out vec4 radii;
+out vec4 fillColor;
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+ fillColor = color;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - outlineWidth;
+ radii[3] = radius - outlineWidth - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
new file mode 100644
index 00000000000..d6aacf0cdc5
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
@@ -0,0 +1,14 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec2 pos;
+in float size;
+in vec4 color;
+out vec4 finalColor;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ gl_PointSize = size;
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
new file mode 100644
index 00000000000..4a4bfb6a616
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
@@ -0,0 +1,8 @@
+
+noperspective in vec4 finalColor;
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = finalColor;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
new file mode 100644
index 00000000000..fe91f4d0902
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec2 pos;
+in vec4 color;
+
+noperspective out vec4 finalColor;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
new file mode 100644
index 00000000000..89e3c52f9f8
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
@@ -0,0 +1,9 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec2 pos;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
new file mode 100644
index 00000000000..84e44837264
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
@@ -0,0 +1,12 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
+uniform vec4 ClipPlane;
+
+in vec3 pos;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_ClipDistance[0] = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
new file mode 100644
index 00000000000..7db7e28d8e6
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
@@ -0,0 +1,26 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+#if defined(USE_COLOR_U32)
+in uint color;
+#else
+in vec4 color;
+#endif
+
+flat out vec4 finalColor;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+#if defined(USE_COLOR_U32)
+ finalColor = vec4(
+ ((color ) & uint(0xFF)) * (1.0f / 255.0f),
+ ((color >> 8) & uint(0xFF)) * (1.0f / 255.0f),
+ ((color >> 16) & uint(0xFF)) * (1.0f / 255.0f),
+ ((color >> 24) ) * (1.0f / 255.0f));
+#else
+ finalColor = color;
+#endif
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl b/source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl
new file mode 100644
index 00000000000..f16fa21b342
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl
@@ -0,0 +1,16 @@
+
+/* Make to be used with dynamic batching so no Model Matrix needed */
+uniform mat4 ViewProjectionMatrix;
+
+layout(points) in;
+layout(line_strip, max_vertices = 2) out;
+
+void main()
+{
+ vec3 vert = gl_in[0].gl_Position.xyz;
+ gl_Position = ViewProjectionMatrix * vec4(vert.xyz, 1.0);
+ EmitVertex();
+ gl_Position = ViewProjectionMatrix * vec4(vert.xy, 0.0, 1.0);
+ EmitVertex();
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl
new file mode 100644
index 00000000000..55f410eb25d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl
@@ -0,0 +1,11 @@
+
+/* Made to be used with dynamic batching so no Model Matrix needed */
+uniform mat4 ViewProjectionMatrix;
+
+in vec3 pos;
+
+void main()
+{
+ gl_Position = ViewProjectionMatrix * vec4(pos.xy, 0.0, 1.0);
+ gl_PointSize = 2.0;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
new file mode 100644
index 00000000000..eb877ab20b6
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
@@ -0,0 +1,12 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec2 texCoord;
+in vec3 pos;
+out vec2 texCoord_interp;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f);
+ texCoord_interp = texCoord;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl
new file mode 100644
index 00000000000..84fbf977846
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl
@@ -0,0 +1,26 @@
+
+/*
+ * Vertex Shader for dashed lines with 3D coordinates, with uniform multi-colors or uniform single-color,
+ * and unary thickness.
+ *
+ * Legacy version, without geometry shader support, always produce solid lines!
+ */
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 viewport_size;
+
+uniform vec4 color;
+
+in vec3 pos;
+noperspective out float distance_along_line;
+noperspective out vec4 color_geom;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ /* Hack - prevent stupid GLSL compiler to optimize out unused viewport_size uniform, which gives crash! */
+ distance_along_line = viewport_size.x * 0.000001f - viewport_size.x * 0.0000009f;
+
+ color_geom = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
new file mode 100644
index 00000000000..2fe08896585
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
@@ -0,0 +1,21 @@
+
+/*
+ * Vertex Shader for dashed lines with 3D coordinates, with uniform multi-colors or uniform single-color,
+ * and unary thickness.
+ *
+ * Dashed is performed in screen space.
+ */
+
+uniform mat4 ModelViewProjectionMatrix;
+
+uniform vec4 color;
+
+in vec3 pos;
+
+out vec4 color_vert;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ color_vert = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl
new file mode 100644
index 00000000000..e6b8fed7265
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl
@@ -0,0 +1,22 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+in vec3 pos;
+in vec3 nor;
+in vec4 color;
+
+#ifdef USE_FLAT_NORMAL
+flat out vec3 normal;
+flat out vec4 finalColor;
+#else
+out vec3 normal;
+out vec4 finalColor;
+#endif
+
+void main()
+{
+ normal = normalize(NormalMatrix * nor);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
new file mode 100644
index 00000000000..a3f447a85f9
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+in vec3 pos;
+in vec3 nor;
+out vec3 normal;
+
+void main()
+{
+ normal = normalize(NormalMatrix * nor);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
new file mode 100644
index 00000000000..60793bf56b6
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
@@ -0,0 +1,8 @@
+
+/* Does Nothing */
+in vec3 pos;
+
+void main()
+{
+ gl_Position = vec4(pos, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
new file mode 100644
index 00000000000..2fe9c0623fa
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
@@ -0,0 +1,12 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in vec4 color;
+out vec4 finalColor;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
new file mode 100644
index 00000000000..ebc945fcf35
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
@@ -0,0 +1,21 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+
+in vec3 pos;
+out vec2 radii;
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
new file mode 100644
index 00000000000..0d6b90cfba4
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
@@ -0,0 +1,24 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+uniform float outlineWidth;
+
+in vec3 pos;
+out vec4 radii;
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - outlineWidth;
+ radii[3] = radius - outlineWidth - 1.0;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
new file mode 100644
index 00000000000..e14b9535c89
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
@@ -0,0 +1,14 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in float size;
+in vec4 color;
+out vec4 finalColor;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl
new file mode 100644
index 00000000000..e4f173ab617
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl
@@ -0,0 +1,11 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in float size;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_PointSize = size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
new file mode 100644
index 00000000000..41fdefd22e8
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
@@ -0,0 +1,8 @@
+
+in vec4 finalColor;
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = finalColor;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
new file mode 100644
index 00000000000..a1feb2f75b7
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in vec4 color;
+
+out vec4 finalColor;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
new file mode 100644
index 00000000000..059473ebb74
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
@@ -0,0 +1,9 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
index 01a335af048..5f7455582cd 100644
--- a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
@@ -20,12 +20,10 @@
#define STIPPLE_HEXAGON 3
#define STIPPLE_DIAG_STRIPES 4
#define STIPPLE_DIAG_STRIPES_SWAP 5
-#define STIPPLE_S3D_INTERLACE_ROW 6
-#define STIPPLE_S3D_INTERLACE_ROW_SWAP 7
-#define STIPPLE_S3D_INTERLACE_COLUMN 8
-#define STIPPLE_S3D_INTERLACE_COLUMN_SWAP 9
-#define STIPPLE_S3D_INTERLACE_CHECKERBOARD 10
-#define STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP 11
+
+#ifndef NO_SPECULAR
+uniform mat4 ProjectionMatrix;
+#endif
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if defined(USE_FLAT_NORMAL)
@@ -58,7 +56,7 @@ uniform sampler2D_default texture_map;
#ifdef USE_STIPPLE
uniform int stipple_id;
#if defined(DRAW_LINE)
-varying in float t;
+varying float t;
uniform int stipple_pattern;
#endif
#endif
@@ -74,14 +72,9 @@ void main()
/* We have to use mod function and integer casting.
* This can be optimized further with the bitwise operations
* when GLSL 1.3 is supported. */
- if (stipple_id == STIPPLE_HALFTONE ||
- stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD ||
- stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
- {
+ if (stipple_id == STIPPLE_HALFTONE) {
int result = int(mod(gl_FragCoord.x + gl_FragCoord.y, 2));
bool dis = result == 0;
- if (stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
- dis = !dis;
if (dis)
discard;
}
@@ -116,22 +109,6 @@ void main()
if (!((16 - modx > mody && mody > 8 - modx) || mody > 24 - modx))
discard;
}
- else if (stipple_id == STIPPLE_S3D_INTERLACE_ROW || stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP) {
- int result = int(mod(gl_FragCoord.y, 2));
- bool dis = result == 0;
- if (stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP)
- dis = !dis;
- if (dis)
- discard;
- }
- else if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN || stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP) {
- int result = int(mod(gl_FragCoord.x, 2));
- bool dis = result != 0;
- if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP)
- dis = !dis;
- if (dis)
- discard;
- }
else if (stipple_id == STIPPLE_HEXAGON) {
int mody = int(mod(gl_FragCoord.y, 2));
int modx = int(mod(gl_FragCoord.x, 4));
@@ -190,7 +167,7 @@ void main()
#ifndef NO_SPECULAR
/* view vector computation, depends on orthographics or perspective */
- vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position) : vec3(0.0, 0.0, -1.0);
+ vec3 V = (ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position) : vec3(0.0, 0.0, -1.0);
#endif
for (int i = 0; i < NUM_SCENE_LIGHTS; i++) {
diff --git a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
index a88681a5fd3..13f05b340bf 100644
--- a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
@@ -14,9 +14,9 @@ layout(line_strip, max_vertices = 10) out;
layout(triangle_strip, max_vertices = 6) out;
#endif
-varying out float t;
-varying in vec4 varying_vertex_color_line[];
-varying out vec4 varying_vertex_color;
+out float t;
+in vec4 varying_vertex_color_line[];
+out vec4 varying_vertex_color;
uniform ivec4 viewport;
uniform float line_width;
diff --git a/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
index 42fbdadf1d1..dbf6c267f14 100644
--- a/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
@@ -1,4 +1,8 @@
+uniform mat4 ModelViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform mat3 NormalMatrix;
+
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if defined(USE_FLAT_NORMAL)
varying vec3 eyespace_vert_pos;
@@ -29,15 +33,15 @@ varying float gl_ClipDistance[6];
void main()
{
- vec4 co = gl_ModelViewMatrix * gl_Vertex;
+ vec4 co = ModelViewMatrix * gl_Vertex;
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if !defined(USE_FLAT_NORMAL)
- varying_normal = normalize(gl_NormalMatrix * gl_Normal);
+ varying_normal = normalize(NormalMatrix * gl_Normal);
#endif
#if defined(USE_FLAT_NORMAL)
/* transform vertex into eyespace */
- eyespace_vert_pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ eyespace_vert_pos = (ModelViewMatrix * gl_Vertex).xyz;
#endif
#ifndef USE_SOLID_LIGHTING
@@ -45,7 +49,7 @@ void main()
#endif
#endif
- gl_Position = gl_ProjectionMatrix * co;
+ gl_Position = ProjectionMatrix * co;
#ifdef CLIP_WORKAROUND
int i;
diff --git a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
new file mode 100644
index 00000000000..545f6d19e21
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
@@ -0,0 +1,20 @@
+
+uniform vec4 color1;
+uniform vec4 color2;
+uniform int size;
+
+out vec4 fragColor;
+
+void main()
+{
+ vec2 phase = mod(gl_FragCoord.xy, (size*2));
+
+ if ((phase.x > size && phase.y < size) ||
+ (phase.x < size && phase.y > size))
+ {
+ fragColor = color1;
+ }
+ else {
+ fragColor = color2;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_depth_only_frag.glsl b/source/blender/gpu/shaders/gpu_shader_depth_only_frag.glsl
new file mode 100644
index 00000000000..60e71e19004
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_depth_only_frag.glsl
@@ -0,0 +1,6 @@
+
+void main()
+{
+ // no color output, only depth (line below is implicit)
+ // gl_FragDepth = gl_FragCoord.z;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
new file mode 100644
index 00000000000..beb71c58100
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
@@ -0,0 +1,20 @@
+
+uniform vec4 color1;
+uniform vec4 color2;
+uniform int size1;
+uniform int size2;
+
+out vec4 fragColor;
+
+void main()
+{
+ float phase = mod((gl_FragCoord.x + gl_FragCoord.y), (size1 + size2));
+
+ if (phase < size1)
+ {
+ fragColor = color1;
+ }
+ else {
+ fragColor = color2;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
new file mode 100644
index 00000000000..4ed7ed56c11
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
@@ -0,0 +1,54 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+uniform vec4 frontColor;
+uniform vec4 backColor;
+uniform vec4 silhouetteColor;
+
+uniform vec3 eye; // direction we are looking
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+
+// normals of faces this edge joins (object coords)
+in vec3 N1;
+in vec3 N2;
+
+flat out vec4 finalColor;
+
+// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
+
+// to discard an entire line, set both endpoints to nowhere
+// and it won't produce any fragments
+const vec4 nowhere = vec4(vec3(0.0), 1.0);
+
+void main()
+{
+ bool face_1_front = dot(N1, eye) > 0.0;
+ bool face_2_front = dot(N2, eye) > 0.0;
+
+ vec4 position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ if (face_1_front && face_2_front) {
+ // front-facing edge
+ gl_Position = drawFront ? position : nowhere;
+ finalColor = frontColor;
+ }
+ else if (face_1_front || face_2_front) {
+ // exactly one face is front-facing, silhouette edge
+ gl_Position = drawSilhouette ? position : nowhere;
+ finalColor = silhouetteColor;
+ }
+ else {
+ // back-facing edge
+ gl_Position = drawBack ? position : nowhere;
+ finalColor = backColor;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl
new file mode 100644
index 00000000000..10b5fad7972
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl
@@ -0,0 +1,60 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. This geometry shader
+// decides which edge type to use if endpoints disagree.
+
+uniform mat4 ProjectionMatrix;
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+uniform vec4 frontColor;
+uniform vec4 backColor;
+uniform vec4 silhouetteColor;
+
+layout(lines) in;
+layout(line_strip, max_vertices = 2) out;
+
+in vec4 MV_pos[];
+in float edgeClass[];
+
+flat out vec4 finalColor;
+
+void emitLine(vec4 color)
+{
+ gl_Position = ProjectionMatrix * MV_pos[0];
+ EmitVertex();
+ gl_Position = ProjectionMatrix * MV_pos[1];
+ finalColor = color;
+ EmitVertex();
+ EndPrimitive();
+}
+
+void main()
+{
+ float finalEdgeClass = max(edgeClass[0], edgeClass[1]);
+
+ if (finalEdgeClass > 0.0f) {
+ // front-facing edge
+ if (drawFront)
+ emitLine(frontColor);
+ }
+ else if (finalEdgeClass < 0.0f) {
+ // back-facing edge
+ if (drawBack)
+ emitLine(backColor);
+ }
+ else {
+ // exactly one face is front-facing, silhouette edge
+ if (drawSilhouette)
+ emitLine(silhouetteColor);
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl
new file mode 100644
index 00000000000..30b3bdb890d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl
@@ -0,0 +1,68 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// This shader is an imperfect stepping stone until all platforms are
+// ready for geometry shaders.
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. Need to use a geometry
+// shader or pass in an extra position attribute (the other endpoint)
+// to do this properly.
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+uniform vec4 frontColor;
+uniform vec4 backColor;
+uniform vec4 silhouetteColor;
+
+uniform mat4 ModelViewMatrix;
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+in vec3 pos;
+
+// normals of faces this edge joins (object coords)
+in vec3 N1;
+in vec3 N2;
+
+flat out vec4 finalColor;
+
+// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
+
+// to discard an entire line, set its color to invisible
+// (must have GL_BLEND enabled, or discard in fragment shader)
+const vec4 invisible = vec4(0.0);
+
+bool front(vec3 N)
+{
+ vec4 xformed = ModelViewMatrix * vec4(pos, 1.0);
+ return dot(NormalMatrix * N, normalize(-xformed.xyz)) > 0.0;
+}
+
+void main()
+{
+ bool face_1_front = front(N1);
+ bool face_2_front = front(N2);
+
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ if (face_1_front && face_2_front) {
+ // front-facing edge
+ finalColor = drawFront ? frontColor : invisible;
+ }
+ else if (face_1_front || face_2_front) {
+ // exactly one face is front-facing, silhouette edge
+ finalColor = drawSilhouette ? silhouetteColor : invisible;
+ }
+ else {
+ // back-facing edge
+ finalColor = drawBack ? backColor : invisible;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
new file mode 100644
index 00000000000..e1fb78dd1a9
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
@@ -0,0 +1,44 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. We use a geometry
+// shader to resolve this properly.
