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Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/CMakeLists.txt33
-rw-r--r--source/blender/gpu/GPU_attr_binding.h5
-rw-r--r--source/blender/gpu/GPU_batch.h11
-rw-r--r--source/blender/gpu/GPU_batch_presets.h7
-rw-r--r--source/blender/gpu/GPU_batch_utils.h5
-rw-r--r--source/blender/gpu/GPU_buffers.h5
-rw-r--r--source/blender/gpu/GPU_common.h5
-rw-r--r--source/blender/gpu/GPU_context.h23
-rw-r--r--source/blender/gpu/GPU_debug.h5
-rw-r--r--source/blender/gpu/GPU_draw.h81
-rw-r--r--source/blender/gpu/GPU_element.h5
-rw-r--r--source/blender/gpu/GPU_extensions.h9
-rw-r--r--source/blender/gpu/GPU_framebuffer.h5
-rw-r--r--source/blender/gpu/GPU_glew.h5
-rw-r--r--source/blender/gpu/GPU_immediate.h10
-rw-r--r--source/blender/gpu/GPU_immediate_util.h5
-rw-r--r--source/blender/gpu/GPU_init_exit.h7
-rw-r--r--source/blender/gpu/GPU_legacy_stubs.h5
-rw-r--r--source/blender/gpu/GPU_material.h16
-rw-r--r--source/blender/gpu/GPU_matrix.h5
-rw-r--r--source/blender/gpu/GPU_platform.h5
-rw-r--r--source/blender/gpu/GPU_primitive.h5
-rw-r--r--source/blender/gpu/GPU_select.h5
-rw-r--r--source/blender/gpu/GPU_shader.h7
-rw-r--r--source/blender/gpu/GPU_shader_interface.h5
-rw-r--r--source/blender/gpu/GPU_state.h6
-rw-r--r--source/blender/gpu/GPU_texture.h41
-rw-r--r--source/blender/gpu/GPU_uniformbuffer.h8
-rw-r--r--source/blender/gpu/GPU_vertex_buffer.h11
-rw-r--r--source/blender/gpu/GPU_vertex_format.h15
-rw-r--r--source/blender/gpu/GPU_viewport.h10
-rw-r--r--source/blender/gpu/intern/gpu_attr_binding_private.h5
-rw-r--r--source/blender/gpu/intern/gpu_backend.hh37
-rw-r--r--source/blender/gpu/intern/gpu_batch.cc61
-rw-r--r--source/blender/gpu/intern/gpu_batch_presets.c25
-rw-r--r--source/blender/gpu/intern/gpu_batch_private.h5
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c15
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c532
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h10
-rw-r--r--source/blender/gpu/intern/gpu_context.cc278
-rw-r--r--source/blender/gpu/intern/gpu_context_private.hh (renamed from source/blender/gpu/intern/gpu_context_private.h)43
-rw-r--r--source/blender/gpu/intern/gpu_element.cc13
-rw-r--r--source/blender/gpu/intern/gpu_extensions.cc22
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.cc21
-rw-r--r--source/blender/gpu/intern/gpu_immediate.cc50
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c24
-rw-r--r--source/blender/gpu/intern/gpu_init_exit.c3
-rw-r--r--source/blender/gpu/intern/gpu_material.c17
-rw-r--r--source/blender/gpu/intern/gpu_material_library.c13
-rw-r--r--source/blender/gpu/intern/gpu_material_library.h5
-rw-r--r--source/blender/gpu/intern/gpu_matrix.cc (renamed from source/blender/gpu/intern/gpu_matrix.c)53
-rw-r--r--source/blender/gpu/intern/gpu_matrix_private.h5
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.c4
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.h5
-rw-r--r--source/blender/gpu/intern/gpu_primitive_private.h5
-rw-r--r--source/blender/gpu/intern/gpu_private.h5
-rw-r--r--source/blender/gpu/intern/gpu_select_pick.c15
-rw-r--r--source/blender/gpu/intern/gpu_select_private.h5
-rw-r--r--source/blender/gpu/intern/gpu_select_sample_query.c5
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc839
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c (renamed from source/blender/gpu/intern/gpu_shader.c)727
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.cc (renamed from source/blender/gpu/intern/gpu_shader_interface.c)136
-rw-r--r--source/blender/gpu/intern/gpu_shader_private.h7
-rw-r--r--source/blender/gpu/intern/gpu_state.cc (renamed from source/blender/gpu/intern/gpu_state.c)72
-rw-r--r--source/blender/gpu/intern/gpu_texture.cc (renamed from source/blender/gpu/intern/gpu_texture.c)583
-rw-r--r--source/blender/gpu/intern/gpu_texture_image.cc1480
-rw-r--r--source/blender/gpu/intern/gpu_texture_smoke.cc424
-rw-r--r--source/blender/gpu/intern/gpu_uniformbuffer.cc (renamed from source/blender/gpu/intern/gpu_uniformbuffer.c)317
-rw-r--r--source/blender/gpu/intern/gpu_vertex_buffer.cc (renamed from source/blender/gpu/intern/gpu_vertex_buffer.c)27
-rw-r--r--source/blender/gpu/intern/gpu_vertex_format.cc (renamed from source/blender/gpu/intern/gpu_vertex_format.c)57
-rw-r--r--source/blender/gpu/intern/gpu_vertex_format_private.h6
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c17
-rw-r--r--source/blender/gpu/opengl/gl_backend.hh57
-rw-r--r--source/blender/gpu/opengl/gl_context.cc239
-rw-r--r--source/blender/gpu/opengl/gl_context.hh97
-rw-r--r--source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl87
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl12
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl2
79 files changed, 2517 insertions, 4322 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 3c7ff51ea24..80ea28aca3c 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -28,6 +28,8 @@ endif()
set(INC
.
+ intern
+ opengl
../blenkernel
../blenlib
../bmesh
@@ -42,6 +44,7 @@ set(INC
../nodes
../nodes/intern
+ ../../../intern/ghost
../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/mantaflow/extern
@@ -68,24 +71,25 @@ set(SRC
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_material_library.c
- intern/gpu_matrix.c
+ intern/gpu_matrix.cc
intern/gpu_node_graph.c
intern/gpu_platform.cc
intern/gpu_primitive.c
intern/gpu_select.c
intern/gpu_select_pick.c
intern/gpu_select_sample_query.c
- intern/gpu_shader.c
- intern/gpu_shader_interface.c
- intern/gpu_state.c
- intern/gpu_texture.c
- intern/gpu_texture_image.cc
- intern/gpu_texture_smoke.cc
- intern/gpu_uniformbuffer.c
- intern/gpu_vertex_buffer.c
- intern/gpu_vertex_format.c
+ intern/gpu_shader.cc
+ intern/gpu_shader_builtin.c
+ intern/gpu_shader_interface.cc
+ intern/gpu_state.cc
+ intern/gpu_texture.cc
+ intern/gpu_uniformbuffer.cc
+ intern/gpu_vertex_buffer.cc
+ intern/gpu_vertex_format.cc
intern/gpu_viewport.c
+ opengl/gl_context.cc
+
GPU_attr_binding.h
GPU_batch.h
GPU_batch_presets.h
@@ -94,7 +98,6 @@ set(SRC
GPU_common.h
GPU_context.h
GPU_debug.h
- GPU_draw.h
GPU_element.h
GPU_extensions.h
GPU_framebuffer.h
@@ -118,9 +121,10 @@ set(SRC
GPU_viewport.h
intern/gpu_attr_binding_private.h
+ intern/gpu_backend.hh
intern/gpu_batch_private.h
intern/gpu_codegen.h
- intern/gpu_context_private.h
+ intern/gpu_context_private.hh
intern/gpu_material_library.h
intern/gpu_matrix_private.h
intern/gpu_node_graph.h
@@ -129,6 +133,9 @@ set(SRC
intern/gpu_select_private.h
intern/gpu_shader_private.h
intern/gpu_vertex_format_private.h
+
+ opengl/gl_backend.hh
+ opengl/gl_context.hh
)
set(LIB
@@ -216,6 +223,8 @@ 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_codegen_lib.glsl SRC)
+
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_add_shader.glsl SRC)
diff --git a/source/blender/gpu/GPU_attr_binding.h b/source/blender/gpu/GPU_attr_binding.h
index 8093e02cab6..e7c3dcbce05 100644
--- a/source/blender/gpu/GPU_attr_binding.h
+++ b/source/blender/gpu/GPU_attr_binding.h
@@ -23,8 +23,7 @@
* GPU vertex attribute binding
*/
-#ifndef __GPU_ATTR_BINDING_H__
-#define __GPU_ATTR_BINDING_H__
+#pragma once
#include "GPU_common.h"
@@ -42,5 +41,3 @@ typedef struct GPUAttrBinding {
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_ATTR_BINDING_H__ */
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index 5f55b512695..855214c279c 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -24,8 +24,7 @@
* Contains VAOs + VBOs + Shader representing a drawable entity.
*/
-#ifndef __GPU_BATCH_H__
-#define __GPU_BATCH_H__
+#pragma once
#include "GPU_element.h"
#include "GPU_shader.h"
@@ -103,6 +102,7 @@ enum {
GPU_BATCH_OWNS_INDEX = (1u << 31u),
};
+GPUBatch *GPU_batch_calloc(uint count);
GPUBatch *GPU_batch_create_ex(GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag);
void GPU_batch_init_ex(GPUBatch *, GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag);
void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src);
@@ -127,9 +127,8 @@ int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo);
#define GPU_batch_vertbuf_add(batch, verts) GPU_batch_vertbuf_add_ex(batch, verts, false)
-void GPU_batch_program_set_no_use(GPUBatch *, uint32_t program, const GPUShaderInterface *);
-void GPU_batch_program_set(GPUBatch *, uint32_t program, const GPUShaderInterface *);
-void GPU_batch_program_set_shader(GPUBatch *, GPUShader *shader);
+void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader);
+void GPU_batch_set_shader_no_bind(GPUBatch *batch, GPUShader *shader);
void GPU_batch_program_set_imm_shader(GPUBatch *batch);
void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id);
void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
@@ -248,5 +247,3 @@ void gpu_batch_exit(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_BATCH_H__ */
diff --git a/source/blender/gpu/GPU_batch_presets.h b/source/blender/gpu/GPU_batch_presets.h
index eb803333d98..1674cf776db 100644
--- a/source/blender/gpu/GPU_batch_presets.h
+++ b/source/blender/gpu/GPU_batch_presets.h
@@ -24,8 +24,7 @@
* This file contains any additions or modifications specific to Blender.
*/
-#ifndef __GPU_BATCH_PRESETS_H__
-#define __GPU_BATCH_PRESETS_H__
+#pragma once
#include "BLI_compiler_attrs.h"
#include "BLI_sys_types.h"
@@ -50,8 +49,8 @@ bool gpu_batch_presets_unregister(struct GPUBatch *preset_batch);
void gpu_batch_presets_reset(void);
void gpu_batch_presets_exit(void);
+void GPU_batch_presets_reset(void);
+
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_BATCH_PRESETS_H__ */
diff --git a/source/blender/gpu/GPU_batch_utils.h b/source/blender/gpu/GPU_batch_utils.h
index 8f85ac59aa5..37dccc4621c 100644
--- a/source/blender/gpu/GPU_batch_utils.h
+++ b/source/blender/gpu/GPU_batch_utils.h
@@ -18,8 +18,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_BATCH_UTILS_H__
-#define __GPU_BATCH_UTILS_H__
+#pragma once
#include "BLI_compiler_attrs.h"
#include "BLI_sys_types.h"
@@ -44,5 +43,3 @@ struct GPUBatch *gpu_batch_sphere(int lat_res, int lon_res) ATTR_WARN_UNUSED_RES
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_BATCH_UTILS_H__ */
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index c7e74040568..23349728f25 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_BUFFERS_H__
-#define __GPU_BUFFERS_H__
+#pragma once
#include <stddef.h>
@@ -121,5 +120,3 @@ bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers);
#ifdef __cplusplus
}
#endif
-
-#endif
diff --git a/source/blender/gpu/GPU_common.h b/source/blender/gpu/GPU_common.h
index dd580ebbdac..8fd1baba2f7 100644
--- a/source/blender/gpu/GPU_common.h
+++ b/source/blender/gpu/GPU_common.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_COMMON_H__
-#define __GPU_COMMON_H__
+#pragma once
#define PROGRAM_NO_OPTI 0
@@ -51,5 +50,3 @@
#else
# define GPU_INLINE static inline __attribute__((always_inline)) __attribute__((__unused__))
#endif
-
-#endif /* __GPU_COMMON_H__ */
diff --git a/source/blender/gpu/GPU_context.h b/source/blender/gpu/GPU_context.h
index 9876aa6998c..e3d47cfe084 100644
--- a/source/blender/gpu/GPU_context.h
+++ b/source/blender/gpu/GPU_context.h
@@ -23,8 +23,7 @@
* This interface allow GPU to manage VAOs for multiple context and threads.
*/
-#ifndef __GPU_CONTEXT_H__
-#define __GPU_CONTEXT_H__
+#pragma once
#include "GPU_batch.h"
#include "GPU_common.h"
@@ -36,14 +35,28 @@ extern "C" {
typedef struct GPUContext GPUContext;
-GPUContext *GPU_context_create(GLuint default_framebuffer);
+typedef enum eGPUBackendType {
+ GPU_BACKEND_NONE = 0,
+ GPU_BACKEND_OPENGL,
+} eGPUBackendType;
+
+void GPU_backend_init(eGPUBackendType backend);
+void GPU_backend_exit(void);
+
+GPUContext *GPU_context_create(void *ghost_window);
void GPU_context_discard(GPUContext *);
void GPU_context_active_set(GPUContext *);
GPUContext *GPU_context_active_get(void);
+/* Legacy GPU (Intel HD4000 series) do not support sharing GPU objects between GPU
+ * contexts. EEVEE/Workbench can create different contexts for image/preview rendering, baking or
+ * compiling. When a legacy GPU is detected (`GPU_use_main_context_workaround()`) any worker
+ * threads should use the draw manager opengl context and make sure that they are the only one
+ * using it by locking the main context using these two functions. */
+void GPU_context_main_lock(void);
+void GPU_context_main_unlock(void);
+
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_CONTEXT_H__ */
diff --git a/source/blender/gpu/GPU_debug.h b/source/blender/gpu/GPU_debug.h
index fc6ca791664..be822056678 100644
--- a/source/blender/gpu/GPU_debug.h
+++ b/source/blender/gpu/GPU_debug.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_DEBUG_H__
-#define __GPU_DEBUG_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -37,5 +36,3 @@ void GPU_string_marker(const char *str);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_DEBUG_H__ */
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
deleted file mode 100644
index 01af654b52f..00000000000
--- a/source/blender/gpu/GPU_draw.h
+++ /dev/null
@@ -1,81 +0,0 @@
-/*
- * 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.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#ifndef __GPU_DRAW_H__
-#define __GPU_DRAW_H__
-
-#include "BLI_utildefines.h"
-#include "DNA_object_enums.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-struct FluidModifierData;
-struct ImBuf;
-struct Image;
-struct ImageUser;
-struct Main;
-
-/* OpenGL drawing functions related to shading. */
-
-/* Mipmap settings
- * - these will free textures on changes */
-
-void GPU_set_mipmap(struct Main *bmain, bool mipmap);
-bool GPU_get_mipmap(void);
-void GPU_set_linear_mipmap(bool linear);
-bool GPU_get_linear_mipmap(void);
-void GPU_paint_set_mipmap(struct Main *bmain, bool mipmap);
-
-/* Anisotropic filtering settings
- * - these will free textures on changes */
-void GPU_set_anisotropic(float value);
-float GPU_get_anisotropic(void);
-
-/* Image updates and free
- * - these deal with images bound as opengl textures */
-
-void GPU_paint_update_image(
- struct Image *ima, struct ImageUser *iuser, int x, int y, int w, int h);
-bool GPU_upload_dxt_texture(struct ImBuf *ibuf, bool use_srgb, uint *bindcode);
-void GPU_free_image(struct Image *ima);
-void GPU_free_images(struct Main *bmain);
-void GPU_free_images_anim(struct Main *bmain);
-void GPU_free_images_old(struct Main *bmain);
-
-/* gpu_draw_smoke.c */
-void GPU_free_smoke(struct FluidModifierData *fmd);
-void GPU_free_smoke_velocity(struct FluidModifierData *fmd);
-void GPU_create_smoke(struct FluidModifierData *fmd, int highres);
-void GPU_create_smoke_coba_field(struct FluidModifierData *fmd);
-void GPU_create_smoke_velocity(struct FluidModifierData *fmd);
-
-/* Delayed free of OpenGL buffers by main thread */
-void GPU_free_unused_buffers(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif
diff --git a/source/blender/gpu/GPU_element.h b/source/blender/gpu/GPU_element.h
index 9aef8d6ed73..3d5195b12fc 100644
--- a/source/blender/gpu/GPU_element.h
+++ b/source/blender/gpu/GPU_element.h
@@ -23,8 +23,7 @@
* GPU element list (AKA index buffer)
*/
-#ifndef __GPU_ELEMENT_H__
-#define __GPU_ELEMENT_H__
+#pragma once
#include "GPU_primitive.h"
@@ -116,5 +115,3 @@ int GPU_indexbuf_primitive_len(GPUPrimType prim_type);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_ELEMENT_H__ */
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index 263deeaf28d..2ce6e458378 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_EXTENSIONS_H__
-#define __GPU_EXTENSIONS_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -48,10 +47,12 @@ bool GPU_arb_texture_cube_map_array_is_supported(void);
bool GPU_mip_render_workaround(void);
bool GPU_depth_blitting_workaround(void);
bool GPU_unused_fb_slot_workaround(void);
-bool GPU_context_local_shaders_workaround(void);
+bool GPU_use_main_context_workaround(void);
bool GPU_texture_copy_workaround(void);
bool GPU_crappy_amd_driver(void);
+int GPU_texture_size_with_limit(int res);
+
bool GPU_mem_stats_supported(void);
void GPU_mem_stats_get(int *totalmem, int *freemem);
@@ -62,5 +63,3 @@ bool GPU_stereo_quadbuffer_support(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_EXTENSIONS_H__ */
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index db531cdef9b..9dc07fefd4e 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_FRAMEBUFFER_H__
-#define __GPU_FRAMEBUFFER_H__
+#pragma once
#include "GPU_texture.h"
@@ -235,5 +234,3 @@ void GPU_backbuffer_bind(eGPUBackBuffer buffer);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_FRAMEBUFFER_H__ */
diff --git a/source/blender/gpu/GPU_glew.h b/source/blender/gpu/GPU_glew.h
index 744bce9713a..e87a7054e5f 100644
--- a/source/blender/gpu/GPU_glew.h
+++ b/source/blender/gpu/GPU_glew.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_GLEW_H__
-#define __GPU_GLEW_H__
+#pragma once
#if defined(WITH_OPENGL)
# include "glew-mx.h"
@@ -30,5 +29,3 @@
# include "GPU_legacy_stubs.h"
# endif
#endif
-
-#endif /* __GPU_GLEW_H__ */
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
index 698c4585d20..41d4f5d28d3 100644
--- a/source/blender/gpu/GPU_immediate.h
+++ b/source/blender/gpu/GPU_immediate.h
@@ -23,8 +23,7 @@
* GPU immediate mode work-alike
*/
-#ifndef __GPU_IMMEDIATE_H__
-#define __GPU_IMMEDIATE_H__
+#pragma once
#include "GPU_batch.h"
#include "GPU_immediate_util.h"
@@ -42,7 +41,7 @@ extern "C" {
GPUVertFormat *immVertexFormat(void);
/** Every immBegin must have a program bound first. */
-void immBindProgram(uint32_t program, const GPUShaderInterface *);
+void immBindShader(GPUShader *shader);
/** Call after your last immEnd, or before binding another program. */
void immUnbindProgram(void);
@@ -134,13 +133,14 @@ void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char a);
void immUniformColor4ubv(const unsigned char rgba[4]);
/**
- * Extend #immBindProgram to use Blender’s library of built-in shader programs.
+ * Extend #immBindShader to use Blender’s library of built-in shader programs.
* Use #immUnbindProgram() when done.
*/
void immBindBuiltinProgram(eGPUBuiltinShader shader_id);
/* Extend immUniformColor to take Blender's themes */
void immUniformThemeColor(int color_id);
+void immUniformThemeColorAlpha(int color_id, float a);
void immUniformThemeColor3(int color_id);
void immUniformThemeColorShade(int color_id, int offset);
void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset);
@@ -157,5 +157,3 @@ void immDestroy(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_IMMEDIATE_H__ */
diff --git a/source/blender/gpu/GPU_immediate_util.h b/source/blender/gpu/GPU_immediate_util.h
index 47b44b59461..7786bcd2d06 100644
--- a/source/blender/gpu/GPU_immediate_util.h
+++ b/source/blender/gpu/GPU_immediate_util.h
@@ -20,8 +20,7 @@
* Utility drawing functions (rough equivalent to OpenGL's GLU)
*/
-#ifndef __GPU_IMMEDIATE_UTIL_H__
-#define __GPU_IMMEDIATE_UTIL_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -92,5 +91,3 @@ void imm_draw_cylinder_fill_3d(
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_IMMEDIATE_UTIL_H__ */
diff --git a/source/blender/gpu/GPU_init_exit.h b/source/blender/gpu/GPU_init_exit.h
index 3e30a1ddcf5..42c56940c4c 100644
--- a/source/blender/gpu/GPU_init_exit.h
+++ b/source/blender/gpu/GPU_init_exit.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_INIT_EXIT_H__
-#define __GPU_INIT_EXIT_H__
+#pragma once
#include "BLI_utildefines.h"
@@ -32,10 +31,8 @@ extern "C" {
void GPU_init(void);
void GPU_exit(void);
-bool GPU_is_initialized(void);
+bool GPU_is_init(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_INIT_EXIT_H__ */
diff --git a/source/blender/gpu/GPU_legacy_stubs.h b/source/blender/gpu/GPU_legacy_stubs.h
index c666ff73bc6..2e21b879907 100644
--- a/source/blender/gpu/GPU_legacy_stubs.h
+++ b/source/blender/gpu/GPU_legacy_stubs.h
@@ -26,8 +26,7 @@
* This file should be removed in the future
*/
-#ifndef __GPU_LEGACY_STUBS_H__
-#define __GPU_LEGACY_STUBS_H__
+#pragma once
#if defined(__GNUC__)
# pragma GCC diagnostic push
@@ -512,5 +511,3 @@ _GL_VOID DO_NOT_USE_glClientActiveTexture(GLenum texture) _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 c372bfaf218..b8957ff1819 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_MATERIAL_H__
-#define __GPU_MATERIAL_H__
+#pragma once
#include "DNA_customdata_types.h" /* for CustomDataType */
#include "DNA_listBase.h"
@@ -110,6 +109,7 @@ typedef enum eGPUMatFlag {
GPU_MATFLAG_GLOSSY = (1 << 1),
GPU_MATFLAG_REFRACT = (1 << 2),
GPU_MATFLAG_SSS = (1 << 3),
+ GPU_MATFLAG_BARYCENTRIC = (1 << 4),
} eGPUMatFlag;
typedef enum eGPUBlendMode {
@@ -137,6 +137,13 @@ typedef enum eGPUMaterialStatus {
GPU_MAT_SUCCESS,
} eGPUMaterialStatus;
+typedef void (*GPUMaterialEvalCallbackFn)(GPUMaterial *mat,
+ int options,
+ const char **vert_code,
+ const char **geom_code,
+ const char **frag_lib,
+ const char **defines);
+
GPUNodeLink *GPU_constant(const float *num);
GPUNodeLink *GPU_uniform(const float *num);
GPUNodeLink *GPU_attribute(GPUMaterial *mat, CustomDataType type, const char *name);
@@ -190,7 +197,8 @@ GPUMaterial *GPU_material_from_nodetree(struct Scene *scene,
const char *geom_code,
const char *frag_lib,
const char *defines,
- const char *name);
+ const char *name,
+ GPUMaterialEvalCallbackFn callback);
void GPU_material_compile(GPUMaterial *mat);
void GPU_material_free(struct ListBase *gpumaterial);
@@ -255,5 +263,3 @@ ListBase GPU_material_volume_grids(GPUMaterial *material);
#ifdef __cplusplus
}
#endif
-
-#endif /*__GPU_MATERIAL_H__*/
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h
index eabfb5d2dc3..7b94a535a30 100644
--- a/source/blender/gpu/GPU_matrix.h
+++ b/source/blender/gpu/GPU_matrix.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_MATRIX_H__
-#define __GPU_MATRIX_H__
+#pragma once
#include "BLI_sys_types.h"
@@ -236,5 +235,3 @@ int GPU_matrix_stack_level_get_projection(void);
* however we need to check these limits in code that calls into these API's. */
#define GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT (-100)
#define GPU_MATRIX_ORTHO_CLIP_FAR_DEFAULT (100)
-
-#endif /* __GPU_MATRIX_H__ */
diff --git a/source/blender/gpu/GPU_platform.h b/source/blender/gpu/GPU_platform.h
index 104d5ef0ddc..a89298c0d01 100644
--- a/source/blender/gpu/GPU_platform.h
+++ b/source/blender/gpu/GPU_platform.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_PLATFORM_H__
-#define __GPU_PLATFORM_H__
+#pragma once
#include "BLI_sys_types.h"
#include "BLI_utildefines.h"
@@ -74,5 +73,3 @@ const char *GPU_platform_gpu_name(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_PLATFORM_H__ */
diff --git a/source/blender/gpu/GPU_primitive.h b/source/blender/gpu/GPU_primitive.h
index 4cd6205c0d1..e910e81fac1 100644
--- a/source/blender/gpu/GPU_primitive.h
+++ b/source/blender/gpu/GPU_primitive.h
@@ -23,8 +23,7 @@
* GPU geometric primitives
*/
-#ifndef __GPU_PRIMITIVE_H__
-#define __GPU_PRIMITIVE_H__
+#pragma once
#include "GPU_common.h"
@@ -63,5 +62,3 @@ bool GPU_primtype_belongs_to_class(GPUPrimType, GPUPrimClass);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_PRIMITIVE_H__ */
diff --git a/source/blender/gpu/GPU_select.h b/source/blender/gpu/GPU_select.h
index d9a8e964a3d..d28363253b1 100644
--- a/source/blender/gpu/GPU_select.h
+++ b/source/blender/gpu/GPU_select.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_SELECT_H__
-#define __GPU_SELECT_H__
+#pragma once
#include "BLI_sys_types.h"
@@ -63,5 +62,3 @@ void GPU_select_buffer_stride_realign(const struct rcti *src, const struct rcti
#ifdef __cplusplus
}
#endif
-
-#endif
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index a19ed2d84fd..f782742ae53 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_SHADER_H__
-#define __GPU_SHADER_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -87,8 +86,6 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader);
int GPU_shader_get_program(GPUShader *shader);
-void *GPU_shader_get_interface(GPUShader *shader);
-
void GPU_shader_set_srgb_uniform(const struct GPUShaderInterface *interface);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
@@ -372,5 +369,3 @@ void GPU_shader_free_builtin_shaders(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_SHADER_H__ */
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index 28ee162bdbd..8aba1236b65 100644
--- a/source/blender/gpu/GPU_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -23,8 +23,7 @@
* GPU shader interface (C --> GLSL)
*/
-#ifndef __GPU_SHADER_INTERFACE_H__
-#define __GPU_SHADER_INTERFACE_H__
+#pragma once
#include "GPU_common.h"
@@ -116,5 +115,3 @@ void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *, struct GPUBatch
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_SHADER_INTERFACE_H__ */
diff --git a/source/blender/gpu/GPU_state.h b/source/blender/gpu/GPU_state.h
index 8d50330ac93..4a2c90e241b 100644
--- a/source/blender/gpu/GPU_state.h
+++ b/source/blender/gpu/GPU_state.h
@@ -18,8 +18,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_STATE_H__
-#define __GPU_STATE_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -87,6 +86,7 @@ bool GPU_depth_mask_get(void);
void GPU_stencil_mask(uint stencil);
void GPU_unpack_row_length_set(uint len);
void GPU_clip_distances(int enabled_len);
+bool GPU_mipmap_enabled(void);
void GPU_flush(void);
void GPU_finish(void);
@@ -108,5 +108,3 @@ void gpuPopAttr(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_STATE_H__ */
diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h
index 0f159a3774f..7ee7f8fcdec 100644
--- a/source/blender/gpu/GPU_texture.h
+++ b/source/blender/gpu/GPU_texture.h
@@ -21,10 +21,10 @@
* \ingroup gpu
*/
-#ifndef __GPU_TEXTURE_H__
-#define __GPU_TEXTURE_H__
+#pragma once
#include "BLI_utildefines.h"
+
#include "GPU_state.h"
struct GPUVertBuf;
@@ -38,21 +38,11 @@ struct PreviewImage;
struct GPUFrameBuffer;
typedef struct GPUTexture GPUTexture;
-/* Used to get the correct gpu texture from an Image datablock. */
-typedef enum eGPUTextureTarget {
- TEXTARGET_2D = 0,
- TEXTARGET_CUBE_MAP,
- TEXTARGET_2D_ARRAY,
- TEXTARGET_TILE_MAPPING,
- TEXTARGET_COUNT,
-} eGPUTextureTarget;
-
/* GPU Samplers state
* - Specify the sampler state to bind a texture with.
* - Internally used by textures.
* - All states are created at startup to avoid runtime costs.