+
+uniform mat4 ModelViewMatrix;
+uniform mat3 NormalMatrix;
+
+in vec3 pos;
+in vec3 N1, N2; // normals of faces this edge joins (object coords)
+
+out vec4 MV_pos;
+out float edgeClass;
+
+// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
+
+bool front(vec3 N, vec3 eye)
+{
+ return dot(NormalMatrix * N, eye) > 0.0;
+}
+
+void main()
+{
+ MV_pos = ModelViewMatrix * vec4(pos, 1.0);
+
+ vec3 eye = normalize(-MV_pos.xyz);
+
+ bool face_1_front = front(N1, eye);
+ bool face_2_front = front(N2, eye);
+
+ if (face_1_front && face_2_front)
+ edgeClass = 1.0; // front-facing edge
+ else if (face_1_front || face_2_front)
+ edgeClass = 0.0; // exactly one face is front-facing, silhouette edge
+ else
+ edgeClass = -1.0; // back-facing edge
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
new file mode 100644
index 00000000000..0538c037dcf
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
@@ -0,0 +1,20 @@
+
+#define SMOOTH 1
+
+const float transitionWidth = 1.0;
+
+uniform vec4 fillColor = vec4(0);
+uniform vec4 outlineColor = vec4(0,0,0,1);
+
+noperspective in vec3 distanceToOutline;
+
+out vec4 FragColor;
+
+void main() {
+ float edgeness = min(min(distanceToOutline.x, distanceToOutline.y), distanceToOutline.z);
+#if SMOOTH
+ FragColor = mix(outlineColor, fillColor, smoothstep(0, transitionWidth, edgeness));
+#else
+ FragColor = (edgeness <= 0) ? outlineColor : fillColor;
+#endif
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
new file mode 100644
index 00000000000..ad0dccb6c81
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
@@ -0,0 +1,67 @@
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+uniform float outlineWidth = 1.0;
+uniform vec2 viewportSize;
+
+in vec4 pos_xformed[];
+in float widthModulator[];
+
+noperspective out vec3 distanceToOutline;
+
+// project to screen space
+vec2 proj(int axis) {
+ vec4 pos = pos_xformed[axis];
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], int v) {
+ // current vertex position
+ vec2 vpos = pos[v];
+ // endpoints of opposite edge
+ vec2 e1 = pos[(v + 1) % 3];
+ vec2 e2 = pos[(v + 2) % 3];
+
+ float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
+ return abs_det / distance(e2, e1);
+}
+
+vec3 distance[3];
+
+void clearEdge(int v) {
+ float distant = 10 * outlineWidth;
+ for (int i = 0; i < 3; ++i)
+ distance[i][v] += distant;
+}
+
+void modulateEdge(int v) {
+ float offset = min(widthModulator[v],1) * outlineWidth;
+ for (int i = 0; i < 3; ++i)
+ distance[i][v] -= offset;
+}
+
+void main() {
+ vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
+
+ for (int v = 0; v < 3; ++v)
+ distance[v] = vec3(0);
+
+ for (int v = 0; v < 3; ++v) {
+ if (widthModulator[v] > 0) {
+ distance[v][v] = dist(pos, v);
+ modulateEdge(v);
+ }
+ }
+
+ for (int v = 0; v < 3; ++v)
+ if (widthModulator[v] <= 0)
+ clearEdge(v);
+
+ for (int v = 0; v < 3; ++v) {
+ gl_Position = pos_xformed[v];
+ distanceToOutline = distance[v];
+ EmitVertex();
+ }
+
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
new file mode 100644
index 00000000000..ec692e210c2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
@@ -0,0 +1,52 @@
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+uniform float outlineWidth = 1.0;
+uniform vec2 viewportSize;
+
+noperspective out vec3 distanceToOutline;
+
+// project to screen space
+vec2 proj(int axis) {
+ vec4 pos = gl_in[axis].gl_Position;
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], int v) {
+ // current vertex position
+ vec2 vpos = pos[v];
+ // endpoints of opposite edge
+ vec2 e1 = pos[(v + 1) % 3];
+ vec2 e2 = pos[(v + 2) % 3];
+
+ float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
+ return abs_det / distance(e2, e1);
+}
+
+vec3 distance[3];
+
+void modulateEdge(int v) {
+ float offset = 0.5 * outlineWidth;
+ for (int i = 0; i < 3; ++i)
+ distance[i][v] -= offset;
+}
+
+void main() {
+ vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
+
+ for (int v = 0; v < 3; ++v)
+ distance[v] = vec3(0);
+
+ for (int v = 0; v < 3; ++v) {
+ distance[v][v] = dist(pos, v);
+ modulateEdge(v);
+ }
+
+ for (int v = 0; v < 3; ++v) {
+ gl_Position = gl_in[v].gl_Position;
+ distanceToOutline = distance[v];
+ EmitVertex();
+ }
+
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl
new file mode 100644
index 00000000000..fb1d0aafe05
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in float edgeWidthModulator;
+
+out vec4 pos_xformed;
+out float widthModulator;
+
+void main() {
+ pos_xformed = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ widthModulator = edgeWidthModulator;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
index 3819203bcd9..fc9cafb6b02 100644
--- a/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
@@ -1,17 +1,15 @@
-varying vec3 coords;
+in vec3 coords;
+out vec4 fragColor;
uniform sampler3D flame_texture;
uniform sampler1D spectrum_texture;
void main()
{
- float flame = texture3D(flame_texture, coords).r;
- vec4 emission = texture1D(spectrum_texture, flame);
+ float flame = texture(flame_texture, coords).r;
+ vec4 emission = texture(spectrum_texture, flame);
- vec4 color;
- color.rgb = emission.a * emission.rgb;
- color.a = emission.a;
-
- gl_FragColor = color;
+ fragColor.rgb = emission.a * emission.rgb;
+ fragColor.a = emission.a;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
new file mode 100644
index 00000000000..cefae1021d2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -0,0 +1,11 @@
+
+flat in vec4 finalColor;
+out vec4 fragColor;
+
+void main()
+{
+ if (finalColor.a > 0.0)
+ fragColor = finalColor;
+ else
+ discard;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
new file mode 100644
index 00000000000..d738ed5ddb2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
@@ -0,0 +1,8 @@
+
+flat in vec4 finalColor;
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = finalColor;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl
new file mode 100644
index 00000000000..fc5cc1cdcc3
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl
@@ -0,0 +1,10 @@
+
+in vec2 pos;
+in vec2 uvs;
+out vec4 uvcoordsvar;
+
+void main()
+{
+ uvcoordsvar = vec4(uvs, 0.0, 0.0);
+ gl_Position = vec4(pos, 0.0, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl b/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl
index e04cd7d3306..c4e7cff2b0b 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl
@@ -1,9 +1,10 @@
uniform sampler2D depthbuffer;
-varying vec4 uvcoordsvar;
+
+in vec4 uvcoordsvar;
void main(void)
{
- float depth = texture2D(depthbuffer, uvcoordsvar.xy).r;
+ float depth = texture(depthbuffer, uvcoordsvar.xy).r;
/* XRay background, discard */
if (depth >= 1.0) {
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
index 338ef6d51a7..15d30e75969 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
@@ -17,17 +17,18 @@ uniform vec4 dof_params;
uniform vec4 viewvecs[3];
// coordinates on framebuffer in normalized (0.0-1.0) uv space
-varying vec4 uvcoordsvar;
+in vec4 uvcoordsvar;
/* color texture coordinates, offset by a small amount */
-varying vec2 color_uv1;
-varying vec2 color_uv2;
+in vec2 color_uv1;
+in vec2 color_uv2;
-varying vec2 depth_uv1;
-varying vec2 depth_uv2;
-varying vec2 depth_uv3;
-varying vec2 depth_uv4;
+in vec2 depth_uv1;
+in vec2 depth_uv2;
+in vec2 depth_uv3;
+in vec2 depth_uv4;
+out vec4 FragColor;
float calculate_far_coc(in float zdepth)
{
@@ -63,85 +64,85 @@ void first_pass()
offset_row[2] = 3.0 * offset_row[0];
/* heavily blur the image */
- vec4 color = texture2D(colorbuffer, color_uv1);
- color += texture2D(colorbuffer, color_uv1 + offset_row[1]);
- color += texture2D(colorbuffer, color_uv2);
- color += texture2D(colorbuffer, color_uv2 + offset_row[1]);
+ vec4 color = texture(colorbuffer, color_uv1);
+ color += texture(colorbuffer, color_uv1 + offset_row[1]);
+ color += texture(colorbuffer, color_uv2);
+ color += texture(colorbuffer, color_uv2 + offset_row[1]);
color /= 4.0;
- depth.r = texture2D(depthbuffer, depth_uv1).r;
- depth.g = texture2D(depthbuffer, depth_uv2).r;
- depth.b = texture2D(depthbuffer, depth_uv3).r;
- depth.a = texture2D(depthbuffer, depth_uv4).r;
+ depth.r = texture(depthbuffer, depth_uv1).r;
+ depth.g = texture(depthbuffer, depth_uv2).r;
+ depth.b = texture(depthbuffer, depth_uv3).r;
+ depth.a = texture(depthbuffer, depth_uv4).r;
zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), depth);
coc = calculate_near_coc(zdepth);
- depth.r = texture2D(depthbuffer, depth_uv1 + offset_row[0]).r;
- depth.g = texture2D(depthbuffer, depth_uv2 + offset_row[0]).r;
- depth.b = texture2D(depthbuffer, depth_uv3 + offset_row[0]).r;
- depth.a = texture2D(depthbuffer, depth_uv4 + offset_row[0]).r;
+ depth.r = texture(depthbuffer, depth_uv1 + offset_row[0]).r;
+ depth.g = texture(depthbuffer, depth_uv2 + offset_row[0]).r;
+ depth.b = texture(depthbuffer, depth_uv3 + offset_row[0]).r;
+ depth.a = texture(depthbuffer, depth_uv4 + offset_row[0]).r;
zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), depth);
coc = max(calculate_near_coc(zdepth), coc);
- depth.r = texture2D(depthbuffer, depth_uv1 + offset_row[1]).r;
- depth.g = texture2D(depthbuffer, depth_uv2 + offset_row[1]).r;
- depth.b = texture2D(depthbuffer, depth_uv3 + offset_row[1]).r;
- depth.a = texture2D(depthbuffer, depth_uv4 + offset_row[1]).r;
+ depth.r = texture(depthbuffer, depth_uv1 + offset_row[1]).r;
+ depth.g = texture(depthbuffer, depth_uv2 + offset_row[1]).r;
+ depth.b = texture(depthbuffer, depth_uv3 + offset_row[1]).r;
+ depth.a = texture(depthbuffer, depth_uv4 + offset_row[1]).r;
zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), depth);
coc = max(calculate_near_coc(zdepth), coc);
- depth.r = texture2D(depthbuffer, depth_uv1 + offset_row[2]).r;
- depth.g = texture2D(depthbuffer, depth_uv2 + offset_row[2]).r;
- depth.b = texture2D(depthbuffer, depth_uv3 + offset_row[2]).r;
- depth.a = texture2D(depthbuffer, depth_uv4 + offset_row[2]).r;
+ depth.r = texture(depthbuffer, depth_uv1 + offset_row[2]).r;
+ depth.g = texture(depthbuffer, depth_uv2 + offset_row[2]).r;
+ depth.b = texture(depthbuffer, depth_uv3 + offset_row[2]).r;
+ depth.a = texture(depthbuffer, depth_uv4 + offset_row[2]).r;
zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), depth);
coc = max(calculate_near_coc(zdepth), coc);
final_coc = max(max(coc.x, coc.y), max(coc.z, coc.w));
- gl_FragColor = vec4(color.rgb, final_coc);
+ FragColor = vec4(color.rgb, final_coc);
}
/* second pass, gaussian blur the downsampled image */
void second_pass()
{
- vec4 depth = vec4(texture2D(depthbuffer, uvcoordsvar.xy).r);
+ vec4 depth = vec4(texture(depthbuffer, uvcoordsvar.xy).r);
/* clever sampling to sample 2 pixels at once. Of course it's not real gaussian sampling this way */
- vec4 color = texture2D(colorbuffer, uvcoordsvar.xy) * 0.3125;
- color += texture2D(colorbuffer, uvcoordsvar.xy + invrendertargetdim) * 0.234375;
- color += texture2D(colorbuffer, uvcoordsvar.xy + 2.5 * invrendertargetdim) * 0.09375;
- color += texture2D(colorbuffer, uvcoordsvar.xy + 4.5 * invrendertargetdim) * 0.015625;
- color += texture2D(colorbuffer, uvcoordsvar.xy - invrendertargetdim) * 0.234375;
- color += texture2D(colorbuffer, uvcoordsvar.xy - 2.5 * invrendertargetdim) * 0.09375;
- color += texture2D(colorbuffer, uvcoordsvar.xy - 4.5 * invrendertargetdim) * 0.015625;
-
- gl_FragColor = color;
+ vec4 color = texture(colorbuffer, uvcoordsvar.xy) * 0.3125;
+ color += texture(colorbuffer, uvcoordsvar.xy + invrendertargetdim) * 0.234375;
+ color += texture(colorbuffer, uvcoordsvar.xy + 2.5 * invrendertargetdim) * 0.09375;
+ color += texture(colorbuffer, uvcoordsvar.xy + 4.5 * invrendertargetdim) * 0.015625;
+ color += texture(colorbuffer, uvcoordsvar.xy - invrendertargetdim) * 0.234375;
+ color += texture(colorbuffer, uvcoordsvar.xy - 2.5 * invrendertargetdim) * 0.09375;
+ color += texture(colorbuffer, uvcoordsvar.xy - 4.5 * invrendertargetdim) * 0.015625;
+
+ FragColor = color;
}
/* third pass, calculate the final coc from blurred and unblurred images */
void third_pass()
{
- vec4 color = texture2D(colorbuffer, uvcoordsvar.xy);
- vec4 color_blurred = texture2D(blurredcolorbuffer, uvcoordsvar.xy);
+ vec4 color = texture(colorbuffer, uvcoordsvar.xy);
+ vec4 color_blurred = texture(blurredcolorbuffer, uvcoordsvar.xy);
float coc = 2.0 * max(color_blurred.a, color.a); -color.a;
- gl_FragColor = vec4(color.rgb, coc);
+ FragColor = vec4(color.rgb, coc);
}
/* fourth pass, blur the final coc once to get rid of discontinuities */
void fourth_pass()
{
- vec4 color = texture2D(colorbuffer, uvcoordsvar.xz);
- color += texture2D(colorbuffer, uvcoordsvar.yz);
- color += texture2D(colorbuffer, uvcoordsvar.xw);
- color += texture2D(colorbuffer, uvcoordsvar.yw);
+ vec4 color = texture(colorbuffer, uvcoordsvar.xz);
+ color += texture(colorbuffer, uvcoordsvar.yz);
+ color += texture(colorbuffer, uvcoordsvar.xw);
+ color += texture(colorbuffer, uvcoordsvar.yw);
- gl_FragColor = color / 4.0;
+ FragColor = color / 4.0;
}
vec4 small_sample_blur(in sampler2D colorbuffer, in vec2 uv, in vec4 color)
@@ -150,10 +151,10 @@ vec4 small_sample_blur(in sampler2D colorbuffer, in vec2 uv, in vec4 color)
vec4 result = weight * color;
weight *= 4.0;
- result += weight * texture2D(colorbuffer, uv + color_uv1.xy);
- result += weight * texture2D(colorbuffer, uv - color_uv1.xy);
- result += weight * texture2D(colorbuffer, uv + color_uv1.yx);
- result += weight * texture2D(colorbuffer, uv - color_uv1.yx);
+ result += weight * texture(colorbuffer, uv + color_uv1.xy);
+ result += weight * texture(colorbuffer, uv - color_uv1.xy);
+ result += weight * texture(colorbuffer, uv + color_uv1.yx);
+ result += weight * texture(colorbuffer, uv - color_uv1.yx);
return result;
}
@@ -163,11 +164,11 @@ vec4 small_sample_blur(in sampler2D colorbuffer, in vec2 uv, in vec4 color)
void fifth_pass()
{
vec4 factors;
- vec4 color_orig = texture2D(colorbuffer, uvcoordsvar.xy);
- vec4 highblurred = texture2D(blurredcolorbuffer, uvcoordsvar.xy);
- vec4 mediumblurred = texture2D(mblurredcolorbuffer, uvcoordsvar.xy);
+ vec4 color_orig = texture(colorbuffer, uvcoordsvar.xy);
+ vec4 highblurred = texture(blurredcolorbuffer, uvcoordsvar.xy);
+ vec4 mediumblurred = texture(mblurredcolorbuffer, uvcoordsvar.xy);
vec4 smallblurred = small_sample_blur(colorbuffer, uvcoordsvar.xy, color_orig);
- float depth = texture2D(depthbuffer, uvcoordsvar.xy).r;
+ float depth = texture(depthbuffer, uvcoordsvar.xy).r;
float zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), vec4(depth)).r;
float coc_far = clamp(calculate_far_coc(zdepth), 0.0, 1.0);
@@ -188,7 +189,7 @@ void fifth_pass()
color /= dot(factors, vec4(1.0));
/* using original color is not correct, but use that for now because alpha of
* blurred buffers uses CoC instead */
- gl_FragColor = vec4(color.rgb, color_orig.a);
+ FragColor = vec4(color.rgb, color_orig.a);
}
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl
index 182113367d3..c41c1d0820b 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl
@@ -14,24 +14,28 @@ uniform sampler2D depthbuffer;
uniform sampler2D cocbuffer;
-/* this includes focal distance in x and aperture size in y */
+/* this includes aperture size in x and focal distance in y */
uniform vec4 dof_params;
/* viewvectors for reconstruction of world space */
uniform vec4 viewvecs[3];
/* initial uv coordinate */
-varying vec2 uvcoord;
+in vec2 uvcoord;
/* coordinate used for calculating radius et al set in geometry shader */
-varying vec2 particlecoord;
-varying vec4 color;
+in vec2 particlecoord;
+flat in vec4 color;
/* downsampling coordinates */
-varying vec2 downsample1;
-varying vec2 downsample2;
-varying vec2 downsample3;
-varying vec2 downsample4;
+in vec2 downsample1;
+in vec2 downsample2;
+in vec2 downsample3;
+in vec2 downsample4;
+
+layout(location = 0) out vec4 fragData0;
+layout(location = 1) out vec4 fragData1;
+layout(location = 2) out vec4 fragData2;
#define M_PI 3.1415926535897932384626433832795
@@ -55,15 +59,15 @@ void downsample_pass()
float far_coc, near_coc;
/* custom downsampling. We need to be careful to sample nearest here to avoid leaks */
- vec4 color1 = texture2D(colorbuffer, downsample1);
- vec4 color2 = texture2D(colorbuffer, downsample2);
- vec4 color3 = texture2D(colorbuffer, downsample3);
- vec4 color4 = texture2D(colorbuffer, downsample4);
+ vec4 color1 = texture(colorbuffer, downsample1);
+ vec4 color2 = texture(colorbuffer, downsample2);
+ vec4 color3 = texture(colorbuffer, downsample3);
+ vec4 color4 = texture(colorbuffer, downsample4);
- depth.r = texture2D(depthbuffer, downsample1).r;
- depth.g = texture2D(depthbuffer, downsample2).r;
- depth.b = texture2D(depthbuffer, downsample3).r;
- depth.a = texture2D(depthbuffer, downsample4).r;
+ depth.r = texture(depthbuffer, downsample1).r;
+ depth.g = texture(depthbuffer, downsample2).r;
+ depth.b = texture(depthbuffer, downsample3).r;
+ depth.a = texture(depthbuffer, downsample4).r;
zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), depth);
coc = calculate_coc(zdepth);
@@ -82,16 +86,16 @@ void downsample_pass()
float norm_far = dot(far_weights, vec4(1.0));
/* now write output to weighted buffers. */
- gl_FragData[0] = color1 * near_weights.x + color2 * near_weights.y + color3 * near_weights.z +
+ fragData0 = color1 * near_weights.x + color2 * near_weights.y + color3 * near_weights.z +
color4 * near_weights.w;
- gl_FragData[1] = color1 * far_weights.x + color2 * far_weights.y + color3 * far_weights.z +
+ fragData1 = color1 * far_weights.x + color2 * far_weights.y + color3 * far_weights.z +
color4 * far_weights.w;
if (norm_near > 0.0)
- gl_FragData[0] /= norm_near;
+ fragData0 /= norm_near;
if (norm_far > 0.0)
- gl_FragData[1] /= norm_far;
- gl_FragData[2] = vec4(near_coc, far_coc, 0.0, 1.0);
+ fragData1 /= norm_far;
+ fragData2 = vec4(near_coc, far_coc, 0.0, 1.0);
}
/* accumulate color in the near/far blur buffers */
@@ -102,36 +106,36 @@ void accumulate_pass(void) {
if (dof_params.w == 0.0)
r = 1.0;
else
- r = cos(M_PI / dof_params.w) /
- (cos(theta - (2.0 * M_PI / dof_params.w) * floor((dof_params.w * theta + M_PI) / (2.0 * M_PI))));
+ r = cos(M_PI / dof_params.w) /
+ (cos(theta - (2.0 * M_PI / dof_params.w) * floor((dof_params.w * theta + M_PI) / (2.0 * M_PI))));
if (dot(particlecoord, particlecoord) > r * r)
discard;
- gl_FragData[0] = color;
+ fragData0 = color;
}
-#define MERGE_THRESHOLD 4.0
+#define MERGE_THRESHOLD 4.0
/* combine the passes, */
void final_pass(void) {
vec4 finalcolor;
float totalweight;
- float depth = texture2D(depthbuffer, uvcoord).r;
+ float depth = texture(depthbuffer, uvcoord).r;
vec4 zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), vec4(viewvecs[1].z), vec4(depth));
float coc_near = calculate_coc(zdepth).r;
float coc_far = max(-coc_near, 0.0);
coc_near = max(coc_near, 0.0);
- vec4 farcolor = texture2D(farbuffer, uvcoord);
+ vec4 farcolor = texture(farbuffer, uvcoord);
float farweight = farcolor.a;
if (farweight > 0.0)
farcolor /= farweight;
- vec4 nearcolor = texture2D(nearbuffer, uvcoord);
+ vec4 nearcolor = texture(nearbuffer, uvcoord);
- vec4 srccolor = texture2D(colorbuffer, uvcoord);
+ vec4 srccolor = texture(colorbuffer, uvcoord);
- vec4 coc = texture2D(cocbuffer, uvcoord);
+ vec4 coc = texture(cocbuffer, uvcoord);
float mixfac = smoothstep(1.0, MERGE_THRESHOLD, coc_far);
finalcolor = mix(srccolor, farcolor, mixfac);
@@ -152,7 +156,9 @@ void final_pass(void) {
finalcolor = mix(finalcolor, nearcolor, nearweight / totalweight);
}
- gl_FragData[0] = finalcolor;
+ fragData0 = finalcolor;
+ // fragData0 = vec4(nearweight, farweight, 0.0, 1.0);
+ // fragData0 = vec4(nearcolor.rgb, 1.0);
}
void main()
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl
index 4c650e7695f..52d0a9be499 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl
@@ -5,27 +5,14 @@ uniform vec2 layerselection;
uniform sampler2D cocbuffer;
-#if __VERSION__ >= 150
- layout(points) in;
- layout(triangle_strip, max_vertices = 4) out;
-
- #define POS gl_in[0].gl_Position
-#else
- /* use the EXT_geometry_shader4 way */
- #define POS gl_PositionIn[0]
-#endif
-
-/* initial uv coordinate */
-#if __VERSION__ < 130
- varying in vec2 uvcoord[];
- varying out vec2 particlecoord;
- varying out vec4 color;
- #define textureLod texture2DLod
-#else
- in vec2 uvcoord[];
- out vec2 particlecoord;
- out vec4 color;
-#endif
+layout(points) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+#define POS gl_in[0].gl_Position
+
+in vec2 uvcoord[];
+out vec2 particlecoord;
+flat out vec4 color;
#define M_PI 3.1415926535897932384626433832795
@@ -46,21 +33,23 @@ void main()
vec2 offset_far = vec2(offset_val * 0.5) / vec2(rendertargetdim.x, rendertargetdim.y);
- gl_Position = POS + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0);
color = colortex;
+
+ gl_Position = POS + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0);
particlecoord = vec2(-1.0, -1.0);
EmitVertex();
+
gl_Position = POS + vec4(-offset_far.x, offset_far.y, 0.0, 0.0);
particlecoord = vec2(-1.0, 1.0);
- color = colortex;
EmitVertex();
+
gl_Position = POS + vec4(offset_far.x, -offset_far.y, 0.0, 0.0);
particlecoord = vec2(1.0, -1.0);
- color = colortex;
EmitVertex();
+
gl_Position = POS + vec4(offset_far.x, offset_far.y, 0.0, 0.0);
particlecoord = vec2(1.0, 1.0);
- color = colortex;
EmitVertex();
+
EndPrimitive();
}
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
index 09a0c75facc..1dd5bf42b25 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
@@ -1,27 +1,31 @@
-uniform vec2 invrendertargetdim;
-uniform ivec2 rendertargetdim;
+
+in vec2 pos;
+in vec2 uvs;
/* initial uv coordinate */
-varying vec2 uvcoord;
+out vec2 uvcoord;
/* coordinate used for calculating radius et al set in geometry shader */
-varying vec2 particlecoord;
+out vec2 particlecoord;
/* downsampling coordinates */
-varying vec2 downsample1;
-varying vec2 downsample2;
-varying vec2 downsample3;
-varying vec2 downsample4;
+out vec2 downsample1;
+out vec2 downsample2;
+out vec2 downsample3;
+out vec2 downsample4;
+
+uniform vec2 invrendertargetdim;
+uniform ivec2 rendertargetdim;
void vert_dof_downsample()
{
/* gather pixels from neighbors. half dimensions means we offset half a pixel to
* get this right though it's possible we may lose a pixel at some point */
- downsample1 = gl_MultiTexCoord0.xy + vec2(-0.5, -0.5) * invrendertargetdim;
- downsample2 = gl_MultiTexCoord0.xy + vec2(-0.5, 0.5) * invrendertargetdim;
- downsample3 = gl_MultiTexCoord0.xy + vec2(0.5, 0.5) * invrendertargetdim;
- downsample4 = gl_MultiTexCoord0.xy + vec2(0.5, -0.5) * invrendertargetdim;
+ downsample1 = uvs.xy + vec2(-0.5, -0.5) * invrendertargetdim;
+ downsample2 = uvs.xy + vec2(-0.5, 0.5) * invrendertargetdim;
+ downsample3 = uvs.xy + vec2(0.5, 0.5) * invrendertargetdim;
+ downsample4 = uvs.xy + vec2(0.5, -0.5) * invrendertargetdim;
- gl_Position = gl_Vertex;
+ gl_Position = vec4(pos, 0.0, 1.0);
}
/* geometry shading pass, calculate a texture coordinate based on the indexed id */
@@ -42,8 +46,8 @@ void vert_dof_coc_scatter_pass()
void vert_dof_final()
{
- uvcoord = gl_MultiTexCoord0.xy;
- gl_Position = gl_Vertex;
+ uvcoord = uvs;
+ gl_Position = vec4(pos, 0.0, 1.0);
}
void main()
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
index 63b57d5775c..0fcab6302e4 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
@@ -1,51 +1,54 @@
uniform vec2 invrendertargetdim;
-//texture coordinates for framebuffer read
-varying vec4 uvcoordsvar;
+in vec2 pos;
+in vec2 uvs;
+
+/* texture coordinates for framebuffer read */
+out vec4 uvcoordsvar;
/* color texture coordinates, offset by a small amount */
-varying vec2 color_uv1;
-varying vec2 color_uv2;
+out vec2 color_uv1;
+out vec2 color_uv2;
-varying vec2 depth_uv1;
-varying vec2 depth_uv2;
-varying vec2 depth_uv3;
-varying vec2 depth_uv4;
+out vec2 depth_uv1;
+out vec2 depth_uv2;
+out vec2 depth_uv3;
+out vec2 depth_uv4;
//very simple shader for gull screen FX, just pass values on
void vert_generic()
{
- uvcoordsvar = gl_MultiTexCoord0;
- gl_Position = gl_Vertex;
+ uvcoordsvar = vec4(uvs, 0.0, 0.0);
+ gl_Position = vec4(pos, 0.0, 1.0);
}
void vert_dof_first_pass()
{
/* we offset the texture coordinates by 1.5 pixel,
* then we reuse that to sample the surrounding pixels */
- color_uv1 = gl_MultiTexCoord0.xy + vec2(-1.5, -1.5) * invrendertargetdim;
- color_uv2 = gl_MultiTexCoord0.xy + vec2(0.5, -1.5) * invrendertargetdim;
+ color_uv1 = uvs.xy + vec2(-1.5, -1.5) * invrendertargetdim;
+ color_uv2 = uvs.xy + vec2(0.5, -1.5) * invrendertargetdim;
- depth_uv1 = gl_MultiTexCoord0.xy + vec2(-1.5, -1.5) * invrendertargetdim;
- depth_uv2 = gl_MultiTexCoord0.xy + vec2(-0.5, -1.5) * invrendertargetdim;
- depth_uv3 = gl_MultiTexCoord0.xy + vec2(0.5, -1.5) * invrendertargetdim;
- depth_uv4 = gl_MultiTexCoord0.xy + vec2(1.5, -1.5) * invrendertargetdim;
+ depth_uv1 = uvs.xy + vec2(-1.5, -1.5) * invrendertargetdim;
+ depth_uv2 = uvs.xy + vec2(-0.5, -1.5) * invrendertargetdim;
+ depth_uv3 = uvs.xy + vec2(0.5, -1.5) * invrendertargetdim;
+ depth_uv4 = uvs.xy + vec2(1.5, -1.5) * invrendertargetdim;
- gl_Position = gl_Vertex;
+ gl_Position = vec4(pos, 0.0, 1.0);
}
void vert_dof_fourth_pass()
{
vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5);
- uvcoordsvar = gl_MultiTexCoord0.xxyy +
+ uvcoordsvar = uvs.xxyy +
halfpixel *
vec4(invrendertargetdim.x,
invrendertargetdim.x,
invrendertargetdim.y,
invrendertargetdim.y);
- gl_Position = gl_Vertex;
+ gl_Position = vec4(pos, 0.0, 1.0);
}
void vert_dof_fifth_pass()
@@ -53,8 +56,8 @@ void vert_dof_fifth_pass()
vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5);
color_uv1 = vec2(0.5, 1.5) * invrendertargetdim;
- uvcoordsvar = gl_MultiTexCoord0;
- gl_Position = gl_Vertex;
+ uvcoordsvar = vec4(uvs, 0.0, 0.0);
+ gl_Position = vec4(pos, 0.0, 1.0);
}
void main()
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl b/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
index 1dc49b52be1..7aa6786d292 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
@@ -1,14 +1,17 @@
+uniform mat4 ProjectionMatrix;
+
/* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer
* we change the factors from the article to fit the OpennGL model. */
#ifdef PERSP_MATRIX
+
/* perspective camera code */
vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth)
{
float d = 2.0 * depth - 1.0;
- float zview = -gl_ProjectionMatrix[3][2] / (d + gl_ProjectionMatrix[2][2]);
+ float zview = -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
return zview * (viewvec_origin + vec3(uvcoords, 0.0) * viewvec_diff);
}
@@ -18,7 +21,7 @@ vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth)
vec4 d = 2.0 * depth - vec4(1.0);
/* return positive value, so sign differs! */
- return vec4(gl_ProjectionMatrix[3][2]) / (d + vec4(gl_ProjectionMatrix[2][2]));
+ return vec4(ProjectionMatrix[3][2]) / (d + vec4(ProjectionMatrix[2][2]));
}
#else
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
index f19ff4ec65a..4904010c841 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
@@ -1,3 +1,4 @@
+
// color buffer
uniform sampler2D colorbuffer;
@@ -9,8 +10,10 @@ uniform sampler1D ssao_concentric_tex;
// depth buffer
uniform sampler2D depthbuffer;
+
// coordinates on framebuffer in normalized (0.0-1.0) uv space
-varying vec4 uvcoordsvar;
+in vec4 uvcoordsvar;
+out vec4 FragColor;
/* ssao_params.x : pixel scale for the ssao radious */
/* ssao_params.y : factor for the ssao darkening */
@@ -33,7 +36,7 @@ vec3 calculate_view_space_normal(in vec3 viewposition)
float calculate_ssao_factor(float depth)
{
/* take the normalized ray direction here */
- vec2 rotX = texture2D(jitter_tex, uvcoordsvar.xy * ssao_sample_params.yz).rg;
+ vec2 rotX = texture(jitter_tex, uvcoordsvar.xy * ssao_sample_params.yz).rg;
vec2 rotY = vec2(-rotX.y, rotX.x);
/* occlusion is zero in full depth */
@@ -46,9 +49,9 @@ float calculate_ssao_factor(float depth)
/* find the offset in screen space by multiplying a point
* in camera space at the depth of the point by the projection matrix. */
vec2 offset;
- float homcoord = gl_ProjectionMatrix[2][3] * position.z + gl_ProjectionMatrix[3][3];
- offset.x = gl_ProjectionMatrix[0][0] * ssao_params.x / homcoord;
- offset.y = gl_ProjectionMatrix[1][1] * ssao_params.x / homcoord;
+ float homcoord = ProjectionMatrix[2][3] * position.z + ProjectionMatrix[3][3];
+ offset.x = ProjectionMatrix[0][0] * ssao_params.x / homcoord;
+ offset.y = ProjectionMatrix[1][1] * ssao_params.x / homcoord;
/* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */
offset *= 0.5;
@@ -57,7 +60,7 @@ float calculate_ssao_factor(float depth)
int num_samples = int(ssao_sample_params.x);
for (x = 0; x < num_samples; x++) {
- vec2 dir_sample = texture1D(ssao_concentric_tex, (float(x) + 0.5) / ssao_sample_params.x).rg;
+ vec2 dir_sample = texture(ssao_concentric_tex, (float(x) + 0.5) / ssao_sample_params.x).rg;
/* rotate with random direction to get jittered result */
vec2 dir_jittered = vec2(dot(dir_sample, rotX), dot(dir_sample, rotY));
@@ -67,7 +70,7 @@ float calculate_ssao_factor(float depth)
if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0)
continue;
- float depth_new = texture2D(depthbuffer, uvcoords).r;
+ float depth_new = texture(depthbuffer, uvcoords).r;
if (depth_new != 1.0) {
vec3 pos_new = get_view_space_from_depth(uvcoords, viewvecs[0].xyz, viewvecs[1].xyz, depth_new);
vec3 dir = pos_new - position;
@@ -87,8 +90,8 @@ float calculate_ssao_factor(float depth)
void main()
{
- float depth = texture2D(depthbuffer, uvcoordsvar.xy).r;
- vec4 scene_col = texture2D(colorbuffer, uvcoordsvar.xy);
+ float depth = texture(depthbuffer, uvcoordsvar.xy).r;
+ vec4 scene_col = texture(colorbuffer, uvcoordsvar.xy);
vec3 final_color = mix(scene_col.rgb, ssao_color.rgb, calculate_ssao_factor(depth));
- gl_FragColor = vec4(final_color.rgb, scene_col.a);
+ FragColor = vec4(final_color.rgb, scene_col.a);
}
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_vert.glsl
deleted file mode 100644
index 5194e414520..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_fx_vert.glsl
+++ /dev/null
@@ -1,9 +0,0 @@
-varying vec4 uvcoordsvar;
-
-//very simple shader for full screen FX, just pass values on
-
-void main()
-{
- uvcoordsvar = gl_MultiTexCoord0;
- gl_Position = gl_Vertex;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
index fe630dbeddb..7586050b258 100644
--- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
@@ -1,10 +1,11 @@
+
+uniform mat4 ProjectionMatrix;
+
uniform int PrimitiveIdBase;
uniform int osd_active_uv_offset;
-#if __VERSION__ >= 150
- layout(lines_adjacency) in;
- layout(triangle_strip, max_vertices = 4) out;
-#endif
+layout(lines_adjacency) in;
+layout(triangle_strip, max_vertices = 4) out;
in block {
VertexData v;
@@ -69,7 +70,7 @@ void emit_flat(int index, vec3 normal)
set_mtface_vertex_attrs(st);
- gl_Position = gl_ProjectionMatrix * inpt[index].v.position;
+ gl_Position = ProjectionMatrix * inpt[index].v.position;
EmitVertex();
}
@@ -90,7 +91,7 @@ void emit_smooth(int index)
set_mtface_vertex_attrs(st);
- gl_Position = gl_ProjectionMatrix * inpt[index].v.position;
+ gl_Position = ProjectionMatrix * inpt[index].v.position;
EmitVertex();
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
new file mode 100644
index 00000000000..727c3c0a832
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
@@ -0,0 +1,11 @@
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform vec4 color;
+uniform sampler2D image;
+
+void main()
+{
+ fragColor = texture(image, texCoord_interp).r * color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
new file mode 100644
index 00000000000..ef8935cc7ba
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
@@ -0,0 +1,11 @@
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform vec4 color;
+uniform sampler2D image;
+
+void main()
+{
+ fragColor = texture(image, texCoord_interp) * color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
new file mode 100644
index 00000000000..bcbe1f577fd
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
@@ -0,0 +1,16 @@
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform float znear;
+uniform float zfar;
+uniform sampler2D image;
+
+void main()
+{
+ float depth = texture(image, texCoord_interp).r;
+
+ /* normalize */
+ fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));
+ fragColor.a = 1.0f;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
new file mode 100644
index 00000000000..7f3e7df40ac
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
@@ -0,0 +1,34 @@
+
+/* Keep these in sync with GPU_shader.h */
+#define INTERLACE_ROW 0
+#define INTERLACE_COLUMN 1
+#define INTERLACE_CHECKERBOARD 2
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform int interlace_id;
+uniform sampler2DRect image_a;
+uniform sampler2DRect image_b;
+
+bool interlace()
+{
+ if (interlace_id == INTERLACE_CHECKERBOARD) {
+ return (int(gl_FragCoord.x + gl_FragCoord.y) & 1) != 0;
+ }
+ else if (interlace_id == INTERLACE_ROW) {
+ return (int(gl_FragCoord.y) & 1) != 0;
+ }
+ else if (interlace_id == INTERLACE_COLUMN) {
+ return (int(gl_FragCoord.x) & 1) != 0;
+ }
+}
+
+void main()
+{
+ if (interlace()) {
+ fragColor = texture(image_a, texCoord_interp);
+ } else {
+ fragColor = texture(image_b, texCoord_interp);
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
new file mode 100644
index 00000000000..c2b25cc8011
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
@@ -0,0 +1,30 @@
+
+/* Display a linear image texture into sRGB space */
+
+uniform sampler2D image;
+
+in vec2 texCoord_interp;
+
+out vec4 fragColor;
+
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308)
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ else
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+}
+
+void linearrgb_to_srgb(vec4 col_from, out vec4 col_to)
+{
+ col_to.r = linearrgb_to_srgb(col_from.r);
+ col_to.g = linearrgb_to_srgb(col_from.g);
+ col_to.b = linearrgb_to_srgb(col_from.b);
+ col_to.a = col_from.a;
+}
+
+void main() {
+ fragColor = texture(image, texCoord_interp.st);
+
+ linearrgb_to_srgb(fragColor, fragColor);
+} \ No newline at end of file
diff --git a/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
new file mode 100644
index 00000000000..4a45d03175e
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
@@ -0,0 +1,12 @@
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform sampler2D image;
+uniform vec4 color;
+
+void main()
+{
+ fragColor.a = texture(image, texCoord_interp).a * color.a;
+ fragColor.rgb = color.rgb;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
new file mode 100644
index 00000000000..51092d56e5e
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
@@ -0,0 +1,12 @@
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform float alpha;
+uniform sampler2D image;
+
+void main()
+{
+ fragColor = texture(image, texCoord_interp);
+ fragColor.a *= alpha;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
new file mode 100644
index 00000000000..7d9ce9d2003
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
@@ -0,0 +1,12 @@
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform float alpha;
+uniform sampler2DRect image;
+
+void main()
+{
+ fragColor = texture(image, texCoord_interp);
+ fragColor.a *= alpha;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
new file mode 100644
index 00000000000..64662247d69
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
@@ -0,0 +1,16 @@
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform sampler2D image;
+uniform vec4 color;
+uniform vec4 shuffle;
+
+void main()
+{
+ vec4 sample = texture(image, texCoord_interp);
+ fragColor = vec4(sample.r * shuffle.r +
+ sample.g * shuffle.g +
+ sample.b * shuffle.b +
+ sample.a * shuffle.a) * color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl
new file mode 100644
index 00000000000..d0f2a8dcd51
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl
@@ -0,0 +1,121 @@
+
+
+/* This shader essentially operates in Object space, where it aligns given geometry with bone, scales it accordingly
+ * to given radii, and then does usual basic solid operations.