*/
-
typedef enum eGPUSamplerState {
GPU_SAMPLER_FILTER = (1 << 0),
GPU_SAMPLER_MIPMAP = (1 << 1),
@@ -66,6 +56,8 @@ typedef enum eGPUSamplerState {
GPU_SAMPLER_MAX = (1 << 8),
} eGPUSamplerState;
+ENUM_OPERATORS(eGPUSamplerState)
+
#ifdef __cplusplus
extern "C" {
#endif
@@ -130,7 +122,6 @@ typedef enum eGPUTextureFormat {
#if 0
GPU_RGB10_A2,
GPU_RGB10_A2UI,
- GPU_SRGB8_A8,
#endif
GPU_R11F_G11F_B10F,
GPU_DEPTH32F_STENCIL8,
@@ -159,7 +150,13 @@ typedef enum eGPUTextureFormat {
GPU_R8_SNORM,
#endif
-/* Special formats texture only */
+ /* Special formats texture only */
+ GPU_SRGB8_A8_DXT1,
+ GPU_SRGB8_A8_DXT3,
+ GPU_SRGB8_A8_DXT5,
+ GPU_RGBA8_DXT1,
+ GPU_RGBA8_DXT3,
+ GPU_RGBA8_DXT5,
#if 0
GPU_SRGB8,
GPU_RGB9_E5,
@@ -232,17 +229,10 @@ GPUTexture *GPU_texture_create_cube_array(
GPUTexture *GPU_texture_create_from_vertbuf(struct GPUVertBuf *vert);
GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat data_type, const uint buffer);
-GPUTexture *GPU_texture_from_bindcode(eGPUTextureTarget target, int bindcode);
-GPUTexture *GPU_texture_from_blender(struct Image *ima,
- struct ImageUser *iuser,
- struct ImBuf *ibuf,
- eGPUTextureTarget target);
+GPUTexture *GPU_texture_create_compressed(
+ int w, int h, int miplen, eGPUTextureFormat format, const void *data);
-/* movie clip drawing */
-GPUTexture *GPU_texture_from_movieclip(struct MovieClip *clip,
- struct MovieClipUser *cuser,
- eGPUTextureTarget target);
-void GPU_free_texture_movieclip(struct MovieClip *clip);
+GPUTexture *GPU_texture_create_error(int dimension, bool array);
void GPU_texture_add_mipmap(GPUTexture *tex,
eGPUDataFormat gpu_data_format,
@@ -278,6 +268,7 @@ void GPU_texture_unbind_all(void);
void GPU_texture_copy(GPUTexture *dst, GPUTexture *src);
void GPU_texture_generate_mipmap(GPUTexture *tex);
+void GPU_texture_anisotropic_filter(GPUTexture *tex, bool use_aniso);
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);
@@ -310,5 +301,3 @@ void GPU_sampler_icon_bind(int number);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_TEXTURE_H__ */
diff --git a/source/blender/gpu/GPU_uniformbuffer.h b/source/blender/gpu/GPU_uniformbuffer.h
index b221ae035d3..e2b2a757fb9 100644
--- a/source/blender/gpu/GPU_uniformbuffer.h
+++ b/source/blender/gpu/GPU_uniformbuffer.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_UNIFORMBUFFER_H__
-#define __GPU_UNIFORMBUFFER_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -42,8 +41,7 @@ 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);
+void GPU_uniformbuffer_unbind_all(void);
bool GPU_uniformbuffer_is_empty(GPUUniformBuffer *ubo);
bool GPU_uniformbuffer_is_dirty(GPUUniformBuffer *ubo);
@@ -53,5 +51,3 @@ bool GPU_uniformbuffer_is_dirty(GPUUniformBuffer *ubo);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_UNIFORMBUFFER_H__ */
diff --git a/source/blender/gpu/GPU_vertex_buffer.h b/source/blender/gpu/GPU_vertex_buffer.h
index f9bdf726930..757255496e0 100644
--- a/source/blender/gpu/GPU_vertex_buffer.h
+++ b/source/blender/gpu/GPU_vertex_buffer.h
@@ -23,8 +23,7 @@
* GPU vertex buffer
*/
-#ifndef __GPU_VERTEX_BUFFER_H__
-#define __GPU_VERTEX_BUFFER_H__
+#pragma once
#include "GPU_vertex_format.h"
@@ -59,10 +58,10 @@ typedef struct GPUVertBuf {
/** 0 indicates not yet allocated. */
uint32_t vbo_id;
/** Usage hint for GL optimisation. */
- uint usage : 2;
+ GPUUsageType usage;
/** Data has been touched and need to be reuploaded to GPU. */
- uint dirty : 1;
- unsigned char *data; /* NULL indicates data in VRAM (unmapped) */
+ bool dirty;
+ uchar *data; /* NULL indicates data in VRAM (unmapped) */
} GPUVertBuf;
GPUVertBuf *GPU_vertbuf_create(GPUUsageType);
@@ -147,5 +146,3 @@ uint GPU_vertbuf_get_memory_usage(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_VERTEX_BUFFER_H__ */
diff --git a/source/blender/gpu/GPU_vertex_format.h b/source/blender/gpu/GPU_vertex_format.h
index 34bfbb27823..59af912ed3d 100644
--- a/source/blender/gpu/GPU_vertex_format.h
+++ b/source/blender/gpu/GPU_vertex_format.h
@@ -23,8 +23,7 @@
* GPU vertex format
*/
-#ifndef __GPU_VERTEX_FORMAT_H__
-#define __GPU_VERTEX_FORMAT_H__
+#pragma once
#include "BLI_assert.h"
#include "BLI_compiler_compat.h"
@@ -42,7 +41,7 @@ extern "C" {
#define GPU_MAX_SAFE_ATTR_NAME 12
typedef enum {
- GPU_COMP_I8,
+ GPU_COMP_I8 = 0,
GPU_COMP_U8,
GPU_COMP_I16,
GPU_COMP_U16,
@@ -52,17 +51,21 @@ typedef enum {
GPU_COMP_F32,
GPU_COMP_I10,
+ /* Warning! adjust GPUVertAttr if changing. */
} GPUVertCompType;
typedef enum {
- GPU_FETCH_FLOAT,
+ GPU_FETCH_FLOAT = 0,
GPU_FETCH_INT,
GPU_FETCH_INT_TO_FLOAT_UNIT, /* 127 (ubyte) -> 0.5 (and so on for other int types) */
GPU_FETCH_INT_TO_FLOAT, /* 127 (any int type) -> 127.0 */
+ /* Warning! adjust GPUVertAttr if changing. */
} GPUVertFetchMode;
typedef struct GPUVertAttr {
+ /* GPUVertFetchMode */
uint fetch_mode : 2;
+ /* GPUVertCompType */
uint comp_type : 3;
/* 1 to 4 or 8 or 12 or 16 */
uint comp_len : 5;
@@ -72,8 +75,6 @@ typedef struct GPUVertAttr {
uint offset : 11;
/* up to GPU_VERT_ATTR_MAX_NAMES */
uint name_len : 3;
- uint gl_comp_type;
- /* -- 8 Bytes -- */
uchar names[GPU_VERT_ATTR_MAX_NAMES];
} GPUVertAttr;
@@ -197,5 +198,3 @@ BLI_INLINE GPUPackedNormal GPU_normal_convert_i10_s3(const short data[3])
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_VERTEX_FORMAT_H__ */
diff --git a/source/blender/gpu/GPU_viewport.h b/source/blender/gpu/GPU_viewport.h
index 50d265feaad..60b78ecd59b 100644
--- a/source/blender/gpu/GPU_viewport.h
+++ b/source/blender/gpu/GPU_viewport.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_VIEWPORT_H__
-#define __GPU_VIEWPORT_H__
+#pragma once
#include <stdbool.h>
@@ -41,6 +40,8 @@ extern "C" {
typedef struct GPUViewport GPUViewport;
+struct GPUFrameBuffer;
+
/* Contains memory pools information */
typedef struct ViewportMemoryPool {
struct BLI_memblock *commands;
@@ -151,8 +152,9 @@ GPUTexture *GPU_viewport_texture_pool_query(
bool GPU_viewport_engines_data_validate(GPUViewport *viewport, void **engine_handle_array);
void GPU_viewport_cache_release(GPUViewport *viewport);
+struct GPUFrameBuffer *GPU_viewport_framebuffer_default_get(GPUViewport *viewport);
+struct GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport);
+
#ifdef __cplusplus
}
#endif
-
-#endif // __GPU_VIEWPORT_H__
diff --git a/source/blender/gpu/intern/gpu_attr_binding_private.h b/source/blender/gpu/intern/gpu_attr_binding_private.h
index 7df403a3ea5..4d359343c38 100644
--- a/source/blender/gpu/intern/gpu_attr_binding_private.h
+++ b/source/blender/gpu/intern/gpu_attr_binding_private.h
@@ -23,8 +23,7 @@
* GPU vertex attribute binding
*/
-#ifndef __GPU_ATTR_BINDING_PRIVATE_H__
-#define __GPU_ATTR_BINDING_PRIVATE_H__
+#pragma once
#include "GPU_shader_interface.h"
#include "GPU_vertex_format.h"
@@ -44,5 +43,3 @@ uint read_attr_location(const GPUAttrBinding *binding, uint a_idx);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_ATTR_BINDING_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_backend.hh b/source/blender/gpu/intern/gpu_backend.hh
new file mode 100644
index 00000000000..24f592f214f
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_backend.hh
@@ -0,0 +1,37 @@
+/*
+ * 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.
+ *
+ * Copyright 2020, Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * GPUBackend derived class contain allocators that do not need a context bound.
+ * The backend is init at startup and is accessible using GPU_backend_get() */
+
+#pragma once
+
+struct GPUContext;
+
+class GPUBackend {
+ public:
+ virtual ~GPUBackend(){};
+
+ virtual GPUContext *context_alloc(void *ghost_window) = 0;
+};
+
+GPUBackend *gpu_backend_get(void);
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc
index 43a8d000547..a6ba4d3d89a 100644
--- a/source/blender/gpu/intern/gpu_batch.cc
+++ b/source/blender/gpu/intern/gpu_batch.cc
@@ -34,9 +34,10 @@
#include "GPU_shader.h"
#include "gpu_batch_private.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#include "gpu_primitive_private.h"
#include "gpu_shader_private.h"
+#include "gpu_vertex_format_private.h"
#include <limits.h>
#include <stdlib.h>
@@ -84,12 +85,17 @@ void GPU_batch_vao_cache_clear(GPUBatch *batch)
batch->context = NULL;
}
+GPUBatch *GPU_batch_calloc(uint count)
+{
+ return (GPUBatch *)MEM_callocN(sizeof(GPUBatch) * count, "GPUBatch");
+}
+
GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type,
GPUVertBuf *verts,
GPUIndexBuf *elem,
uint owns_flag)
{
- GPUBatch *batch = (GPUBatch *)MEM_callocN(sizeof(GPUBatch), "GPUBatch");
+ GPUBatch *batch = GPU_batch_calloc(1);
GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
return batch;
}
@@ -370,22 +376,20 @@ static GLuint batch_vao_get(GPUBatch *batch)
return new_vao;
}
-void GPU_batch_program_set_no_use(GPUBatch *batch,
- uint32_t program,
- const GPUShaderInterface *shaderface)
+void GPU_batch_set_shader_no_bind(GPUBatch *batch, GPUShader *shader)
{
#if TRUST_NO_ONE
- assert(glIsProgram(program));
+ assert(glIsProgram(shader->program));
assert(batch->program_in_use == 0);
#endif
- batch->interface = shaderface;
- batch->program = program;
+ batch->interface = shader->interface;
+ batch->program = shader->program;
batch->vao_id = batch_vao_get(batch);
}
-void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
+void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader)
{
- GPU_batch_program_set_no_use(batch, program, shaderface);
+ GPU_batch_set_shader_no_bind(batch, shader);
GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
}
@@ -440,6 +444,7 @@ static void create_bindings(GPUVertBuf *verts,
}
const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride;
+ const GLenum type = convert_comp_type_to_gl(static_cast<GPUVertCompType>(a->comp_type));
for (uint n_idx = 0; n_idx < a->name_len; n_idx++) {
const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
@@ -452,19 +457,13 @@ static void create_bindings(GPUVertBuf *verts,
*attr_mask &= ~(1 << input->location);
if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) {
-#if TRUST_NO_ONE
- assert(a->fetch_mode == GPU_FETCH_FLOAT);
- assert(a->gl_comp_type == GL_FLOAT);
-#endif
+ BLI_assert(a->fetch_mode == GPU_FETCH_FLOAT);
+ BLI_assert(a->comp_type == GPU_COMP_F32);
for (int i = 0; i < a->comp_len / 4; i++) {
glEnableVertexAttribArray(input->location + i);
glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0);
- glVertexAttribPointer(input->location + i,
- 4,
- a->gl_comp_type,
- GL_FALSE,
- stride,
- (const GLubyte *)pointer + i * 16);
+ glVertexAttribPointer(
+ input->location + i, 4, type, GL_FALSE, stride, (const GLubyte *)pointer + i * 16);
}
}
else {
@@ -474,15 +473,13 @@ static void create_bindings(GPUVertBuf *verts,
switch (a->fetch_mode) {
case GPU_FETCH_FLOAT:
case GPU_FETCH_INT_TO_FLOAT:
- glVertexAttribPointer(
- input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
+ glVertexAttribPointer(input->location, a->comp_len, type, GL_FALSE, stride, pointer);
break;
case GPU_FETCH_INT_TO_FLOAT_UNIT:
- glVertexAttribPointer(
- input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
+ glVertexAttribPointer(input->location, a->comp_len, type, GL_TRUE, stride, pointer);
break;
case GPU_FETCH_INT:
- glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer);
+ glVertexAttribIPointer(input->location, a->comp_len, type, stride, pointer);
break;
}
}
@@ -989,17 +986,12 @@ void GPU_draw_list_submit(GPUDrawList *list)
/** \name Utilities
* \{ */
-void GPU_batch_program_set_shader(GPUBatch *batch, GPUShader *shader)
-{
- GPU_batch_program_set(batch, shader->program, shader->interface);
-}
-
void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
eGPUBuiltinShader shader_id,
eGPUShaderConfig sh_cfg)
{
GPUShader *shader = GPU_shader_get_builtin_shader_with_config(shader_id, sh_cfg);
- GPU_batch_program_set(batch, shader->program, shader->interface);
+ GPU_batch_set_shader(batch, shader);
}
void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id)
@@ -1012,10 +1004,7 @@ void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id)
* DO NOT DRAW WITH THE BATCH BEFORE CALLING immUnbindProgram. */
void GPU_batch_program_set_imm_shader(GPUBatch *batch)
{
- GLuint program;
- GPUShaderInterface *interface;
- immGetProgram(&program, &interface);
- GPU_batch_program_set(batch, program, interface);
+ GPU_batch_set_shader(batch, immGetShader());
}
/** \} */
@@ -1031,7 +1020,7 @@ void gpu_batch_init(void)
float default_attrib_data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, g_default_attr_vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4, default_attrib_data, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float[4]), default_attrib_data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
diff --git a/source/blender/gpu/intern/gpu_batch_presets.c b/source/blender/gpu/intern/gpu_batch_presets.c
index d16edab5ac9..3d9b4326c7e 100644
--- a/source/blender/gpu/intern/gpu_batch_presets.c
+++ b/source/blender/gpu/intern/gpu_batch_presets.c
@@ -129,12 +129,11 @@ GPUBatch *GPU_batch_preset_sphere(int lod)
if (lod == 0) {
return g_presets_3d.batch.sphere_low;
}
- else if (lod == 1) {
+ if (lod == 1) {
return g_presets_3d.batch.sphere_med;
}
- else {
- return g_presets_3d.batch.sphere_high;
- }
+
+ return g_presets_3d.batch.sphere_high;
}
GPUBatch *GPU_batch_preset_sphere_wire(int lod)
@@ -145,9 +144,8 @@ GPUBatch *GPU_batch_preset_sphere_wire(int lod)
if (lod == 0) {
return g_presets_3d.batch.sphere_wire_low;
}
- else {
- return g_presets_3d.batch.sphere_wire_med;
- }
+
+ return g_presets_3d.batch.sphere_wire_med;
}
/** \} */
@@ -406,4 +404,17 @@ void gpu_batch_presets_exit(void)
BLI_mutex_end(&g_presets_3d.mutex);
}
+/**
+ * This function only needs to be accessed externally because
+ * we are drawing UI batches with the DRW old context.
+ *
+ * And now we use it for drawing the entire area.
+ *
+ * XXX (Clément) - to cleanup in the upcoming 2.91 refactor.
+ **/
+void GPU_batch_presets_reset()
+{
+ gpu_batch_presets_reset();
+}
+
/** \} */
diff --git a/source/blender/gpu/intern/gpu_batch_private.h b/source/blender/gpu/intern/gpu_batch_private.h
index 58d1810ac7a..93745b9ca9b 100644
--- a/source/blender/gpu/intern/gpu_batch_private.h
+++ b/source/blender/gpu/intern/gpu_batch_private.h
@@ -24,8 +24,7 @@
* Contains VAOs + VBOs + Shader representing a drawable entity.
*/
-#ifndef __GPU_BATCH_PRIVATE_H__
-#define __GPU_BATCH_PRIVATE_H__
+#pragma once
#include "GPU_batch.h"
#include "GPU_context.h"
@@ -40,5 +39,3 @@ void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *i
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_BATCH_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 10d5a860f6a..83d70b32b7b 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -337,7 +337,7 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
}
}
/* Face Sets. */
- memcpy(GPU_vertbuf_raw_step(&fset_step), face_set_color, sizeof(uchar) * 3);
+ memcpy(GPU_vertbuf_raw_step(&fset_step), face_set_color, sizeof(uchar[3]));
}
}
}
@@ -695,7 +695,7 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
}
if (show_vcol) {
- ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
+ const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index, &vcol);
}
@@ -749,7 +749,7 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
empty_mask = empty_mask && (cmask == 0);
}
- ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
+ const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 0, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 1, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 2, &vcol);
@@ -832,12 +832,12 @@ static void gpu_bmesh_vert_to_buffer_copy(BMVert *v,
}
if (show_vcol) {
- ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
+ const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col, v_index, &vcol);
}
/* Add default face sets color to avoid artifacts. */
- uchar face_set[3] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
+ const uchar face_set[3] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.fset, v_index, &face_set);
}
@@ -1083,9 +1083,8 @@ GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool
if (wires) {
return (fast && buffers->lines_fast) ? buffers->lines_fast : buffers->lines;
}
- else {
- return (fast && buffers->triangles_fast) ? buffers->triangles_fast : buffers->triangles;
- }
+
+ return (fast && buffers->triangles_fast) ? buffers->triangles_fast : buffers->triangles;
}
bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers)
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 65c9a27e1fe..b051d4fe59a 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -55,8 +55,8 @@
#include <stdarg.h>
#include <string.h>
+extern char datatoc_gpu_shader_codegen_lib_glsl[];
extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
/* -------------------- GPUPass Cache ------------------ */
/**
@@ -111,11 +111,11 @@ static GPUPass *gpu_pass_cache_resolve_collision(GPUPass *pass,
BLI_spin_lock(&pass_cache_spin);
/* Collision, need to strcmp the whole shader. */
for (; pass && (pass->hash == hash); pass = pass->next) {
- if ((defs != NULL) && (strcmp(pass->defines, defs) != 0)) { /* Pass */
+ if ((defs != NULL) && (!STREQ(pass->defines, defs))) { /* Pass */
}
- else if ((geom != NULL) && (strcmp(pass->geometrycode, geom) != 0)) { /* Pass */
+ else if ((geom != NULL) && (!STREQ(pass->geometrycode, geom))) { /* Pass */
}
- else if ((strcmp(pass->fragmentcode, frag) == 0) && (strcmp(pass->vertexcode, vert) == 0)) {
+ else if ((!STREQ(pass->fragmentcode, frag) == 0) && (STREQ(pass->vertexcode, vert))) {
BLI_spin_unlock(&pass_cache_spin);
return pass;
}
@@ -220,63 +220,61 @@ static const char *gpu_builtin_name(eGPUBuiltin builtin)
if (builtin == GPU_VIEW_MATRIX) {
return "unfviewmat";
}
- else if (builtin == GPU_OBJECT_MATRIX) {
+ if (builtin == GPU_OBJECT_MATRIX) {
return "unfobmat";
}
- else if (builtin == GPU_INVERSE_VIEW_MATRIX) {
+ if (builtin == GPU_INVERSE_VIEW_MATRIX) {
return "unfinvviewmat";
}
- else if (builtin == GPU_INVERSE_OBJECT_MATRIX) {
+ if (builtin == GPU_INVERSE_OBJECT_MATRIX) {
return "unfinvobmat";
}
- else if (builtin == GPU_LOC_TO_VIEW_MATRIX) {
+ if (builtin == GPU_LOC_TO_VIEW_MATRIX) {
return "unflocaltoviewmat";
}
- else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
+ if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
return "unfinvlocaltoviewmat";
}
- else if (builtin == GPU_VIEW_POSITION) {
+ if (builtin == GPU_VIEW_POSITION) {
return "varposition";
}
- else if (builtin == GPU_WORLD_NORMAL) {
+ if (builtin == GPU_WORLD_NORMAL) {
return "varwnormal";
}
- else if (builtin == GPU_VIEW_NORMAL) {
+ if (builtin == GPU_VIEW_NORMAL) {
return "varnormal";
}
- else if (builtin == GPU_OBJECT_COLOR) {
+ if (builtin == GPU_OBJECT_COLOR) {
return "unfobjectcolor";
}
- else if (builtin == GPU_AUTO_BUMPSCALE) {
+ if (builtin == GPU_AUTO_BUMPSCALE) {
return "unfobautobumpscale";
}
- else if (builtin == GPU_CAMERA_TEXCO_FACTORS) {
+ if (builtin == GPU_CAMERA_TEXCO_FACTORS) {
return "unfcameratexfactors";
}
- else if (builtin == GPU_PARTICLE_SCALAR_PROPS) {
+ if (builtin == GPU_PARTICLE_SCALAR_PROPS) {
return "unfparticlescalarprops";
}
- else if (builtin == GPU_PARTICLE_LOCATION) {
+ if (builtin == GPU_PARTICLE_LOCATION) {
return "unfparticleco";
}
- else if (builtin == GPU_PARTICLE_VELOCITY) {
+ if (builtin == GPU_PARTICLE_VELOCITY) {
return "unfparticlevel";
}
- else if (builtin == GPU_PARTICLE_ANG_VELOCITY) {
+ if (builtin == GPU_PARTICLE_ANG_VELOCITY) {
return "unfparticleangvel";
}
- else if (builtin == GPU_OBJECT_INFO) {
+ if (builtin == GPU_OBJECT_INFO) {
return "unfobjectinfo";
}
- else if (builtin == GPU_BARYCENTRIC_TEXCO) {
+ if (builtin == GPU_BARYCENTRIC_TEXCO) {
return "unfbarycentrictex";
}
- else if (builtin == GPU_BARYCENTRIC_DIST) {
+ if (builtin == GPU_BARYCENTRIC_DIST) {
return "unfbarycentricdist";
}
- else {
- return "";
- }
+ return "";
}
static void codegen_set_unique_ids(GPUNodeGraph *graph)
@@ -307,11 +305,6 @@ static int codegen_process_uniforms_functions(GPUMaterial *material,
int builtins = 0;
ListBase ubo_inputs = {NULL, NULL};
- /* Attributes */
- LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
- BLI_dynstr_appendf(ds, "in %s var%d;\n", gpu_data_type_to_string(attr->gputype), attr->id);
- }
-
/* Textures */
LISTBASE_FOREACH (GPUMaterialTexture *, tex, &graph->textures) {
if (tex->colorband) {
@@ -378,7 +371,7 @@ static int codegen_process_uniforms_functions(GPUMaterial *material,
LISTBASE_FOREACH (LinkData *, link, &ubo_inputs) {
GPUInput *input = (GPUInput *)(link->data);
- BLI_dynstr_appendf(ds, "\t%s unf%d;\n", gpu_data_type_to_string(input->type), input->id);
+ BLI_dynstr_appendf(ds, " %s unf%d;\n", gpu_data_type_to_string(input->type), input->id);
}
BLI_dynstr_append(ds, "};\n");
BLI_freelistN(&ubo_inputs);
@@ -395,10 +388,10 @@ static void codegen_declare_tmps(DynStr *ds, GPUNodeGraph *graph)
/* declare temporary variables for node output storage */
LISTBASE_FOREACH (GPUOutput *, output, &node->outputs) {
if (output->type == GPU_CLOSURE) {
- BLI_dynstr_appendf(ds, "\tClosure tmp%d;\n", output->id);
+ BLI_dynstr_appendf(ds, " Closure tmp%d;\n", output->id);
}
else {
- BLI_dynstr_appendf(ds, "\t%s tmp%d;\n", gpu_data_type_to_string(output->type), output->id);
+ BLI_dynstr_appendf(ds, " %s tmp%d;\n", gpu_data_type_to_string(output->type), output->id);
}
}
}
@@ -408,7 +401,7 @@ static void codegen_declare_tmps(DynStr *ds, GPUNodeGraph *graph)
static void codegen_call_functions(DynStr *ds, GPUNodeGraph *graph, GPUOutput *finaloutput)
{
LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- BLI_dynstr_appendf(ds, "\t%s(", node->name);
+ BLI_dynstr_appendf(ds, " %s(", node->name);
LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
if (input->source == GPU_SOURCE_TEX) {
@@ -501,21 +494,24 @@ static void codegen_call_functions(DynStr *ds, GPUNodeGraph *graph, GPUOutput *f
BLI_dynstr_append(ds, ");\n");
}
- BLI_dynstr_appendf(ds, "\n\treturn tmp%d", finaloutput->id);
- BLI_dynstr_append(ds, ";\n");
+ BLI_dynstr_appendf(ds, "\n return tmp%d;\n", finaloutput->id);
}
-static char *code_generate_fragment(GPUMaterial *material, GPUNodeGraph *graph)
+static char *code_generate_fragment(GPUMaterial *material,
+ GPUNodeGraph *graph,
+ const char *interface_str)
{
DynStr *ds = BLI_dynstr_new();
char *code;
int builtins;
-#if 0
- BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
-#endif
-
codegen_set_unique_ids(graph);
+
+ /* Attributes, Shader stage interface. */
+ if (interface_str) {
+ BLI_dynstr_appendf(ds, "in codegenInterface {%s};\n\n", interface_str);
+ }
+