+ * Note that if one of head/tail radius is negative, it assumes it only works on the other end of the bone
+ * (used to draw head/tail spheres). */
+
+
+uniform mat4 ViewMatrix;
+uniform mat4 ViewProjectionMatrix;
+
+
+/* ---- Instanciated Attribs ---- */
+in vec4 pos; /* w encodes head (== 0.0f), tail (== 1.0f) or in-between. */
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec4 color;
+
+in float radius_head;
+in float radius_tail;
+
+
+out vec3 normal;
+flat out vec4 finalColor;
+
+
+void main()
+{
+ /* We get head/tail in object space. */
+ vec4 head = InstanceModelMatrix * vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ vec4 tail = InstanceModelMatrix * vec4(0.0f, 1.0f, 0.0f, 1.0f);
+
+ /* We need rotation from bone mat, but not scaling. */
+ mat3 bone_mat = mat3(InstanceModelMatrix);
+ bone_mat[0] = normalize(bone_mat[0]);
+ bone_mat[1] = normalize(bone_mat[1]);
+ bone_mat[2] = normalize(bone_mat[2]);
+
+ mat3 nor_mat = transpose(inverse(mat3(ViewMatrix) * bone_mat));
+
+ /* Where does this comes from???? Don't know why, but is mandatory anyway... :/ */
+ const float size = 2.0f;
+
+ head.xyz *= size;
+ tail.xyz *= size;
+
+ bool head_only = (radius_tail < 0.0f);
+ bool tail_only = (radius_head < 0.0f);
+ /* == 0: head; == 1: tail; in-between: along bone. */
+ float head_fac = head_only ? 0.0f : (tail_only ? 1.0f : pos.w);
+
+ vec4 ob_pos;
+ vec4 ob_bone_origin;
+ float radius;
+
+ /* head */
+ if (head_fac <= 0.0f) {
+ if (!head_only) {
+ /* We are drawing the body itself, need to adjust start/end positions and radius! */
+ vec3 bone_vec = tail.xyz - head.xyz;
+ float len = length(bone_vec);
+
+ if (len > (radius_head + radius_tail)) {
+ float fac = (len - radius_head) / len;
+ radius = fac * radius_head + (1.0f - fac) * radius_tail;
+ bone_vec /= len;
+ ob_bone_origin = vec4(head.xyz + bone_vec * radius_head * size, 1.0f);
+ }
+ else {
+ radius = (radius_head + radius_tail) / 2.0f;
+ ob_bone_origin = (head + tail) / 2.0f;
+ }
+ }
+ else {
+ radius = radius_head;
+ ob_bone_origin = head;
+ }
+ }
+ /* tail */
+ else if (head_fac >= 1.0f) {
+ if (!tail_only) {
+ /* We are drawing the body itself, need to adjust start/end positions and radius! */
+ vec3 bone_vec = tail.xyz - head.xyz;
+ float len = length(bone_vec);
+
+ if (len > (radius_head + radius_tail)) {
+ float fac = (len - radius_tail) / len;
+ radius = fac * radius_tail + (1.0f - fac) * radius_head;
+ bone_vec /= len;
+ ob_bone_origin = vec4(tail.xyz - bone_vec * radius_tail * size, 1.0f);
+ }
+ else {
+ radius = (radius_head + radius_tail) / 2.0f;
+ ob_bone_origin = (head + tail) / 2.0f;
+ }
+ }
+ else {
+ radius = radius_tail;
+ ob_bone_origin = tail;
+ }
+ }
+ /* Body of the bone */
+#if 0 /* Note: not used currently! */
+ else {
+ float tail_fac = 1.0f - head_fac;
+ radius = radius_head * head_fac + radius_tail * tail_fac;
+ ob_bone_origin = head * head_fac + tail * tail_fac;
+ }
+#endif
+
+ /* Yep, since input pos is unit sphere coordinates, it's also our normal. */
+ vec3 nor = pos.xyz;
+ ob_pos = pos * radius * size;
+ ob_pos.xyz = bone_mat * ob_pos.xyz;
+ ob_pos.w = 1.0f;
+
+ gl_Position = ViewProjectionMatrix * (ob_pos + ob_bone_origin);
+ normal = normalize(nor_mat * nor);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl
new file mode 100644
index 00000000000..1bdad924bd2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl
@@ -0,0 +1,100 @@
+
+
+/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view and bone,
+ * and scales head/tail/distance according to per-instance attributes
+ * (and 'role' of current vertex, encoded in zw input, head or tail, and inner or outer for distance outline).
+ * It is used for both the distance outline drawing, and the wire version of envelope bone.
+ * Note that if one of head/tail radius is negative, it assumes it only works on the other end of the bone
+ * (used to draw head/tail spheres). */
+
+uniform mat4 ViewMatrix;
+uniform mat4 ProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec4 pos; /* z encodes head (== 0.0f), tail (== 1.0f) or in-between; w encodes inner (0.0f) or outer border. */
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec4 color;
+
+in float radius_head;
+in float radius_tail;
+in float distance;
+
+
+flat out vec4 finalColor;
+
+
+void main()
+{
+ /* We get head/tail in object space. */
+ mat4 bone_mat = InstanceModelMatrix;
+ vec4 head = bone_mat * vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ vec4 tail = bone_mat * vec4(0.0f, 1.0f, 0.0f, 1.0f);
+
+ /* We generate our XY axes in object space, Y axis being aligned with bone in view space. */
+ mat4 obview_mat = ViewMatrix;
+ mat4 iobview_mat = inverse(obview_mat);
+
+ vec4 view_bone_vec = obview_mat * normalize(tail - head);
+ view_bone_vec.z = 0.0f;
+ if (length(view_bone_vec.xy) <= 1e-5f) {
+ /* A bit weak, but will do the job for now.
+ * Ideally we could compute head/tail radius in view space, and take larger one... */
+ if (view_bone_vec.x > view_bone_vec.y) {
+ view_bone_vec.x = 1e-5f;
+ }
+ else {
+ view_bone_vec.y = 1e-5f;
+ }
+ }
+ vec3 bone_axis_y = normalize((iobview_mat * view_bone_vec).xyz);
+ vec3 bone_axis_x = normalize(cross(bone_axis_y, iobview_mat[2].xyz));
+
+ /* Where does this comes from???? Don't know why, but is mandatory anyway... :/ */
+ float size = 2.0f;
+
+ head.xyz *= size;
+ tail.xyz *= size;
+
+ bool head_only = (radius_tail < 0.0f);
+ bool tail_only = (radius_head < 0.0f);
+ /* == 0: head; == 1: tail; in-between: along bone. */
+ float head_fac = head_only ? 0.0f : (tail_only ? 1.0f : pos.z);
+ bool do_distance_offset = (pos.w != 0.0f) && (distance >= 0.0f);
+
+ vec2 xy_pos = pos.xy;
+ vec4 ob_pos;
+
+ vec4 ob_bone_origin;
+ float radius;
+
+ /* head */
+ if (head_fac <= 0.0f) {
+ radius = radius_head;
+ ob_bone_origin = head;
+ }
+ /* tail */
+ else if (head_fac >= 1.0f) {
+ radius = radius_tail;
+ ob_bone_origin = tail;
+ }
+ /* Body of the bone */
+#if 0 /* Note: not used currently! */
+ else {
+ float tail_fac = 1.0f - head_fac;
+ radius = radius_head * head_fac + radius_tail * tail_fac;
+ ob_bone_origin = head * head_fac + tail * tail_fac;
+ }
+#endif
+
+ if (do_distance_offset) {
+ radius += distance;
+ }
+
+ xy_pos = xy_pos * radius * size;
+
+ ob_pos = ob_bone_origin + vec4(bone_axis_x * xy_pos.x + bone_axis_y * xy_pos.y, 1.0f);
+ gl_Position = ProjectionMatrix * obview_mat * ob_pos;
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl
new file mode 100644
index 00000000000..aec8fd9b0a1
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl
@@ -0,0 +1,50 @@
+
+uniform mat4 ViewProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in float pos;
+
+/* ---- Per instance Attribs ---- */
+in vec3 color;
+in vec4 corners[2]; /* trouble fetching vec2 */
+in float depth;
+in vec4 tria;
+in mat4 InstanceModelMatrix;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ vec3 pPos;
+
+ if (pos == 1.0) {
+ pPos = vec3(corners[0].xy, depth);
+ }
+ else if (pos == 2.0) {
+ pPos = vec3(corners[0].zw, depth);
+ }
+ else if (pos == 3.0) {
+ pPos = vec3(corners[1].xy, depth);
+ }
+ else if (pos == 4.0) {
+ pPos = vec3(corners[1].zw, depth);
+ }
+ else if (pos == 5.0) {
+ pPos = vec3(tria.xy, depth);
+ }
+ else if (pos == 6.0) {
+ vec2 ofs = tria.xy - corners[0].xy;
+ ofs.x = -ofs.x;
+ pPos = vec3(corners[1].zw + ofs, depth);
+ }
+ else if (pos == 7.0) {
+ pPos = vec3(tria.zw, depth);
+ }
+ else {
+ pPos = vec3(0.0);
+ }
+
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pPos, 1.0);
+
+ finalColor = vec4(color, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl
new file mode 100644
index 00000000000..142df70e68a
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl
@@ -0,0 +1,25 @@
+
+uniform mat4 ViewProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+
+/* ---- Per instance Attribs ---- */
+in vec3 color;
+in float start;
+in float end;
+in mat4 InstanceModelMatrix;
+
+uniform float size;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ float len = end - start;
+ vec3 sta = vec3(0.0, 0.0, -start);
+
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos * -len + sta, 1.0);
+ gl_PointSize = size;
+ finalColor = vec4(color, 1.0);
+} \ No newline at end of file
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
new file mode 100644
index 00000000000..6f580ef3ff6
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
@@ -0,0 +1,57 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. This geometry shader
+// decides which edge type to use if endpoints disagree.
+
+uniform mat4 ProjectionMatrix;
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+layout(lines) in;
+layout(line_strip, max_vertices = 2) out;
+
+in vec4 MV_pos[];
+in float edgeClass[];
+in vec3 fCol[];
+
+flat out vec4 finalColor;
+
+void emitLine(vec4 color)
+{
+ gl_Position = ProjectionMatrix * MV_pos[0];
+ EmitVertex();
+ gl_Position = ProjectionMatrix * MV_pos[1];
+ finalColor = color;
+ EmitVertex();
+ EndPrimitive();
+}
+
+void main()
+{
+ float finalEdgeClass = max(edgeClass[0], edgeClass[1]);
+
+ if (finalEdgeClass > 0.0f) {
+ // front-facing edge
+ if (drawFront)
+ emitLine(vec4(fCol[0], 0.75));
+ }
+ else if (finalEdgeClass < 0.0f) {
+ // back-facing edge
+ if (drawBack)
+ emitLine(vec4(fCol[0], 0.5));
+ }
+ else {
+ // exactly one face is front-facing, silhouette edge
+ if (drawSilhouette)
+ emitLine(vec4(fCol[0], 1.0));
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
new file mode 100644
index 00000000000..fa30c9fb1ed
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
@@ -0,0 +1,63 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. We use a geometry
+// shader to resolve this properly.
+
+uniform mat4 ViewMatrix;
+uniform mat4 ProjectionMatrix;
+
+in vec3 pos;
+in vec3 N1, N2; // normals of faces this edge joins (object coords)
+
+/* instance attrib */
+in vec3 color;
+in mat4 InstanceModelMatrix;
+
+out vec4 MV_pos;
+out float edgeClass;
+out vec3 fCol;
+
+// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
+
+bool front(mat3 NormalMatrix, vec3 N, vec3 eye)
+{
+ return dot(NormalMatrix * N, eye) > 0.0;
+}
+
+void main()
+{
+ vec3 eye;
+
+ mat4 ModelViewMatrix = ViewMatrix * InstanceModelMatrix;
+
+ MV_pos = ModelViewMatrix * vec4(pos, 1.0);
+
+ mat3 NormalMatrix = transpose(inverse(mat3(ModelViewMatrix)));
+
+ /* if persp */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ eye = normalize(-MV_pos.xyz);
+ }
+ else {
+ eye = vec3(0.0, 0.0, 1.0);
+ }
+
+ bool face_1_front = front(NormalMatrix, N1, eye);
+ bool face_2_front = front(NormalMatrix, N2, eye);
+
+ if (face_1_front && face_2_front)
+ edgeClass = 1.0; // front-facing edge
+ else if (face_1_front || face_2_front)
+ edgeClass = 0.0; // exactly one face is front-facing, silhouette edge
+ else
+ edgeClass = -1.0; // back-facing edge
+
+ fCol = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_mball_helpers_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_mball_helpers_vert.glsl
new file mode 100644
index 00000000000..819199c26c7
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_mball_helpers_vert.glsl
@@ -0,0 +1,36 @@
+
+/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view,
+ * and scales the shape according to per-instance attributes
+ * Note that if the stiffness is zero, it assumes the scale is directly multiplied by the radius */
+
+
+ #define M_PI_2 1.570796f // pi/2
+
+uniform mat4 ViewProjectionMatrix;
+uniform vec3 screen_vecs[2];
+
+/* ---- Instanciated Attribs ---- */
+in vec2 pos;
+
+/* ---- Per instance Attribs ---- */
+in mat3x4 ScaleTranslationMatrix;
+in float radius;
+in vec3 color;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ mat3 Scamat = mat3(ScaleTranslationMatrix);
+ vec4 world_pos = vec4(
+ ScaleTranslationMatrix[0][3],
+ ScaleTranslationMatrix[1][3],
+ ScaleTranslationMatrix[2][3],
+ 1.0);
+
+ vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
+ world_pos.xyz += Scamat * (screen_pos * radius);
+
+ gl_Position = ViewProjectionMatrix * world_pos;
+ finalColor = vec4(color, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl
new file mode 100644
index 00000000000..9876717b297
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl
@@ -0,0 +1,27 @@
+
+uniform mat4 ViewMatrix;
+uniform mat4 ViewProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+in vec3 nor;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec4 color;
+
+out vec3 normal;
+flat out vec4 finalColor;
+
+void main()
+{
+ mat4 ModelViewProjectionMatrix = ViewProjectionMatrix * InstanceModelMatrix;
+ /* This is slow and run per vertex, but it's still faster than
+ * doing it per instance on CPU and sending it on via instance attrib */
+ mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
+
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ normal = NormalMatrix * nor;
+
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
new file mode 100644
index 00000000000..2ee74b3eae0
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
@@ -0,0 +1,32 @@
+
+uniform mat4 ViewProjectionMatrix;
+uniform vec3 screen_vecs[2];
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos; /* using Z as axis id */
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec3 color;
+in float size;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ vec3 offset = vec3(0.0);
+
+#ifdef AXIS_NAME
+ if (pos.z == 0.0)
+ offset = vec3(1.125, 0.0, 0.0);
+ else if (pos.z == 1.0)
+ offset = vec3(0.0, 1.125, 0.0);
+ else
+ offset = vec3(0.0, 0.0, 1.125);
+ offset *= size;
+#endif
+
+ vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
+ gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0));
+ finalColor = vec4(color, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl
new file mode 100644
index 00000000000..ba0ac29fb79
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl
@@ -0,0 +1,29 @@
+
+uniform mat4 ViewProjectionMatrix;
+uniform vec3 screen_vecs[2];
+uniform float size;
+uniform float pixel_size;
+
+/* ---- Instanciated Attribs ---- */
+in vec2 pos;
+
+/* ---- Per instance Attribs ---- */
+in vec3 world_pos;
+in vec3 color;
+
+flat out vec4 finalColor;
+
+float mul_project_m4_v3_zfac(in vec3 co)
+{
+ return (ViewProjectionMatrix[0][3] * co.x) +
+ (ViewProjectionMatrix[1][3] * co.y) +
+ (ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3];
+}
+
+void main()
+{
+ float pix_size = mul_project_m4_v3_zfac(world_pos) * pixel_size;
+ vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
+ gl_Position = ViewProjectionMatrix * vec4(world_pos + screen_pos * size * pix_size, 1.0);
+ finalColor = vec4(color, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
new file mode 100644
index 00000000000..10a2ba61a2c
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
@@ -0,0 +1,22 @@
+
+uniform mat4 ViewProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec3 color;
+#ifdef UNIFORM_SCALE
+in float size;
+#else
+in vec3 size;
+#endif
+
+flat out vec4 finalColor;
+
+void main()
+{
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos * size, 1.0);
+ finalColor = vec4(color, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
new file mode 100644
index 00000000000..eac167e8045
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
@@ -0,0 +1,13 @@
+
+uniform mat4 ViewProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+
+void main()
+{
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos, 1.0);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
new file mode 100644
index 00000000000..7f445369833
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
@@ -0,0 +1,31 @@
+
+in vec4 radii;
+in vec4 finalColor;
+in vec4 finalOutlineColor;
+out vec4 fragColor;
+
+void main() {
+ vec2 quad = abs(gl_PointCoord - vec2(0.5));
+ float dist = quad.x + quad.y;
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure outline color
+// --- 2 ---
+// smooth transition
+// --- 3 ---
+// pure point color
+// ...