builtins = codegen_process_uniforms_functions(material, ds, graph);
if (builtins & (GPU_OBJECT_INFO | GPU_OBJECT_COLOR)) {
@@ -523,73 +519,61 @@ static char *code_generate_fragment(GPUMaterial *material, GPUNodeGraph *graph)
}
if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, "in vec2 barycentricTexCo;\n");
- }
-
- if (builtins & GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_append(ds, "flat in vec3 barycentricDist;\n");
+ BLI_dynstr_append(ds, datatoc_gpu_shader_codegen_lib_glsl);
}
BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
- BLI_dynstr_append(ds,
- "\tvec2 barytexco = vec2((fract(barycentricTexCo.y) != 0.0)\n"
- "\t ? barycentricTexCo.x\n"
- "\t : 1.0 - barycentricTexCo.x,\n"
- "\t 0.0);\n");
- BLI_dynstr_append(ds, "#else\n");
- BLI_dynstr_append(ds, "\tvec2 barytexco = barycentricTexCo;\n");
- BLI_dynstr_append(ds, "#endif\n");
+ BLI_dynstr_append(ds, " vec2 barytexco = barycentric_resolve(barycentricTexCo);\n");
}
/* TODO(fclem) get rid of that. */
if (builtins & GPU_VIEW_MATRIX) {
- BLI_dynstr_append(ds, "\t#define viewmat ViewMatrix\n");
+ BLI_dynstr_append(ds, " #define viewmat ViewMatrix\n");
}
if (builtins & GPU_CAMERA_TEXCO_FACTORS) {
- BLI_dynstr_append(ds, "\t#define camtexfac CameraTexCoFactors\n");
+ BLI_dynstr_append(ds, " #define camtexfac CameraTexCoFactors\n");
}
if (builtins & GPU_OBJECT_MATRIX) {
- BLI_dynstr_append(ds, "\t#define objmat ModelMatrix\n");
+ BLI_dynstr_append(ds, " #define objmat ModelMatrix\n");
}
if (builtins & GPU_INVERSE_OBJECT_MATRIX) {
- BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n");
+ BLI_dynstr_append(ds, " #define objinv ModelMatrixInverse\n");
}
if (builtins & GPU_INVERSE_VIEW_MATRIX) {
- BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n");
+ BLI_dynstr_append(ds, " #define viewinv ViewMatrixInverse\n");
}
if (builtins & GPU_LOC_TO_VIEW_MATRIX) {
- BLI_dynstr_append(ds, "\t#define localtoviewmat (ViewMatrix * ModelMatrix)\n");
+ BLI_dynstr_append(ds, " #define localtoviewmat (ViewMatrix * ModelMatrix)\n");
}
if (builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
BLI_dynstr_append(ds,
- "\t#define invlocaltoviewmat (ModelMatrixInverse * ViewMatrixInverse)\n");
+ " #define invlocaltoviewmat (ModelMatrixInverse * ViewMatrixInverse)\n");
}
if (builtins & GPU_VIEW_NORMAL) {
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
- BLI_dynstr_append(ds, "\tvec3 n;\n");
- BLI_dynstr_append(ds, "\tworld_normals_get(n);\n");
- BLI_dynstr_append(ds, "\tvec3 facingnormal = transform_direction(ViewMatrix, n);\n");
+ BLI_dynstr_append(ds, " vec3 n;\n");
+ BLI_dynstr_append(ds, " world_normals_get(n);\n");
+ BLI_dynstr_append(ds, " vec3 facingnormal = transform_direction(ViewMatrix, n);\n");
BLI_dynstr_append(ds, "#else\n");
- BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing ? viewNormal: -viewNormal;\n");
+ BLI_dynstr_append(ds, " vec3 facingnormal = gl_FrontFacing ? viewNormal: -viewNormal;\n");
BLI_dynstr_append(ds, "#endif\n");
}
if (builtins & GPU_WORLD_NORMAL) {
- BLI_dynstr_append(ds, "\tvec3 facingwnormal;\n");
+ BLI_dynstr_append(ds, " vec3 facingwnormal;\n");
if (builtins & GPU_VIEW_NORMAL) {
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
- BLI_dynstr_append(ds, "\tfacingwnormal = n;\n");
+ BLI_dynstr_append(ds, " facingwnormal = n;\n");
BLI_dynstr_append(ds, "#else\n");
- BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
+ BLI_dynstr_append(ds, " world_normals_get(facingwnormal);\n");
BLI_dynstr_append(ds, "#endif\n");
}
else {
- BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
+ BLI_dynstr_append(ds, " world_normals_get(facingwnormal);\n");
}
}
if (builtins & GPU_VIEW_POSITION) {
- BLI_dynstr_append(ds, "\t#define viewposition viewPosition\n");
+ BLI_dynstr_append(ds, " #define viewposition viewPosition\n");
}
codegen_declare_tmps(ds, graph);
@@ -597,21 +581,6 @@ static char *code_generate_fragment(GPUMaterial *material, GPUNodeGraph *graph)
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. */
- /* TODO(fclem) This is only used by world shader now. get rid of it? */
- 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, "
- "saturate(1.0 - avg(cl.transmittance)));\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);
@@ -646,21 +615,48 @@ static const char *attr_prefix_get(CustomDataType type)
}
}
-static char *code_generate_vertex(GPUNodeGraph *graph, const char *vert_code, bool use_geom)
+/* We talk about shader stage interface, not to be mistaken with GPUShaderInterface. */
+static char *code_generate_interface(GPUNodeGraph *graph, int builtins)
{
+ if (BLI_listbase_is_empty(&graph->attributes) &&
+ (builtins & (GPU_BARYCENTRIC_DIST | GPU_BARYCENTRIC_TEXCO)) == 0) {
+ return NULL;
+ }
+
DynStr *ds = BLI_dynstr_new();
- char *code;
- int builtins = 0;
- /* Hairs uv and col attributes are passed by bufferTextures. */
- BLI_dynstr_append(ds,
- "#ifdef HAIR_SHADER\n"
- "#define DEFINE_ATTR(type, attr) uniform samplerBuffer attr\n"
- "#else\n"
- "#define DEFINE_ATTR(type, attr) in type attr\n"
- "#endif\n");
+ BLI_dynstr_append(ds, "\n");
+
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
+ BLI_dynstr_appendf(ds, "%s var%d;\n", gpu_data_type_to_string(attr->gputype), attr->id);
+ }
+ if (builtins & GPU_BARYCENTRIC_TEXCO) {
+ BLI_dynstr_append(ds, "vec2 barycentricTexCo;\n");
+ }
+ if (builtins & GPU_BARYCENTRIC_DIST) {
+ BLI_dynstr_append(ds, "vec3 barycentricDist;\n");
+ }
+
+ char *code = BLI_dynstr_get_cstring(ds);
+
+ BLI_dynstr_free(ds);
+
+ return code;
+}
+
+static char *code_generate_vertex(GPUNodeGraph *graph,
+ const char *interface_str,
+ const char *vert_code,
+ int builtins)
+{
+ DynStr *ds = BLI_dynstr_new();
+ BLI_dynstr_append(ds, datatoc_gpu_shader_codegen_lib_glsl);
+
+ /* Inputs */
LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
+ const char *type_str = gpu_data_type_to_string(attr->gputype);
+ const char *prefix = attr_prefix_get(attr->type);
/* XXX FIXME : see notes in mesh_render_data_create() */
/* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
if (attr->type == CD_ORCO) {
@@ -669,188 +665,58 @@ static char *code_generate_vertex(GPUNodeGraph *graph, const char *vert_code, bo
BLI_dynstr_append(ds, "DEFINE_ATTR(vec4, orco);\n");
}
else if (attr->name[0] == '\0') {
- BLI_dynstr_appendf(ds,
- "DEFINE_ATTR(%s, %s);\n",
- gpu_data_type_to_string(attr->gputype),
- attr_prefix_get(attr->type));
- BLI_dynstr_appendf(ds, "#define att%d %s\n", attr->id, attr_prefix_get(attr->type));
+ BLI_dynstr_appendf(ds, "DEFINE_ATTR(%s, %s);\n", type_str, prefix);
+ BLI_dynstr_appendf(ds, "#define att%d %s\n", attr->id, prefix);
}
else {
char attr_safe_name[GPU_MAX_SAFE_ATTR_NAME];
GPU_vertformat_safe_attr_name(attr->name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
- BLI_dynstr_appendf(ds,
- "DEFINE_ATTR(%s, %s%s);\n",
- gpu_data_type_to_string(attr->gputype),
- attr_prefix_get(attr->type),
- attr_safe_name);
- BLI_dynstr_appendf(
- ds, "#define att%d %s%s\n", attr->id, attr_prefix_get(attr->type), attr_safe_name);
+ BLI_dynstr_appendf(ds, "DEFINE_ATTR(%s, %s%s);\n", type_str, prefix, attr_safe_name);
+ BLI_dynstr_appendf(ds, "#define att%d %s%s\n", attr->id, prefix, attr_safe_name);
}
- BLI_dynstr_appendf(ds,
- "out %s var%d%s;\n",
- gpu_data_type_to_string(attr->gputype),
- attr->id,
- use_geom ? "g" : "");
}
- LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
- if (input->source == GPU_SOURCE_BUILTIN) {
- builtins |= input->builtin;
- }
- }
- }
-
- if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
- BLI_dynstr_appendf(ds, "out vec2 barycentricTexCo%s;\n", use_geom ? "g" : "");
- BLI_dynstr_append(ds, "#endif\n");
- }
-
- if (builtins & GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_append(ds, "out vec3 barycentricPosg;\n");
+ /* Outputs interface */
+ if (interface_str) {
+ BLI_dynstr_appendf(ds, "out codegenInterface {%s};\n\n", interface_str);
}
- BLI_dynstr_append(ds, "\n#define USE_ATTR\n");
-
- /* Prototype, defined later (this is because of matrices definition). */
- BLI_dynstr_append(ds, "void pass_attr(in vec3 position);\n");
-
- BLI_dynstr_append(ds, "\n");
-
- if (use_geom) {
- /* XXX HACK: Eevee specific. */
- char *vert_new, *vert_new2;
- vert_new = BLI_str_replaceN(vert_code, "worldPosition", "worldPositiong");
- vert_new2 = vert_new;
- vert_new = BLI_str_replaceN(vert_new2, "viewPosition", "viewPositiong");
- MEM_freeN(vert_new2);
- vert_new2 = vert_new;
- vert_new = BLI_str_replaceN(vert_new2, "worldNormal", "worldNormalg");
- MEM_freeN(vert_new2);
- vert_new2 = vert_new;
- vert_new = BLI_str_replaceN(vert_new2, "viewNormal", "viewNormalg");
- MEM_freeN(vert_new2);
-
- BLI_dynstr_append(ds, vert_new);
-
- MEM_freeN(vert_new);
- }
- else {
- BLI_dynstr_append(ds, vert_code);
- }
+ /* Prototype. Needed for hair functions. */
+ BLI_dynstr_append(ds, "void pass_attr(vec3 position, mat3 normalmat, mat4 modelmatinv);\n");
+ BLI_dynstr_append(ds, "#define USE_ATTR\n\n");
+ BLI_dynstr_append(ds, vert_code);
BLI_dynstr_append(ds, "\n");
- BLI_dynstr_append(ds, use_geom ? "RESOURCE_ID_VARYING_GEOM\n" : "RESOURCE_ID_VARYING\n");
-
- /* Prototype because defined later. */
- BLI_dynstr_append(ds,
- "vec2 hair_get_customdata_vec2(const samplerBuffer);\n"
- "vec3 hair_get_customdata_vec3(const samplerBuffer);\n"
- "vec4 hair_get_customdata_vec4(const samplerBuffer);\n"
- "vec3 hair_get_strand_pos(void);\n"
- "int hair_get_base_id(void);\n"
- "\n");
-
- BLI_dynstr_append(ds, "void pass_attr(in vec3 position) {\n");
-
- BLI_dynstr_append(ds, use_geom ? "\tPASS_RESOURCE_ID_GEOM\n" : "\tPASS_RESOURCE_ID\n");
-
- BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
-
- if (builtins & GPU_BARYCENTRIC_TEXCO) {
- /* To match cycles without breaking into individual segment we encode if we need to invert
- * the first component into the second component. We invert if the barycentricTexCo.y
- * is NOT 0.0 or 1.0. */
- BLI_dynstr_append(ds, "\tint _base_id = hair_get_base_id();\n");
- BLI_dynstr_appendf(
- ds, "\tbarycentricTexCo%s.x = float((_base_id %% 2) == 1);\n", use_geom ? "g" : "");
- BLI_dynstr_appendf(
- ds, "\tbarycentricTexCo%s.y = float(((_base_id %% 4) %% 3) > 0);\n", use_geom ? "g" : "");
- }
-
- if (builtins & GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_append(ds, "\tbarycentricPosg = position;\n");
- }
-
- LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
- if (attr->type == CD_TANGENT) {
- /* Not supported by hairs */
- BLI_dynstr_appendf(ds, "\tvar%d%s = vec4(0.0);\n", attr->id, use_geom ? "g" : "");
- }
- else if (attr->type == CD_ORCO) {
- BLI_dynstr_appendf(ds,
- "\tvar%d%s = OrcoTexCoFactors[0].xyz + (ModelMatrixInverse * "
- "vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1].xyz;\n",
- attr->id,
- use_geom ? "g" : "");
- /* TODO: fix ORCO with modifiers. */
- }
- else {
- BLI_dynstr_appendf(ds,
- "\tvar%d%s = hair_get_customdata_%s(att%d);\n",
- attr->id,
- use_geom ? "g" : "",
- gpu_data_type_to_string(attr->gputype),
- attr->id);
- }
- }
-
- BLI_dynstr_append(ds, "#else /* MESH_SHADER */\n");
+ BLI_dynstr_append(ds, "void pass_attr(vec3 position, mat3 normalmat, mat4 modelmatinv) {\n");
/* GPU_BARYCENTRIC_TEXCO cannot be computed based on gl_VertexID
* for MESH_SHADER because of indexed drawing. In this case a
* geometry shader is needed. */
-
+ if (builtins & GPU_BARYCENTRIC_TEXCO) {
+ BLI_dynstr_appendf(ds, " barycentricTexCo = barycentric_get();\n");
+ }
if (builtins & GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_append(ds, "\tbarycentricPosg = (ModelMatrix * vec4(position, 1.0)).xyz;\n");
+ BLI_dynstr_appendf(ds, " barycentricDist = vec3(0);\n");
}
LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
if (attr->type == CD_TANGENT) { /* silly exception */
- BLI_dynstr_appendf(ds,
- "\tvar%d%s.xyz = transpose(mat3(ModelMatrixInverse)) * att%d.xyz;\n",
- attr->id,
- use_geom ? "g" : "",
- attr->id);
- BLI_dynstr_appendf(ds, "\tvar%d%s.w = att%d.w;\n", attr->id, use_geom ? "g" : "", attr->id);
- /* Normalize only if vector is not null. */
- BLI_dynstr_appendf(ds,
- "\tfloat lvar%d = dot(var%d%s.xyz, var%d%s.xyz);\n",
- attr->id,
- attr->id,
- use_geom ? "g" : "",
- attr->id,
- use_geom ? "g" : "");
- BLI_dynstr_appendf(ds,
- "\tvar%d%s.xyz *= (lvar%d > 0.0) ? inversesqrt(lvar%d) : 1.0;\n",
- attr->id,
- use_geom ? "g" : "",
- attr->id,
- attr->id);
+ BLI_dynstr_appendf(ds, " var%d = tangent_get(att%d, normalmat);\n", attr->id, attr->id);
}
else if (attr->type == CD_ORCO) {
- BLI_dynstr_appendf(ds,
- "\tvar%d%s = OrcoTexCoFactors[0].xyz + position *"
- " OrcoTexCoFactors[1].xyz;\n",
- attr->id,
- use_geom ? "g" : "");
- /* See mesh_create_loop_orco() for explanation. */
- BLI_dynstr_appendf(ds,
- "\tif (orco.w == 0.0) { var%d%s = orco.xyz * 0.5 + 0.5; }\n",
- attr->id,
- use_geom ? "g" : "");
+ BLI_dynstr_appendf(
+ ds, " var%d = orco_get(position, modelmatinv, OrcoTexCoFactors, orco);\n", attr->id);
}
else {
- BLI_dynstr_appendf(ds, "\tvar%d%s = att%d;\n", attr->id, use_geom ? "g" : "", attr->id);
+ const char *type_str = gpu_data_type_to_string(attr->gputype);
+ BLI_dynstr_appendf(ds, " var%d = GET_ATTR(%s, att%d);\n", attr->id, type_str, attr->id);
}
}
- BLI_dynstr_append(ds, "#endif /* HAIR_SHADER */\n");
BLI_dynstr_append(ds, "}\n");
- code = BLI_dynstr_get_cstring(ds);
+ char *code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@@ -864,144 +730,46 @@ static char *code_generate_vertex(GPUNodeGraph *graph, const char *vert_code, bo
}
static char *code_generate_geometry(GPUNodeGraph *graph,
+ const char *interface_str,
const char *geom_code,
- const char *defines)
+ int builtins)
{
- DynStr *ds = BLI_dynstr_new();
- char *code;
- int builtins = 0;
-
- /* XXX we should not make specific eevee cases here. */
- bool is_hair_shader = (strstr(defines, "HAIR_SHADER") != NULL);
-
- /* Create prototype because attributes cannot be declared before layout. */
- BLI_dynstr_append(ds, "void pass_attr(in int vert);\n");
- BLI_dynstr_append(ds, "void calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2);\n");
- BLI_dynstr_append(ds, "#define USE_ATTR\n");
-
- LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
- if (input->source == GPU_SOURCE_BUILTIN) {
- builtins |= input->builtin;
- }
- }
+ if (!geom_code) {
+ return NULL;
}
- /* Generate varying declarations. */
- LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
- BLI_dynstr_appendf(ds, "in %s var%dg[];\n", gpu_data_type_to_string(attr->gputype), attr->id);
- BLI_dynstr_appendf(ds, "out %s var%d;\n", gpu_data_type_to_string(attr->gputype), attr->id);
- }
-
- if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
- BLI_dynstr_append(ds, "in vec2 barycentricTexCog[];\n");
- BLI_dynstr_append(ds, "#endif\n");
-
- BLI_dynstr_append(ds, "out vec2 barycentricTexCo;\n");
- }
+ DynStr *ds = BLI_dynstr_new();
- if (builtins & GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_append(ds, "in vec3 barycentricPosg[];\n");
- BLI_dynstr_append(ds, "flat out vec3 barycentricDist;\n");
+ /* Attributes, Shader interface; */
+ if (interface_str) {
+ BLI_dynstr_appendf(ds, "in codegenInterface {%s} dataAttrIn[];\n\n", interface_str);
+ BLI_dynstr_appendf(ds, "out codegenInterface {%s} dataAttrOut;\n\n", interface_str);
}
- if (geom_code == NULL) {
- /* Force geometry usage if GPU_BARYCENTRIC_DIST or GPU_BARYCENTRIC_TEXCO are used.
- * Note: GPU_BARYCENTRIC_TEXCO only requires it if the shader is not drawing hairs. */
- if ((builtins & (GPU_BARYCENTRIC_DIST | GPU_BARYCENTRIC_TEXCO)) == 0 || is_hair_shader) {
- /* Early out */
- BLI_dynstr_free(ds);
- return NULL;
- }
- else {
- /* Force geom shader usage */
- /* TODO put in external file. */
- BLI_dynstr_append(ds, "layout(triangles) in;\n");
- BLI_dynstr_append(ds, "layout(triangle_strip, max_vertices=3) out;\n");
-
- BLI_dynstr_append(ds, "in vec3 worldPositiong[];\n");
- BLI_dynstr_append(ds, "in vec3 viewPositiong[];\n");
- BLI_dynstr_append(ds, "in vec3 worldNormalg[];\n");
- BLI_dynstr_append(ds, "in vec3 viewNormalg[];\n");
-
- BLI_dynstr_append(ds, "out vec3 worldPosition;\n");
- BLI_dynstr_append(ds, "out vec3 viewPosition;\n");
- BLI_dynstr_append(ds, "out vec3 worldNormal;\n");
- BLI_dynstr_append(ds, "out vec3 viewNormal;\n");
-
- BLI_dynstr_append(ds, datatoc_common_view_lib_glsl);
-
- BLI_dynstr_append(ds, "void main(){\n");
-
- if (builtins & GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_append(ds,
- "\tcalc_barycentric_distances(barycentricPosg[0], barycentricPosg[1], "
- "barycentricPosg[2]);\n");
- }
-
- for (int i = 0; i < 3; i++) {
- BLI_dynstr_appendf(ds, "\tgl_Position = gl_in[%d].gl_Position;\n", i);
- BLI_dynstr_appendf(ds, "\tgl_ClipDistance[0] = gl_in[%d].gl_ClipDistance[0];\n", i);
- BLI_dynstr_appendf(ds, "\tpass_attr(%d);\n", i);
- BLI_dynstr_append(ds, "\tEmitVertex();\n");
- }
- BLI_dynstr_append(ds, "}\n");
- }
- }
- else {
- BLI_dynstr_append(ds, geom_code);
- }
+ BLI_dynstr_append(ds, datatoc_gpu_shader_codegen_lib_glsl);
if (builtins & GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_append(ds, "void calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2) {\n");
- BLI_dynstr_append(ds, "\tvec3 edge21 = pos2 - pos1;\n");
- BLI_dynstr_append(ds, "\tvec3 edge10 = pos1 - pos0;\n");
- BLI_dynstr_append(ds, "\tvec3 edge02 = pos0 - pos2;\n");
- BLI_dynstr_append(ds, "\tvec3 d21 = normalize(edge21);\n");
- BLI_dynstr_append(ds, "\tvec3 d10 = normalize(edge10);\n");
- BLI_dynstr_append(ds, "\tvec3 d02 = normalize(edge02);\n");
-
- BLI_dynstr_append(ds, "\tfloat d = dot(d21, edge02);\n");
- BLI_dynstr_append(ds, "\tbarycentricDist.x = sqrt(dot(edge02, edge02) - d * d);\n");
- BLI_dynstr_append(ds, "\td = dot(d02, edge10);\n");
- BLI_dynstr_append(ds, "\tbarycentricDist.y = sqrt(dot(edge10, edge10) - d * d);\n");
- BLI_dynstr_append(ds, "\td = dot(d10, edge21);\n");
- BLI_dynstr_append(ds, "\tbarycentricDist.z = sqrt(dot(edge21, edge21) - d * d);\n");
- BLI_dynstr_append(ds, "}\n");
+ /* geom_code should do something with this, but may not. */
+ BLI_dynstr_append(ds, "#define DO_BARYCENTRIC_DISTANCES\n");
}
- BLI_dynstr_append(ds, "RESOURCE_ID_VARYING\n");
-
/* Generate varying assignments. */
- BLI_dynstr_append(ds, "void pass_attr(in int vert) {\n");
-
- BLI_dynstr_append(ds, "\tPASS_RESOURCE_ID(vert)\n");
-
- /* XXX HACK: Eevee specific. */
- if (geom_code == NULL) {
- BLI_dynstr_append(ds, "\tworldPosition = worldPositiong[vert];\n");
- BLI_dynstr_append(ds, "\tviewPosition = viewPositiong[vert];\n");
- BLI_dynstr_append(ds, "\tworldNormal = worldNormalg[vert];\n");
- BLI_dynstr_append(ds, "\tviewNormal = viewNormalg[vert];\n");
- }
+ BLI_dynstr_append(ds, "#define USE_ATTR\n");
+ BLI_dynstr_append(ds, "void pass_attr(const int vert) {\n");
if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
- BLI_dynstr_append(ds, "\tbarycentricTexCo = barycentricTexCog[vert];\n");
- BLI_dynstr_append(ds, "#else\n");
- BLI_dynstr_append(ds, "\tbarycentricTexCo.x = float((vert % 3) == 0);\n");
- BLI_dynstr_append(ds, "\tbarycentricTexCo.y = float((vert % 3) == 1);\n");
- BLI_dynstr_append(ds, "#endif\n");
+ BLI_dynstr_append(ds, " dataAttrOut.barycentricTexCo = calc_barycentric_co(vert);\n");
}
LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
/* TODO let shader choose what to do depending on what the attribute is. */
- BLI_dynstr_appendf(ds, "\tvar%d = var%dg[vert];\n", attr->id, attr->id);
+ BLI_dynstr_appendf(ds, " dataAttrOut.var%d = dataAttrIn[vert].var%d;\n", attr->id, attr->id);
}
- BLI_dynstr_append(ds, "}\n");
+ BLI_dynstr_append(ds, "}\n\n");
- code = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_append(ds, geom_code);
+
+ char *code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return code;
@@ -1031,8 +799,17 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
* generated VBOs are ready to accept the future shader. */
gpu_node_graph_prune_unused(graph);
+ int builtins = 0;
+ LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
+ LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
+ if (input->source == GPU_SOURCE_BUILTIN) {
+ builtins |= input->builtin;
+ }
+ }
+ }
/* generate code */
- char *fragmentgen = code_generate_fragment(material, graph);
+ char *interface_str = code_generate_interface(graph, builtins);
+ char *fragmentgen = code_generate_fragment(material, graph, interface_str);
/* Cache lookup: Reuse shaders already compiled */
uint32_t hash = gpu_pass_hash(fragmentgen, defines, &graph->attributes);
@@ -1040,6 +817,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
if (pass_hash && (pass_hash->next == NULL || pass_hash->next->hash != hash)) {
/* No collision, just return the pass. */
+ MEM_SAFE_FREE(interface_str);
MEM_freeN(fragmentgen);
if (!gpu_pass_is_valid(pass_hash)) {
/* Shader has already been created but failed to compile. */
@@ -1054,10 +832,11 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
GSet *used_libraries = gpu_material_used_libraries(material);
char *tmp = gpu_material_library_generate_code(used_libraries, frag_lib);
- char *geometrycode = code_generate_geometry(graph, geom_code, defines);
- char *vertexcode = code_generate_vertex(graph, vert_code, (geometrycode != NULL));
+ char *geometrycode = code_generate_geometry(graph, interface_str, geom_code, builtins);
+ char *vertexcode = code_generate_vertex(graph, interface_str, vert_code, builtins);
char *fragmentcode = BLI_strdupcat(tmp, fragmentgen);
+ MEM_SAFE_FREE(interface_str);
MEM_freeN(fragmentgen);
MEM_freeN(tmp);
@@ -1211,21 +990,9 @@ bool GPU_pass_compile(GPUPass *pass, const char *shname)
shader = NULL;
}
}
- else if (!BLI_thread_is_main() && GPU_context_local_shaders_workaround()) {
- pass->binary.content = GPU_shader_get_binary(
- shader, &pass->binary.format, &pass->binary.len);
- GPU_shader_free(shader);
- shader = NULL;
- }
-
pass->shader = shader;
pass->compiled = true;
}
- else if (pass->binary.content && BLI_thread_is_main()) {
- pass->shader = GPU_shader_load_from_binary(
- pass->binary.content, pass->binary.format, pass->binary.len, shname);
- MEM_SAFE_FREE(pass->binary.content);
- }
return success;
}
@@ -1246,9 +1013,6 @@ static void gpu_pass_free(GPUPass *pass)
MEM_SAFE_FREE(pass->geometrycode);
MEM_SAFE_FREE(pass->vertexcode);
MEM_SAFE_FREE(pass->defines);
- if (pass->binary.content) {
- MEM_freeN(pass->binary.content);
- }
MEM_freeN(pass);
}
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index 18ff4c3241d..5d130d75d2c 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -23,8 +23,7 @@
* Generate shader code from the intermediate node graph.