+// dist = 0 at center of point
+
+ float mid_stroke = 0.5 * (radii[1] + radii[2]);
+
+ vec4 backgroundColor = vec4(finalOutlineColor.rgb, 0.0);
+
+ if (dist > mid_stroke)
+ fragColor = mix(finalOutlineColor, backgroundColor, smoothstep(radii[1], radii[0], dist));
+ else
+ fragColor = mix(finalColor, finalOutlineColor, smoothstep(radii[3], radii[2], dist));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl
new file mode 100644
index 00000000000..c49832bf9b4
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl
@@ -0,0 +1,34 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+const float pixel_fudge = sqrt(2.0);
+const float outline_width = 1.15 * pixel_fudge;
+
+in vec2 pos;
+in float size;
+in vec4 color;
+in vec4 outlineColor;
+out vec4 finalColor;
+out vec4 finalOutlineColor;
+out vec4 radii;
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+
+ // pass through unchanged
+ gl_PointSize = size + pixel_fudge; // 0.5 pixel_fudge on either side
+ finalColor = color;
+ finalOutlineColor = outlineColor;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * gl_PointSize;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - pixel_fudge;
+ radii[2] = radius - outline_width;
+ radii[3] = radius - outline_width - pixel_fudge;
+
+ // convert to PointCoord units
+ radii /= size;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index d589c8765e6..667972fc429 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1,11 +1,57 @@
+
+uniform mat4 ModelViewMatrix;
+#ifndef EEVEE_ENGINE
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrixInverse;
+uniform mat4 ViewMatrix;
+#endif
+uniform mat4 ModelMatrix;
+uniform mat4 ModelMatrixInverse;
+uniform mat4 ModelViewMatrixInverse;
+uniform mat4 ProjectionMatrixInverse;
+uniform mat3 NormalMatrix;
+uniform vec4 CameraTexCoFactors;
+
+/* Old glsl mode compat. */
+
+#ifndef CLOSURE_DEFAULT
+
+struct Closure {
+ vec3 radiance;
+ float opacity;
+};
+
+#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0)
+
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
+ cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl;
+ cl.radiance = cl1.radiance + cl2.radiance;
+ cl.opacity = cl1.opacity + cl2.opacity;
+ return cl;
+}
+
+Closure nodetree_exec(void); /* Prototype */
+
+#endif /* CLOSURE_DEFAULT */
+
+
/* Converters */
float convert_rgba_to_float(vec4 color)
{
#ifdef USE_NEW_SHADING
- return color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
+ return dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
#else
- return (color.r + color.g + color.b) / 3.0;
+ return (color.r + color.g + color.b) * 0.333333;
#endif
}
@@ -53,7 +99,7 @@ void rgb_to_hsv(vec4 rgb, out vec4 outcol)
h = 0.0;
}
else {
- c = (vec3(cmax, cmax, cmax) - rgb.xyz) / cdelta;
+ c = (vec3(cmax) - rgb.xyz) / cdelta;
if (rgb.x == cmax) h = c[2] - c[1];
else if (rgb.y == cmax) h = 2.0 + c[0] - c[2];
@@ -155,15 +201,18 @@ void color_to_blender_normal_new_shading(vec3 color, out vec3 normal)
normal.y = -2.0 * ((color.g) - 0.5);
normal.z = -2.0 * ((color.b) - 0.5);
}
-
+#ifndef M_PI
#define M_PI 3.14159265358979323846
-#define M_1_PI 0.31830988618379069
+#endif
+#ifndef M_1_PI
+#define M_1_PI 0.318309886183790671538
+#endif
/*********** SHADER NODES ***************/
void vcol_attribute(vec4 attvcol, out vec4 vcol)
{
- vcol = vec4(attvcol.x, attvcol.y, attvcol.z, 1.0);
+ vcol = vec4(attvcol.xyz, 1.0);
}
void uv_attribute(vec2 attuv, out vec3 uv)
@@ -177,7 +226,7 @@ void geom(
out vec3 normal, out vec4 vcol, out float vcol_alpha, out float frontback)
{
local = co;
- view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(local) : vec3(0.0, 0.0, -1.0);
+ view = (ProjectionMatrix[3][3] == 0.0) ? normalize(local) : vec3(0.0, 0.0, -1.0);
global = (viewinvmat * vec4(local, 1.0)).xyz;
orco = attorco;
uv_attribute(attuv, uv);
@@ -419,13 +468,13 @@ void squeeze(float val, float width, float center, out float outval)
void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = v1 + v2;
- outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) / 3.0;
+ outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333;
}
void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = v1 - v2;
- outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) / 3.0;
+ outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333;
}
void vec_math_average(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
@@ -441,7 +490,7 @@ void vec_math_mix(float strength, vec3 v1, vec3 v2, out vec3 outvec)
void vec_math_dot(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
- outvec = vec3(0, 0, 0);
+ outvec = vec3(0);
outval = dot(v1, v2);
}
@@ -483,9 +532,9 @@ void normal_new_shading(vec3 dir, vec3 nor, out vec3 outnor, out float outdot)
void curves_vec(float fac, vec3 vec, sampler2D curvemap, out vec3 outvec)
{
- outvec.x = texture2D(curvemap, vec2((vec.x + 1.0) * 0.5, 0.0)).x;
- outvec.y = texture2D(curvemap, vec2((vec.y + 1.0) * 0.5, 0.0)).y;
- outvec.z = texture2D(curvemap, vec2((vec.z + 1.0) * 0.5, 0.0)).z;
+ outvec.x = texture(curvemap, vec2((vec.x + 1.0) * 0.5, 0.0)).x;
+ outvec.y = texture(curvemap, vec2((vec.y + 1.0) * 0.5, 0.0)).y;
+ outvec.z = texture(curvemap, vec2((vec.z + 1.0) * 0.5, 0.0)).z;
if (fac != 1.0)
outvec = (outvec * fac) + (vec * (1.0 - fac));
@@ -494,9 +543,9 @@ void curves_vec(float fac, vec3 vec, sampler2D curvemap, out vec3 outvec)
void curves_rgb(float fac, vec4 col, sampler2D curvemap, out vec4 outcol)
{
- outcol.r = texture2D(curvemap, vec2(texture2D(curvemap, vec2(col.r, 0.0)).a, 0.0)).r;
- outcol.g = texture2D(curvemap, vec2(texture2D(curvemap, vec2(col.g, 0.0)).a, 0.0)).g;
- outcol.b = texture2D(curvemap, vec2(texture2D(curvemap, vec2(col.b, 0.0)).a, 0.0)).b;
+ outcol.r = texture(curvemap, vec2(texture(curvemap, vec2(col.r, 0.0)).a, 0.0)).r;
+ outcol.g = texture(curvemap, vec2(texture(curvemap, vec2(col.g, 0.0)).a, 0.0)).g;
+ outcol.b = texture(curvemap, vec2(texture(curvemap, vec2(col.b, 0.0)).a, 0.0)).b;
if (fac != 1.0)
outcol = (outcol * fac) + (col * (1.0 - fac));
@@ -816,22 +865,23 @@ void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
void valtorgb(float fac, sampler2D colormap, out vec4 outcol, out float outalpha)
{
- outcol = texture2D(colormap, vec2(fac, 0.0));
+ outcol = texture(colormap, vec2(fac, 0.0));
outalpha = outcol.a;
}
void rgbtobw(vec4 color, out float outval)
{
#ifdef USE_NEW_SHADING
- outval = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
+ vec3 factors = vec3(0.2126, 0.7152, 0.0722);
#else
- outval = color.r * 0.35 + color.g * 0.45 + color.b * 0.2; /* keep these factors in sync with texture.h:RGBTOBW */
+ vec3 factors = vec3(0.35, 0.45, 0.2); /* keep these factors in sync with texture.h:RGBTOBW */
#endif
+ outval = dot(color.rgb, factors);
}
void invert(float fac, vec4 col, out vec4 outcol)
{
- outcol.xyz = mix(col.xyz, vec3(1.0, 1.0, 1.0) - col.xyz, fac);
+ outcol.xyz = mix(col.xyz, vec3(1.0) - col.xyz, fac);
outcol.w = col.w;
}
@@ -916,12 +966,12 @@ void texture_flip_blend(vec3 vec, out vec3 outvec)
void texture_blend_lin(vec3 vec, out float outval)
{
- outval = (1.0 + vec.x) / 2.0;
+ outval = (1.0 + vec.x) * 0.5;
}
void texture_blend_quad(vec3 vec, out float outval)
{
- outval = max((1.0 + vec.x) / 2.0, 0.0);
+ outval = max((1.0 + vec.x) * 0.5, 0.0);
outval *= outval;
}
@@ -932,12 +982,12 @@ void texture_wood_sin(vec3 vec, out float value, out vec4 color, out vec3 normal
value = wi;
color = vec4(wi, wi, wi, 1.0);
- normal = vec3(0.0, 0.0, 0.0);
+ normal = vec3(0.0);
}
void texture_image(vec3 vec, sampler2D ima, out float value, out vec4 color, out vec3 normal)
{
- color = texture2D(ima, (vec.xy + vec2(1.0, 1.0)) * 0.5);
+ color = texture(ima, (vec.xy + vec2(1.0)) * 0.5);
value = color.a;
normal.x = 2.0 * (color.r - 0.5);
@@ -1277,11 +1327,7 @@ void mtex_har_divide(float har, out float outhar)
void mtex_har_multiply_clamp(float har, out float outhar)
{
- har *= 128.0;
-
- if (har < 1.0) outhar = 1.0;
- else if (har > 511.0) outhar = 511.0;
- else outhar = har;
+ outhar = clamp(har * 128.0, 1.0, 511.0);
}
void mtex_alpha_from_col(vec4 col, out float alpha)
@@ -1350,14 +1396,14 @@ vec3 mtex_2d_mapping(vec3 vec)
void mtex_cube_map(vec3 co, samplerCube ima, out float value, out vec4 color)
{
- color = textureCube(ima, co);
+ color = texture(ima, co);
value = 1.0;
}
void mtex_cube_map_refl_from_refldir(
samplerCube ima, vec3 reflecteddirection, out float value, out vec4 color)
{
- color = textureCube(ima, reflecteddirection);
+ color = texture(ima, reflecteddirection);
value = color.a;
}
@@ -1368,13 +1414,13 @@ void mtex_cube_map_refl(
vec3 viewdirection = vec3(viewmatrixinverse * vec4(vp, 0.0));
vec3 normaldirection = normalize(vec3(vec4(vn, 0.0) * viewmatrix));
vec3 reflecteddirection = reflect(viewdirection, normaldirection);
- color = textureCube(ima, reflecteddirection);
+ color = texture(ima, reflecteddirection);
value = 1.0;
}
void mtex_image(vec3 texco, sampler2D ima, out float value, out vec4 color)
{
- color = texture2D(ima, texco.xy);
+ color = texture(ima, texco.xy);
value = 1.0;
}
@@ -1385,7 +1431,7 @@ void mtex_normal(vec3 texco, sampler2D ima, out vec3 normal)
// It needs to be done because in Blender
// the normal used points inward.
// Should this ever change this negate must be removed.