*/
-#ifndef __GPU_CODEGEN_H__
-#define __GPU_CODEGEN_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -47,11 +46,6 @@ typedef struct GPUPass {
char *defines;
uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
uint32_t hash; /* Identity hash generated from all GLSL code. */
- struct {
- char *content;
- uint format;
- int len;
- } binary;
bool compiled; /* Did we already tried to compile the attached GPUShader. */
} GPUPass;
@@ -75,5 +69,3 @@ void gpu_codegen_exit(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_CODEGEN_H__ */
diff --git a/source/blender/gpu/intern/gpu_context.cc b/source/blender/gpu/intern/gpu_context.cc
index 0b9104e5349..283784aec20 100644
--- a/source/blender/gpu/intern/gpu_context.cc
+++ b/source/blender/gpu/intern/gpu_context.cc
@@ -28,122 +28,68 @@
* - free can be called from any thread
*/
+/* TODO Create cmake option. */
+#define WITH_OPENGL_BACKEND 1
+
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
+#include "GHOST_C-api.h"
+
+#include "gpu_backend.hh"
#include "gpu_batch_private.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#include "gpu_matrix_private.h"
-#include <mutex>
-#include <pthread.h>
-#include <string.h>
-#include <unordered_set>
-#include <vector>
-
-#if TRUST_NO_ONE
-# if 0
-extern "C" {
-extern int BLI_thread_is_main(void); /* Blender-specific function */
-}
-
-static bool thread_is_main()
-{
- /* "main" here means the GL context's thread */
- return BLI_thread_is_main();
-}
-# endif
+#ifdef WITH_OPENGL_BACKEND
+# include "gl_backend.hh"
+# include "gl_context.hh"
#endif
-static std::vector<GLuint> orphaned_buffer_ids;
-static std::vector<GLuint> orphaned_texture_ids;
-
-static std::mutex orphans_mutex;
-
-struct GPUContext {
- GLuint default_vao;
- GLuint default_framebuffer;
- GPUFrameBuffer *current_fbo;
- std::unordered_set<GPUBatch *> batches; /* Batches that have VAOs from this context */
-#ifdef DEBUG
- std::unordered_set<GPUFrameBuffer *>
- framebuffers; /* Framebuffers that have FBO from this context */
-#endif
- struct GPUMatrixState *matrix_state;
- std::vector<GLuint> orphaned_vertarray_ids;
- std::vector<GLuint> orphaned_framebuffer_ids;
- std::mutex orphans_mutex; /* todo: try spinlock instead */
-#if TRUST_NO_ONE
- pthread_t thread; /* Thread on which this context is active. */
- bool thread_is_used;
-#endif
+#include <mutex>
+#include <vector>
- GPUContext()
- {
-#if TRUST_NO_ONE
- thread_is_used = false;
-#endif
- current_fbo = 0;
- }
-};
+using namespace blender::gpu;
static thread_local GPUContext *active_ctx = NULL;
-static void orphans_add(GPUContext *ctx, std::vector<GLuint> *orphan_list, GLuint id)
-{
- std::mutex *mutex = (ctx) ? &ctx->orphans_mutex : &orphans_mutex;
+/* -------------------------------------------------------------------- */
+/** \name GPUContext methods
+ * \{ */
- mutex->lock();
- orphan_list->emplace_back(id);
- mutex->unlock();
+GPUContext::GPUContext()
+{
+ thread_ = pthread_self();
+ is_active_ = false;
+ matrix_state = GPU_matrix_state_create();
}
-static void orphans_clear(GPUContext *ctx)
+GPUContext::~GPUContext()
{
- /* need at least an active context */
- BLI_assert(ctx);
+ GPU_matrix_state_discard(matrix_state);
+}
- /* context has been activated by another thread! */
- BLI_assert(pthread_equal(pthread_self(), ctx->thread));
+bool GPUContext::is_active_on_thread(void)
+{
+ return (this == active_ctx) && pthread_equal(pthread_self(), thread_);
+}
- ctx->orphans_mutex.lock();
- if (!ctx->orphaned_vertarray_ids.empty()) {
- uint orphan_len = (uint)ctx->orphaned_vertarray_ids.size();
- glDeleteVertexArrays(orphan_len, ctx->orphaned_vertarray_ids.data());
- ctx->orphaned_vertarray_ids.clear();
- }
- if (!ctx->orphaned_framebuffer_ids.empty()) {
- uint orphan_len = (uint)ctx->orphaned_framebuffer_ids.size();
- glDeleteFramebuffers(orphan_len, ctx->orphaned_framebuffer_ids.data());
- ctx->orphaned_framebuffer_ids.clear();
- }
+/** \} */
- ctx->orphans_mutex.unlock();
+/* -------------------------------------------------------------------- */
- orphans_mutex.lock();
- if (!orphaned_buffer_ids.empty()) {
- uint orphan_len = (uint)orphaned_buffer_ids.size();
- glDeleteBuffers(orphan_len, orphaned_buffer_ids.data());
- orphaned_buffer_ids.clear();
- }
- if (!orphaned_texture_ids.empty()) {
- uint orphan_len = (uint)orphaned_texture_ids.size();
- glDeleteTextures(orphan_len, orphaned_texture_ids.data());
- orphaned_texture_ids.clear();
+GPUContext *GPU_context_create(void *ghost_window)
+{
+ if (gpu_backend_get() == NULL) {
+ /* TODO move where it make sense. */
+ GPU_backend_init(GPU_BACKEND_OPENGL);
}
- orphans_mutex.unlock();
-}
-GPUContext *GPU_context_create(GLuint default_framebuffer)
-{
- /* BLI_assert(thread_is_main()); */
- GPUContext *ctx = new GPUContext;
- glGenVertexArrays(1, &ctx->default_vao);
- ctx->default_framebuffer = default_framebuffer;
- ctx->matrix_state = GPU_matrix_state_create();
+ GPUContext *ctx = gpu_backend_get()->context_alloc(ghost_window);
+
GPU_context_active_set(ctx);
return ctx;
}
@@ -151,21 +97,6 @@ GPUContext *GPU_context_create(GLuint default_framebuffer)
/* to be called after GPU_context_active_set(ctx_to_destroy) */
void GPU_context_discard(GPUContext *ctx)
{
- /* Make sure no other thread has locked it. */
- BLI_assert(ctx == active_ctx);
- BLI_assert(pthread_equal(pthread_self(), ctx->thread));
- BLI_assert(ctx->orphaned_vertarray_ids.empty());
-#ifdef DEBUG
- /* For now don't allow GPUFrameBuffers to be reuse in another ctx. */
- BLI_assert(ctx->framebuffers.empty());
-#endif
- /* delete remaining vaos */
- while (!ctx->batches.empty()) {
- /* this removes the array entry */
- GPU_batch_vao_cache_clear(*ctx->batches.begin());
- }
- GPU_matrix_state_discard(ctx->matrix_state);
- glDeleteVertexArrays(1, &ctx->default_vao);
delete ctx;
active_ctx = NULL;
}
@@ -173,22 +104,15 @@ void GPU_context_discard(GPUContext *ctx)
/* ctx can be NULL */
void GPU_context_active_set(GPUContext *ctx)
{
-#if TRUST_NO_ONE
if (active_ctx) {
- active_ctx->thread_is_used = false;
+ active_ctx->deactivate();
}
- /* Make sure no other context is already bound to this thread. */
- if (ctx) {
- /* Make sure no other thread has locked it. */
- assert(ctx->thread_is_used == false);
- ctx->thread = pthread_self();
- ctx->thread_is_used = true;
- }
-#endif
+
+ active_ctx = ctx;
+
if (ctx) {
- orphans_clear(ctx);
+ ctx->activate();
}
- active_ctx = ctx;
}
GPUContext *GPU_context_active_get(void)
@@ -199,23 +123,18 @@ GPUContext *GPU_context_active_get(void)
GLuint GPU_vao_default(void)
{
BLI_assert(active_ctx); /* need at least an active context */
- BLI_assert(pthread_equal(
- pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */
- return active_ctx->default_vao;
+ return static_cast<GLContext *>(active_ctx)->default_vao_;
}
GLuint GPU_framebuffer_default(void)
{
BLI_assert(active_ctx); /* need at least an active context */
- BLI_assert(pthread_equal(
- pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */
- return active_ctx->default_framebuffer;
+ return static_cast<GLContext *>(active_ctx)->default_framebuffer_;
}
GLuint GPU_vao_alloc(void)
{
GLuint new_vao_id = 0;
- orphans_clear(active_ctx);
glGenVertexArrays(1, &new_vao_id);
return new_vao_id;
}
@@ -223,7 +142,6 @@ GLuint GPU_vao_alloc(void)
GLuint GPU_fbo_alloc(void)
{
GLuint new_fbo_id = 0;
- orphans_clear(active_ctx);
glGenFramebuffers(1, &new_fbo_id);
return new_fbo_id;
}
@@ -231,7 +149,6 @@ GLuint GPU_fbo_alloc(void)
GLuint GPU_buf_alloc(void)
{
GLuint new_buffer_id = 0;
- orphans_clear(active_ctx);
glGenBuffers(1, &new_buffer_id);
return new_buffer_id;
}
@@ -239,51 +156,32 @@ GLuint GPU_buf_alloc(void)
GLuint GPU_tex_alloc(void)
{
GLuint new_texture_id = 0;
- orphans_clear(active_ctx);
glGenTextures(1, &new_texture_id);
return new_texture_id;
}
void GPU_vao_free(GLuint vao_id, GPUContext *ctx)
{
- BLI_assert(ctx);
- if (ctx == active_ctx) {
- glDeleteVertexArrays(1, &vao_id);
- }
- else {
- orphans_add(ctx, &ctx->orphaned_vertarray_ids, vao_id);
- }
+ static_cast<GLContext *>(ctx)->vao_free(vao_id);
}
void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx)
{
- BLI_assert(ctx);
- if (ctx == active_ctx) {
- glDeleteFramebuffers(1, &fbo_id);
- }
- else {
- orphans_add(ctx, &ctx->orphaned_framebuffer_ids, fbo_id);
- }
+ static_cast<GLContext *>(ctx)->fbo_free(fbo_id);
}
void GPU_buf_free(GLuint buf_id)
{
- if (active_ctx) {
- glDeleteBuffers(1, &buf_id);
- }
- else {
- orphans_add(NULL, &orphaned_buffer_ids, buf_id);
- }
+ /* TODO avoid using backend */
+ GPUBackend *backend = gpu_backend_get();
+ static_cast<GLBackend *>(backend)->buf_free(buf_id);
}
void GPU_tex_free(GLuint tex_id)
{
- if (active_ctx) {
- glDeleteTextures(1, &tex_id);
- }
- else {
- orphans_add(NULL, &orphaned_texture_ids, tex_id);
- }
+ /* TODO avoid using backend */
+ GPUBackend *backend = gpu_backend_get();
+ static_cast<GLBackend *>(backend)->tex_free(tex_id);
}
/* GPUBatch & GPUFrameBuffer contains respectively VAO & FBO indices
@@ -293,26 +191,20 @@ void GPU_tex_free(GLuint tex_id)
void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch)
{
BLI_assert(ctx);
- ctx->orphans_mutex.lock();
- ctx->batches.emplace(batch);
- ctx->orphans_mutex.unlock();
+ static_cast<GLContext *>(ctx)->batch_register(batch);
}
void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch)
{
BLI_assert(ctx);
- ctx->orphans_mutex.lock();
- ctx->batches.erase(batch);
- ctx->orphans_mutex.unlock();
+ static_cast<GLContext *>(ctx)->batch_unregister(batch);
}
void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
{
#ifdef DEBUG
BLI_assert(ctx);
- ctx->orphans_mutex.lock();
- ctx->framebuffers.emplace(fb);
- ctx->orphans_mutex.unlock();
+ static_cast<GLContext *>(ctx)->framebuffer_register(fb);
#else
UNUSED_VARS(ctx, fb);
#endif
@@ -322,9 +214,7 @@ void gpu_context_remove_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
{
#ifdef DEBUG
BLI_assert(ctx);
- ctx->orphans_mutex.lock();
- ctx->framebuffers.erase(fb);
- ctx->orphans_mutex.unlock();
+ static_cast<GLContext *>(ctx)->framebuffer_unregister(fb);
#else
UNUSED_VARS(ctx, fb);
#endif
@@ -345,3 +235,59 @@ struct GPUMatrixState *gpu_context_active_matrix_state_get()
BLI_assert(active_ctx);
return active_ctx->matrix_state;
}
+
+/* -------------------------------------------------------------------- */
+/** \name Main context global mutex
+ *
+ * Used to avoid crash on some old drivers.
+ * \{ */
+
+static std::mutex main_context_mutex;
+
+void GPU_context_main_lock(void)
+{
+ main_context_mutex.lock();
+}
+
+void GPU_context_main_unlock(void)
+{
+ main_context_mutex.unlock();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Backend selection
+ * \{ */
+
+static GPUBackend *g_backend;
+
+void GPU_backend_init(eGPUBackendType backend_type)
+{
+ BLI_assert(g_backend == NULL);
+
+ switch (backend_type) {
+#if WITH_OPENGL_BACKEND
+ case GPU_BACKEND_OPENGL:
+ g_backend = new GLBackend;
+ break;
+#endif
+ default:
+ BLI_assert(0);
+ break;
+ }
+}
+
+void GPU_backend_exit(void)
+{
+ /* TODO assert no resource left. Currently UI textures are still not freed in their context
+ * correctly. */
+ delete g_backend;
+}
+
+GPUBackend *gpu_backend_get(void)
+{
+ return g_backend;
+}
+
+/** \} */
diff --git a/source/blender/gpu/intern/gpu_context_private.h b/source/blender/gpu/intern/gpu_context_private.hh
index f64cdf439a1..d369dbe7402 100644
--- a/source/blender/gpu/intern/gpu_context_private.h
+++ b/source/blender/gpu/intern/gpu_context_private.hh
@@ -23,16 +23,43 @@
* This interface allow GPU to manage GL objects for multiple context and threads.
*/
-#ifndef __GPU_CONTEXT_PRIVATE_H__
-#define __GPU_CONTEXT_PRIVATE_H__
+#pragma once
+
+#include "MEM_guardedalloc.h"
#include "GPU_context.h"
-#ifdef __cplusplus
-extern "C" {
-#endif
+#include <mutex>
+#include <pthread.h>
+#include <string.h>
+#include <unordered_set>
+#include <vector>
struct GPUFrameBuffer;
+struct GPUMatrixState;
+
+struct GPUContext {
+ public:
+ /** State managment */
+ GPUFrameBuffer *current_fbo = NULL;
+ GPUMatrixState *matrix_state = NULL;
+
+ protected:
+ /** Thread on which this context is active. */
+ pthread_t thread_;
+ bool is_active_;
+
+ public:
+ GPUContext();
+ virtual ~GPUContext();
+
+ virtual void activate(void) = 0;
+ virtual void deactivate(void) = 0;
+
+ bool is_active_on_thread(void);
+
+ MEM_CXX_CLASS_ALLOC_FUNCS("GPUContext")
+};
GLuint GPU_vao_default(void);
GLuint GPU_framebuffer_default(void);
@@ -60,9 +87,3 @@ void gpu_context_active_framebuffer_set(GPUContext *ctx, struct GPUFrameBuffer *
struct GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx);
struct GPUMatrixState *gpu_context_active_matrix_state_get(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif /* __GPU_CONTEXT_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_element.cc b/source/blender/gpu/intern/gpu_element.cc
index 9f104ab3fec..cf7cc1d214c 100644
--- a/source/blender/gpu/intern/gpu_element.cc
+++ b/source/blender/gpu/intern/gpu_element.cc
@@ -28,7 +28,7 @@
#include "GPU_element.h"
#include "GPU_glew.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#include <stdlib.h>
@@ -280,7 +280,7 @@ static uint index_range(const uint values[], uint value_len, uint *min_out, uint
if (value == RESTART_INDEX) {
continue;
}
- else if (value < min_value) {
+ if (value < min_value) {
min_value = value;
}
else if (value > max_value) {
@@ -292,11 +292,10 @@ static uint index_range(const uint values[], uint value_len, uint *min_out, uint
*max_out = 0;
return 0;
}
- else {
- *min_out = min_value;
- *max_out = max_value;
- return max_value - min_value;
- }
+
+ *min_out = min_value;
+ *max_out = max_value;
+ return max_value - min_value;
}
static void squeeze_indices_short(GPUIndexBufBuilder *builder,
diff --git a/source/blender/gpu/intern/gpu_extensions.cc b/source/blender/gpu/intern/gpu_extensions.cc
index a9ab25cbb41..8074e4b64f0 100644
--- a/source/blender/gpu/intern/gpu_extensions.cc
+++ b/source/blender/gpu/intern/gpu_extensions.cc
@@ -31,6 +31,8 @@
#include "BKE_global.h"
#include "MEM_guardedalloc.h"
+#include "DNA_userdef_types.h"
+
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
@@ -95,7 +97,7 @@ static struct GPUGlobal {
bool broken_amd_driver;
/* Some crappy Intel drivers don't work well with shaders created in different
* rendering contexts. */
- bool context_local_shaders_workaround;
+ bool use_main_context_workaround;
/* Intel drivers exhibit artifacts when using #glCopyImageSubData & workbench anti-aliasing.
* (see T76273) */
bool texture_copy_workaround;
@@ -104,8 +106,7 @@ static struct GPUGlobal {
static void gpu_detect_mip_render_workaround(void)
{
int cube_size = 2;
- float *source_pix = (float *)MEM_callocN(sizeof(float) * 4 * 6 * cube_size * cube_size,
- __func__);
+ float *source_pix = (float *)MEM_callocN(sizeof(float[4][6]) * cube_size * cube_size, __func__);
float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
GPUTexture *tex = GPU_texture_create_cube(cube_size, GPU_RGBA16F, source_pix, NULL);
@@ -223,9 +224,9 @@ bool GPU_unused_fb_slot_workaround(void)
return GG.unused_fb_slot_workaround;
}
-bool GPU_context_local_shaders_workaround(void)
+bool GPU_use_main_context_workaround(void)
{
- return GG.context_local_shaders_workaround;
+ return GG.use_main_context_workaround;
}
bool GPU_texture_copy_workaround(void)
@@ -239,6 +240,13 @@ bool GPU_crappy_amd_driver(void)
return GG.broken_amd_driver;
}
+int GPU_texture_size_with_limit(int res)
+{
+ int size = GPU_max_texture_size();
+ int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
+ return min_ii(reslimit, res);
+}
+
void gpu_extensions_init(void)
{
/* during 2.8 development each platform has its own OpenGL minimum requirements
@@ -382,12 +390,12 @@ void gpu_extensions_init(void)
/* Maybe not all of these drivers have problems with `GLEW_ARB_base_instance`.
* But it's hard to test each case. */
GG.glew_arb_base_instance_is_supported = false;
- GG.context_local_shaders_workaround = true;
+ GG.use_main_context_workaround = true;
}
if (strstr(version, "Build 20.19.15.4285")) {
/* Somehow fixes armature display issues (see T69743). */
- GG.context_local_shaders_workaround = true;
+ GG.use_main_context_workaround = true;
}
}
else if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc
index 3829573cde1..5f3089b2ffb 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.cc
+++ b/source/blender/gpu/intern/gpu_framebuffer.cc
@@ -28,13 +28,12 @@
#include "BLI_utildefines.h"
#include "GPU_batch.h"
-#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#include "gpu_private.h"
typedef enum {
@@ -128,9 +127,8 @@ static GPUTexture *framebuffer_get_depth_tex(GPUFrameBuffer *fb)
if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex) {
return fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex;
}
- else {
- return fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;
- }
+
+ return fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;
}
static GPUTexture *framebuffer_get_color_tex(GPUFrameBuffer *fb, int slot)
@@ -191,9 +189,8 @@ GPUFrameBuffer *GPU_framebuffer_active_get(void)
if (ctx) {
return gpu_context_active_framebuffer_get(ctx);
}
- else {
- return 0;
- }
+
+ return 0;
}
static void gpu_framebuffer_current_set(GPUFrameBuffer *fb)
@@ -262,7 +259,7 @@ static void gpu_framebuffer_texture_attach_ex(
if ((attachment->tex == tex) && (attachment->mip == mip) && (attachment->layer == layer)) {
return; /* Exact same texture already bound here. */
}
- else if (attachment->tex != NULL) {
+ if (attachment->tex != NULL) {
GPU_framebuffer_texture_detach(fb, attachment->tex);
}
@@ -415,7 +412,7 @@ static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb)
if (GPU_FB_ATTACHEMENT_IS_DIRTY(fb->dirty_flag, type) == false) {
continue;
}
- else if (fb->attachments[type].tex != NULL) {
+ if (fb->attachments[type].tex != NULL) {
gpu_framebuffer_attachment_attach(&fb->attachments[type], type);
fb->multisample = (GPU_texture_samples(fb->attachments[type].tex) > 0);
@@ -451,7 +448,7 @@ static void gpu_framebuffer_update_attachments_and_fill_empty_slots(GPUFrameBuff
BLI_assert(GPU_framebuffer_active_get() == fb);
/* Update attachments */
- for (int i_type = GPU_FB_MAX_ATTACHEMENT; i_type >= 0; --i_type) {
+ for (int i_type = GPU_FB_MAX_ATTACHEMENT - 1; i_type >= 0; --i_type) {
GPUAttachmentType type = static_cast<GPUAttachmentType>(i_type);
GPUTexture *tex = fb->attachments[type].tex;
@@ -1046,7 +1043,7 @@ void GPU_offscreen_read_pixels(GPUOffScreen *ofs, eGPUDataFormat type, void *pix
const int w = GPU_texture_width(ofs->color);
const int h = GPU_texture_height(ofs->color);
- BLI_assert(ELEM(type, GPU_DATA_UNSIGNED_BYTE, GL_FLOAT));
+ BLI_assert(ELEM(type, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT));
GLenum gl_type = (type == GPU_DATA_FLOAT) ? GL_FLOAT : GL_UNSIGNED_BYTE;
glReadPixels(0, 0, w, h, GL_RGBA, gl_type, pixels);
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc
index 4780b2dc7b3..9cededa54f7 100644
--- a/source/blender/gpu/intern/gpu_immediate.cc
+++ b/source/blender/gpu/intern/gpu_immediate.cc
@@ -33,7 +33,7 @@
#include "GPU_texture.h"
#include "gpu_attr_binding_private.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#include "gpu_primitive_private.h"
#include "gpu_shader_private.h"
#include "gpu_vertex_format_private.h"
@@ -72,7 +72,7 @@ typedef struct {
GLuint vao_id;
- GLuint bound_program;
+ GPUShader *bound_program;
const GPUShaderInterface *shader_interface;
GPUAttrBinding attr_binding;
uint16_t prev_enabled_attr_bits; /* <-- only affects this VAO, so we're ok */
@@ -143,48 +143,47 @@ GPUVertFormat *immVertexFormat(void)
return &imm.vertex_format;
}
-void immBindProgram(GLuint program, const GPUShaderInterface *shaderface)
+void immBindShader(GPUShader *shader)
{
#if TRUST_NO_ONE
- assert(imm.bound_program == 0);
- assert(glIsProgram(program));
+ assert(imm.bound_program == NULL);
+ assert(glIsProgram(shader->program));
#endif
- imm.bound_program = program;
- imm.shader_interface = shaderface;
+ imm.bound_program = shader;
+ imm.shader_interface = shader->interface;
if (!imm.vertex_format.packed) {
VertexFormat_pack(&imm.vertex_format);
}
- glUseProgram(program);
- get_attr_locations(&imm.vertex_format, &imm.attr_binding, shaderface);
- GPU_matrix_bind(shaderface);
- GPU_shader_set_srgb_uniform(shaderface);
+ GPU_shader_bind(shader);
+ get_attr_locations(&imm.vertex_format, &imm.attr_binding, imm.shader_interface);
+ GPU_matrix_bind(imm.shader_interface);
+ GPU_shader_set_srgb_uniform(imm.shader_interface);
}
void immBindBuiltinProgram(eGPUBuiltinShader shader_id)
{
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
- immBindProgram(shader->program, shader->interface);
+ immBindShader(shader);
}
void immUnbindProgram(void)
{
#if TRUST_NO_ONE
- assert(imm.bound_program != 0);
+ assert(imm.bound_program != NULL);
#endif
#if PROGRAM_NO_OPTI
glUseProgram(0);
#endif
- imm.bound_program = 0;
+ imm.bound_program = NULL;
}
/* XXX do not use it. Special hack to use OCIO with batch API. */
-void immGetProgram(GLuint *program, GPUShaderInterface **shaderface)
+GPUShader *immGetShader(void)
{
- *program = imm.bound_program;
- *shaderface = (GPUShaderInterface *)imm.shader_interface;
+ return imm.bound_program;
}
#if TRUST_NO_ONE
@@ -364,17 +363,18 @@ static void immDrawSetup(void)
const GLvoid *pointer = (const GLubyte *)0 + offset;
const uint loc = read_attr_location(&imm.attr_binding, a_idx);
+ const GLenum type = convert_comp_type_to_gl(static_cast<GPUVertCompType>(a->comp_type));
switch (a->fetch_mode) {
case GPU_FETCH_FLOAT:
case GPU_FETCH_INT_TO_FLOAT:
- glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
+ glVertexAttribPointer(loc, a->comp_len, type, GL_FALSE, stride, pointer);
break;
case GPU_FETCH_INT_TO_FLOAT_UNIT:
- glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
+ glVertexAttribPointer(loc, a->comp_len, type, GL_TRUE, stride, pointer);
break;
case GPU_FETCH_INT:
- glVertexAttribIPointer(loc, a->comp_len, a->gl_comp_type, stride, pointer);
+ glVertexAttribIPointer(loc, a->comp_len, type, stride, pointer);
}
}
@@ -422,7 +422,7 @@ void immEnd(void)
GPU_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
/* TODO: resize only if vertex count is much smaller */
}
- GPU_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
+ GPU_batch_set_shader(imm.batch, imm.bound_program);
imm.batch->phase = GPU_BATCH_READY_TO_DRAW;
imm.batch = NULL; /* don't free, batch belongs to caller */
}
@@ -931,6 +931,14 @@ void immUniformThemeColor(int color_id)
immUniformColor4fv(color);
}
+void immUniformThemeColorAlpha(int color_id, float a)
+{
+ float color[4];
+ UI_GetThemeColor3fv(color_id, color);
+ color[3] = a;
+ immUniformColor4fv(color);
+}
+
void immUniformThemeColor3(int color_id)
{
float color[3];
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index e834d6afccb..b8cd9fe356d 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -460,10 +460,10 @@ void imm_draw_cylinder_fill_normal_3d(
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};
+ const float v1[3] = {r1 * cos2, r1 * sin2, h1};
+ const float v2[3] = {r2 * cos2, r2 * sin2, h2};
+ const float v3[3] = {r2 * cos1, r2 * sin1, h2};
+ const float v4[3] = {r1 * cos1, r1 * sin1, h1};
float n1[3], n2[3];
/* calc normals */
@@ -516,10 +516,10 @@ void imm_draw_cylinder_wire_3d(
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};
+ const float v1[3] = {r1 * cos2, r1 * sin2, h1};
+ const float v2[3] = {r2 * cos2, r2 * sin2, h2};
+ const float v3[3] = {r2 * cos1, r2 * sin1, h2};
+ const float v4[3] = {r1 * cos1, r1 * sin1, h1};
immVertex3fv(pos, v1);
immVertex3fv(pos, v2);
@@ -554,10 +554,10 @@ void imm_draw_cylinder_fill_3d(
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};
+ const float v1[3] = {r1 * cos2, r1 * sin2, h1};
+ const float v2[3] = {r2 * cos2, r2 * sin2, h2};
+ const float v3[3] = {r2 * cos1, r2 * sin1, h2};
+ const float v4[3] = {r1 * cos1, r1 * sin1, h1};
/* first tri */
immVertex3fv(pos, v1);
diff --git a/source/blender/gpu/intern/gpu_init_exit.c b/source/blender/gpu/intern/gpu_init_exit.c
index 54ddb9351b9..ba0da95eb9d 100644
--- a/source/blender/gpu/intern/gpu_init_exit.c
+++ b/source/blender/gpu/intern/gpu_init_exit.c
@@ -26,6 +26,7 @@
#include "BLI_sys_types.h"
#include "GPU_batch.h"
#include "GPU_buffers.h"
+#include "GPU_context.h"
#include "GPU_immediate.h"
#include "intern/gpu_codegen.h"
@@ -95,7 +96,7 @@ void GPU_exit(void)
initialized = false;
}
-bool GPU_is_initialized(void)
+bool GPU_is_init(void)
{
return initialized;
}
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index c65c1046b8f..8df1f94238a 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -85,7 +85,7 @@ struct GPUMaterial {
bool has_surface_output;
/* Only used by Eevee to know which bsdf are used. */
- int flag;
+ eGPUMatFlag flag;
/* Used by 2.8 pipeline */
GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */
@@ -311,12 +311,11 @@ static float eval_profile(float r, short falloff_type, float sharpness, float pa
if (falloff_type == SHD_SUBSURFACE_BURLEY || falloff_type == SHD_SUBSURFACE_RANDOM_WALK) {
return burley_profile(r, param) / BURLEY_TRUNCATE_CDF;
}
- else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
+ if (falloff_type == SHD_SUBSURFACE_CUBIC) {
return cubic_profile(r, param, sharpness);
}
- else {
- return gaussian_profile(r, param);
- }
+
+ return gaussian_profile(r, param);
}
/* Resolution for each sample of the precomputed kernel profile */
@@ -440,7 +439,7 @@ static void compute_sss_translucence_kernel(const GPUSssKernelData *kd,
float **output)
{
float(*texels)[4];
- texels = MEM_callocN(sizeof(float) * 4 * resolution, "compute_sss_translucence_kernel");
+ texels = MEM_callocN(sizeof(float[4]) * resolution, "compute_sss_translucence_kernel");
*output = (float *)texels;
/* Last texel should be black, hence the - 1. */
@@ -659,7 +658,8 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
const char *geom_code,
const char *frag_lib,
const char *defines,
- const char *name)
+ const char *name,
+ GPUMaterialEvalCallbackFn callback)
{
LinkData *link;
bool has_volume_output, has_surface_output;
@@ -696,6 +696,9 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
mat->has_volume_output = has_volume_output;
if (mat->graph.outlink) {
+ if (callback) {
+ callback(mat, options, &vert_code, &geom_code, &frag_lib, &defines);
+ }
/* HACK: this is only for eevee. We add the define here after the nodetree evaluation. */
if (GPU_material_flag_get(mat, GPU_MATFLAG_SSS)) {
defines = BLI_string_joinN(defines,
diff --git a/source/blender/gpu/intern/gpu_material_library.c b/source/blender/gpu/intern/gpu_material_library.c
index 42cd9673ac2..e0165e1fa83 100644
--- a/source/blender/gpu/intern/gpu_material_library.c
+++ b/source/blender/gpu/intern/gpu_material_library.c
@@ -678,14 +678,13 @@ char *gpu_str_skip_token(char *str, char *token, int max)
if (ELEM(*str, ' ', '(', ')', ',', ';', '\t', '\n', '\r')) {
break;
}
- else {
- if (token && len < max - 1) {
- *token = *str;
- token++;
- len++;
- }
- str++;
+
+ if (token && len < max - 1) {
+ *token = *str;
+ token++;
+ len++;
}
+ str++;
}
if (token) {
diff --git a/source/blender/gpu/intern/gpu_material_library.h b/source/blender/gpu/intern/gpu_material_library.h
index f69c25b9490..da7b1636fa3 100644
--- a/source/blender/gpu/intern/gpu_material_library.h
+++ b/source/blender/gpu/intern/gpu_material_library.h
@@ -22,8 +22,7 @@
*
* Parsing of and code generation using GLSL shaders in gpu/shaders/material. */
-#ifndef __GPU_MATERIAL_LIBRARY_H__
-#define __GPU_MATERIAL_LIBRARY_H__
+#pragma once
#include "GPU_material.h"
@@ -65,5 +64,3 @@ char *gpu_material_library_generate_code(struct GSet *used_libraries, const char
char *gpu_str_skip_token(char *str, char *token, int max);
const char *gpu_data_type_to_string(const eGPUType type);
-
-#endif /* __ __GPU_MATERIAL_LIBRARY_H__ */
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.cc
index 669bf56b726..5d8d77bbf1c 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.cc
@@ -23,7 +23,7 @@
#include "GPU_shader_interface.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#include "gpu_matrix_private.h"
#define SUPPRESS_GENERIC_MATRIX_API
@@ -37,8 +37,6 @@
#include "MEM_guardedalloc.h"
-#define DEBUG_MATRIX_BIND 0
-
#define MATRIX_STACK_DEPTH 32
typedef float Mat4[4][4];
@@ -79,7 +77,7 @@ GPUMatrixState *GPU_matrix_state_create(void)
} \
}
- GPUMatrixState *state = MEM_mallocN(sizeof(*state), __func__);
+ GPUMatrixState *state = (GPUMatrixState *)MEM_mallocN(sizeof(*state), __func__);
const MatrixStack identity_stack = {{MATRIX_4X4_IDENTITY}, 0};
state->model_view_stack = state->projection_stack = identity_stack;
@@ -592,9 +590,8 @@ const float (*GPU_matrix_model_view_get(float m[4][4]))[4]
copy_m4_m4(m, ModelView);
return m;
}
- else {
- return ModelView;
- }
+
+ return ModelView;
}
const float (*GPU_matrix_projection_get(float m[4][4]))[4]
@@ -603,9 +600,8 @@ const float (*GPU_matrix_projection_get(float m[4][4]))[4]
copy_m4_m4(m, Projection);
return m;
}
- else {
- return Projection;
- }
+
+ return Projection;
}
const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4]
@@ -662,51 +658,32 @@ void GPU_matrix_bind(const GPUShaderInterface *shaderface)
int32_t MV_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW_INV);
int32_t P_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION_INV);
+ /* XXX(fclem) this works but this assumes shader is unused inside GPU_shader_uniform_vector. */
+ GPUShader *sh = NULL;
if (MV != -1) {
-#if DEBUG_MATRIX_BIND
- puts("setting MV matrix");
-#endif
-
- glUniformMatrix4fv(MV, 1, GL_FALSE, (const float *)GPU_matrix_model_view_get(NULL));
+ GPU_shader_uniform_vector(sh, MV, 16, 1, (const float *)GPU_matrix_model_view_get(NULL));
}
-
if (P != -1) {
-#if DEBUG_MATRIX_BIND
- puts("setting P matrix");
-#endif
-
- glUniformMatrix4fv(P, 1, GL_FALSE, (const float *)GPU_matrix_projection_get(NULL));
+ GPU_shader_uniform_vector(sh, P, 16, 1, (const float *)GPU_matrix_projection_get(NULL));
}
-
if (MVP != -1) {
-#if DEBUG_MATRIX_BIND
- puts("setting MVP matrix");
-#endif
-
- glUniformMatrix4fv(
- MVP, 1, GL_FALSE, (const float *)GPU_matrix_model_view_projection_get(NULL));
+ GPU_shader_uniform_vector(
+ sh, MVP, 16, 1, (const float *)GPU_matrix_model_view_projection_get(NULL));
}
-
if (N != -1) {
-#if DEBUG_MATRIX_BIND
- puts("setting normal matrix");
-#endif
-
- glUniformMatrix3fv(N, 1, GL_FALSE, (const float *)GPU_matrix_normal_get(NULL));
+ GPU_shader_uniform_vector(sh, N, 9, 1, (const float *)GPU_matrix_normal_get(NULL));
}
-
if (MV_inv != -1) {
Mat4 m;
GPU_matrix_model_view_get(m);
invert_m4(m);
- glUniformMatrix4fv(MV_inv, 1, GL_FALSE, (const float *)m);
+ GPU_shader_uniform_vector(sh, MV_inv, 16, 1, (const float *)m);
}
-
if (P_inv != -1) {
Mat4 m;
GPU_matrix_projection_get(m);
invert_m4(m);
- glUniformMatrix4fv(P_inv, 1, GL_FALSE, (const float *)m);
+ GPU_shader_uniform_vector(sh, P_inv, 16, 1, (const float *)m);
}
gpu_matrix_state_active_set_dirty(false);
diff --git a/source/blender/gpu/intern/gpu_matrix_private.h b/source/blender/gpu/intern/gpu_matrix_private.h
index 862ef065481..3448b0a95aa 100644
--- a/source/blender/gpu/intern/gpu_matrix_private.h
+++ b/source/blender/gpu/intern/gpu_matrix_private.h
@@ -18,8 +18,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_MATRIX_PRIVATE_H__
-#define __GPU_MATRIX_PRIVATE_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -31,5 +30,3 @@ void GPU_matrix_state_discard(struct GPUMatrixState *state);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_MATRIX_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_node_graph.c b/source/blender/gpu/intern/gpu_node_graph.c
index 17d97dc05e2..81cf2d69f4d 100644
--- a/source/blender/gpu/intern/gpu_node_graph.c
+++ b/source/blender/gpu/intern/gpu_node_graph.c
@@ -457,10 +457,10 @@ GPUNodeLink *GPU_volume_grid(GPUMaterial *mat, const char *name)
/* Two special cases, where we adjust the output values of smoke grids to
* bring the into standard range without having to modify the grid values. */
- if (strcmp(name, "color") == 0) {
+ if (STREQ(name, "color")) {
GPU_link(mat, "node_attribute_volume_color", link, transform_link, &link);
}
- else if (strcmp(name, "temperature") == 0) {
+ else if (STREQ(name, "temperature")) {
GPU_link(mat, "node_attribute_volume_temperature", link, transform_link, &link);
}
else {
diff --git a/source/blender/gpu/intern/gpu_node_graph.h b/source/blender/gpu/intern/gpu_node_graph.h
index a133dd1ccdc..7265abf4d65 100644
--- a/source/blender/gpu/intern/gpu_node_graph.h
+++ b/source/blender/gpu/intern/gpu_node_graph.h
@@ -23,8 +23,7 @@
* Intermediate node graph for generating GLSL shaders.
*/
-#ifndef __GPU_NODE_GRAPH_H__
-#define __GPU_NODE_GRAPH_H__
+#pragma once
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
@@ -164,5 +163,3 @@ struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
float *row);
struct GSet *gpu_material_used_libraries(struct GPUMaterial *material);
-
-#endif /* __GPU_NODE_GRAPH_H__ */
diff --git a/source/blender/gpu/intern/gpu_primitive_private.h b/source/blender/gpu/intern/gpu_primitive_private.h
index b7d7b262128..e91eec18786 100644
--- a/source/blender/gpu/intern/gpu_primitive_private.h
+++ b/source/blender/gpu/intern/gpu_primitive_private.h
@@ -23,8 +23,7 @@
* GPU geometric primitives
*/
-#ifndef __GPU_PRIMITIVE_PRIVATE_H__
-#define __GPU_PRIMITIVE_PRIVATE_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -36,5 +35,3 @@ GLenum convert_prim_type_to_gl(GPUPrimType);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_PRIMITIVE_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_private.h b/source/blender/gpu/intern/gpu_private.h
index ed729dd399c..ef96bedae4a 100644
--- a/source/blender/gpu/intern/gpu_private.h
+++ b/source/blender/gpu/intern/gpu_private.h
@@ -18,8 +18,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_PRIVATE_H__
-#define __GPU_PRIVATE_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -48,5 +47,3 @@ void gpu_pbvh_exit(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c
index c6d8545527c..0f6f29fab40 100644
--- a/source/blender/gpu/intern/gpu_select_pick.c
+++ b/source/blender/gpu/intern/gpu_select_pick.c
@@ -27,7 +27,6 @@
#include <stdlib.h>
#include <string.h>
-#include "GPU_draw.h"
#include "GPU_glew.h"
#include "GPU_immediate.h"
#include "GPU_select.h"
@@ -205,12 +204,11 @@ static int depth_id_cmp(const void *v1, const void *v2)
if (d1->id < d2->id) {
return -1;
}
- else if (d1->id > d2->id) {
+ if (d1->id > d2->id) {
return 1;
}
- else {
- return 0;
- }
+
+ return 0;
}
static int depth_cmp(const void *v1, const void *v2)
@@ -219,12 +217,11 @@ static int depth_cmp(const void *v1, const void *v2)
if (d1->depth < d2->depth) {
return -1;
}
- else if (d1->depth > d2->depth) {
+ if (d1->depth > d2->depth) {
return 1;
}
- else {
- return 0;
- }
+
+ return 0;
}
/* depth sorting */
diff --git a/source/blender/gpu/intern/gpu_select_private.h b/source/blender/gpu/intern/gpu_select_private.h
index a0619bd4293..e364b78bff2 100644
--- a/source/blender/gpu/intern/gpu_select_private.h
+++ b/source/blender/gpu/intern/gpu_select_private.h
@@ -23,8 +23,7 @@
* Selection implementations.
*/
-#ifndef __GPU_SELECT_PRIVATE_H__
-#define __GPU_SELECT_PRIVATE_H__
+#pragma once
/* gpu_select_pick */
void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, char mode);
@@ -43,5 +42,3 @@ bool gpu_select_query_load_id(uint id);
uint gpu_select_query_end(void);
#define SELECT_ID_NONE ((uint)0xffffffff)
-
-#endif /* __GPU_SELECT_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c
index 70ad2f6759e..f67c9c36a6b 100644
--- a/source/blender/gpu/intern/gpu_select_sample_query.c
+++ b/source/blender/gpu/intern/gpu_select_sample_query.c
@@ -147,9 +147,8 @@ bool gpu_select_query_load_id(uint id)
g_query_state.index++;
return true;
}
- else {
- return false;
- }
+
+ return false;
}
}
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
new file mode 100644
index 00000000000..03b7d5402f5
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -0,0 +1,839 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math_base.h"
+#include "BLI_math_vector.h"
+#include "BLI_path_util.h"
+#include "BLI_string.h"
+#include "BLI_string_utils.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_appdir.h"
+#include "BKE_global.h"
+
+#include "DNA_space_types.h"
+
+#include "GPU_extensions.h"
+#include "GPU_matrix.h"
+#include "GPU_platform.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+#include "GPU_uniformbuffer.h"
+
+#include "gpu_shader_private.h"
+
+extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
+
+/* Adjust these constants as needed. */
+#define MAX_DEFINE_LENGTH 256
+#define MAX_EXT_DEFINE_LENGTH 512
+
+#ifndef NDEBUG
+static uint g_shaderid = 0;
+#endif
+
+/* -------------------------------------------------------------------- */
+/** \name Convenience functions
+ * \{ */
+
+static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
+{
+ int line = 1;
+
+ fprintf(stderr, "GPUShader: %s error:\n", task);
+
+ for (int i = 0; i < totcode; i++) {
+ const char *c, *pos, *end = code[i] + strlen(code[i]);
+
+ if (G.debug & G_DEBUG) {
+ fprintf(stderr, "===== shader string %d ====\n", i + 1);
+
+ c = code[i];
+ while ((c < end) && (pos = strchr(c, '\n'))) {
+ fprintf(stderr, "%2d ", line);
+ fwrite(c, (pos + 1) - c, 1, stderr);
+ c = pos + 1;
+ line++;
+ }
+
+ fprintf(stderr, "%s", c);
+ }
+ }
+
+ fprintf(stderr, "%s\n", log);
+}
+
+static const char *gpu_shader_version(void)
+{
+ return "#version 330\n";
+}
+
+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_gather) {
+ /* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
+ * is reported to be supported but yield a compile error (see T55802). */
+ if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
+ strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
+
+ /* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
+ * shader so double check the preprocessor define (see T56544). */
+ if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
+ strcat(defines, "#ifdef GL_ARB_texture_gather\n");
+ strcat(defines, "# define GPU_ARB_texture_gather\n");
+ strcat(defines, "#endif\n");
+ }
+ else {
+ strcat(defines, "#define GPU_ARB_texture_gather\n");
+ }
+ }
+ }
+ if (GLEW_ARB_texture_query_lod) {
+ /* a #version 400 feature, but we use #version 330 maximum so use extension */
+ strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
+ }
+ if (GLEW_ARB_shader_draw_parameters) {
+ strcat(defines, "#extension GL_ARB_shader_draw_parameters : enable\n");
+ strcat(defines, "#define GPU_ARB_shader_draw_parameters\n");
+ }
+ if (GPU_arb_texture_cube_map_array_is_supported()) {
+ strcat(defines, "#extension GL_ARB_texture_cube_map_array : enable\n");
+ strcat(defines, "#define GPU_ARB_texture_cube_map_array\n");
+ }
+}
+
+static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
+{
+ /* some useful defines to detect GPU type */
+ if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define GPU_ATI\n");
+ if (GPU_crappy_amd_driver()) {
+ strcat(defines, "#define GPU_DEPRECATED_AMD_DRIVER\n");
+ }
+ }
+ else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define GPU_NVIDIA\n");
+ }
+ else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define GPU_INTEL\n");
+ }
+
+ /* some useful defines to detect OS type */
+ if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define OS_WIN\n");
+ }
+ else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define OS_MAC\n");
+ }
+ else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define OS_UNIX\n");
+ }
+
+ float derivatives_factors[2];
+ GPU_get_dfdy_factors(derivatives_factors);
+ if (derivatives_factors[0] == 1.0f) {
+ strcat(defines, "#define DFDX_SIGN 1.0\n");
+ }
+ else {
+ strcat(defines, "#define DFDX_SIGN -1.0\n");
+ }
+
+ if (derivatives_factors[1] == 1.0f) {
+ strcat(defines, "#define DFDY_SIGN 1.0\n");
+ }
+ else {
+ strcat(defines, "#define DFDY_SIGN -1.0\n");
+ }
+}
+
+#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 individual 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);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Creation / Destruction
+ * \{ */
+
+GPUShader *GPU_shader_create(const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines,
+ const char *shname)
+{
+ return GPU_shader_create_ex(
+ vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, shname);
+}
+
+GPUShader *GPU_shader_create_from_python(const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines)
+{
+ char *libcodecat = NULL;
+
+ if (libcode == NULL) {
+ libcode = datatoc_gpu_shader_colorspace_lib_glsl;
+ }
+ else {
+ libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
+ }
+
+ GPUShader *sh = GPU_shader_create_ex(
+ vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, NULL);
+
+ MEM_SAFE_FREE(libcodecat);
+ return sh;
+}
+
+GPUShader *GPU_shader_load_from_binary(const char *binary,
+ const int binary_format,
+ const int binary_len,
+ const char *shname)
+{
+ BLI_assert(GL_ARB_get_program_binary);
+ int success;
+ int program = glCreateProgram();
+
+ glProgramBinary(program, binary_format, binary, binary_len);
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success) {
+ glUseProgram(program);
+
+ GPUShader *shader = (GPUShader *)MEM_callocN(sizeof(*shader), __func__);
+ shader->interface = GPU_shaderinterface_create(program);
+ shader->program = program;
+
+#ifndef NDEBUG
+ BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
+#else
+ UNUSED_VARS(shname);
+#endif
+
+ return shader;
+ }
+
+ glDeleteProgram(program);
+ return NULL;
+}
+
+GPUShader *GPU_shader_create_ex(const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines,
+ const eGPUShaderTFBType tf_type,
+ const char **tf_names,
+ const int tf_count,
+ const char *shname)
+{
+ GLint status;
+ GLchar log[5000];
+ GLsizei length = 0;
+ GPUShader *shader;
+ char standard_defines[MAX_DEFINE_LENGTH] = "";
+ char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
+
+ shader = (GPUShader *)MEM_callocN(sizeof(GPUShader), "GPUShader");
+ gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
+
+#ifndef NDEBUG
+ BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
+#else
+ UNUSED_VARS(shname);
+#endif
+
+ /* At least a vertex shader and a fragment shader are required. */
+ BLI_assert((fragcode != NULL) && (vertexcode != NULL));
+
+ if (vertexcode) {
+ shader->vertex = glCreateShader(GL_VERTEX_SHADER);
+ }
+ if (fragcode) {
+ shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
+ }
+ if (geocode) {
+ shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
+ }
+
+ shader->program = glCreateProgram();
+
+ if (!shader->program || (vertexcode && !shader->vertex) || (fragcode && !shader->fragment) ||
+ (geocode && !shader->geometry)) {
+ fprintf(stderr, "GPUShader, object creation failed.\n");
+ GPU_shader_free(shader);
+ return NULL;
+ }
+
+ gpu_shader_standard_defines(standard_defines);
+ gpu_shader_standard_extensions(standard_extensions);
+
+ if (vertexcode) {
+ const char *source[7];
+ /* custom limit, may be too small, beware */
+ int num_source = 0;
+
+ source[num_source++] = gpu_shader_version();
+ source[num_source++] =
+ "#define GPU_VERTEX_SHADER\n"
+ "#define IN_OUT out\n";
+ source[num_source++] = standard_extensions;
+ source[num_source++] = standard_defines;
+
+ if (geocode) {
+ source[num_source++] = "#define USE_GEOMETRY_SHADER\n";
+ }
+ 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);
+
+ glCompileShader(shader->vertex);
+ glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
+
+ if (!status) {
+ glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
+ shader_print_errors("compile", log, source, num_source);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+ }
+
+ if (fragcode) {
+ const char *source[8];
+ int num_source = 0;
+
+ source[num_source++] = gpu_shader_version();
+ source[num_source++] =
+ "#define GPU_FRAGMENT_SHADER\n"
+ "#define IN_OUT in\n";
+ source[num_source++] = standard_extensions;
+ source[num_source++] = standard_defines;
+
+ if (geocode) {
+ source[num_source++] = "#define USE_GEOMETRY_SHADER\n";
+ }
+ if (defines) {
+ source[num_source++] = defines;
+ }
+ 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);
+
+ glCompileShader(shader->fragment);
+ glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
+
+ if (!status) {
+ glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
+ shader_print_errors("compile", log, source, num_source);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+ }
+
+ if (geocode) {
+ const char *source[6];
+ int num_source = 0;
+
+ source[num_source++] = gpu_shader_version();
+ source[num_source++] = "#define GPU_GEOMETRY_SHADER\n";
+ source[num_source++] = standard_extensions;
+ source[num_source++] = standard_defines;
+
+ 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);
+
+ glCompileShader(shader->geometry);
+ glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
+
+ if (!status) {
+ glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
+ shader_print_errors("compile", log, source, num_source);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+ }
+
+ if (tf_names != NULL) {
+ glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
+ /* Primitive type must be setup */
+ BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
+ shader->feedback_transform_type = tf_type;
+ }
+
+ glLinkProgram(shader->program);
+ glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
+ if (!status) {
+ glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
+ /* print attached shaders in pipeline order */
+ if (defines) {
+ shader_print_errors("linking", log, &defines, 1);
+ }
+ if (vertexcode) {
+ shader_print_errors("linking", log, &vertexcode, 1);
+ }
+ if (geocode) {
+ shader_print_errors("linking", log, &geocode, 1);
+ }
+ if (libcode) {
+ shader_print_errors("linking", log, &libcode, 1);
+ }
+ if (fragcode) {
+ shader_print_errors("linking", log, &fragcode, 1);
+ }
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+
+ glUseProgram(shader->program);
+ shader->interface = GPU_shaderinterface_create(shader->program);
+
+ return shader;
+}
+
+#undef DEBUG_SHADER_GEOMETRY
+#undef DEBUG_SHADER_FRAGMENT
+#undef DEBUG_SHADER_VERTEX
+#undef DEBUG_SHADER_NONE
+
+void GPU_shader_free(GPUShader *shader)
+{
+#if 0 /* Would be nice to have, but for now the Deferred compilation \
+ * does not have a GPUContext. */
+ BLI_assert(GPU_context_active_get() != NULL);
+#endif
+ BLI_assert(shader);
+
+ if (shader->vertex) {
+ glDeleteShader(shader->vertex);
+ }
+ if (shader->geometry) {
+ glDeleteShader(shader->geometry);
+ }
+ if (shader->fragment) {
+ glDeleteShader(shader->fragment);
+ }
+ if (shader->program) {
+ glDeleteProgram(shader->program);
+ }
+
+ if (shader->interface) {
+ GPU_shaderinterface_discard(shader->interface);
+ }
+
+ MEM_freeN(shader);
+}
+
+static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
+{
+ bool is_alloc = false;
+ if (str_arr == NULL) {
+ *r_is_alloc = false;
+ return NULL;
+ }
+ /* Skip empty strings (avoid alloc if we can). */
+ while (str_arr[0] && str_arr[0][0] == '\0') {
+ str_arr++;
+ }
+ int i;
+ for (i = 0; str_arr[i]; i++) {
+ if (i != 0 && str_arr[i][0] != '\0') {
+ is_alloc = true;
+ }
+ }
+ *r_is_alloc = is_alloc;
+ if (is_alloc) {
+ return BLI_string_join_arrayN(str_arr, i);
+ }
+
+ return str_arr[0];
+}
+
+/**
+ * Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
+ *
+ * Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
+ *
+ * It has the advantage that each item can be conditionally included
+ * without having to build the string inline, then free it.
+ *
+ * \param params: NULL terminated arrays of strings.
+ *
+ * Example:
+ * \code{.c}
+ * sh = GPU_shader_create_from_arrays({
+ * .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
+ * .geom = (const char *[]){shader_geom_glsl, NULL},
+ * .frag = (const char *[]){shader_frag_glsl, NULL},
+ * .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
+ * });
+ * \endcode
+ */
+struct GPUShader *GPU_shader_create_from_arrays_impl(
+ const struct GPU_ShaderCreateFromArray_Params *params)
+{
+ struct {
+ const char *str;
+ bool is_alloc;
+ } str_dst[4] = {{0}};
+ const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
+
+ for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
+ str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
+ }
+
+ GPUShader *sh = GPU_shader_create(
+ str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, __func__);
+
+ for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
+ if (str_dst[i].is_alloc) {
+ MEM_freeN((void *)str_dst[i].str);
+ }
+ }
+ return sh;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Binding
+ * \{ */
+
+void GPU_shader_bind(GPUShader *shader)
+{
+ BLI_assert(shader && shader->program);
+
+ glUseProgram(shader->program);
+ GPU_matrix_bind(shader->interface);
+ GPU_shader_set_srgb_uniform(shader->interface);
+}
+
+void GPU_shader_unbind(void)
+{
+ glUseProgram(0);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Transform feedback
+ * \{ */
+
+bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
+{
+ if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
+ return false;
+ }
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
+
+ switch (shader->feedback_transform_type) {
+ case GPU_SHADER_TFB_POINTS:
+ glBeginTransformFeedback(GL_POINTS);
+ return true;
+ case GPU_SHADER_TFB_LINES:
+ glBeginTransformFeedback(GL_LINES);
+ return true;
+ case GPU_SHADER_TFB_TRIANGLES:
+ glBeginTransformFeedback(GL_TRIANGLES);
+ return true;
+ default:
+ return false;
+ }
+}
+
+void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
+{
+ glEndTransformFeedback();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Uniforms / Resource location
+ * \{ */
+
+int GPU_shader_get_uniform(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
+ return uniform ? uniform->location : -1;
+}
+
+int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
+{
+ BLI_assert(shader && shader->program);
+ return GPU_shaderinterface_uniform_builtin(shader->interface,
+ static_cast<GPUUniformBuiltin>(builtin));
+}
+
+int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
+{
+ BLI_assert(shader && shader->program);
+ return GPU_shaderinterface_block_builtin(shader->interface,
+ static_cast<GPUUniformBlockBuiltin>(builtin));
+}
+
+int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
+ return ubo ? ubo->location : -1;
+}
+
+int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
+ return ubo ? ubo->binding : -1;
+}
+
+int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *tex = GPU_shaderinterface_uniform(shader->interface, name);
+ return tex ? tex->binding : -1;
+}
+
+int GPU_shader_get_attribute(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
+ return attr ? attr->location : -1;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Getters
+ * \{ */
+
+/* Clement : Temp */
+int GPU_shader_get_program(GPUShader *shader)
+{
+ return (int)shader->program;
+}
+
+char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len)
+{
+ BLI_assert(GLEW_ARB_get_program_binary);
+ char *r_binary;
+ int binary_len = 0;
+
+ glGetProgramiv(shader->program, GL_PROGRAM_BINARY_LENGTH, &binary_len);
+ r_binary = (char *)MEM_mallocN(binary_len, __func__);
+ glGetProgramBinary(shader->program, binary_len, NULL, r_binary_format, r_binary);
+
+ if (r_binary_len) {
+ *r_binary_len = binary_len;
+ }
+
+ return r_binary;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Uniforms setters
+ * \{ */
+
+void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
+{
+ if (location == -1) {
+ return;
+ }
+
+ glUniform1f(location, value);
+}
+
+void GPU_shader_uniform_vector(
+ GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
+{
+ if (location == -1 || value == NULL) {
+ return;
+ }
+
+ switch (length) {
+ case 1:
+ glUniform1fv(location, arraysize, value);
+ break;
+ case 2:
+ glUniform2fv(location, arraysize, value);
+ break;
+ case 3:
+ glUniform3fv(location, arraysize, value);
+ break;
+ case 4:
+ glUniform4fv(location, arraysize, value);
+ break;
+ case 9:
+ glUniformMatrix3fv(location, arraysize, 0, value);
+ break;
+ case 16:
+ glUniformMatrix4fv(location, arraysize, 0, value);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+}
+
+void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
+{
+ if (location == -1) {
+ return;
+ }
+
+ glUniform1i(location, value);
+}
+
+void GPU_shader_uniform_vector_int(
+ GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
+{
+ if (location == -1) {
+ return;
+ }
+
+ switch (length) {
+ case 1:
+ glUniform1iv(location, arraysize, value);
+ break;
+ case 2:
+ glUniform2iv(location, arraysize, value);
+ break;
+ case 3:
+ glUniform3iv(location, arraysize, value);
+ break;
+ case 4:
+ glUniform4iv(location, arraysize, value);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name sRGB Rendering Workaround
+ *
+ * The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
+ * Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
+ * the shader output color to be in sRGB space
+ * (assumed display encoded color-space as the time of writing).
+ * For this reason we have a uniform to switch the transform on and off depending on the current
+ * frame-buffer color-space.
+ * \{ */
+
+static int g_shader_builtin_srgb_transform = 0;
+
+void GPU_shader_set_srgb_uniform(const GPUShaderInterface *interface)
+{
+ int32_t loc = GPU_shaderinterface_uniform_builtin(interface, GPU_UNIFORM_SRGB_TRANSFORM);
+ if (loc != -1) {
+ glUniform1i(loc, g_shader_builtin_srgb_transform);
+ }
+}
+
+void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
+{
+ g_shader_builtin_srgb_transform = use_srgb_to_linear;
+}
+
+/** \} */
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index 9ea798e5669..9c0692b76e2 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -153,11 +153,6 @@ const struct GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN] = {
/* cache of built-in shaders (each is created on first use) */
static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{NULL}};
-static int g_shader_builtin_srgb_transform = 0;
-
-#ifndef NDEBUG
-static uint g_shaderid = 0;
-#endif
typedef struct {
const char *vert;
@@ -168,727 +163,6 @@ typedef struct {
const char *defs;
} GPUShaderStages;
-static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
-{
- int line = 1;
-
- fprintf(stderr, "GPUShader: %s error:\n", task);
-
- for (int i = 0; i < totcode; i++) {
- const char *c, *pos, *end = code[i] + strlen(code[i]);
-
- if (G.debug & G_DEBUG) {
- fprintf(stderr, "===== shader string %d ====\n", i + 1);
-
- c = code[i];
- while ((c < end) && (pos = strchr(c, '\n'))) {
- fprintf(stderr, "%2d ", line);
- fwrite(c, (pos + 1) - c, 1, stderr);
- c = pos + 1;
- line++;
- }
-
- fprintf(stderr, "%s", c);
- }
- }
-
- fprintf(stderr, "%s\n", log);
-}
-
-static const char *gpu_shader_version(void)
-{
- return "#version 330\n";
-}
-
-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_gather) {
- /* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
- * is reported to be supported but yield a compile error (see T55802). */
- if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
- strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
-
- /* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
- * shader so double check the preprocessor define (see T56544). */
- if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
- strcat(defines, "#ifdef GL_ARB_texture_gather\n");
- strcat(defines, "# define GPU_ARB_texture_gather\n");
- strcat(defines, "#endif\n");
- }
- else {
- strcat(defines, "#define GPU_ARB_texture_gather\n");
- }
- }
- }
- if (GLEW_ARB_texture_query_lod) {
- /* a #version 400 feature, but we use #version 330 maximum so use extension */
- strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
- }
- if (GLEW_ARB_shader_draw_parameters) {
- strcat(defines, "#extension GL_ARB_shader_draw_parameters : enable\n");
- }
- if (GPU_arb_texture_cube_map_array_is_supported()) {
- strcat(defines, "#extension GL_ARB_texture_cube_map_array : enable\n");
- strcat(defines, "#define GPU_ARB_texture_cube_map_array\n");
- }
-}
-
-static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
-{
- /* some useful defines to detect GPU type */
- if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
- strcat(defines, "#define GPU_ATI\n");
- if (GPU_crappy_amd_driver()) {
- strcat(defines, "#define GPU_DEPRECATED_AMD_DRIVER\n");
- }
- }
- else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
- strcat(defines, "#define GPU_NVIDIA\n");
- }
- else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
- strcat(defines, "#define GPU_INTEL\n");
- }
-
- /* some useful defines to detect OS type */
- if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
- strcat(defines, "#define OS_WIN\n");
- }
- else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
- strcat(defines, "#define OS_MAC\n");
- }
- else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
- strcat(defines, "#define OS_UNIX\n");
- }
-
- float derivatives_factors[2];
- GPU_get_dfdy_factors(derivatives_factors);
- if (derivatives_factors[0] == 1.0f) {
- strcat(defines, "#define DFDX_SIGN 1.0\n");
- }
- else {
- strcat(defines, "#define DFDX_SIGN -1.0\n");
- }
-
- if (derivatives_factors[1] == 1.0f) {
- strcat(defines, "#define DFDY_SIGN 1.0\n");
- }
- else {
- strcat(defines, "#define DFDY_SIGN -1.0\n");
- }
-}
-
-GPUShader *GPU_shader_create(const char *vertexcode,
- const char *fragcode,
- const char *geocode,
- const char *libcode,
- const char *defines,
- const char *shname)
-{
- return GPU_shader_create_ex(
- vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, shname);
-}
-
-GPUShader *GPU_shader_create_from_python(const char *vertexcode,
- const char *fragcode,
- const char *geocode,
- const char *libcode,
- const char *defines)
-{
- char *libcodecat = NULL;
-
- if (libcode == NULL) {
- libcode = datatoc_gpu_shader_colorspace_lib_glsl;
- }
- else {
- libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
- }
-
- GPUShader *sh = GPU_shader_create_ex(
- vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, NULL);
-
- MEM_SAFE_FREE(libcodecat);
- return sh;
-}
-
-GPUShader *GPU_shader_load_from_binary(const char *binary,
- const int binary_format,
- const int binary_len,
- const char *shname)
-{
- BLI_assert(GL_ARB_get_program_binary);
- int success;
- int program = glCreateProgram();
-
- glProgramBinary(program, binary_format, binary, binary_len);
- glGetProgramiv(program, GL_LINK_STATUS, &success);
-
- if (success) {
- glUseProgram(program);
-
- GPUShader *shader = MEM_callocN(sizeof(*shader), __func__);
- shader->interface = GPU_shaderinterface_create(program);
- shader->program = program;
-
-#ifndef NDEBUG
- BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
-#else
- UNUSED_VARS(shname);
-#endif
-
- return shader;
- }
-
- glDeleteProgram(program);
- return NULL;
-}
-
-#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 individual 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,
- const eGPUShaderTFBType tf_type,
- const char **tf_names,
- const int tf_count,
- const char *shname)
-{
- GLint status;
- GLchar log[5000];
- GLsizei length = 0;
- GPUShader *shader;
- char standard_defines[MAX_DEFINE_LENGTH] = "";
- char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
-
- shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
- gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
-
-#ifndef NDEBUG
- BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
-#else
- UNUSED_VARS(shname);
-#endif
-
- /* At least a vertex shader and a fragment shader are required. */
- BLI_assert((fragcode != NULL) && (vertexcode != NULL));
-
- if (vertexcode) {
- shader->vertex = glCreateShader(GL_VERTEX_SHADER);
- }
- if (fragcode) {
- shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
- }
- if (geocode) {
- shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
- }
-
- shader->program = glCreateProgram();
-
- if (!shader->program || (vertexcode && !shader->vertex) || (fragcode && !shader->fragment) ||
- (geocode && !shader->geometry)) {
- fprintf(stderr, "GPUShader, object creation failed.\n");
- GPU_shader_free(shader);
- return NULL;
- }
-
- gpu_shader_standard_defines(standard_defines);
- gpu_shader_standard_extensions(standard_extensions);
-
- if (vertexcode) {
- const char *source[6];
- /* custom limit, may be too small, beware */
- int num_source = 0;
-
- source[num_source++] = gpu_shader_version();
- source[num_source++] =
- "#define GPU_VERTEX_SHADER\n"
- "#define IN_OUT out\n";
- source[num_source++] = standard_extensions;
- source[num_source++] = standard_defines;
-
- 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);
-
- glCompileShader(shader->vertex);
- glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
-
- if (!status) {
- glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
- shader_print_errors("compile", log, source, num_source);
-
- GPU_shader_free(shader);
- return NULL;
- }
- }
-
- if (fragcode) {
- const char *source[7];
- int num_source = 0;
-
- source[num_source++] = gpu_shader_version();
- source[num_source++] =
- "#define GPU_FRAGMENT_SHADER\n"
- "#define IN_OUT in\n";
- source[num_source++] = standard_extensions;
- source[num_source++] = standard_defines;
-
- if (defines) {
- source[num_source++] = defines;
- }
- 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);
-
- glCompileShader(shader->fragment);
- glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
-
- if (!status) {
- glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
- shader_print_errors("compile", log, source, num_source);
-
- GPU_shader_free(shader);
- return NULL;
- }
- }
-
- if (geocode) {
- const char *source[6];
- int num_source = 0;
-
- source[num_source++] = gpu_shader_version();
- source[num_source++] = "#define GPU_GEOMETRY_SHADER\n";
- source[num_source++] = standard_extensions;
- source[num_source++] = standard_defines;
-
- 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);
-
- glCompileShader(shader->geometry);
- glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
-
- if (!status) {
- glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
- shader_print_errors("compile", log, source, num_source);
-
- GPU_shader_free(shader);
- return NULL;
- }
- }
-
- if (tf_names != NULL) {
- glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
- /* Primitive type must be setup */
- BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
- shader->feedback_transform_type = tf_type;
- }
-
- glLinkProgram(shader->program);
- glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
- if (!status) {
- glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
- /* print attached shaders in pipeline order */
- if (vertexcode) {
- shader_print_errors("linking", log, &vertexcode, 1);
- }
- if (geocode) {
- shader_print_errors("linking", log, &geocode, 1);
- }
- if (libcode) {
- shader_print_errors("linking", log, &libcode, 1);
- }
- if (fragcode) {
- shader_print_errors("linking", log, &fragcode, 1);
- }
-
- GPU_shader_free(shader);
- return NULL;
- }
-
- glUseProgram(shader->program);
- shader->interface = GPU_shaderinterface_create(shader->program);
-
- return shader;
-}
-
-#undef DEBUG_SHADER_GEOMETRY
-#undef DEBUG_SHADER_FRAGMENT
-#undef DEBUG_SHADER_VERTEX
-#undef DEBUG_SHADER_NONE
-
-static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
-{
- bool is_alloc = false;
- if (str_arr == NULL) {
- *r_is_alloc = false;
- return NULL;
- }
- /* Skip empty strings (avoid alloc if we can). */
- while (str_arr[0] && str_arr[0][0] == '\0') {
- str_arr++;
- }
- int i;
- for (i = 0; str_arr[i]; i++) {
- if (i != 0 && str_arr[i][0] != '\0') {
- is_alloc = true;
- }
- }
- *r_is_alloc = is_alloc;
- if (is_alloc) {
- return BLI_string_join_arrayN(str_arr, i);
- }
- else {
- return str_arr[0];
- }
-}
-
-/**
- * Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
- *
- * Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
- *
- * It has the advantage that each item can be conditionally included
- * without having to build the string inline, then free it.