- vec4 color = texture2D(ima, texco.xy);
+ vec4 color = texture(ima, texco.xy);
normal = 2.0 * (vec3(-color.r, color.g, color.b) - vec3(-0.5, 0.5, 0.5));
}
@@ -1413,8 +1459,8 @@ void mtex_bump_init_objspace(
out float fPrevMagnitude_out, out vec3 vNacc_out,
out vec3 vR1, out vec3 vR2, out float fDet)
{
- mat3 obj2view = to_mat3(gl_ModelViewMatrix);
- mat3 view2obj = to_mat3(gl_ModelViewMatrixInverse);
+ mat3 obj2view = to_mat3(ModelViewMatrix);
+ mat3 view2obj = to_mat3(ModelViewMatrixInverse);
vec3 vSigmaS = view2obj * dFdx(surf_pos);
vec3 vSigmaT = view2obj * dFdy(surf_pos);
@@ -1481,9 +1527,9 @@ void mtex_bump_tap3(
vec2 STul = texco.xy + dFdy(texco.xy);
float Hll, Hlr, Hul;
- rgbtobw(texture2D(ima, STll), Hll);
- rgbtobw(texture2D(ima, STlr), Hlr);
- rgbtobw(texture2D(ima, STul), Hul);
+ rgbtobw(texture(ima, STll), Hll);
+ rgbtobw(texture(ima, STlr), Hlr);
+ rgbtobw(texture(ima, STul), Hul);
dBs = hScale * (Hlr - Hll);
dBt = hScale * (Hul - Hll);
@@ -1508,10 +1554,10 @@ void mtex_bump_bicubic(
vec2 STd = texco.xy - 0.5 * TexDy;
vec2 STu = texco.xy + 0.5 * TexDy;
- rgbtobw(texture2D(ima, STl), Hl);
- rgbtobw(texture2D(ima, STr), Hr);
- rgbtobw(texture2D(ima, STd), Hd);
- rgbtobw(texture2D(ima, STu), Hu);
+ rgbtobw(texture(ima, STl), Hl);
+ rgbtobw(texture(ima, STr), Hr);
+ rgbtobw(texture(ima, STd), Hd);
+ rgbtobw(texture(ima, STu), Hu);
vec2 dHdxy = vec2(Hr - Hl, Hu - Hd);
float fBlend = clamp(1.0 - textureQueryLOD(ima, texco.xy).x, 0.0, 1.0);
@@ -1597,11 +1643,11 @@ void mtex_bump_tap5(
vec2 STu = texco.xy + 0.5 * TexDy;
float Hc, Hl, Hr, Hd, Hu;
- rgbtobw(texture2D(ima, STc), Hc);
- rgbtobw(texture2D(ima, STl), Hl);
- rgbtobw(texture2D(ima, STr), Hr);
- rgbtobw(texture2D(ima, STd), Hd);
- rgbtobw(texture2D(ima, STu), Hu);
+ rgbtobw(texture(ima, STc), Hc);
+ rgbtobw(texture(ima, STl), Hl);
+ rgbtobw(texture(ima, STr), Hr);
+ rgbtobw(texture(ima, STd), Hd);
+ rgbtobw(texture(ima, STu), Hu);
dBs = hScale * (Hr - Hl);
dBt = hScale * (Hu - Hd);
@@ -1618,7 +1664,7 @@ void mtex_bump_deriv(
// this variant using a derivative map is described here
// http://mmikkelsen3d.blogspot.com/2011/07/derivative-maps.html
vec2 dim = vec2(ima_x, ima_y);
- vec2 dBduv = hScale * dim * (2.0 * texture2D(ima, texco.xy).xy - 1.0);
+ vec2 dBduv = hScale * dim * (2.0 * texture(ima, texco.xy).xy - 1.0);
dBs = dBduv.x * TexDx.x + s * dBduv.y * TexDx.y;
dBt = dBduv.x * TexDy.x + s * dBduv.y * TexDy.y;
@@ -1670,7 +1716,7 @@ void mtex_nspace_world(mat4 viewmat, vec3 texnormal, out vec3 outnormal)
void mtex_nspace_object(vec3 texnormal, out vec3 outnormal)
{
- outnormal = normalize(gl_NormalMatrix * texnormal);
+ outnormal = normalize(NormalMatrix * texnormal);
}
void mtex_blend_normal(float norfac, vec3 normal, vec3 newnormal, out vec3 outnormal)
@@ -1727,7 +1773,7 @@ void lamp_falloff_invcoefficients(float coeff_const, float coeff_lin, float coef
void lamp_falloff_curve(float lampdist, sampler2D curvemap, float dist, out float visifac)
{
- visifac = texture2D(curvemap, vec2(dist / lampdist, 0.0)).x;
+ visifac = texture(curvemap, vec2(dist / lampdist, 0.0)).x;
}
void lamp_visibility_sphere(float lampdist, float dist, float visifac, out float outvisifac)
@@ -1794,7 +1840,7 @@ void lamp_visibility_clamp(float visifac, out float outvisifac)
void world_paper_view(vec3 vec, out vec3 outvec)
{
vec3 nvec = normalize(vec);
- outvec = (gl_ProjectionMatrix[3][3] == 0.0) ? vec3(nvec.x, 0.0, nvec.y) : vec3(0.0, 0.0, -1.0);
+ outvec = (ProjectionMatrix[3][3] == 0.0) ? vec3(nvec.x, 0.0, nvec.y) : vec3(0.0, 0.0, -1.0);
}
void world_zen_mapping(vec3 view, float zenup, float zendown, out float zenfac)
@@ -1828,7 +1874,7 @@ void world_blend(vec3 vec, out float blend)
void shade_view(vec3 co, out vec3 view)
{
/* handle perspective/orthographic */
- view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(co) : vec3(0.0, 0.0, -1.0);
+ view = (ProjectionMatrix[3][3] == 0.0) ? normalize(co) : vec3(0.0, 0.0, -1.0);
}
void shade_tangent_v(vec3 lv, vec3 tang, out vec3 vn)
@@ -2020,7 +2066,7 @@ void shade_add_to_diffuse(float i, vec3 lampcol, vec3 col, out vec3 outcol)
if (i > 0.0)
outcol = i * lampcol * col;
else
- outcol = vec3(0.0, 0.0, 0.0);
+ outcol = vec3(0.0);
}
void shade_hemi_spec(vec3 vn, vec3 lv, vec3 view, float spec, float hard, float visifac, out float t)
@@ -2177,12 +2223,12 @@ void shade_madd(vec4 col, vec4 col1, vec4 col2, out vec4 outcol)
void shade_add_clamped(vec4 col1, vec4 col2, out vec4 outcol)
{
- outcol = col1 + max(col2, vec4(0.0, 0.0, 0.0, 0.0));
+ outcol = col1 + max(col2, vec4(0.0));
}
void shade_madd_clamped(vec4 col, vec4 col1, vec4 col2, out vec4 outcol)
{
- outcol = col + max(col1 * col2, vec4(0.0, 0.0, 0.0, 0.0));
+ outcol = col + max(col1 * col2, vec4(0.0));
}
void env_apply(vec4 col, vec3 hor, vec3 zen, vec4 f, mat4 vm, vec3 vn, out vec4 outcol)
@@ -2219,7 +2265,7 @@ void shade_obcolor(vec4 col, vec4 obcol, out vec4 outcol)
void ramp_rgbtobw(vec3 color, out float outval)
{
- outval = color.r * 0.3 + color.g * 0.58 + color.b * 0.12;
+ outval = dot(color, vec3(0.3, 0.58, 0.12));
}
void shade_only_shadow(float i, float shadfac, float energy, vec3 shadcol, out vec3 outshadrgb)
@@ -2255,10 +2301,12 @@ void test_shadowbuf(
//float bias = (1.5 - inp*inp)*shadowbias;
co.z -= shadowbias * co.w;
- if (co.w > 0.0 && co.x > 0.0 && co.x / co.w < 1.0 && co.y > 0.0 && co.y / co.w < 1.0)
- result = shadow2DProj(shadowmap, co).x;
- else
+ if (co.w > 0.0 && co.x > 0.0 && co.x / co.w < 1.0 && co.y > 0.0 && co.y / co.w < 1.0) {
+ result = textureProj(shadowmap, co);
+ }
+ else {
result = 1.0;
+ }
}
}
@@ -2272,7 +2320,7 @@ void test_shadowbuf_vsm(
else {
vec4 co = shadowpersmat * vec4(rco, 1.0);
if (co.w > 0.0 && co.x > 0.0 && co.x / co.w < 1.0 && co.y > 0.0 && co.y / co.w < 1.0) {
- vec2 moments = texture2DProj(shadowmap, co).rg;
+ vec2 moments = textureProj(shadowmap, co).rg;
float dist = co.z / co.w;
float p = 0.0;
@@ -2331,7 +2379,7 @@ void shade_light_texture(vec3 rco, sampler2D cookie, mat4 shadowpersmat, out vec
vec4 co = shadowpersmat * vec4(rco, 1.0);
- result = texture2DProj(cookie, co);
+ result = textureProj(cookie, co);
}
void shade_exposure_correct(vec3 col, float linfac, float logfac, out vec3 outcol)
@@ -2346,7 +2394,7 @@ void shade_mist_factor(
if (enable == 1.0) {
float fac, zcor;
- zcor = (gl_ProjectionMatrix[3][3] == 0.0) ? length(co) : -co[2];
+ zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co[2];
fac = clamp((zcor - miststa) / mistdist, 0.0, 1.0);
if (misttype == 0.0) fac *= fac;
@@ -2421,7 +2469,15 @@ float hypot(float x, float y)
void generated_from_orco(vec3 orco, out vec3 generated)
{
- generated = orco * 0.5 + vec3(0.5);
+#ifdef VOLUMETRICS
+#ifdef MESH_SHADER
+ generated = volumeObjectLocalCoord;
+#else
+ generated = worldPosition;
+#endif
+#else
+ generated = orco;
+#endif
}
int floor_to_int(float x)
@@ -2434,7 +2490,6 @@ int quick_floor(float x)
return int(x) - ((x < 0) ? 1 : 0);
}
-#ifdef BIT_OPERATIONS
float integer_noise(int n)
{
int nn;
@@ -2498,7 +2553,6 @@ vec3 cellnoise_color(vec3 p)
return vec3(r, g, b);
}
-#endif // BIT_OPERATIONS
float floorfrac(float x, out int i)
{
@@ -2560,41 +2614,107 @@ vec3 rotate_vector(vec3 p, vec3 n, float theta) {
);
}
+void prepare_tangent(
+ float anisotropic, float anisotropic_rotation, float roughness, vec3 N, vec3 T,
+ out vec3 X, out vec3 Y, out float ax, out float ay)
+{
+ /* rotate tangent */
+ if (anisotropic_rotation != 0.0) {
+ T = rotate_vector(T, N, anisotropic_rotation * 2.0 * M_PI);
+ }
+
+ Y = normalize(cross(T, N));
+
+ float aspect = sqrt(1.0 - anisotropic * 0.9);
+ float a = sqr(roughness);
+ ax = max(0.001, a / aspect);
+ ay = max(0.001, a * aspect);
+}
+
+void convert_metallic_to_specular(vec3 basecol, float metallic, float specular_fac, out vec3 diffuse, out vec3 f0)
+{
+ vec3 dielectric = vec3(0.034) * specular_fac * 2.0;
+ diffuse = mix(basecol, vec3(0.0), metallic);
+ f0 = mix(dielectric, basecol, metallic);
+}
+
+void convert_metallic_to_specular_tinted(
+ vec3 basecol, float metallic, float specular_fac, float specular_tint,
+ out vec3 diffuse, out vec3 f0)
+{
+ vec3 dielectric = vec3(0.034) * specular_fac * 2.0;
+ float lum = dot(basecol, vec3(0.3, 0.6, 0.1)); /* luminance approx. */
+ vec3 tint = lum > 0 ? basecol / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */
+ f0 = mix(dielectric * mix(vec3(1.0), tint, specular_tint), basecol, metallic);
+ diffuse = mix(basecol, vec3(0.0), metallic);
+}
/*********** NEW SHADER NODES ***************/
#define NUM_LIGHTS 3
-/* bsdfs */
+struct glLight {
+ vec4 position;
+ vec4 diffuse;
+ vec4 specular;
+ vec4 halfVector;
+};
-void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out vec4 result)
-{
+layout(std140) uniform lightSource {
+ glLight glLightSource[NUM_LIGHTS];
+};
+
+#ifndef VOLUMETRICS
+/* bsdfs */
+void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
+{
+#ifdef EEVEE_ENGINE
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = CLOSURE_DEFAULT;
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ eevee_closure_diffuse(N, color.rgb, 1.0, result.radiance);
+ result.radiance *= color.rgb;
+#else
/* ambient light */
vec3 L = vec3(0.2);
/* directional lights */
for (int i = 0; i < NUM_LIGHTS; i++) {
- vec3 light_position = gl_LightSource[i].position.xyz;
- vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
+ vec3 light_position = glLightSource[i].position.xyz;
+ vec3 light_diffuse = glLightSource[i].diffuse.rgb;
float bsdf = max(dot(N, light_position), 0.0);
L += light_diffuse * bsdf;
}
- result = vec4(L * color.rgb, 1.0);
+ result = Closure(L * color.rgb, 1.0);
+#endif
}
-void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out vec4 result)
+void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Closure result)
{
+#ifdef EEVEE_ENGINE
+ vec3 out_spec, ssr_spec;
+ roughness = sqrt(roughness);
+ eevee_closure_glossy(N, vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_spec * color.rgb;
+ result.ssr_data = vec4(ssr_spec * color.rgb, roughness);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = int(ssr_id);
+#else
/* ambient light */
vec3 L = vec3(0.2);
+ direction_transform_m4v3(N, ViewMatrix, N);
+
/* directional lights */
for (int i = 0; i < NUM_LIGHTS; i++) {
- vec3 light_position = gl_LightSource[i].position.xyz;
- vec3 H = gl_LightSource[i].halfVector.xyz;
- vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
- vec3 light_specular = gl_LightSource[i].specular.rgb;
+ vec3 light_position = glLightSource[i].position.xyz;
+ vec3 H = glLightSource[i].halfVector.xyz;
+ vec3 light_diffuse = glLightSource[i].diffuse.rgb;
+ vec3 light_specular = glLightSource[i].specular.rgb;
/* we mix in some diffuse so low roughness still shows up */
float bsdf = 0.5 * pow(max(dot(N, H), 0.0), 1.0 / roughness);
@@ -2602,30 +2722,52 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out vec4 result)
L += light_specular * bsdf;
}
- result = vec4(L * color.rgb, 1.0);
+ result = Closure(L * color.rgb, 1.0);
+#endif
}
void node_bsdf_anisotropic(
vec4 color, float roughness, float anisotropy, float rotation, vec3 N, vec3 T,
- out vec4 result)
+ out Closure result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
-void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, out vec4 result)
-{
+void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, float ssr_id, out Closure result)
+{
+#ifdef EEVEE_ENGINE
+ vec3 out_spec, out_refr, ssr_spec;
+ roughness = sqrt(roughness);
+ vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb : color.rgb; /* Simulate 2 transmission event */
+ eevee_closure_glass(N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
+ out_refr *= refr_color;
+ out_spec *= color.rgb;
+ float fresnel = F_eta(ior, dot(N, cameraVec));
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = CLOSURE_DEFAULT;
+ result.radiance = mix(out_refr, out_spec, fresnel);
+ result.ssr_data = vec4(ssr_spec * color.rgb * fresnel, roughness);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = int(ssr_id);
+#else
node_bsdf_diffuse(color, 0.0, N, result);
+#endif
}
-void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out vec4 result)
+void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out Closure result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
+#ifndef EEVEE_ENGINE
void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
- float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
+ float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out Closure result)
{
+ vec3 X, Y;
+ float ax, ay;
+ prepare_tangent(anisotropic, anisotropic_rotation, roughness, N, T, X, Y, ax, ay);
+
/* ambient light */
// TODO: set ambient light to an appropriate value
vec3 L = mix(0.1, 0.03, metallic) * mix(base_color.rgb, subsurface_color.rgb, subsurface * (1.0 - metallic));
@@ -2633,28 +2775,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
/* set the viewing vector */
- vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? -normalize(I) : vec3(0.0, 0.0, 1.0);
-
- /* get the tangent */
- vec3 Tangent = T;
- if (T == vec3(0.0)) {
- // if no tangent is set, use a default tangent
- if(N.x != N.y || N.x != N.z) {
- Tangent = vec3(N.z-N.y, N.x-N.z, N.y-N.x); // (1,1,1) x N
- }
- else {
- Tangent = vec3(N.z-N.y, N.x+N.z, -N.y-N.x); // (-1,1,1) x N
- }
- }
-
- /* rotate tangent */
- if (anisotropic_rotation != 0.0) {
- Tangent = rotate_vector(Tangent, N, anisotropic_rotation * 2.0 * M_PI);
- }
-
- /* calculate the tangent and bitangent */
- vec3 Y = normalize(cross(N, Tangent));
- vec3 X = cross(Y, N);
+ vec3 V = (ProjectionMatrix[3][3] == 0.0) ? -normalize(I) : vec3(0.0, 0.0, 1.0);
/* fresnel normalization parameters */
float F0 = fresnel_dielectric_0(eta);
@@ -2662,13 +2783,13 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
/* directional lights */
for (int i = 0; i < NUM_LIGHTS; i++) {
- vec3 light_position_world = gl_LightSource[i].position.xyz;
+ vec3 light_position_world = glLightSource[i].position.xyz;
vec3 light_position = normalize(light_position_world);
vec3 H = normalize(light_position + V);
- vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
- vec3 light_specular = gl_LightSource[i].specular.rgb;
+ vec3 light_diffuse = glLightSource[i].diffuse.rgb;
+ vec3 light_specular = glLightSource[i].specular.rgb;
float NdotL = dot(N, light_position);
float NdotV = dot(N, V);
@@ -2678,7 +2799,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
if (NdotL >= 0.0 && NdotV >= 0.0) {
float NdotH = dot(N, H);
- float Cdlum = 0.3 * base_color.r + 0.6 * base_color.g + 0.1 * base_color.b; // luminance approx.
+ float Cdlum = dot(base_color.rgb, vec3(0.3, 0.6, 0.1)); // luminance approx.