- *
- * \param params: NULL terminated arrays of strings.
- *
- * Example:
- * \code{.c}
- * sh = GPU_shader_create_from_arrays({
- * .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
- * .geom = (const char *[]){shader_geom_glsl, NULL},
- * .frag = (const char *[]){shader_frag_glsl, NULL},
- * .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
- * });
- * \endcode
- */
-struct GPUShader *GPU_shader_create_from_arrays_impl(
- const struct GPU_ShaderCreateFromArray_Params *params)
-{
- struct {
- const char *str;
- bool is_alloc;
- } str_dst[4] = {{0}};
- const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
-
- for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
- str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
- }
-
- GPUShader *sh = GPU_shader_create(
- str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, __func__);
-
- for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
- if (str_dst[i].is_alloc) {
- MEM_freeN((void *)str_dst[i].str);
- }
- }
- return sh;
-}
-
-void GPU_shader_bind(GPUShader *shader)
-{
- BLI_assert(shader && shader->program);
-
- glUseProgram(shader->program);
- GPU_matrix_bind(shader->interface);
- GPU_shader_set_srgb_uniform(shader->interface);
-}
-
-void GPU_shader_unbind(void)
-{
- glUseProgram(0);
-}
-
-bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
-{
- if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
- return false;
- }
-
- glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
-
- switch (shader->feedback_transform_type) {
- case GPU_SHADER_TFB_POINTS:
- glBeginTransformFeedback(GL_POINTS);
- return true;
- case GPU_SHADER_TFB_LINES:
- glBeginTransformFeedback(GL_LINES);
- return true;
- case GPU_SHADER_TFB_TRIANGLES:
- glBeginTransformFeedback(GL_TRIANGLES);
- return true;
- default:
- return false;
- }
-}
-
-void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
-{
- glEndTransformFeedback();
-}
-
-void GPU_shader_free(GPUShader *shader)
-{
-#if 0 /* Would be nice to have, but for now the Deferred compilation \
- * does not have a GPUContext. */
- BLI_assert(GPU_context_active_get() != NULL);
-#endif
- BLI_assert(shader);
-
- if (shader->vertex) {
- glDeleteShader(shader->vertex);
- }
- if (shader->geometry) {
- glDeleteShader(shader->geometry);
- }
- if (shader->fragment) {
- glDeleteShader(shader->fragment);
- }
- if (shader->program) {
- glDeleteProgram(shader->program);
- }
-
- if (shader->interface) {
- GPU_shaderinterface_discard(shader->interface);
- }
-
- MEM_freeN(shader);
-}
-
-int GPU_shader_get_uniform(GPUShader *shader, const char *name)
-{
- BLI_assert(shader && shader->program);
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
- return uniform ? uniform->location : -1;
-}
-
-int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
-{
- BLI_assert(shader && shader->program);
- return GPU_shaderinterface_uniform_builtin(shader->interface, builtin);
-}
-
-int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
-{
- BLI_assert(shader && shader->program);
- return GPU_shaderinterface_block_builtin(shader->interface, builtin);
-}
-
-int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
-{
- BLI_assert(shader && shader->program);
- const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
- return ubo ? ubo->location : -1;
-}
-
-int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
-{
- BLI_assert(shader && shader->program);
- const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
- return ubo ? ubo->binding : -1;
-}
-
-int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
-{
- BLI_assert(shader && shader->program);
- const GPUShaderInput *tex = GPU_shaderinterface_uniform(shader->interface, name);
- return tex ? tex->binding : -1;
-}
-
-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_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
-{
- if (location == -1) {
- return;
- }
-
- glUniform1f(location, value);
-}
-
-void GPU_shader_uniform_vector(
- GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
-{
- if (location == -1 || value == NULL) {
- return;
- }
-
- switch (length) {
- case 1:
- glUniform1fv(location, arraysize, value);
- break;
- case 2:
- glUniform2fv(location, arraysize, value);
- break;
- case 3:
- glUniform3fv(location, arraysize, value);
- break;
- case 4:
- glUniform4fv(location, arraysize, value);
- break;
- case 9:
- glUniformMatrix3fv(location, arraysize, 0, value);
- break;
- case 16:
- glUniformMatrix4fv(location, arraysize, 0, value);
- break;
- default:
- BLI_assert(0);
- break;
- }
-}
-
-void GPU_shader_uniform_vector_int(
- GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
-{
- if (location == -1) {
- return;
- }
-
- switch (length) {
- case 1:
- glUniform1iv(location, arraysize, value);
- break;
- case 2:
- glUniform2iv(location, arraysize, value);
- break;
- case 3:
- glUniform3iv(location, arraysize, value);
- break;
- case 4:
- glUniform4iv(location, arraysize, value);
- break;
- default:
- BLI_assert(0);
- break;
- }
-}
-
-void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
-{
- if (location == -1) {
- return;
- }
-
- glUniform1i(location, value);
-}
-
-void GPU_shader_set_srgb_uniform(const GPUShaderInterface *interface)
-{
- int32_t loc = GPU_shaderinterface_uniform_builtin(interface, GPU_UNIFORM_SRGB_TRANSFORM);
- if (loc != -1) {
- glUniform1i(loc, g_shader_builtin_srgb_transform);
- }
-}
-
-int GPU_shader_get_attribute(GPUShader *shader, const char *name)
-{
- BLI_assert(shader && shader->program);
- const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
- return attr ? attr->location : -1;
-}
-
-char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len)
-{
- BLI_assert(GLEW_ARB_get_program_binary);
- char *r_binary;
- int binary_len = 0;
-
- glGetProgramiv(shader->program, GL_PROGRAM_BINARY_LENGTH, &binary_len);
- r_binary = MEM_mallocN(binary_len, __func__);
- glGetProgramBinary(shader->program, binary_len, NULL, r_binary_format, r_binary);
-
- if (r_binary_len) {
- *r_binary_len = binary_len;
- }
-
- return r_binary;
-}
-
-void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
-{
- g_shader_builtin_srgb_transform = use_srgb_to_linear;
-}
-
static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_TEXT] =
{
@@ -1242,6 +516,7 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
return *sh_p;
}
+
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
{
return GPU_shader_get_builtin_shader_with_config(shader, GPU_SHADER_CFG_DEFAULT);
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.cc
index 9d9f98c6bb0..4511d4a199d 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.cc
@@ -33,7 +33,7 @@
#include "GPU_shader_interface.h"
#include "gpu_batch_private.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#include <stddef.h>
#include <stdlib.h>
@@ -47,52 +47,71 @@
static const char *BuiltinUniform_name(GPUUniformBuiltin u)
{
- static const char *names[] = {
- [GPU_UNIFORM_MODEL] = "ModelMatrix",
- [GPU_UNIFORM_VIEW] = "ViewMatrix",
- [GPU_UNIFORM_MODELVIEW] = "ModelViewMatrix",
- [GPU_UNIFORM_PROJECTION] = "ProjectionMatrix",
- [GPU_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix",
- [GPU_UNIFORM_MVP] = "ModelViewProjectionMatrix",
-
- [GPU_UNIFORM_MODEL_INV] = "ModelMatrixInverse",
- [GPU_UNIFORM_VIEW_INV] = "ViewMatrixInverse",
- [GPU_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse",
- [GPU_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse",
- [GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
-
- [GPU_UNIFORM_NORMAL] = "NormalMatrix",
- [GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
- [GPU_UNIFORM_CLIPPLANES] = "WorldClipPlanes",
-
- [GPU_UNIFORM_COLOR] = "color",
- [GPU_UNIFORM_BASE_INSTANCE] = "baseInstance",
- [GPU_UNIFORM_RESOURCE_CHUNK] = "resourceChunk",
- [GPU_UNIFORM_RESOURCE_ID] = "resourceId",
- [GPU_UNIFORM_SRGB_TRANSFORM] = "srgbTarget",
-
- [GPU_NUM_UNIFORMS] = NULL,
- };
-
- return names[u];
+ switch (u) {
+ case GPU_UNIFORM_MODEL:
+ return "ModelMatrix";
+ case GPU_UNIFORM_VIEW:
+ return "ViewMatrix";
+ case GPU_UNIFORM_MODELVIEW:
+ return "ModelViewMatrix";
+ case GPU_UNIFORM_PROJECTION:
+ return "ProjectionMatrix";
+ case GPU_UNIFORM_VIEWPROJECTION:
+ return "ViewProjectionMatrix";
+ case GPU_UNIFORM_MVP:
+ return "ModelViewProjectionMatrix";
+
+ case GPU_UNIFORM_MODEL_INV:
+ return "ModelMatrixInverse";
+ case GPU_UNIFORM_VIEW_INV:
+ return "ViewMatrixInverse";
+ case GPU_UNIFORM_MODELVIEW_INV:
+ return "ModelViewMatrixInverse";
+ case GPU_UNIFORM_PROJECTION_INV:
+ return "ProjectionMatrixInverse";
+ case GPU_UNIFORM_VIEWPROJECTION_INV:
+ return "ViewProjectionMatrixInverse";
+
+ case GPU_UNIFORM_NORMAL:
+ return "NormalMatrix";
+ case GPU_UNIFORM_ORCO:
+ return "OrcoTexCoFactors";
+ case GPU_UNIFORM_CLIPPLANES:
+ return "WorldClipPlanes";
+
+ case GPU_UNIFORM_COLOR:
+ return "color";
+ case GPU_UNIFORM_BASE_INSTANCE:
+ return "baseInstance";
+ case GPU_UNIFORM_RESOURCE_CHUNK:
+ return "resourceChunk";
+ case GPU_UNIFORM_RESOURCE_ID:
+ return "resourceId";
+ case GPU_UNIFORM_SRGB_TRANSFORM:
+ return "srgbTarget";
+
+ default:
+ return NULL;
+ }
}
static const char *BuiltinUniformBlock_name(GPUUniformBlockBuiltin u)
{
- static const char *names[] = {
- [GPU_UNIFORM_BLOCK_VIEW] = "viewBlock",
- [GPU_UNIFORM_BLOCK_MODEL] = "modelBlock",
- [GPU_UNIFORM_BLOCK_INFO] = "infoBlock",
-
- [GPU_NUM_UNIFORM_BLOCKS] = NULL,
- };
-
- return names[u];
+ switch (u) {
+ case GPU_UNIFORM_BLOCK_VIEW:
+ return "viewBlock";
+ case GPU_UNIFORM_BLOCK_MODEL:
+ return "modelBlock";
+ case GPU_UNIFORM_BLOCK_INFO:
+ return "infoBlock";
+ default:
+ return NULL;
+ }
}
GPU_INLINE bool match(const char *a, const char *b)
{
- return strcmp(a, b) == 0;
+ return STREQ(a, b);
}
GPU_INLINE uint hash_string(const char *str)
@@ -138,13 +157,12 @@ GPU_INLINE const GPUShaderInput *input_lookup(const GPUShaderInterface *shaderfa
}
return NULL; /* not found */
}
- else {
- /* This is a bit dangerous since we could have a hash collision.
- * where the asked uniform that does not exist has the same hash
- * as a real uniform. */
- BLI_assert(match(name, shaderface->name_buffer + inputs[i].name_offset));
- return inputs + i;
- }
+
+ /* This is a bit dangerous since we could have a hash collision.
+ * where the asked uniform that does not exist has the same hash
+ * as a real uniform. */
+ BLI_assert(match(name, shaderface->name_buffer + inputs[i].name_offset));
+ return inputs + i;
}
}
return NULL; /* not found */
@@ -273,7 +291,7 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
/* Bit set to true if uniform comes from a uniform block. */
BLI_bitmap *uniforms_from_blocks = BLI_BITMAP_NEW(active_uniform_len, __func__);
/* Set uniforms from block for exclusion. */
- GLint *ubo_uni_ids = MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__);
+ GLint *ubo_uni_ids = (GLint *)MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__);
for (int i = 0; i < ubo_len; i++) {
GLint ubo_uni_len;
glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
@@ -291,16 +309,18 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
int input_tot_len = attr_len + ubo_len + uniform_len;
size_t interface_size = sizeof(GPUShaderInterface) + sizeof(GPUShaderInput) * input_tot_len;
- GPUShaderInterface *shaderface = MEM_callocN(interface_size, "GPUShaderInterface");
+ GPUShaderInterface *shaderface = (GPUShaderInterface *)MEM_callocN(interface_size,
+ "GPUShaderInterface");
shaderface->attribute_len = attr_len;
shaderface->ubo_len = ubo_len;
shaderface->uniform_len = uniform_len;
- shaderface->name_buffer = MEM_mallocN(name_buffer_len, "name_buffer");
+ shaderface->name_buffer = (char *)MEM_mallocN(name_buffer_len, "name_buffer");
GPUShaderInput *inputs = shaderface->inputs;
/* Temp buffer. */
int input_tmp_len = max_iii(attr_len, ubo_len, uniform_len);
- GPUShaderInput *inputs_tmp = MEM_mallocN(sizeof(GPUShaderInput) * input_tmp_len, "name_buffer");
+ GPUShaderInput *inputs_tmp = (GPUShaderInput *)MEM_mallocN(
+ sizeof(GPUShaderInput) * input_tmp_len, "name_buffer");
/* Attributes */
shaderface->enabled_attr_mask = 0;
@@ -366,27 +386,29 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
sort_input_list(inputs, inputs_tmp, shaderface->uniform_len);
/* Builtin Uniforms */
- for (GPUUniformBuiltin u = 0; u < GPU_NUM_UNIFORMS; u++) {
+ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
+ GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
shaderface->builtins[u] = glGetUniformLocation(program, BuiltinUniform_name(u));
}
/* Builtin Uniforms Blocks */
- for (GPUUniformBlockBuiltin u = 0; u < GPU_NUM_UNIFORM_BLOCKS; u++) {
+ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
+ GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
const GPUShaderInput *block = GPU_shaderinterface_ubo(shaderface, BuiltinUniformBlock_name(u));
shaderface->builtin_blocks[u] = (block != NULL) ? block->binding : -1;
}
/* Batches ref buffer */
shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
- shaderface->batches = MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
- "GPUShaderInterface batches");
+ shaderface->batches = (GPUBatch **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
+ "GPUShaderInterface batches");
MEM_freeN(uniforms_from_blocks);
MEM_freeN(inputs_tmp);
/* Resize name buffer to save some memory. */
if (name_buffer_offset < name_buffer_len) {
- shaderface->name_buffer = MEM_reallocN(shaderface->name_buffer, name_buffer_offset);
+ shaderface->name_buffer = (char *)MEM_reallocN(shaderface->name_buffer, name_buffer_offset);
}
#if DEBUG_SHADER_INTERFACE
@@ -501,8 +523,8 @@ void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch
/* Not enough place, realloc the array. */
i = shaderface->batches_len;
shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
- shaderface->batches = MEM_recallocN(shaderface->batches,
- sizeof(GPUBatch *) * shaderface->batches_len);
+ shaderface->batches = (GPUBatch **)MEM_recallocN(shaderface->batches,
+ sizeof(GPUBatch *) * shaderface->batches_len);
}
shaderface->batches[i] = batch;
}
diff --git a/source/blender/gpu/intern/gpu_shader_private.h b/source/blender/gpu/intern/gpu_shader_private.h
index 5a9a74cdfcc..0f89fbda737 100644
--- a/source/blender/gpu/intern/gpu_shader_private.h
+++ b/source/blender/gpu/intern/gpu_shader_private.h
@@ -18,8 +18,7 @@
* \ingroup gpu
*/
-#ifndef __GPU_SHADER_PRIVATE_H__
-#define __GPU_SHADER_PRIVATE_H__
+#pragma once
#include "GPU_shader_interface.h"
@@ -48,10 +47,8 @@ struct GPUShader {
};
/* XXX do not use it. Special hack to use OCIO with batch API. */
-void immGetProgram(GLuint *program, GPUShaderInterface **shaderface);
+GPUShader *immGetShader(void);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_SHADER_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_state.c b/source/blender/gpu/intern/gpu_state.cc
index bd7aff9772b..794c7a3eb97 100644
--- a/source/blender/gpu/intern/gpu_state.c
+++ b/source/blender/gpu/intern/gpu_state.cc
@@ -268,6 +268,12 @@ void GPU_clip_distances(int distances_new)
distances_enabled = distances_new;
}
+bool GPU_mipmap_enabled(void)
+{
+ /* TODO(fclem) this used to be a userdef option. */
+ return true;
+}
+
/** \name GPU Push/Pop State
* \{ */
@@ -276,33 +282,18 @@ void GPU_clip_distances(int distances_new)
typedef struct {
eGPUAttrMask mask;
- /* GL_ENABLE_BIT */
+ /* GL_BLEND_BIT */
uint is_blend : 1;
- uint is_cull_face : 1;
- uint is_depth_test : 1;
- /* uint is_lighting : 1; */ /* UNUSED */
- uint is_line_smooth : 1;
- uint is_color_logic_op : 1;
- uint is_multisample : 1;
- uint is_polygon_offset_line : 1;
- uint is_polygon_offset_fill : 1;
- uint is_polygon_smooth : 1;
- uint is_sample_alpha_to_coverage : 1;
- uint is_scissor_test : 1;
- uint is_stencil_test : 1;
- uint is_framebuffer_srgb : 1;
-
- bool is_clip_plane[6];
/* GL_DEPTH_BUFFER_BIT */
- /* uint is_depth_test : 1; */
+ uint is_depth_test : 1;
int depth_func;
double depth_clear_value;
bool depth_write_mask;
/* GL_SCISSOR_BIT */
int scissor_box[4];
- /* uint is_scissor_test : 1; */
+ uint is_scissor_test : 1;
/* GL_VIEWPORT_BIT */
int viewport[4];
@@ -315,7 +306,8 @@ typedef struct {
} GPUAttrStack;
static GPUAttrStack state = {
- .top = 0,
+ {},
+ 0,
};
#define AttrStack state
@@ -338,26 +330,6 @@ void gpuPushAttr(eGPUAttrMask mask)
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
}
- if ((mask & GPU_ENABLE_BIT) != 0) {
- Attr.is_blend = glIsEnabled(GL_BLEND);
-
- for (int i = 0; i < 6; i++) {
- Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
- }
-
- Attr.is_cull_face = glIsEnabled(GL_CULL_FACE);
- Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
- Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
- Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
- Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
- Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
- Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
- Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
- Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
- Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
- Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
- }
-
if ((mask & GPU_SCISSOR_BIT) != 0) {
Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
@@ -366,7 +338,6 @@ void gpuPushAttr(eGPUAttrMask mask)
if ((mask & GPU_VIEWPORT_BIT) != 0) {
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
- Attr.is_framebuffer_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB);
}
if ((mask & GPU_BLEND_BIT) != 0) {
@@ -401,30 +372,9 @@ void gpuPopAttr(void)
glDepthMask(Attr.depth_write_mask);
}
- if ((mask & GPU_ENABLE_BIT) != 0) {
- restore_mask(GL_BLEND, Attr.is_blend);
-
- for (int i = 0; i < 6; i++) {
- restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]);
- }
-
- restore_mask(GL_CULL_FACE, Attr.is_cull_face);
- restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
- restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth);
- restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op);
- restore_mask(GL_MULTISAMPLE, Attr.is_multisample);
- restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line);
- restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill);
- restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth);
- restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage);
- restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
- restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test);
- }
-
if ((mask & GPU_VIEWPORT_BIT) != 0) {
glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
glDepthRange(Attr.near_far[0], Attr.near_far[1]);
- restore_mask(GL_FRAMEBUFFER_SRGB, Attr.is_framebuffer_srgb);
}
if ((mask & GPU_SCISSOR_BIT) != 0) {
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.cc
index 88424cb4cec..a45bd222664 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.cc
@@ -26,6 +26,7 @@
#include "MEM_guardedalloc.h"
#include "DNA_image_types.h"
+#include "DNA_userdef_types.h"
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
@@ -36,14 +37,13 @@
#include "GPU_batch.h"
#include "GPU_context.h"
#include "GPU_debug.h"
-#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_platform.h"
#include "GPU_texture.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#define WARN_NOT_BOUND(_tex) \
{ \
@@ -81,6 +81,8 @@ typedef enum eGPUTextureFormatFlag {
GPU_FORMAT_ARRAY = (1 << 14),
} eGPUTextureFormatFlag;
+ENUM_OPERATORS(eGPUTextureFormatFlag)
+
/* GPUTexture */
struct GPUTexture {
int w, h, d; /* width/height/depth */
@@ -113,7 +115,7 @@ static void gpu_texture_framebuffer_ensure(GPUTexture *tex);
/* ------ Memory Management ------- */
/* Records every texture allocation / free
* to estimate the Texture Pool Memory consumption */
-static uint memory_usage;
+static uint memory_usage = 0;
static uint gpu_texture_memory_footprint_compute(GPUTexture *tex)
{
@@ -171,54 +173,58 @@ uint GPU_texture_memory_usage_get(void)
static const char *gl_enum_to_str(GLenum e)
{
-#define ENUM_TO_STRING(e) [GL_##e] = STRINGIFY_ARG(e)
- static const char *enum_strings[] = {
- ENUM_TO_STRING(TEXTURE_CUBE_MAP),
- ENUM_TO_STRING(TEXTURE_CUBE_MAP_ARRAY),
- ENUM_TO_STRING(TEXTURE_2D),
- ENUM_TO_STRING(TEXTURE_2D_ARRAY),
- ENUM_TO_STRING(TEXTURE_1D),
- ENUM_TO_STRING(TEXTURE_1D_ARRAY),
- ENUM_TO_STRING(TEXTURE_3D),
- ENUM_TO_STRING(TEXTURE_2D_MULTISAMPLE),
- ENUM_TO_STRING(RGBA32F),
- ENUM_TO_STRING(RGBA16F),
- ENUM_TO_STRING(RGBA16UI),
- ENUM_TO_STRING(RGBA16I),
- ENUM_TO_STRING(RGBA16),
- ENUM_TO_STRING(RGBA8UI),
- ENUM_TO_STRING(RGBA8I),
- ENUM_TO_STRING(RGBA8),
- ENUM_TO_STRING(RGB16F),
- ENUM_TO_STRING(RG32F),
- ENUM_TO_STRING(RG16F),
- ENUM_TO_STRING(RG16UI),
- ENUM_TO_STRING(RG16I),
- ENUM_TO_STRING(RG16),
- ENUM_TO_STRING(RG8UI),
- ENUM_TO_STRING(RG8I),
- ENUM_TO_STRING(RG8),
- ENUM_TO_STRING(R8UI),
- ENUM_TO_STRING(R8I),
- ENUM_TO_STRING(R8),
- ENUM_TO_STRING(R32F),
- ENUM_TO_STRING(R32UI),
- ENUM_TO_STRING(R32I),
- ENUM_TO_STRING(R16F),
- ENUM_TO_STRING(R16UI),
- ENUM_TO_STRING(R16I),
- ENUM_TO_STRING(R16),
- ENUM_TO_STRING(R11F_G11F_B10F),
- ENUM_TO_STRING(SRGB8_ALPHA8),
- ENUM_TO_STRING(DEPTH24_STENCIL8),
- ENUM_TO_STRING(DEPTH32F_STENCIL8),
- ENUM_TO_STRING(DEPTH_COMPONENT32F),
- ENUM_TO_STRING(DEPTH_COMPONENT24),
- ENUM_TO_STRING(DEPTH_COMPONENT16),
+#define ENUM_TO_STRING(e) \
+ case GL_##e: { \
+ return STRINGIFY_ARG(e); \
+ }
+
+ switch (e) {
+ ENUM_TO_STRING(TEXTURE_CUBE_MAP);
+ ENUM_TO_STRING(TEXTURE_CUBE_MAP_ARRAY);
+ ENUM_TO_STRING(TEXTURE_2D);
+ ENUM_TO_STRING(TEXTURE_2D_ARRAY);
+ ENUM_TO_STRING(TEXTURE_1D);
+ ENUM_TO_STRING(TEXTURE_1D_ARRAY);
+ ENUM_TO_STRING(TEXTURE_3D);
+ ENUM_TO_STRING(TEXTURE_2D_MULTISAMPLE);
+ ENUM_TO_STRING(RGBA32F);
+ ENUM_TO_STRING(RGBA16F);
+ ENUM_TO_STRING(RGBA16UI);
+ ENUM_TO_STRING(RGBA16I);
+ ENUM_TO_STRING(RGBA16);
+ ENUM_TO_STRING(RGBA8UI);
+ ENUM_TO_STRING(RGBA8I);
+ ENUM_TO_STRING(RGBA8);
+ ENUM_TO_STRING(RGB16F);
+ ENUM_TO_STRING(RG32F);
+ ENUM_TO_STRING(RG16F);
+ ENUM_TO_STRING(RG16UI);
+ ENUM_TO_STRING(RG16I);
+ ENUM_TO_STRING(RG16);
+ ENUM_TO_STRING(RG8UI);
+ ENUM_TO_STRING(RG8I);
+ ENUM_TO_STRING(RG8);
+ ENUM_TO_STRING(R8UI);
+ ENUM_TO_STRING(R8I);
+ ENUM_TO_STRING(R8);
+ ENUM_TO_STRING(R32F);
+ ENUM_TO_STRING(R32UI);
+ ENUM_TO_STRING(R32I);
+ ENUM_TO_STRING(R16F);
+ ENUM_TO_STRING(R16UI);
+ ENUM_TO_STRING(R16I);
+ ENUM_TO_STRING(R16);
+ ENUM_TO_STRING(R11F_G11F_B10F);
+ ENUM_TO_STRING(SRGB8_ALPHA8);
+ ENUM_TO_STRING(DEPTH24_STENCIL8);
+ ENUM_TO_STRING(DEPTH32F_STENCIL8);
+ ENUM_TO_STRING(DEPTH_COMPONENT32F);
+ ENUM_TO_STRING(DEPTH_COMPONENT24);
+ ENUM_TO_STRING(DEPTH_COMPONENT16);
+ default:
+ return "Unkown enum";
};
#undef ENUM_TO_STRING
-
- return enum_strings[e];
}
static int gpu_get_component_count(eGPUTextureFormat format)
@@ -306,31 +312,28 @@ static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_
if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
return GPU_DATA_FLOAT;
}
- else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
+ if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
return GPU_DATA_UNSIGNED_INT_24_8;
}
- else {
- /* Integer formats */
- if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R8UI, GPU_R16UI, GPU_R32UI)) {
- if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
- return GPU_DATA_UNSIGNED_INT;
- }
- else {
- return GPU_DATA_INT;
- }
- }
- /* Byte formats */
- else if (ELEM(tex_format, GPU_R8)) {
- return GPU_DATA_UNSIGNED_BYTE;
- }
- /* Special case */
- else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
- return GPU_DATA_10_11_11_REV;
- }
- else {
- return GPU_DATA_FLOAT;
+
+ /* Integer formats */
+ if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R8UI, GPU_R16UI, GPU_R32UI)) {
+ if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
+ return GPU_DATA_UNSIGNED_INT;
}
+
+ return GPU_DATA_INT;
+ }
+ /* Byte formats */
+ if (ELEM(tex_format, GPU_R8)) {
+ return GPU_DATA_UNSIGNED_BYTE;
}
+ /* Special case */
+ if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
+ return GPU_DATA_10_11_11_REV;
+ }
+
+ return GPU_DATA_FLOAT;
}
/* Definitely not complete, edit according to the gl specification. */
@@ -341,51 +344,50 @@ static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type,
*format_flag |= GPU_FORMAT_DEPTH;
return GL_DEPTH_COMPONENT;
}
- else if (ELEM(data_type, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
+ if (ELEM(data_type, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
*format_flag |= GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL;
return GL_DEPTH_STENCIL;
}
- else {
- /* Integer formats */
- if (ELEM(data_type, GPU_R8UI, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) {
- *format_flag |= GPU_FORMAT_INTEGER;
- switch (gpu_get_component_count(data_type)) {
- case 1:
- return GL_RED_INTEGER;
- break;
- case 2:
- return GL_RG_INTEGER;
- break;
- case 3:
- return GL_RGB_INTEGER;
- break;
- case 4:
- return GL_RGBA_INTEGER;
- break;
- }
- }
- else if (ELEM(data_type, GPU_R8)) {
- *format_flag |= GPU_FORMAT_FLOAT;
- return GL_RED;
+ /* Integer formats */
+ if (ELEM(data_type, GPU_R8UI, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) {
+ *format_flag |= GPU_FORMAT_INTEGER;
+
+ switch (gpu_get_component_count(data_type)) {
+ case 1:
+ return GL_RED_INTEGER;
+ break;
+ case 2:
+ return GL_RG_INTEGER;
+ break;
+ case 3:
+ return GL_RGB_INTEGER;
+ break;
+ case 4:
+ return GL_RGBA_INTEGER;
+ break;
}
- else {
- *format_flag |= GPU_FORMAT_FLOAT;
+ }
+ else if (ELEM(data_type, GPU_R8)) {
+ *format_flag |= GPU_FORMAT_FLOAT;
+ return GL_RED;
+ }
+ else {
+ *format_flag |= GPU_FORMAT_FLOAT;
- switch (gpu_get_component_count(data_type)) {
- case 1:
- return GL_RED;
- break;
- case 2:
- return GL_RG;
- break;
- case 3:
- return GL_RGB;
- break;
- case 4:
- return GL_RGBA;
- break;
- }
+ switch (gpu_get_component_count(data_type)) {
+ case 1:
+ return GL_RED;
+ break;
+ case 2:
+ return GL_RG;
+ break;
+ case 3:
+ return GL_RGB;
+ break;
+ case 4:
+ return GL_RGBA;
+ break;
}
}
@@ -433,6 +435,13 @@ static uint gpu_get_bytesize(eGPUTextureFormat data_type)
case GPU_R8:
case GPU_R8UI:
return 1;
+ case GPU_SRGB8_A8_DXT1:
+ case GPU_SRGB8_A8_DXT3:
+ case GPU_SRGB8_A8_DXT5:
+ case GPU_RGBA8_DXT1:
+ case GPU_RGBA8_DXT3:
+ case GPU_RGBA8_DXT5:
+ return 1; /* Incorrect but actual size is fractional. */
default:
BLI_assert(!"Texture format incorrect or unsupported\n");
return 0;
@@ -518,7 +527,18 @@ static GLenum gpu_format_to_gl_internalformat(eGPUTextureFormat format)
case GPU_RGB16F:
return GL_RGB16F;
/* Special formats texture only */
- /* ** Add Format here */
+ case GPU_SRGB8_A8_DXT1:
+ return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
+ case GPU_SRGB8_A8_DXT3:
+ return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
+ case GPU_SRGB8_A8_DXT5:
+ return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
+ case GPU_RGBA8_DXT1:
+ return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ case GPU_RGBA8_DXT3:
+ return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ case GPU_RGBA8_DXT5:
+ return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
/* Depth Formats */
case GPU_DEPTH_COMPONENT32F:
return GL_DEPTH_COMPONENT32F;
@@ -532,99 +552,6 @@ static GLenum gpu_format_to_gl_internalformat(eGPUTextureFormat format)
}
}
-static eGPUTextureFormat gl_internalformat_to_gpu_format(const GLint glformat)
-{
- /* You can add any of the available type to this list
- * For available types see GPU_texture.h */
- switch (glformat) {
- /* Formats texture & renderbuffer */
- case GL_RGBA8UI:
- return GPU_RGBA8UI;
- case GL_RGBA8I:
- return GPU_RGBA8I;
- case GL_RGBA8:
- return GPU_RGBA8;
- case GL_RGBA32UI:
- return GPU_RGBA32UI;
- case GL_RGBA32I:
- return GPU_RGBA32I;
- case GL_RGBA32F:
- return GPU_RGBA32F;
- case GL_RGBA16UI:
- return GPU_RGBA16UI;
- case GL_RGBA16I:
- return GPU_RGBA16I;
- case GL_RGBA16F:
- return GPU_RGBA16F;
- case GL_RGBA16:
- return GPU_RGBA16;
- case GL_RG8UI:
- return GPU_RG8UI;
- case GL_RG8I:
- return GPU_RG8I;
- case GL_RG8:
- return GPU_RG8;
- case GL_RG32UI:
- return GPU_RG32UI;
- case GL_RG32I:
- return GPU_RG32I;
- case GL_RG32F:
- return GPU_RG32F;
- case GL_RG16UI:
- return GPU_RG16UI;
- case GL_RG16I:
- return GPU_RG16I;
- case GL_RG16F:
- return GPU_RGBA32F;
- case GL_RG16:
- return GPU_RG16;
- case GL_R8UI:
- return GPU_R8UI;
- case GL_R8I:
- return GPU_R8I;
- case GL_R8:
- return GPU_R8;
- case GL_R32UI:
- return GPU_R32UI;
- case GL_R32I:
- return GPU_R32I;
- case GL_R32F:
- return GPU_R32F;
- case GL_R16UI:
- return GPU_R16UI;
- case GL_R16I:
- return GPU_R16I;
- case GL_R16F:
- return GPU_R16F;
- case GL_R16:
- return GPU_R16;
- /* Special formats texture & renderbuffer */
- case GL_R11F_G11F_B10F:
- return GPU_R11F_G11F_B10F;
- case GL_DEPTH32F_STENCIL8:
- return GPU_DEPTH32F_STENCIL8;
- case GL_DEPTH24_STENCIL8:
- return GPU_DEPTH24_STENCIL8;
- case GL_SRGB8_ALPHA8:
- return GPU_SRGB8_A8;
- /* Texture only format */
- case GL_RGB16F:
- return GPU_RGB16F;
- /* Special formats texture only */
- /* ** Add Format here */
- /* Depth Formats */
- case GL_DEPTH_COMPONENT32F:
- return GPU_DEPTH_COMPONENT32F;
- case GL_DEPTH_COMPONENT24:
- return GPU_DEPTH_COMPONENT24;
- case GL_DEPTH_COMPONENT16:
- return GPU_DEPTH_COMPONENT16;
- default:
- BLI_assert(!"Internal format incorrect or unsupported\n");
- }
- return -1;
-}
-
static GLenum gpu_get_gl_datatype(eGPUDataFormat format)
{
switch (format) {
@@ -650,8 +577,8 @@ static float *GPU_texture_rescale_3d(
GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
{
const uint 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");
+ float *nfpixels = (float *)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!");
@@ -687,6 +614,13 @@ static float *GPU_texture_rescale_3d(
static bool gpu_texture_check_capacity(
GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type)
{
+ if (proxy == GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB &&
+ GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_MAC, GPU_DRIVER_ANY)) {
+ /* Special fix for T79703. */
+ /* Depth has already been checked. */
+ return tex->w <= GPU_max_cube_map_size();
+ }
+
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY) ||
GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_MAC, GPU_DRIVER_OFFICIAL) ||
GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL)) {
@@ -736,26 +670,30 @@ static bool gpu_texture_check_capacity(
return true;
}
- else {
- switch (proxy) {
- case GL_PROXY_TEXTURE_1D:
- glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL);
- break;
- case GL_PROXY_TEXTURE_1D_ARRAY:
- case GL_PROXY_TEXTURE_2D:
- glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL);
- break;
- case GL_PROXY_TEXTURE_2D_ARRAY:
- case GL_PROXY_TEXTURE_3D:
- glTexImage3D(
- proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL);
- break;
- }
- int width = 0;
- glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &width);
- return (width > 0);
+ switch (proxy) {
+ case GL_PROXY_TEXTURE_1D:
+ glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL);
+ break;
+ case GL_PROXY_TEXTURE_1D_ARRAY:
+ case GL_PROXY_TEXTURE_2D:
+ case GL_PROXY_TEXTURE_CUBE_MAP:
+ glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL);
+ break;
+ case GL_PROXY_TEXTURE_2D_ARRAY:
+ case GL_PROXY_TEXTURE_3D:
+ glTexImage3D(
+ proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL);
+ break;
+ case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB:
+ glTexImage3D(
+ proxy, 0, internalformat, tex->w, tex->h, tex->d * 6, 0, data_format, data_type, NULL);
+ break;
}
+ int width = 0;
+ glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &width);
+
+ return (width > 0);
}
/* This tries to allocate video memory for a given texture
@@ -774,8 +712,11 @@ static bool gpu_texture_try_alloc(GPUTexture *tex,
ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
if (!ret && try_rescale) {
- BLI_assert(
- !ELEM(proxy, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY)); // not implemented
+ BLI_assert(!ELEM(proxy,
+ GL_PROXY_TEXTURE_1D_ARRAY,
+ GL_PROXY_TEXTURE_2D_ARRAY,
+ GL_PROXY_TEXTURE_CUBE_MAP,
+ GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB)); // not implemented
const int w = tex->w, h = tex->h, d = tex->d;
@@ -838,7 +779,7 @@ GPUTexture *GPU_texture_create_nD(int w,
tex_format = GPU_DEPTH32F_STENCIL8;
}
- GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
tex->w = w;
tex->h = h;
tex->d = d;
@@ -847,7 +788,7 @@ GPUTexture *GPU_texture_create_nD(int w,
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
tex->mipmaps = 0;
- tex->format_flag = 0;
+ tex->format_flag = static_cast<eGPUTextureFormatFlag>(0);
tex->number = -1;
if (n == 2) {
@@ -931,18 +872,20 @@ GPUTexture *GPU_texture_create_nD(int w,
data_type,
tex->components,
can_rescale,
- pixels,
+ (float *)pixels,
&rescaled_pixels);
if (G.debug & G_DEBUG_GPU || !valid) {
- printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
- gl_enum_to_str(tex->target),
- gl_enum_to_str(internalformat),
- w,
- h,
- d,
- tex->components,
- gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
+ printf(
+ "GPUTexture: create : %s,\t w : %5d, h : %5d, d : %5d, comp : %4d, size : %.2f "
+ "MiB,\t %s\n",
+ gl_enum_to_str(tex->target),
+ w,
+ h,
+ d,
+ tex->components,
+ gpu_texture_memory_footprint_compute(tex) / 1048576.0f,
+ gl_enum_to_str(internalformat));
}
if (!valid) {
@@ -962,7 +905,7 @@ GPUTexture *GPU_texture_create_nD(int w,
gpu_texture_memory_footprint_add(tex);
/* Upload Texture */
- const float *pix = (rescaled_pixels) ? rescaled_pixels : pixels;
+ const void *pix = (rescaled_pixels) ? rescaled_pixels : pixels;
if (tex->target == GL_TEXTURE_2D || tex->target == GL_TEXTURE_2D_MULTISAMPLE ||
tex->target == GL_TEXTURE_1D_ARRAY) {
@@ -1012,7 +955,7 @@ GPUTexture *GPU_texture_cube_create(int w,
eGPUDataFormat gpu_data_format,
char err_out[256])
{
- GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
tex->w = w;
tex->h = w;
tex->d = d;
@@ -1024,10 +967,14 @@ GPUTexture *GPU_texture_cube_create(int w,
tex->format_flag = GPU_FORMAT_CUBE;
tex->number = -1;
+ GLenum proxy;
+
if (d == 0) {
+ proxy = GL_PROXY_TEXTURE_CUBE_MAP;
tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
}
else {
+ proxy = GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB;
tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY_ARB;
tex->format_flag |= GPU_FORMAT_ARRAY;
@@ -1063,15 +1010,36 @@ GPUTexture *GPU_texture_cube_create(int w,
return NULL;
}
- if (G.debug & G_DEBUG_GPU) {
- printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
- gl_enum_to_str(tex->target),
- gl_enum_to_str(internalformat),
- w,
- w,
- d,
- tex->components,
- gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
+ bool valid = gpu_texture_try_alloc(
+ tex, proxy, internalformat, data_format, data_type, tex->components, false, NULL, NULL);
+
+ if (G.debug & G_DEBUG_GPU || !valid) {
+ printf(
+ "GPUTexture: create : %s,\t w : %5d, h : %5d, d : %5d, comp : %4d, size : %.2f "
+ "MiB,\t %s\n",
+ gl_enum_to_str(tex->target),
+ w,
+ w,
+ d * 6,
+ tex->components,
+ gpu_texture_memory_footprint_compute(tex) / 1048576.0f,
+ gl_enum_to_str(internalformat));
+ }
+
+ if (!valid) {
+ if (err_out) {
+ BLI_strncpy(err_out, "GPUTexture: texture alloc failed\n", 256);
+ }
+ else {
+ fprintf(stderr,
+ "GPUTexture: texture alloc failed. Likely not enough Video Memory or the requested "
+ "size is not supported by the implementation.\n");
+ fprintf(stderr,
+ "Current texture memory usage : %.2f MiB.\n",
+ gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
+ }
+ GPU_texture_free(tex);
+ return NULL;
}
gpu_texture_memory_footprint_add(tex);
@@ -1136,11 +1104,11 @@ GPUTexture *GPU_texture_cube_create(int w,
/* Special buffer textures. tex_format must be compatible with the buffer content. */
GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint buffer)
{
- GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
tex->refcount = 1;
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
- tex->format_flag = 0;
+ tex->format_flag = static_cast<eGPUTextureFormatFlag>(0);
tex->target_base = tex->target = GL_TEXTURE_BUFFER;
tex->mipmaps = 0;
tex->number = -1;
@@ -1186,63 +1154,87 @@ GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint
return tex;
}
-static GLenum convert_target_to_gl(eGPUTextureTarget target)
+static GLenum convert_target_to_gl(int dimension, bool is_array)
{
- switch (target) {
- case TEXTARGET_2D:
- return GL_TEXTURE_2D;
- case TEXTARGET_CUBE_MAP:
- return GL_TEXTURE_CUBE_MAP;
- case TEXTARGET_2D_ARRAY:
- return GL_TEXTURE_2D_ARRAY;
- case TEXTARGET_TILE_MAPPING:
- return GL_TEXTURE_1D_ARRAY;
+ switch (dimension) {
+ case 1:
+ return is_array ? GL_TEXTURE_1D : GL_TEXTURE_1D_ARRAY;
+ case 2:
+ return is_array ? GL_TEXTURE_2D : GL_TEXTURE_2D_ARRAY;
+ case 3:
+ return GL_TEXTURE_3D;
default:
BLI_assert(0);
return GL_TEXTURE_2D;
}
}
-GPUTexture *GPU_texture_from_bindcode(eGPUTextureTarget target, int bindcode)
+/* Create an error texture that will bind an invalid texture (pink) at draw time. */
+GPUTexture *GPU_texture_create_error(int dimension, bool is_array)
{
- GLenum textarget = convert_target_to_gl(target);
+ GLenum textarget = convert_target_to_gl(dimension, is_array);
- GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
- tex->bindcode = bindcode;
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
+ tex->bindcode = 0;
tex->refcount = 1;
tex->target = textarget;
tex->target_base = textarget;
tex->samples = 0;
- tex->sampler_state = GPU_SAMPLER_REPEAT | GPU_SAMPLER_ANISO;
- if (GPU_get_mipmap()) {
- tex->sampler_state |= (GPU_SAMPLER_MIPMAP | GPU_SAMPLER_FILTER);
- }
+ tex->sampler_state = GPU_SAMPLER_DEFAULT;
tex->number = -1;
- if (!glIsTexture(tex->bindcode)) {
- GPU_print_error_debug("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
+ return tex;
+}
+
+/* DDS texture loading. Return NULL if support is not available. */
+GPUTexture *GPU_texture_create_compressed(
+ int w, int h, int miplen, eGPUTextureFormat tex_format, const void *data)
+{
+ if (!GLEW_EXT_texture_compression_s3tc) {
+ return NULL;
}
- else {
- GLint w, h, gl_format;
- GLenum gettarget;
- gettarget = (textarget == GL_TEXTURE_CUBE_MAP) ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : textarget;
-
- glBindTexture(textarget, tex->bindcode);
- glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w);
- glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h);
- glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_INTERNAL_FORMAT, &gl_format);
- tex->w = w;
- tex->h = h;
- tex->format = gl_internalformat_to_gpu_format(gl_format);
- tex->components = gpu_get_component_count(tex->format);
- glBindTexture(textarget, 0);
-
- /* Depending on how this bindcode was obtained, the memory used here could
- * already have been computed.
- * But that is not the case currently. */
- gpu_texture_memory_footprint_add(tex);
+
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
+ tex->w = w;
+ tex->h = h;
+ tex->refcount = 1;
+ tex->target = tex->target_base = GL_TEXTURE_2D;
+ tex->format_flag = static_cast<eGPUTextureFormatFlag>(0);
+ tex->components = gpu_get_component_count(tex_format);
+ tex->mipmaps = miplen - 1;
+ tex->sampler_state = GPU_SAMPLER_DEFAULT;
+ tex->number = -1;
+
+ GLenum internalformat = gpu_format_to_gl_internalformat(tex_format);
+
+ glGenTextures(1, &tex->bindcode);
+ glBindTexture(tex->target, tex->bindcode);
+
+ /* Reset to opengl Defaults. (Untested, might not be needed) */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+
+ int blocksize = (ELEM(tex_format, GPU_RGBA8_DXT1, GPU_SRGB8_A8_DXT1)) ? 8 : 16;
+
+ size_t ofs = 0;
+ for (int mip = 0; mip < miplen && (w || h); mip++, w >>= 1, h >>= 1) {
+ w = max_ii(1, w);
+ h = max_ii(1, h);
+ size_t size = ((w + 3) / 4) * ((h + 3) / 4) * blocksize;
+
+ glCompressedTexImage2D(tex->target, mip, internalformat, w, h, 0, size, (uchar *)data + ofs);
+
+ ofs += size;
}
+ /* Restore Blender default. */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glTexParameteri(tex->target, GL_TEXTURE_MAX_LEVEL, tex->mipmaps);
+ glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glBindTexture(tex->target, 0);
+
return tex;
}
@@ -1962,6 +1954,14 @@ void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER);
}
+void GPU_texture_anisotropic_filter(GPUTexture *tex, bool use_aniso)
+{
+ /* Stencil and integer format does not support filtering. */
+ BLI_assert(!(use_aniso) || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
+
+ SET_FLAG_FROM_TEST(tex->sampler_state, use_aniso, GPU_SAMPLER_ANISO);
+}
+
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp)
{
SET_FLAG_FROM_TEST(tex->sampler_state, use_repeat, GPU_SAMPLER_REPEAT);
@@ -2176,7 +2176,7 @@ void GPU_samplers_init(void)
{
glGenSamplers(GPU_SAMPLER_MAX, GG.samplers);
for (int i = 0; i < GPU_SAMPLER_MAX; i++) {
- eGPUSamplerState state = i;
+ eGPUSamplerState state = static_cast<eGPUSamplerState>(i);
GLenum clamp_type = (state & GPU_SAMPLER_CLAMP_BORDER) ? GL_CLAMP_TO_BORDER : GL_CLAMP_TO_EDGE;
GLenum wrap_s = (state & GPU_SAMPLER_REPEAT_S) ? GL_REPEAT : clamp_type;
GLenum wrap_t = (state & GPU_SAMPLER_REPEAT_T) ? GL_REPEAT : clamp_type;
@@ -2186,8 +2186,9 @@ void GPU_samplers_init(void)
((state & GPU_SAMPLER_MIPMAP) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) :
((state & GPU_SAMPLER_MIPMAP) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
GLenum compare_mode = (state & GPU_SAMPLER_COMPARE) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
+ /* TODO(fclem) Anisotropic level should be a render engine parameter. */
float aniso_filter = ((state & GPU_SAMPLER_MIPMAP) && (state & GPU_SAMPLER_ANISO)) ?
- GPU_get_anisotropic() :
+ U.anisotropic_filter :
1.0f;
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_S, wrap_s);
@@ -2213,7 +2214,7 @@ void GPU_samplers_init(void)
glGenSamplers(1, &GG.icon_sampler);
glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f);
+ glSamplerParameterf(GG.icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f);
}
void GPU_sampler_icon_bind(int unit)
diff --git a/source/blender/gpu/intern/gpu_texture_image.cc b/source/blender/gpu/intern/gpu_texture_image.cc
deleted file mode 100644
index 5b53ba0544b..00000000000
--- a/source/blender/gpu/intern/gpu_texture_image.cc
+++ /dev/null
@@ -1,1480 +0,0 @@
-/*
- * 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.
- */
-
-/** \file
- * \ingroup gpu
- *
- * Utility functions for dealing with OpenGL texture & material context,
- * mipmap generation and light objects.
- *
- * These are some obscure rendering functions shared between the game engine (not anymore)
- * and the blender, in this module to avoid duplication
- * and abstract them away from the rest a bit.
- */
-
-#include <string.h>
-
-#include "BLI_blenlib.h"
-#include "BLI_boxpack_2d.h"
-#include "BLI_linklist.h"
-#include "BLI_math.h"
-#include "BLI_threads.h"
-#include "BLI_utildefines.h"
-
-#include "DNA_image_types.h"
-#include "DNA_movieclip_types.h"
-#include "DNA_userdef_types.h"
-
-#include "MEM_guardedalloc.h"
-
-#include "IMB_colormanagement.h"
-#include "IMB_imbuf.h"
-#include "IMB_imbuf_types.h"
-
-#include "BKE_global.h"
-#include "BKE_image.h"
-#include "BKE_main.h"
-#include "BKE_movieclip.h"
-
-#include "GPU_draw.h"
-#include "GPU_extensions.h"
-#include "GPU_glew.h"
-#include "GPU_matrix.h"
-#include "GPU_platform.h"
-#include "GPU_texture.h"
-
-#include "PIL_time.h"
-
-static void gpu_free_image(Image *ima, const bool immediate);
-static void gpu_free_unused_buffers(void);
-static void gpu_create_gl_tex_compressed(unsigned int *bind,
- eGPUTextureTarget textarget,
- Image *ima,
- ImBuf *ibuf);
-static void gpu_create_gl_tex(uint *bind,
- uint *rect,
- float *frect,
- int rectw,
- int recth,
- eGPUTextureTarget textarget,
- bool mipmap,
- bool half_float,
- bool use_srgb,
- Image *ima);
-
-//* 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_CUBE_MAP) ? GPU_max_cube_map_size() : GPU_max_texture_size();
- int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
-
- return (w > reslimit || h > reslimit);
-}
-
-static int smaller_power_of_2_limit(int num)
-{
- int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, GPU_max_texture_size()) :
- GPU_max_texture_size();
- /* take texture clamping into account */
- if (num > reslimit) {
- return reslimit;
- }
-
- return power_of_2_min_i(num);
-}
-
-/* Current OpenGL state caching for GPU_set_tpage */
-
-static struct GPUTextureState {
- /* also controls min/mag filtering */
- bool domipmap;
- /* only use when 'domipmap' is set */
- bool linearmipmap;
- /* store this so that new images created while texture painting won't be set to mipmapped */
- bool texpaint;
-
- float anisotropic;
-} GTS = {1, 0, 0, 1.0f};
-
-/* Mipmap settings */
-
-void GPU_set_mipmap(Main *bmain, bool mipmap)
-{
- if (GTS.domipmap != mipmap) {
- GPU_free_images(bmain);
- GTS.domipmap = mipmap;
- }
-}
-
-void GPU_set_linear_mipmap(bool linear)
-{
- if (GTS.linearmipmap != linear) {
- GTS.linearmipmap = linear;
- }
-}
-
-bool GPU_get_mipmap(void)
-{
- return GTS.domipmap && !GTS.texpaint;
-}
-
-bool GPU_get_linear_mipmap(void)
-{
- return GTS.linearmipmap;
-}
-
-static GLenum gpu_get_mipmap_filter(bool mag)
-{
- /* linearmipmap is off by default *when mipmapping is off,
- * use unfiltered display */
- if (mag) {
- if (GTS.domipmap) {
- return GL_LINEAR;
- }
- else {
- return GL_NEAREST;
- }
- }
- else {
- if (GTS.domipmap) {
- if (GTS.linearmipmap) {
- return GL_LINEAR_MIPMAP_LINEAR;
- }
- else {
- return GL_LINEAR_MIPMAP_NEAREST;
- }
- }
- else {
- return GL_NEAREST;
- }
- }
-}
-
-/* Anisotropic filtering settings */
-void GPU_set_anisotropic(float value)
-{
- if (GTS.anisotropic != value) {
- GPU_samplers_free();
-
- /* Clamp value to the maximum value the graphics card supports */
- const float max = GPU_max_texture_anisotropy();
- if (value > max) {
- value = max;
- }
-
- GTS.anisotropic = value;
-
- GPU_samplers_init();
- }
-}
-
-float GPU_get_anisotropic(void)
-{
- return GTS.anisotropic;
-}
-
-static GPUTexture **gpu_get_image_gputexture(Image *ima, int textarget, const int multiview_eye)
-{
- const bool in_range = (textarget >= 0) && (textarget < TEXTARGET_COUNT);
- BLI_assert(in_range);
-
- if (in_range) {
- return &(ima->gputexture[textarget][multiview_eye]);
- }
- return NULL;
-}
-
-static uint gpu_texture_create_tile_mapping(Image *ima, const int multiview_eye)
-{
- GPUTexture *tilearray = ima->gputexture[TEXTARGET_2D_ARRAY][multiview_eye];
-
- if (tilearray == NULL) {
- return 0;
- }
-
- float array_w = GPU_texture_width(tilearray);
- float array_h = GPU_texture_height(tilearray);
-
- ImageTile *last_tile = (ImageTile *)ima->tiles.last;
- /* Tiles are sorted by number. */
- int max_tile = last_tile->tile_number - 1001;
-
- /* create image */
- int bindcode;
- glGenTextures(1, (GLuint *)&bindcode);
- glBindTexture(GL_TEXTURE_1D_ARRAY, bindcode);
-
- int width = max_tile + 1;
- float *data = (float *)MEM_callocN(width * 8 * sizeof(float), __func__);
- for (int i = 0; i < width; i++) {
- data[4 * i] = -1.0f;
- }
- LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
- int i = tile->tile_number - 1001;
- data[4 * i] = tile->runtime.tilearray_layer;
-
- float *tile_info = &data[4 * width + 4 * i];
- tile_info[0] = tile->runtime.tilearray_offset[0] / array_w;
- tile_info[1] = tile->runtime.tilearray_offset[1] / array_h;
- tile_info[2] = tile->runtime.tilearray_size[0] / array_w;
- tile_info[3] = tile->runtime.tilearray_size[1] / array_h;
- }
-
- glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA32F, width, 2, 0, GL_RGBA, GL_FLOAT, data);
- MEM_freeN(data);
-
- glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- glBindTexture(GL_TEXTURE_1D_ARRAY, 0);
-
- return bindcode;
-}
-
-typedef struct PackTile {
- FixedSizeBoxPack boxpack;
- ImageTile *tile;
- float pack_score;
-} PackTile;
-
-static int compare_packtile(const void *a, const void *b)
-{
- const PackTile *tile_a = (const PackTile *)a;
- const PackTile *tile_b = (const PackTile *)b;
-
- return tile_a->pack_score < tile_b->pack_score;
-}
-
-static uint gpu_texture_create_tile_array(Image *ima, ImBuf *main_ibuf)
-{
- int arraywidth = 0, arrayheight = 0;
-
- ListBase boxes = {NULL};
-
- LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
- ImageUser iuser;
- BKE_imageuser_default(&iuser);
- iuser.tile = tile->tile_number;
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
-
- if (ibuf) {
- PackTile *packtile = (PackTile *)MEM_callocN(sizeof(PackTile), __func__);
- packtile->tile = tile;
- packtile->boxpack.w = ibuf->x;
- packtile->boxpack.h = ibuf->y;
-
- if (is_over_resolution_limit(
- GL_TEXTURE_2D_ARRAY, packtile->boxpack.w, packtile->boxpack.h)) {
- packtile->boxpack.w = smaller_power_of_2_limit(packtile->boxpack.w);
- packtile->boxpack.h = smaller_power_of_2_limit(packtile->boxpack.h);
- }
- arraywidth = max_ii(arraywidth, packtile->boxpack.w);
- arrayheight = max_ii(arrayheight, packtile->boxpack.h);
-
- /* We sort the tiles by decreasing size, with an additional penalty term
- * for high aspect ratios. This improves packing efficiency. */
- float w = packtile->boxpack.w, h = packtile->boxpack.h;
- packtile->pack_score = max_ff(w, h) / min_ff(w, h) * w * h;
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
- BLI_addtail(&boxes, packtile);
- }
- }
-
- BLI_assert(arraywidth > 0 && arrayheight > 0);
-
- BLI_listbase_sort(&boxes, compare_packtile);
- int arraylayers = 0;
- /* Keep adding layers until all tiles are packed. */
- while (boxes.first != NULL) {
- ListBase packed = {NULL};
- BLI_box_pack_2d_fixedarea(&boxes, arraywidth, arrayheight, &packed);
- BLI_assert(packed.first != NULL);
-
- LISTBASE_FOREACH (PackTile *, packtile, &packed) {
- ImageTile *tile = packtile->tile;
- int *tileoffset = tile->runtime.tilearray_offset;
- int *tilesize = tile->runtime.tilearray_size;
-
- tileoffset[0] = packtile->boxpack.x;
- tileoffset[1] = packtile->boxpack.y;
- tilesize[0] = packtile->boxpack.w;
- tilesize[1] = packtile->boxpack.h;
- tile->runtime.tilearray_layer = arraylayers;
- }
-
- BLI_freelistN(&packed);
- arraylayers++;
- }
-
- /* create image */
- int bindcode;
- glGenTextures(1, (GLuint *)&bindcode);
- glBindTexture(GL_TEXTURE_2D_ARRAY, bindcode);
-
- GLenum data_type, internal_format;
- if (main_ibuf->rect_float) {
- data_type = GL_FLOAT;
- internal_format = (!(main_ibuf->flags & IB_halffloat) && (ima->flag & IMA_HIGH_BITDEPTH)) ?