vec3 Ctint = Cdlum > 0 ? base_color.rgb / Cdlum : vec3(1.0); // normalize lum. to isolate hue+sat
vec3 Cspec0 = mix(specular * 0.08 * mix(vec3(1.0), Ctint, specular_tint), base_color.rgb, metallic);
@@ -2699,10 +2820,6 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
float ss = 1.25 * (Fss * (1.0 / (NdotL + NdotV) - 0.5) + 0.5);
// specular
- float aspect = sqrt(1.0 - anisotropic * 0.9);
- float a = sqr(roughness);
- float ax = max(0.001, a / aspect);
- float ay = max(0.001, a * aspect);
float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay); //GTR2(NdotH, a);
float FH = (fresnel_dielectric_cos(LdotH, eta) - F0) * F0_norm;
vec3 Fs = mix(Cspec0, vec3(1.0), FH);
@@ -2738,83 +2855,234 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
L += diffuse_and_specular_bsdf + clearcoat_bsdf;
}
- result = vec4(L, 1.0);
+ result = Closure(L, 1.0);
}
+#endif
-void node_bsdf_translucent(vec4 color, vec3 N, out vec4 result)
+void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
+ float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
+ float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
+ float sss_id, vec3 sss_scale, out Closure result)
{
- node_bsdf_diffuse(color, 0.0, N, result);
+#ifdef EEVEE_ENGINE
+ metallic = saturate(metallic);
+ transmission = saturate(transmission);
+
+ vec3 diffuse, f0, out_diff, out_spec, out_trans, out_refr, ssr_spec;
+ convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0);
+
+ transmission *= 1.0 - metallic;
+ subsurface *= 1.0 - metallic;
+
+ clearcoat *= 0.25;
+ clearcoat *= 1.0 - transmission;
+
+#ifdef USE_SSS
+ diffuse = mix(diffuse, vec3(0.0), subsurface);
+#else
+ diffuse = mix(diffuse, subsurface_color.rgb, subsurface);
+#endif
+ f0 = mix(f0, vec3(1.0), transmission);
+
+ float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0));
+ eevee_closure_principled(N, diffuse, f0, int(ssr_id), roughness,
+ CN, clearcoat, clearcoat_roughness, 1.0, sss_scalef, ior,
+ out_diff, out_trans, out_spec, out_refr, ssr_spec);
+
+ vec3 refr_color = base_color.rgb;
+ refr_color *= (refractionDepth > 0.0) ? refr_color : vec3(1.0); /* Simulate 2 transmission event */
+
+ float fresnel = F_eta(ior, dot(N, cameraVec));
+ vec3 refr_spec_color = base_color.rgb * fresnel;
+ /* This bit maybe innacurate. */
+ out_refr = out_refr * refr_color * (1.0 - fresnel) + out_spec * refr_spec_color;
+
+ ssr_spec = mix(ssr_spec, refr_spec_color, transmission);
+
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_spec + out_diff * diffuse;
+ result.radiance = mix(result.radiance, out_refr, transmission);
+ result.ssr_data = vec4(ssr_spec, roughness);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = int(ssr_id);
+#ifdef USE_SSS
+ result.sss_data.a = sss_scalef;
+ result.sss_data.rgb = out_diff + out_trans;
+#ifdef USE_SSS_ALBEDO
+ result.sss_albedo.rgb = mix(vec3(0.0), subsurface_color.rgb, subsurface);
+#else
+ result.sss_data.rgb *= mix(vec3(0.0), subsurface_color.rgb, subsurface);
+#endif
+ result.sss_data.rgb *= (1.0 - transmission);
+#endif
+
+#else
+ node_bsdf_principled(base_color, subsurface, subsurface_radius, subsurface_color, metallic, specular,
+ specular_tint, roughness, anisotropic, anisotropic_rotation, sheen, sheen_tint, clearcoat,
+ clearcoat_roughness, ior, transmission, transmission_roughness, N, CN, T, I, result);
+#endif
+}
+
+void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
+{
+ node_bsdf_diffuse(color, 0.0, -N, result);
}
-void node_bsdf_transparent(vec4 color, out vec4 result)
+void node_bsdf_transparent(vec4 color, out Closure result)
{
/* this isn't right */
- result.r = color.r;
- result.g = color.g;
- result.b = color.b;
- result.a = 0.0;
+ result = CLOSURE_DEFAULT;
+ result.radiance = vec3(0.0);
+ result.opacity = 0.0;
+#ifdef EEVEE_ENGINE
+ result.ssr_id = TRANSPARENT_CLOSURE_FLAG;
+#endif
}
-void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out vec4 result)
+void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
void node_subsurface_scattering(
- vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, vec3 N,
- out vec4 result)
-{
+ vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, vec3 N, float sss_id,
+ out Closure result)
+{
+#if defined(EEVEE_ENGINE) && defined(USE_SSS)
+ vec3 out_diff, out_trans;
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = CLOSURE_DEFAULT;
+ result.ssr_data = vec4(0.0);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = -1;
+ result.sss_data.a = scale;
+ eevee_closure_subsurface(N, color.rgb, 1.0, scale, out_diff, out_trans);
+ result.sss_data.rgb = out_diff + out_trans;
+#ifdef USE_SSS_ALBEDO
+ /* Not perfect for texture_blur not exaclty equal to 0.0 or 1.0. */
+ result.sss_albedo.rgb = mix(color.rgb, vec3(1.0), texture_blur);
+ result.sss_data.rgb *= mix(vec3(1.0), color.rgb, texture_blur);
+#else
+ result.sss_data.rgb *= color.rgb;
+#endif
+#else
node_bsdf_diffuse(color, 0.0, N, result);
+#endif
}
-void node_bsdf_hair(vec4 color, float offset, float roughnessu, float roughnessv, vec3 tangent, out vec4 result)
+void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
{
- result = color;
+#ifdef EEVEE_ENGINE
+ vec3 out_refr;
+ color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
+ roughness = sqrt(roughness);
+ eevee_closure_refraction(N, roughness, ior, out_refr);
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = CLOSURE_DEFAULT;
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.radiance = out_refr * color.rgb;
+ result.ssr_id = REFRACT_CLOSURE_FLAG;
+#else
+ node_bsdf_diffuse(color, 0.0, N, result);
+#endif /* EEVEE_ENGINE */
}
-void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out vec4 result)
+/* Unsupported for now */
+#ifndef EEVEE_ENGINE
+void node_bsdf_hair(vec4 color, float offset, float roughnessu, float roughnessv, vec3 tangent, out Closure result)
{
- node_bsdf_diffuse(color, 0.0, N, result);
+ result = Closure(color.rgb, color.a);
}
-void node_ambient_occlusion(vec4 color, out vec4 result)
+void node_ambient_occlusion(vec4 color, out Closure result)
{
- result = color;
+ result = Closure(color.rgb, color.a);
}
+#endif /* EEVEE_ENGINE */
+
+#endif /* VOLUMETRICS */
/* emission */
-void node_emission(vec4 color, float strength, vec3 N, out vec4 result)
+void node_emission(vec4 color, float strength, vec3 vN, out Closure result)
{
- result = color * strength;
+#ifndef VOLUMETRICS
+ color *= strength;
+#ifdef EEVEE_ENGINE
+ result = CLOSURE_DEFAULT;
+ result.radiance = color.rgb;
+ result.opacity = color.a;
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+#else
+ result = Closure(color.rgb, color.a);
+#endif
+#else
+ result = Closure(vec3(0.0), vec3(0.0), color.rgb * strength, 0.0);
+#endif
}
/* background */
void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
{
- vec4 v = (gl_ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
- vec4 co_homogenous = (gl_ProjectionMatrixInverse * v);
+ vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
+ vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
- worldvec = (gl_ModelViewMatrixInverse * co).xyz;
+#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
+ worldvec = (ViewMatrixInverse * co).xyz;
+#else
+ worldvec = (ModelViewMatrixInverse * co).xyz;
+#endif
+}
+
+void node_background(vec4 color, float strength, out Closure result)
+{
+#ifndef VOLUMETRICS
+ color *= strength;
+#ifdef EEVEE_ENGINE
+ result = CLOSURE_DEFAULT;
+ result.radiance = color.rgb;
+ result.opacity = color.a;
+#else
+ result = Closure(color.rgb, color.a);
+#endif
+#else
+ result = CLOSURE_DEFAULT;
+#endif
+}
+
+/* volumes */
+
+void node_volume_scatter(vec4 color, float density, float anisotropy, out Closure result)
+{
+#ifdef VOLUMETRICS
+ result = Closure(vec3(0.0), color.rgb * density, vec3(0.0), anisotropy);
+#else
+ result = CLOSURE_DEFAULT;
+#endif
}
-void node_background(vec4 color, float strength, vec3 N, out vec4 result)
+void node_volume_absorption(vec4 color, float density, out Closure result)
{
- result = color * strength;
+#ifdef VOLUMETRICS
+ result = Closure((1.0 - color.rgb) * density, vec3(0.0), vec3(0.0), 0.0);
+#else
+ result = CLOSURE_DEFAULT;
+#endif
}
/* closures */
-void node_mix_shader(float fac, vec4 shader1, vec4 shader2, out vec4 shader)
+void node_mix_shader(float fac, Closure shader1, Closure shader2, out Closure shader)
{
- shader = mix(shader1, shader2, fac);
+ shader = closure_mix(shader1, shader2, fac);
}
-void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
+void node_add_shader(Closure shader1, Closure shader2, out Closure shader)
{
- shader = shader1 + shader2;
+ shader = closure_add(shader1, shader2);
}
/* fresnel */
@@ -2822,7 +3090,7 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
void node_fresnel(float ior, vec3 N, vec3 I, out float result)
{
/* handle perspective/orthographic */
- vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
+ vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
float eta = max(ior, 0.00001);
result = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? eta : 1.0 / eta);
@@ -2834,7 +3102,7 @@ void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float
{
/* fresnel */
float eta = max(1.0 - blend, 0.00001);
- vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
+ vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? 1.0 / eta : eta);
@@ -2864,11 +3132,47 @@ void node_gamma(vec4 col, float gamma, out vec4 outcol)
/* geometry */
+void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(EEVEE_ENGINE) && defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ outvec = texture(tex, cos).aaa;
+ outcol = vec4(outvec, 1.0);
+ outf = dot(vec3(1.0 / 3.0), outvec);
+}
+
+void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(EEVEE_ENGINE) && defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ outvec = texture(tex, cos).rgb;
+ outcol = vec4(outvec, 1.0);
+ outf = dot(vec3(1.0 / 3.0), outvec);
+}
+
+void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(EEVEE_ENGINE) && defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ outvec = texture(tex, cos).rrr;
+ outcol = vec4(outvec, 1.0);
+ outf = dot(vec3(1.0 / 3.0), outvec);
+}
+
void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf)
{
outcol = vec4(attr, 1.0);
outvec = attr;
- outf = (attr.x + attr.y + attr.z) / 3.0;
+ outf = dot(vec3(1.0 / 3.0), attr);
}
void node_uvmap(vec3 attr_uv, out vec3 outvec)
@@ -2876,19 +3180,51 @@ void node_uvmap(vec3 attr_uv, out vec3 outvec)
outvec = attr_uv;
}
+void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
+{
+ orco_out = vec3(0.0, (orco_in.z - 0.5) * -0.5, (orco_in.y - 0.5) * 0.5);
+}
+
+void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
+{
+ orco_out = vec3((orco_in.z - 0.5) * -0.5, 0.0, (orco_in.x - 0.5) * 0.5);
+}
+
+void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
+{
+ orco_out = vec3((orco_in.y - 0.5) * -0.5, (orco_in.x - 0.5) * 0.5, 0.0);
+}
+
+void node_tangentmap(vec4 attr_tangent, mat4 toworld, out vec3 tangent)
+{
+ tangent = (toworld * vec4(attr_tangent.xyz, 0.0)).xyz;
+}
+
+void node_tangent(vec3 N, vec3 orco, mat4 objmat, mat4 toworld, out vec3 T)
+{
+ N = (toworld * vec4(N, 0.0)).xyz;
+ T = (objmat * vec4(orco, 0.0)).xyz;
+ T = cross(N, normalize(cross(T, N)));
+}
+
void node_geometry(
- vec3 I, vec3 N, mat4 toworld,
+ vec3 I, vec3 N, vec3 orco, mat4 objmat, mat4 toworld,
out vec3 position, out vec3 normal, out vec3 tangent,
out vec3 true_normal, out vec3 incoming, out vec3 parametric,
out float backfacing, out float pointiness)
{
+#ifdef EEVEE_ENGINE
+ position = worldPosition;
+#else
position = (toworld * vec4(I, 1.0)).xyz;
+#endif
normal = (toworld * vec4(N, 0.0)).xyz;
- tangent = vec3(0.0);
+ tangent_orco_z(orco, orco);
+ node_tangent(N, orco, objmat, toworld, tangent);
true_normal = normal;
/* handle perspective/orthographic */
- vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
+ vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
incoming = -(toworld * vec4(I_view, 0.0)).xyz;
parametric = vec3(0.0);
@@ -2902,12 +3238,12 @@ void node_tex_coord(
out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
out vec3 camera, out vec3 window, out vec3 reflection)
{
- generated = attr_orco * 0.5 + vec3(0.5);
+ generated = attr_orco;
normal = normalize((obinvmat * (viewinvmat * vec4(N, 0.0))).xyz);
uv = attr_uv;
object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz;
camera = vec3(I.xy, -I.z);
- vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
+ vec4 projvec = ProjectionMatrix * vec4(I, 1.0);
window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
vec3 shade_I;
@@ -2922,13 +3258,18 @@ void node_tex_coord_background(
out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
out vec3 camera, out vec3 window, out vec3 reflection)
{
- vec4 v = (gl_ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
- vec4 co_homogenous = (gl_ProjectionMatrixInverse * v);
+ vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
+ vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
co = normalize(co);
- vec3 coords = (gl_ModelViewMatrixInverse * co).xyz;
+
+#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
+ vec3 coords = (ViewMatrixInverse * co).xyz;
+#else
+ vec3 coords = (ModelViewMatrixInverse * co).xyz;
+#endif
generated = coords;
normal = -coords;
@@ -2936,13 +3277,17 @@ void node_tex_coord_background(
object = coords;
camera = vec3(co.xy, -co.z);
- window = (gl_ProjectionMatrix[3][3] == 0.0) ?
+ window = (ProjectionMatrix[3][3] == 0.0) ?
vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0) :
vec3(vec2(0.5) * camerafac.xy + camerafac.zw, 0.0);
reflection = -coords;
}
+#if defined(WORLD_BACKGROUND) || (defined(PROBE_CAPTURE) && !defined(MESH_SHADER))
+#define node_tex_coord node_tex_coord_background
+#endif
+
/* textures */
float calc_gradient(vec3 p, int gradient_type)
@@ -3012,7 +3357,6 @@ void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 c
fac = check ? 1.0 : 0.0;
}
-#ifdef BIT_OPERATIONS
vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bias,
float brick_width, float row_height,
float offset_amount, int offset_frequency,
@@ -3048,7 +3392,6 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bi
return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist));
}
}
-#endif
void node_tex_brick(vec3 co,
vec4 color1, vec4 color2,
@@ -3059,7 +3402,6 @@ void node_tex_brick(vec3 co,
float squash_amount, float squash_frequency,
out vec4 color, out float fac)
{
-#ifdef BIT_OPERATIONS
vec2 f2 = calc_brick_texture(co * scale,
mortar_size, mortar_smooth, bias,
brick_width, row_height,
@@ -3073,10 +3415,6 @@ void node_tex_brick(vec3 co,
}
color = mix(color1, mortar, f);
fac = f;
-#else
- color = vec4(1.0);
- fac = 1.0;
-#endif
}
void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
@@ -3091,7 +3429,15 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
- color = texture2D(ima, vec2(u, v));
+ /* Fix pole bleeding */
+ float half_width = 0.5 / float(textureSize(ima, 0).x);
+ v = clamp(v, half_width, 1.0 - half_width);
+
+ /* Fix u = 0 seam */
+ /* This is caused by texture filtering, since uv don't have smooth derivatives
+ * at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain
+ * texels. So we force the highest mipmap and don't do anisotropic filtering. */
+ color = textureLod(ima, vec2(u, v), 0.0);
}
void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
@@ -3107,7 +3453,7 @@ void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
float u = 0.5 * (nco.x + 1.0);
float v = 0.5 * (nco.z + 1.0);
- color = texture2D(ima, vec2(u, v));
+ color = texture(ima, vec2(u, v));
}
void node_tex_environment_empty(vec3 co, out vec4 color)
@@ -3117,7 +3463,7 @@ void node_tex_environment_empty(vec3 co, out vec4 color)
void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
- color = texture2D(ima, co.xy);
+ color = texture(ima, co.xy);
alpha = color.a;
}
@@ -3191,21 +3537,21 @@ void node_tex_image_box(vec3 texco,
if(signed_N.x < 0.0) {
uv.x = 1.0 - uv.x;
}
- color += weight.x * texture2D(ima, uv);
+ color += weight.x * texture(ima, uv);
}
if (weight.y > 0.0) {
vec2 uv = texco.xz;
if(signed_N.y > 0.0) {
uv.x = 1.0 - uv.x;
}
- color += weight.y * texture2D(ima, uv);
+ color += weight.y * texture(ima, uv);
}
if (weight.z > 0.0) {
vec2 uv = texco.yx;
if(signed_N.z > 0.0) {
uv.x = 1.0 - uv.x;
}
- color += weight.z * texture2D(ima, uv);
+ color += weight.z * texture(ima, uv);
}
alpha = color.a;
@@ -3278,7 +3624,6 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec
fac = (color.x + color.y + color.z) / 3.0;
}
-#ifdef BIT_OPERATIONS
float noise_fade(float t)
{
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
@@ -3353,10 +3698,9 @@ float noise_turbulence(vec3 p, float octaves, int hard)
float fscale = 1.0;
float amp = 1.0;
float sum = 0.0;
- int i, n;
octaves = clamp(octaves, 0.0, 16.0);
- n = int(octaves);
- for (i = 0; i <= n; i++) {
+ int n = int(octaves);
+ for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);
if (hard != 0) {
t = abs(2.0 * t - 1.0);
@@ -3366,7 +3710,7 @@ float noise_turbulence(vec3 p, float octaves, int hard)
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
- if (rmd != 0.0) {
+ if (rmd != 0.0) {
float t = noise(fscale * p);
if (hard != 0) {
t = abs(2.0 * t - 1.0);
@@ -3381,11 +3725,9 @@ float noise_turbulence(vec3 p, float octaves, int hard)
return sum;
}
}
-#endif // BIT_OPERATIONS
void node_tex_noise(vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac)
{
-#ifdef BIT_OPERATIONS
vec3 p = co * scale;
int hard = 0;
if (distortion != 0.0) {
@@ -3401,15 +3743,8 @@ void node_tex_noise(vec3 co, float scale, float detail, float distortion, out ve
noise_turbulence(vec3(p.y, p.x, p.z), detail, hard),
noise_turbulence(vec3(p.y, p.z, p.x), detail, hard),
1);
-#else // BIT_OPERATIONS
- color = vec4(1.0);
- fac = 1.0;
-#endif // BIT_OPERATIONS
}
-
-#ifdef BIT_OPERATIONS
-
/* Musgrave fBm
*
* H: fractal increment parameter
@@ -3425,9 +3760,8 @@ float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves)
float value = 0.0;
float pwr = 1.0;
float pwHL = pow(lacunarity, -H);
- int i;
- for (i = 0; i < int(octaves); i++) {
+ for (int i = 0; i < int(octaves); i++) {
value += snoise(p) * pwr;
pwr *= pwHL;
p *= lacunarity;
@@ -3453,9 +3787,8 @@ float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octa
float value = 1.0;
float pwr = 1.0;
float pwHL = pow(lacunarity, -H);
- int i;
- for (i = 0; i < int(octaves); i++) {
+ for (int i = 0; i < int(octaves); i++) {
value *= (pwr * snoise(p) + 1.0);
pwr *= pwHL;
p *= lacunarity;
@@ -3481,13 +3814,12 @@ float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float oct
float value, increment, rmd;
float pwHL = pow(lacunarity, -H);
float pwr = pwHL;
- int i;
/* first unscaled octave of function; later octaves are scaled */
value = offset + snoise(p);
p *= lacunarity;
- for (i = 1; i < int(octaves); i++) {
+ for (int i = 1; i < int(octaves); i++) {
increment = (snoise(p) + offset) * pwr * value;
value += increment;
pwr *= pwHL;
@@ -3516,13 +3848,12 @@ float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, flo
float result, signal, weight, rmd;
float pwHL = pow(lacunarity, -H);
float pwr = pwHL;
- int i;
result = snoise(p) + offset;
weight = gain * result;
p *= lacunarity;
- for (i = 1; (weight > 0.001f) && (i < int(octaves)); i++) {
+ for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) {
if (weight > 1.0)
weight = 1.0;
@@ -3553,14 +3884,13 @@ float noise_musgrave_ridged_multi_fractal(vec3 p, float H, float lacunarity, flo
float result, signal, weight;
float pwHL = pow(lacunarity, -H);
float pwr = pwHL;
- int i;
signal = offset - abs(snoise(p));
signal *= signal;
result = signal;
weight = 1.0;
- for (i = 1; i < int(octaves); i++) {
+ for (int i = 1; i < int(octaves); i++) {
p *= lacunarity;
weight = clamp(signal * gain, 0.0, 1.0);
signal = offset - abs(snoise(p));
@@ -3582,19 +3912,18 @@ float svm_musgrave(int type,
float gain,
vec3 p)
{
- if (type == 0 /*NODE_MUSGRAVE_MULTIFRACTAL*/)
+ if (type == 0 /* NODE_MUSGRAVE_MULTIFRACTAL */)
return intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
- else if (type == 1 /*NODE_MUSGRAVE_FBM*/)
+ else if (type == 1 /* NODE_MUSGRAVE_FBM */)
return intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
- else if (type == 2 /*NODE_MUSGRAVE_HYBRID_MULTIFRACTAL*/)
+ else if (type == 2 /* NODE_MUSGRAVE_HYBRID_MULTIFRACTAL */)
return intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
- else if (type == 3 /*NODE_MUSGRAVE_RIDGED_MULTIFRACTAL*/)
+ else if (type == 3 /* NODE_MUSGRAVE_RIDGED_MULTIFRACTAL */)
return intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
- else if (type == 4 /*NODE_MUSGRAVE_HETERO_TERRAIN*/)
+ else if (type == 4 /* NODE_MUSGRAVE_HETERO_TERRAIN */)
return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset);
return 0.0;
}
-#endif // #ifdef BIT_OPERATIONS
void node_tex_musgrave(vec3 co,
float scale,
@@ -3607,7 +3936,6 @@ void node_tex_musgrave(vec3 co,
out vec4 color,
out float fac)
{
-#ifdef BIT_OPERATIONS
fac = svm_musgrave(int(type),
dimension,
lacunarity,
@@ -3616,9 +3944,6 @@ void node_tex_musgrave(vec3 co,
1.0,
gain,
co * scale);
-#else
- fac = 1.0;
-#endif
color = vec4(fac, fac, fac, 1.0);
}
@@ -3630,7 +3955,6 @@ void node_tex_sky(vec3 co, out vec4 color)
void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out float fac)
{
-#ifdef BIT_OPERATIONS
vec3 p = co * scale;
int xx, yy, zz, xi, yi, zi;
float da[4];
@@ -3695,13 +4019,8 @@ void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out
color = vec4(cellnoise_color(pa[0]), 1);
fac = (color.x + color.y + color.z) * (1.0 / 3.0);
}
-#else // BIT_OPERATIONS
- color = vec4(1.0);
- fac = 1.0;
-#endif // BIT_OPERATIONS
}
-#ifdef BIT_OPERATIONS
float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
{
float n;
@@ -3723,22 +4042,16 @@ float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int
return (n < 0.0) ? n + 1.0 : n;
}
}
-#endif // BIT_OPERATIONS
void node_tex_wave(
vec3 co, float scale, float distortion, float detail, float detail_scale, float wave_type, float wave_profile,
out vec4 color, out float fac)
{
-#ifdef BIT_OPERATIONS
float f;
f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
color = vec4(f, f, f, 1.0);
fac = f;
-#else // BIT_OPERATIONS
- color = vec4(1.0);
- fac = 1;
-#endif // BIT_OPERATIONS
}
/* light path */
@@ -3758,13 +4071,21 @@ void node_light_path(
out float transparent_depth,
out float transmission_depth)
{
+#ifndef PROBE_CAPTURE
is_camera_ray = 1.0;
- is_shadow_ray = 0.0;
- is_diffuse_ray = 0.0;
is_glossy_ray = 0.0;
- is_singular_ray = 0.0;
+ is_diffuse_ray = 0.0;
is_reflection_ray = 0.0;
is_transmission_ray = 0.0;
+#else
+ is_camera_ray = 0.0;
+ is_glossy_ray = 1.0;
+ is_diffuse_ray = 1.0;
+ is_reflection_ray = 1.0;
+ is_transmission_ray = 1.0;
+#endif
+ is_shadow_ray = 0.0;
+ is_singular_ray = 0.0;
ray_length = 1.0;
ray_depth = 1.0;
diffuse_depth = 1.0;
@@ -3863,37 +4184,79 @@ void node_vector_displacement_world(vec4 vector, float midlevel, float scale, ou
/* output */
-void node_output_material(vec4 surface, vec4 volume, vec3 displacement, out vec4 result)
+void node_output_material(Closure surface, Closure volume, vec3 displacement, out Closure result)
{
+#ifdef VOLUMETRICS
+ result = volume;
+#else
result = surface;
+#endif
}
-void node_output_world(vec4 surface, vec4 volume, out vec4 result)
+uniform float backgroundAlpha;
+
+void node_output_world(Closure surface, Closure volume, out Closure result)
{
- result = surface;
+#ifndef VOLUMETRICS
+#ifdef EEVEE_ENGINE
+ result.radiance = surface.radiance;
+ result.opacity = backgroundAlpha;
+#else
+ result = Closure(surface.radiance, backgroundAlpha);
+#endif
+#else
+ result = volume;
+#endif /* VOLUMETRICS */
+}
+
+#ifndef VOLUMETRICS
+/* TODO : clean this ifdef mess */
+/* EEVEE output */
+#ifdef EEVEE_ENGINE
+void world_normals_get(out vec3 N)
+{
+ N = gl_FrontFacing ? worldNormal : -worldNormal;
+}
+
+void node_eevee_specular(
+ vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal,
+ float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
+ float occlusion, float ssr_id, out Closure result)
+{
+ vec3 out_diff, out_spec, ssr_spec;
+ eevee_closure_default(normal, diffuse.rgb, specular.rgb, int(ssr_id), roughness, occlusion,
+ out_diff, out_spec, ssr_spec);
+
+ vec3 vN = normalize(mat3(ViewMatrix) * normal);
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_diff * diffuse.rgb + out_spec + emissive.rgb;
+ result.opacity = 1.0 - transp;
+ result.ssr_data = vec4(ssr_spec, roughness);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = int(ssr_id);
}
+#endif /* EEVEE_ENGINE */
+#endif /* VOLUMETRICS */
+
/* ********************** matcap style render ******************** */
void material_preview_matcap(vec4 color, sampler2D ima, vec4 N, vec4 mask, out vec4 result)
{
vec3 normal;
- vec2 tex;
#ifndef USE_OPENSUBDIV
/* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
* between shader stages and we want the full range of the normal */
- normal = vec3(2.0, 2.0, 2.0) * vec3(N.x, N.y, N.z) - vec3(1.0, 1.0, 1.0);
- if (normal.z < 0.0) {
- normal.z = 0.0;
- }
+ normal = 2.0 * N.xyz - vec3(1.0);
+ normal.z = max(normal.z, 0.0);
normal = normalize(normal);
#else
normal = inpt.v.normal;
- mask = vec4(1.0, 1.0, 1.0, 1.0);
+ mask = vec4(1.0);
#endif
- tex.x = 0.5 + 0.49 * normal.x;
- tex.y = 0.5 + 0.49 * normal.y;
- result = texture2D(ima, tex) * mask;
+ vec2 tex = 0.49 * normal.xy + vec2(0.5);
+
+ result = texture(ima, tex) * mask;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
new file mode 100644
index 00000000000..fef81cf58fe
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
@@ -0,0 +1,24 @@
+
+uniform vec4 color;
+
+in vec2 radii;
+out vec4 fragColor;
+
+void main() {
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure point color
+// ...
+// dist = 0 at center of point
+
+ fragColor.rgb = color.rgb;
+ fragColor.a = mix(color.a, 0.0, smoothstep(radii[1], radii[0], dist));
+
+ if (fragColor.a == 0.0) {
+ discard;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
new file mode 100644
index 00000000000..852c76fcb26
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
@@ -0,0 +1,17 @@
+
+uniform vec4 color;
+
+out vec4 fragColor;
+
+void main()
+{
+ vec2 centered = gl_PointCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if (dist_squared > rad_squared)
+ discard;
+
+ fragColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
new file mode 100644
index 00000000000..eae5ee633ae
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
@@ -0,0 +1,36 @@
+
+uniform vec4 color;
+uniform vec4 outlineColor;
+
+in vec4 radii;
+out vec4 fragColor;
+
+void main() {
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure outline color
+// --- 2 ---
+// smooth transition
+// --- 3 ---
+// pure point color
+// ...
+// dist = 0 at center of point
+
+ float midStroke = 0.5 * (radii[1] + radii[2]);
+
+ if (dist > midStroke) {
+ fragColor.rgb = outlineColor.rgb;
+ fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
+ }
+ else {
+ fragColor = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
+ }
+
+ if (fragColor.a == 0.0) {
+ discard;
+ }
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
new file mode 100644
index 00000000000..2d2724bb686
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
@@ -0,0 +1,16 @@
+
+in vec4 finalColor;
+out vec4 fragColor;
+
+void main()
+{
+ vec2 centered = gl_PointCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if (dist_squared > rad_squared)
+ discard;
+
+ fragColor = finalColor;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
new file mode 100644
index 00000000000..9b7d4bfc6d6
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
@@ -0,0 +1,31 @@
+
+uniform vec4 outlineColor;
+
+in vec4 radii;
+in vec4 fillColor;
+out vec4 fragColor;
+
+void main() {
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure outline color
+// --- 2 ---
+// smooth transition
+// --- 3 ---
+// pure fill color
+// ...
+// dist = 0 at center of point
+
+ float midStroke = 0.5 * (radii[1] + radii[2]);
+
+ if (dist > midStroke) {
+ fragColor.rgb = outlineColor.rgb;
+ fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
+ }
+ else
+ fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
index b485d2cce86..78241a798a2 100644
--- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
@@ -1,16 +1,19 @@
uniform vec2 ScaleU;
uniform sampler2D textureSource;
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
void main()
{
vec4 color = vec4(0.0);
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(-3.0 * ScaleU.x, -3.0 * ScaleU.y)) * 0.015625;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(-2.0 * ScaleU.x, -2.0 * ScaleU.y)) * 0.09375;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(-1.0 * ScaleU.x, -1.0 * ScaleU.y)) * 0.234375;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(0.0, 0.0)) * 0.3125;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(1.0 * ScaleU.x, 1.0 * ScaleU.y)) * 0.234375;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(2.0 * ScaleU.x, 2.0 * ScaleU.y)) * 0.09375;
- color += texture2D(textureSource, gl_TexCoord[0].st + vec2(3.0 * ScaleU.x, 3.0 * ScaleU.y)) * 0.015625;
+ color += texture(textureSource, texCoord_interp.st + vec2(-3.0 * ScaleU.x, -3.0 * ScaleU.y)) * 0.015625;
+ color += texture(textureSource, texCoord_interp.st + vec2(-2.0 * ScaleU.x, -2.0 * ScaleU.y)) * 0.09375;
+ color += texture(textureSource, texCoord_interp.st + vec2(-1.0 * ScaleU.x, -1.0 * ScaleU.y)) * 0.234375;
+ color += texture(textureSource, texCoord_interp.st + vec2(0.0, 0.0)) * 0.3125;
+ color += texture(textureSource, texCoord_interp.st + vec2(1.0 * ScaleU.x, 1.0 * ScaleU.y)) * 0.234375;
+ color += texture(textureSource, texCoord_interp.st + vec2(2.0 * ScaleU.x, 2.0 * ScaleU.y)) * 0.09375;
+ color += texture(textureSource, texCoord_interp.st + vec2(3.0 * ScaleU.x, 3.0 * ScaleU.y)) * 0.015625;
- gl_FragColor = color;
+ fragColor = color;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
index 5d00108b052..1319e386c65 100644
--- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
@@ -1,6 +1,12 @@
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec2 pos;
+in vec2 uvs;
+out vec2 texCoord_interp;
+
void main()
{
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+ texCoord_interp = uvs;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
new file mode 100644
index 00000000000..4d7131c4eb1
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
@@ -0,0 +1,17 @@
+
+#ifndef USE_INSTANCE_COLOR
+uniform vec4 color;
+#endif
+uniform vec3 light;
+
+in vec3 normal;
+#ifdef USE_INSTANCE_COLOR
+flat in vec4 finalColor;
+# define color finalColor
+#endif
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = color * max(0.0, dot(normalize(normal), light));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl
new file mode 100644
index 00000000000..6b13f408c84
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl
@@ -0,0 +1,14 @@
+
+uniform vec3 light;
+uniform float alpha;
+uniform float global;
+
+in vec3 normal;
+in vec4 finalColor;
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = finalColor * (global + (1.0 - global) * max(0.0, dot(normalize(normal), light)));
+ fragColor.a = alpha;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl
new file mode 100644
index 00000000000..58c5f292647
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl
@@ -0,0 +1,16 @@
+
+uniform vec3 light;
+
+#ifdef USE_FLAT_NORMAL
+flat in vec3 normal;
+flat in vec4 finalColor;
+#else
+in vec3 normal;
+in vec4 finalColor;
+#endif
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = finalColor * max(0.0, dot(normalize(normal), light));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl b/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
index 6ded453225e..b57bd5b6a37 100644
--- a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
@@ -1,5 +1,6 @@
-varying vec3 coords;
+in vec3 coords;
+out vec4 fragColor;
uniform vec3 active_color;
uniform float step_size;
@@ -16,7 +17,7 @@ uniform sampler3D color_band_texture;
void main()
{
/* compute color and density from volume texture */
- vec4 soot = texture3D(soot_texture, coords);
+ vec4 soot = texture(soot_texture, coords);
#ifndef USE_COBA
vec3 soot_color;
@@ -24,7 +25,7 @@ void main()
soot_color = active_color * soot.rgb / soot.a;
}
else {
- soot_color = vec3(0, 0, 0);
+ soot_color = vec3(0);
}
float soot_density = density_scale * soot.a;
@@ -33,16 +34,14 @@ void main()
float soot_alpha = 1.0 - soot_transmittance;
/* shade */
- float shadow = texture3D(shadow_texture, coords).r;
+ float shadow = texture(shadow_texture, coords).r;
soot_color *= soot_transmittance * shadow;
/* premultiply alpha */
- vec4 color = vec4(soot_alpha * soot_color, soot_alpha);
+ fragColor = vec4(soot_alpha * soot_color, soot_alpha);
#else
- float color_band = texture3D(color_band_texture, coords).r;
- vec4 transfer_function = texture1D(transfer_texture, color_band);
- vec4 color = transfer_function * density_scale;
+ float color_band = texture(color_band_texture, coords).r;
+ vec4 transfer_function = texture(transfer_texture, color_band);
+ fragColor = transfer_function * density_scale;
#endif
-
- gl_FragColor = color;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl
index 297486ae26a..8c30e9baf9e 100644
--- a/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl
@@ -1,5 +1,7 @@
-varying vec3 coords;
+uniform mat4 ModelViewProjectionMatrix;
+
+out vec3 coords;
uniform vec3 min_location;
uniform vec3 invsize;
@@ -7,6 +9,7 @@ uniform vec3 ob_sizei;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0);
+ // TODO: swap gl_Vertex for vec3 pos, update smoke setup code
+ gl_Position = ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0);
coords = (gl_Vertex.xyz - min_location) * invsize;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
new file mode 100644
index 00000000000..7ff90ad4f21
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -0,0 +1,15 @@
+
+flat in vec4 color_flat;
+noperspective in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform sampler2D glyph;
+
+void main()
+{
+ // input color replaces texture color
+ fragColor.rgb = color_flat.rgb;
+
+ // modulate input alpha & texture alpha
+ fragColor.a = color_flat.a * texture(glyph, texCoord_interp).r;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
new file mode 100644
index 00000000000..6129f49ce22
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -0,0 +1,16 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec2 pos;
+in vec2 texCoord;
+in vec4 color;
+flat out vec4 color_flat;
+noperspective out vec2 texCoord_interp;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+
+ color_flat = color;
+ texCoord_interp = texCoord;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
new file mode 100644
index 00000000000..118a661863d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
@@ -0,0 +1,21 @@
+
+#if defined(USE_COLOR_U32)
+uniform uint color;
+#else
+uniform vec4 color;
+#endif
+
+out vec4 fragColor;
+
+void main()
+{
+#if defined(USE_COLOR_U32)
+ fragColor = vec4(
+ ((color ) & uint(0xFF)) * (1.0f / 255.0f),
+ ((color >> 8) & uint(0xFF)) * (1.0f / 255.0f),
+ ((color >> 16) & uint(0xFF)) * (1.0f / 255.0f),
+ ((color >> 24) ) * (1.0f / 255.0f));
+#else
+ fragColor = color;
+#endif
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_vertex.glsl b/source/blender/gpu/shaders/gpu_shader_vertex.glsl
index db0068d2f3d..4ebd10d514f 100644
--- a/source/blender/gpu/shaders/gpu_shader_vertex.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_vertex.glsl
@@ -1,3 +1,8 @@
+
+uniform mat4 ModelViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform mat3 NormalMatrix;
+
#ifdef USE_OPENSUBDIV
in vec3 normal;
in vec4 position;
@@ -7,8 +12,8 @@ out block {
} outpt;
#endif
-varying vec3 varposition;
-varying vec3 varnormal;
+out vec3 varposition;
+out vec3 varnormal;
#ifdef CLIP_WORKAROUND
varying float gl_ClipDistance[6];
@@ -89,11 +94,11 @@ void main()
vec3 normal = gl_Normal;
#endif
- vec4 co = gl_ModelViewMatrix * position;
+ vec4 co = ModelViewMatrix * position;
varposition = co.xyz;
- varnormal = normalize(gl_NormalMatrix * normal);
- gl_Position = gl_ProjectionMatrix * co;
+ varnormal = normalize(NormalMatrix * normal);
+ gl_Position = ProjectionMatrix * co;
#ifdef CLIP_WORKAROUND
int i;
diff --git a/source/blender/gpu/shaders/gpu_shader_vertex_world.glsl b/source/blender/gpu/shaders/gpu_shader_vertex_world.glsl
index d45a4b316a8..89a2f391a12 100644
--- a/source/blender/gpu/shaders/gpu_shader_vertex_world.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_vertex_world.glsl
@@ -1,7 +1,6 @@
-varying vec3 varposition;
-varying vec3 varnormal;
-
+out vec3 varposition;
+out vec3 varnormal;
/* Color, keep in sync with: gpu_shader_vertex.glsl */
diff --git a/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl b/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl
index 3761bf350eb..6aad94bbf59 100644
--- a/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl
@@ -2,7 +2,8 @@
* This fragment shader was initially found at http://fabiensanglard.net/shadowmappingVSM/index.php
*/
-varying vec4 v_position;
+in vec4 v_position;
+out vec4 fragColor;
void main()
{
@@ -17,5 +18,6 @@ void main()
float dy = dFdy(depth);
moment2 += 0.25 * (dx * dx + dy * dy);
- gl_FragColor = vec4(moment1, moment2, 0.0, 0.0);
+ fragColor = vec4(moment1, moment2, 0.0, 0.0);
+ // TODO: write to a 2-component target --^
}
diff --git a/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl b/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl
index 224c3e78adc..def835156f7 100644
--- a/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl
@@ -1,7 +1,10 @@
-varying vec4 v_position;
+
+uniform mat4 ModelViewProjectionMatrix;
+
+out vec4 v_position;
void main()
{
- gl_Position = ftransform();
+ gl_Position = ModelViewProjectionMatrix * gl_Vertex;
v_position = gl_Position;
}