- GL_RGBA32F :
- GL_RGBA16F;
- }
- else {
- data_type = GL_UNSIGNED_BYTE;
- internal_format = GL_RGBA8;
- if (!IMB_colormanagement_space_is_data(main_ibuf->rect_colorspace) &&
- !IMB_colormanagement_space_is_scene_linear(main_ibuf->rect_colorspace)) {
- internal_format = GL_SRGB8_ALPHA8;
- }
- }
-
- glTexImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- internal_format,
- arraywidth,
- arrayheight,
- arraylayers,
- 0,
- GL_RGBA,
- data_type,
- NULL);
-
- LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
- int tilelayer = tile->runtime.tilearray_layer;
- int *tileoffset = tile->runtime.tilearray_offset;
- int *tilesize = tile->runtime.tilearray_size;
-
- if (tilesize[0] == 0 || tilesize[1] == 0) {
- continue;
- }
-
- ImageUser iuser;
- BKE_imageuser_default(&iuser);
- iuser.tile = tile->tile_number;
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
-
- if (ibuf) {
- bool needs_scale = (ibuf->x != tilesize[0] || ibuf->y != tilesize[1]);
-
- ImBuf *scale_ibuf = NULL;
- if (ibuf->rect_float) {
- float *rect_float = ibuf->rect_float;
-
- const bool store_premultiplied = ima->alpha_mode != IMA_ALPHA_STRAIGHT;
- if (ibuf->channels != 4 || !store_premultiplied) {
- rect_float = (float *)MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__);
- IMB_colormanagement_imbuf_to_float_texture(
- rect_float, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
- }
-
- float *pixeldata = rect_float;
- if (needs_scale) {
- scale_ibuf = IMB_allocFromBuffer(NULL, rect_float, ibuf->x, ibuf->y, 4);
- IMB_scaleImBuf(scale_ibuf, tilesize[0], tilesize[1]);
- pixeldata = scale_ibuf->rect_float;
- }
-
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- tileoffset[0],
- tileoffset[1],
- tilelayer,
- tilesize[0],
- tilesize[1],
- 1,
- GL_RGBA,
- GL_FLOAT,
- pixeldata);
-
- if (rect_float != ibuf->rect_float) {
- MEM_freeN(rect_float);
- }
- }
- else {
- unsigned int *rect = ibuf->rect;
-
- if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
- rect = (uint *)MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__);
- IMB_colormanagement_imbuf_to_byte_texture((uchar *)rect,
- 0,
- 0,
- ibuf->x,
- ibuf->y,
- ibuf,
- internal_format == GL_SRGB8_ALPHA8,
- ima->alpha_mode == IMA_ALPHA_PREMUL);
- }
-
- unsigned int *pixeldata = rect;
- if (needs_scale) {
- scale_ibuf = IMB_allocFromBuffer(rect, NULL, ibuf->x, ibuf->y, 4);
- IMB_scaleImBuf(scale_ibuf, tilesize[0], tilesize[1]);
- pixeldata = scale_ibuf->rect;
- }
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- tileoffset[0],
- tileoffset[1],
- tilelayer,
- tilesize[0],
- tilesize[1],
- 1,
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- pixeldata);
-
- if (rect != ibuf->rect) {
- MEM_freeN(rect);
- }
- }
- if (scale_ibuf != NULL) {
- IMB_freeImBuf(scale_ibuf);
- }
- }
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
- }
-
- if (GPU_get_mipmap()) {
- glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
- if (ima) {
- ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
- }
- }
-
- glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
-
- return bindcode;
-}
-
-static uint gpu_texture_create_from_ibuf(Image *ima, ImBuf *ibuf, eGPUTextureTarget textarget)
-{
- uint bindcode = 0;
- const bool mipmap = GPU_get_mipmap();
- const bool half_float = (ibuf->flags & IB_halffloat) != 0;
-
-#ifdef WITH_DDS
- if (ibuf->ftype == IMB_FTYPE_DDS) {
- /* DDS is loaded directly in compressed form. */
- gpu_create_gl_tex_compressed(&bindcode, textarget, ima, ibuf);
- return bindcode;
- }
-#else
- (void)gpu_create_gl_tex_compressed;
-#endif
-
- /* Regular uncompressed texture. */
- float *rect_float = ibuf->rect_float;
- uchar *rect = (uchar *)ibuf->rect;
- bool compress_as_srgb = false;
-
- if (rect_float == NULL) {
- /* Byte image is in original colorspace from the file. If the file is sRGB
- * scene linear, or non-color data no conversion is needed. Otherwise we
- * compress as scene linear + sRGB transfer function to avoid precision loss
- * in common cases.
- *
- * We must also convert to premultiplied for correct texture interpolation
- * and consistency with float images. */
- if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
- compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace);
-
- rect = (uchar *)MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__);
- if (rect == NULL) {
- return bindcode;
- }
-
- /* Texture storage of images is defined by the alpha mode of the image. The
- * downside of this is that there can be artifacts near alpha edges. However,
- * this allows us to use sRGB texture formats and preserves color values in
- * zero alpha areas, and appears generally closer to what game engines that we
- * want to be compatible with do. */
- const bool store_premultiplied = ima ? (ima->alpha_mode == IMA_ALPHA_PREMUL) : true;
- IMB_colormanagement_imbuf_to_byte_texture(
- rect, 0, 0, ibuf->x, ibuf->y, ibuf, compress_as_srgb, store_premultiplied);
- }
- }
- else {
- /* Float image is already in scene linear colorspace or non-color data by
- * convention, no colorspace conversion needed. But we do require 4 channels
- * currently. */
- const bool store_premultiplied = ima ? (ima->alpha_mode != IMA_ALPHA_STRAIGHT) : false;
-
- if (ibuf->channels != 4 || !store_premultiplied) {
- rect_float = (float *)MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__);
- if (rect_float == NULL) {
- return bindcode;
- }
- IMB_colormanagement_imbuf_to_float_texture(
- rect_float, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
- }
- }
-
- /* Create OpenGL texture. */
- gpu_create_gl_tex(&bindcode,
- (uint *)rect,
- rect_float,
- ibuf->x,
- ibuf->y,
- textarget,
- mipmap,
- half_float,
- compress_as_srgb,
- ima);
-
- /* Free buffers if needed. */
- if (rect && rect != (uchar *)ibuf->rect) {
- MEM_freeN(rect);
- }
- if (rect_float && rect_float != ibuf->rect_float) {
- MEM_freeN(rect_float);
- }
-
- return bindcode;
-}
-
-static GPUTexture **gpu_get_movieclip_gputexture(MovieClip *clip,
- MovieClipUser *cuser,
- eGPUTextureTarget textarget)
-{
- LISTBASE_FOREACH (MovieClip_RuntimeGPUTexture *, tex, &clip->runtime.gputextures) {
- if (memcmp(&tex->user, cuser, sizeof(MovieClipUser)) == 0) {
- if (tex == NULL) {
- tex = (MovieClip_RuntimeGPUTexture *)MEM_mallocN(sizeof(MovieClip_RuntimeGPUTexture),
- __func__);
-
- for (int i = 0; i < TEXTARGET_COUNT; i++) {
- tex->gputexture[i] = NULL;
- }
-
- memcpy(&tex->user, cuser, sizeof(MovieClipUser));
- BLI_addtail(&clip->runtime.gputextures, tex);
- }
-
- return &tex->gputexture[textarget];
- }
- }
- return NULL;
-}
-
-static ImBuf *update_do_scale(uchar *rect,
- float *rect_float,
- int *x,
- int *y,
- int *w,
- int *h,
- int limit_w,
- int limit_h,
- int full_w,
- int full_h)
-{
- /* Partial update with scaling. */
- float xratio = limit_w / (float)full_w;
- float yratio = limit_h / (float)full_h;
-
- int part_w = *w, part_h = *h;
-
- /* Find sub coordinates in scaled image. Take ceiling because we will be
- * losing 1 pixel due to rounding errors in x,y. */
- *x *= xratio;
- *y *= yratio;
- *w = (int)ceil(xratio * (*w));
- *h = (int)ceil(yratio * (*h));
-
- /* ...but take back if we are over the limit! */
- if (*x + *w > limit_w) {
- (*w)--;
- }
- if (*y + *h > limit_h) {
- (*h)--;
- }
-
- /* Scale pixels. */
- ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, part_w, part_h, 4);
- IMB_scaleImBuf(ibuf, *w, *h);
-
- return ibuf;
-}
-
-static void gpu_texture_update_scaled_array(uchar *rect,
- float *rect_float,
- int full_w,
- int full_h,
- int x,
- int y,
- int layer,
- const int *tile_offset,
- const int *tile_size,
- int w,
- int h)
-{
- ImBuf *ibuf = update_do_scale(
- rect, rect_float, &x, &y, &w, &h, tile_size[0], tile_size[1], full_w, full_h);
-
- /* Shift to account for tile packing. */
- x += tile_offset[0];
- y += tile_offset[1];
-
- if (ibuf->rect_float) {
- glTexSubImage3D(
- GL_TEXTURE_2D_ARRAY, 0, x, y, layer, w, h, 1, GL_RGBA, GL_FLOAT, ibuf->rect_float);
- }
- else {
- glTexSubImage3D(
- GL_TEXTURE_2D_ARRAY, 0, x, y, layer, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
- }
-
- IMB_freeImBuf(ibuf);
-}
-
-static void gpu_texture_update_scaled(
- uchar *rect, float *rect_float, int full_w, int full_h, int x, int y, int w, int h)
-{
- /* Partial update with scaling. */
- int limit_w = smaller_power_of_2_limit(full_w);
- int limit_h = smaller_power_of_2_limit(full_h);
-
- ImBuf *ibuf = update_do_scale(
- rect, rect_float, &x, &y, &w, &h, limit_w, limit_h, full_w, full_h);
-
- if (ibuf->rect_float) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, ibuf->rect_float);
- }
- else {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
- }
-
- IMB_freeImBuf(ibuf);
-}
-
-static void gpu_texture_update_unscaled(uchar *rect,
- float *rect_float,
- int x,
- int y,
- int layer,
- int w,
- int h,
- GLint tex_stride,
- GLint tex_offset)
-{
- /* Partial update without scaling. Stride and offset are used to copy only a
- * subset of a possible larger buffer than what we are updating. */
- GPU_unpack_row_length_set(tex_stride);
-
- if (layer >= 0) {
- if (rect_float == NULL) {
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- x,
- y,
- layer,
- w,
- h,
- 1,
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- rect + tex_offset);
- }
- else {
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- x,
- y,
- layer,
- w,
- h,
- 1,
- GL_RGBA,
- GL_FLOAT,
- rect_float + tex_offset);
- }
- }
- else {
- if (rect_float == NULL) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect + tex_offset);
- }
- else {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, rect_float + tex_offset);
- }
- }
-
- /* Restore default. */
- GPU_unpack_row_length_set(0);
-}
-
-static void gpu_texture_update_from_ibuf(
- GPUTexture *tex, Image *ima, ImBuf *ibuf, ImageTile *tile, int x, int y, int w, int h)
-{
- /* Partial update of texture for texture painting. This is often much
- * quicker than fully updating the texture for high resolution images. */
- GPU_texture_bind(tex, 0);
-
- bool scaled;
- if (tile != NULL) {
- int *tilesize = tile->runtime.tilearray_size;
- scaled = (ibuf->x != tilesize[0]) || (ibuf->y != tilesize[1]);
- }
- else {
- scaled = is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y);
- }
-
- if (scaled) {
- /* Extra padding to account for bleed from neighboring pixels. */
- const int padding = 4;
- const int xmax = min_ii(x + w + padding, ibuf->x);
- const int ymax = min_ii(y + h + padding, ibuf->y);
- x = max_ii(x - padding, 0);
- y = max_ii(y - padding, 0);
- w = xmax - x;
- h = ymax - y;
- }
-
- /* Get texture data pointers. */
- float *rect_float = ibuf->rect_float;
- uchar *rect = (uchar *)ibuf->rect;
- GLint tex_stride = ibuf->x;
- GLint tex_offset = ibuf->channels * (y * ibuf->x + x);
-
- if (rect_float == NULL) {
- /* Byte pixels. */
- if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
- const bool compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(
- ibuf->rect_colorspace);
-
- rect = (uchar *)MEM_mallocN(sizeof(uchar) * 4 * w * h, __func__);
- if (rect == NULL) {
- return;
- }
-
- tex_stride = w;
- tex_offset = 0;
-
- /* Convert to scene linear with sRGB compression, and premultiplied for
- * correct texture interpolation. */
- const bool store_premultiplied = (ima->alpha_mode == IMA_ALPHA_PREMUL);
- IMB_colormanagement_imbuf_to_byte_texture(
- rect, x, y, w, h, ibuf, compress_as_srgb, store_premultiplied);
- }
- }
- else {
- /* Float pixels. */
- const bool store_premultiplied = (ima->alpha_mode != IMA_ALPHA_STRAIGHT);
-
- if (ibuf->channels != 4 || scaled || !store_premultiplied) {
- rect_float = (float *)MEM_mallocN(sizeof(float) * 4 * w * h, __func__);
- if (rect_float == NULL) {
- return;
- }
-
- tex_stride = w;
- tex_offset = 0;
-
- IMB_colormanagement_imbuf_to_float_texture(
- rect_float, x, y, w, h, ibuf, store_premultiplied);
- }
- }
-
- if (scaled) {
- /* Slower update where we first have to scale the input pixels. */
- if (tile != NULL) {
- int *tileoffset = tile->runtime.tilearray_offset;
- int *tilesize = tile->runtime.tilearray_size;
- int tilelayer = tile->runtime.tilearray_layer;
- gpu_texture_update_scaled_array(
- rect, rect_float, ibuf->x, ibuf->y, x, y, tilelayer, tileoffset, tilesize, w, h);
- }
- else {
- gpu_texture_update_scaled(rect, rect_float, ibuf->x, ibuf->y, x, y, w, h);
- }
- }
- else {
- /* Fast update at same resolution. */
- if (tile != NULL) {
- int *tileoffset = tile->runtime.tilearray_offset;
- int tilelayer = tile->runtime.tilearray_layer;
- gpu_texture_update_unscaled(rect,
- rect_float,
- x + tileoffset[0],
- y + tileoffset[1],
- tilelayer,
- w,
- h,
- tex_stride,
- tex_offset);
- }
- else {
- gpu_texture_update_unscaled(rect, rect_float, x, y, -1, w, h, tex_stride, tex_offset);
- }
- }
-
- /* Free buffers if needed. */
- if (rect && rect != (uchar *)ibuf->rect) {
- MEM_freeN(rect);
- }
- if (rect_float && rect_float != ibuf->rect_float) {
- MEM_freeN(rect_float);
- }
-
- if (GPU_get_mipmap()) {
- glGenerateMipmap((tile != NULL) ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D);
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
-
- GPU_texture_unbind(tex);
-}
-
-/* Get the GPUTexture for a given `Image`.
- *
- * `iuser` and `ibuf` are mutual exclusive parameters. The caller can pass the `ibuf` when already
- * available. It is also required when requesting the GPUTexture for a render result. */
-GPUTexture *GPU_texture_from_blender(Image *ima,
- ImageUser *iuser,
- ImBuf *ibuf,
- eGPUTextureTarget textarget)
-{
-#ifndef GPU_STANDALONE
- if (ima == NULL) {
- return NULL;
- }
-
- /* Free any unused GPU textures, since we know we are in a thread with OpenGL
- * context and might as well ensure we have as much space free as possible. */
- gpu_free_unused_buffers();
-
- /* currently, gpu refresh tagging is used by ima sequences */
- if (ima->gpuflag & IMA_GPU_REFRESH) {
- gpu_free_image(ima, true);
- ima->gpuflag &= ~IMA_GPU_REFRESH;
- }
-
- /* Tag as in active use for garbage collector. */
- BKE_image_tag_time(ima);
-
- /* Test if we already have a texture. */
- GPUTexture **tex = gpu_get_image_gputexture(ima, textarget, iuser ? iuser->multiview_eye : 0);
- if (*tex) {
- return *tex;
- }
-
- /* Check if we have a valid image. If not, we return a dummy
- * texture with zero bindcode so we don't keep trying. */
- uint bindcode = 0;
- ImageTile *tile = BKE_image_get_tile(ima, 0);
- if (tile == NULL || tile->ok == 0) {
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
- }
-
- /* check if we have a valid image buffer */
- ImBuf *ibuf_intern = ibuf;
- if (ibuf_intern == NULL) {
- ibuf_intern = BKE_image_acquire_ibuf(ima, iuser, NULL);
- if (ibuf_intern == NULL) {
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
- }
- }
-
- if (textarget == TEXTARGET_2D_ARRAY) {
- bindcode = gpu_texture_create_tile_array(ima, ibuf_intern);
- }
- else if (textarget == TEXTARGET_TILE_MAPPING) {
- bindcode = gpu_texture_create_tile_mapping(ima, iuser ? iuser->multiview_eye : 0);
- }
- else {
- bindcode = gpu_texture_create_from_ibuf(ima, ibuf_intern, textarget);
- }
-
- /* if `ibuf` was given, we don't own the `ibuf_intern` */
- if (ibuf == NULL) {
- BKE_image_release_ibuf(ima, ibuf_intern, NULL);
- }
-
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
-
- GPU_texture_orig_size_set(*tex, ibuf_intern->x, ibuf_intern->y);
-
- if (textarget == TEXTARGET_TILE_MAPPING) {
- /* Special for tile mapping. */
- GPU_texture_mipmap_mode(*tex, false, false);
- }
-
- return *tex;
-#endif
- return NULL;
-}
-
-GPUTexture *GPU_texture_from_movieclip(MovieClip *clip,
- MovieClipUser *cuser,
- eGPUTextureTarget textarget)
-{
-#ifndef GPU_STANDALONE
- if (clip == NULL) {
- return NULL;
- }
-
- GPUTexture **tex = gpu_get_movieclip_gputexture(clip, cuser, textarget);
- if (*tex) {
- return *tex;
- }
-
- /* check if we have a valid image buffer */
- uint bindcode = 0;
- ImBuf *ibuf = BKE_movieclip_get_ibuf(clip, cuser);
- if (ibuf == NULL) {
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
- }
-
- bindcode = gpu_texture_create_from_ibuf(NULL, ibuf, textarget);
- IMB_freeImBuf(ibuf);
-
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
-#else
- return NULL;
-#endif
-}
-
-void GPU_free_texture_movieclip(struct MovieClip *clip)
-{
- /* number of gpu textures to keep around as cache
- * We don't want to keep too many GPU textures for
- * movie clips around, as they can be large.*/
- const int MOVIECLIP_NUM_GPUTEXTURES = 1;
-
- while (BLI_listbase_count(&clip->runtime.gputextures) > MOVIECLIP_NUM_GPUTEXTURES) {
- MovieClip_RuntimeGPUTexture *tex = (MovieClip_RuntimeGPUTexture *)BLI_pophead(
- &clip->runtime.gputextures);
- for (int i = 0; i < TEXTARGET_COUNT; i++) {
- /* free glsl image binding */
- if (tex->gputexture[i]) {
- GPU_texture_free(tex->gputexture[i]);
- tex->gputexture[i] = NULL;
- }
- }
- MEM_freeN(tex);
- }
-}
-
-static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth)
-{
- size_t block_size = frect ? sizeof(float[4]) : sizeof(uchar[4]);
- void **sides = NULL;
- int h = recth / 2;
- int w = rectw / 3;
-
- if (w != h) {
- return sides;
- }
-
- /* PosX, NegX, PosY, NegY, PosZ, NegZ */
- sides = (void **)MEM_mallocN(sizeof(void *) * 6, "");
- for (int i = 0; i < 6; i++) {
- sides[i] = MEM_mallocN(block_size * w * h, "");
- }
-
- /* divide image into six parts */
- /* ______________________
- * | | | |
- * | NegX | NegY | PosX |
- * |______|______|______|
- * | | | |
- * | NegZ | PosZ | PosY |
- * |______|______|______|
- */
- if (frect) {
- float(*frectb)[4] = (float(*)[4])frect;
- float(**fsides)[4] = (float(**)[4])sides;
-
- for (int y = 0; y < h; y++) {
- for (int x = 0; x < w; x++) {
- memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
- memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
- memcpy(
- &fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
- memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
- }
- memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
- memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
- }
- }
- else {
- uint **isides = (uint **)sides;
-
- for (int y = 0; y < h; y++) {
- for (int x = 0; x < w; x++) {
- isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
- isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
- isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
- isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
- }
- memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
- memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
- }
- }
-
- return sides;
-}
-
-static void gpu_del_cube_map(void **cube_map)
-{
- int i;
- if (cube_map == NULL) {
- return;
- }
- for (i = 0; i < 6; i++) {
- MEM_freeN(cube_map[i]);
- }
- MEM_freeN(cube_map);
-}
-
-/* Image *ima can be NULL */
-static void gpu_create_gl_tex(uint *bind,
- uint *rect,
- float *frect,
- int rectw,
- int recth,
- eGPUTextureTarget target,
- bool mipmap,
- bool half_float,
- bool use_srgb,
- Image *ima)
-{
- GLenum textarget = (target == TEXTARGET_2D) ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP;
-
- ImBuf *ibuf = NULL;
-
- if (textarget == GL_TEXTURE_2D && is_over_resolution_limit(textarget, rectw, recth)) {
- int tpx = rectw;
- int tpy = recth;
- rectw = smaller_power_of_2_limit(rectw);
- recth = smaller_power_of_2_limit(recth);
-
- if (frect) {
- ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy, 4);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- frect = ibuf->rect_float;
- }
- else {
- ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy, 4);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- rect = ibuf->rect;
- }
- }
-
- /* create image */
- glGenTextures(1, (GLuint *)bind);
- glBindTexture(textarget, *bind);
-
- GLenum float_format = (!half_float && (ima && (ima->flag & IMA_HIGH_BITDEPTH))) ? GL_RGBA32F :
- GL_RGBA16F;
- GLenum internal_format = (frect) ? float_format : (use_srgb) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
-
- if (textarget == GL_TEXTURE_2D) {
- if (frect) {
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
- }
- else {
- glTexImage2D(
- GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
- }
-
- if (GPU_get_mipmap() && mipmap) {
- glGenerateMipmap(GL_TEXTURE_2D);
- if (ima) {
- ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
- }
- }
- }
- else if (textarget == GL_TEXTURE_CUBE_MAP) {
- int w = rectw / 3, h = recth / 2;
-
- if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
- void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth);
- GLenum type = frect ? GL_FLOAT : GL_UNSIGNED_BYTE;
-
- if (cube_map) {
- for (int i = 0; i < 6; i++) {
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
- 0,
- internal_format,
- w,
- h,
- 0,
- GL_RGBA,
- type,
- cube_map[i]);
- }
- }
-
- if (GPU_get_mipmap() && mipmap) {
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
-
- if (ima) {
- ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
- }
- }
-
- gpu_del_cube_map(cube_map);
- }
- else {
- printf("Incorrect envmap size\n");
- }
- }
-
- glBindTexture(textarget, 0);
-
- if (ibuf) {
- IMB_freeImBuf(ibuf);
- }
-}
-
-/**
- * Returns false if the provided ImBuf doesn't have a supported DXT compression format
- */
-bool GPU_upload_dxt_texture(ImBuf *ibuf, bool use_srgb, uint *bindcode)
-{
-#ifdef WITH_DDS
- glGenTextures(1, (GLuint *)bindcode);
- glBindTexture(GL_TEXTURE_2D, *bindcode);
-
- GLint format = 0;
- int blocksize, height, width, i, size, offset = 0;
-
- width = ibuf->x;
- height = ibuf->y;
-
- if (GLEW_EXT_texture_compression_s3tc) {
- if (ibuf->dds_data.fourcc == FOURCC_DXT1) {
- format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT :
- GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- }
- else if (ibuf->dds_data.fourcc == FOURCC_DXT3) {
- format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT :
- GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
- }
- else if (ibuf->dds_data.fourcc == FOURCC_DXT5) {
- format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT :
- GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- }
- }
-
- if (format == 0) {
- fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
- glDeleteTextures(1, (GLuint *)bindcode);
- return false;
- }
-
- if (!is_power_of_2_resolution(width, height)) {
- fprintf(
- stderr,
- "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
- glDeleteTextures(1, (GLuint *)bindcode);
- return false;
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
-
- /* Reset to opengl Defaults. (Untested, might not be needed) */
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
-
- blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
- for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); i++) {
- if (width == 0) {
- width = 1;
- }
- if (height == 0) {
- height = 1;
- }
-
- size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
-
- glCompressedTexImage2D(
- GL_TEXTURE_2D, i, format, width, height, 0, size, ibuf->dds_data.data + offset);
-
- offset += size;
- width >>= 1;
- height >>= 1;
- }
- /* Restore Blender default. */
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- /* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
-
- glBindTexture(GL_TEXTURE_2D, 0);
- return true;
-#else
- UNUSED_VARS(ibuf, use_srgb, bindcode);
- return false;
-#endif
-}
-
-static void gpu_create_gl_tex_compressed(unsigned int *bind,
- eGPUTextureTarget textarget,
- Image *ima,
- ImBuf *ibuf)
-{
- /* For DDS we only support data, scene linear and sRGB. Converting to
- * different colorspace would break the compression. */
- const bool use_srgb = !(IMB_colormanagement_space_is_data(ibuf->rect_colorspace) ||
- IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace));
- const bool mipmap = GPU_get_mipmap();
- const bool half_float = (ibuf->flags & IB_halffloat) != 0;
-
-#ifndef WITH_DDS
- (void)ibuf;
- /* Fall back to uncompressed if DDS isn't enabled */
- gpu_create_gl_tex(
- bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, half_float, use_srgb, ima);
-#else
-
- if (textarget == TEXTARGET_2D) {
- if (GPU_upload_dxt_texture(ibuf, use_srgb, bind)) {
- /* All went fine! */
- return;
- }
- }
- /* Fallback. */
- gpu_create_gl_tex(
- bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, half_float, use_srgb, ima);
-#endif
-}
-
-/* these two functions are called on entering and exiting texture paint mode,
- * temporary disabling/enabling mipmapping on all images for quick texture
- * updates with glTexSubImage2D. images that didn't change don't have to be
- * re-uploaded to OpenGL */
-void GPU_paint_set_mipmap(Main *bmain, bool mipmap)
-{
-#ifndef GPU_STANDALONE
- if (!GTS.domipmap) {
- return;
- }
-
- GTS.texpaint = !mipmap;
-
- if (mipmap) {
-
- LISTBASE_FOREACH (Image *, ima, &bmain->images) {
- if (BKE_image_has_opengl_texture(ima)) {
- if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) {
- for (int eye = 0; eye < 2; eye++) {
- for (int a = 0; a < TEXTARGET_COUNT; a++) {
- if (ELEM(a, TEXTARGET_2D, TEXTARGET_2D_ARRAY)) {
- GPUTexture *tex = ima->gputexture[a][eye];
- if (tex != NULL) {
- GPU_texture_bind(tex, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
- GPU_texture_unbind(tex);
- }
- }
- }
- }
- }
- else {
- GPU_free_image(ima);
- }
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
- }
- }
- else {
- LISTBASE_FOREACH (Image *, ima, &bmain->images) {
- if (BKE_image_has_opengl_texture(ima)) {
- for (int eye = 0; eye < 2; eye++) {
- for (int a = 0; a < TEXTARGET_COUNT; a++) {
- if (ELEM(a, TEXTARGET_2D, TEXTARGET_2D_ARRAY)) {
- GPUTexture *tex = ima->gputexture[a][eye];
- if (tex != NULL) {
- GPU_texture_bind(tex, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
- GPU_texture_unbind(tex);
- }
- }
- }
- }
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
- }
- }
-#endif /* GPU_STANDALONE */
-}
-
-void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
-{
-#ifndef GPU_STANDALONE
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
- ImageTile *tile = BKE_image_get_tile_from_iuser(ima, iuser);
-
- if ((ibuf == NULL) || (w == 0) || (h == 0)) {
- /* Full reload of texture. */
- GPU_free_image(ima);
- }
-
- GPUTexture *tex = ima->gputexture[TEXTARGET_2D][0];
- /* Check if we need to update the main gputexture. */
- if (tex != NULL && tile == ima->tiles.first) {
- gpu_texture_update_from_ibuf(tex, ima, ibuf, NULL, x, y, w, h);
- }
-
- /* Check if we need to update the array gputexture. */
- tex = ima->gputexture[TEXTARGET_2D_ARRAY][0];
- if (tex != NULL) {
- gpu_texture_update_from_ibuf(tex, ima, ibuf, tile, x, y, w, h);
- }
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
-#endif
-}
-
-/* Delayed GPU texture free. Image datablocks can be deleted by any thread,
- * but there may not be any active OpenGL context. In that case we push them
- * into a queue and free the buffers later. */
-static LinkNode *gpu_texture_free_queue = NULL;
-static ThreadMutex gpu_texture_queue_mutex = BLI_MUTEX_INITIALIZER;
-
-static void gpu_free_unused_buffers()
-{
- if (gpu_texture_free_queue == NULL) {
- return;
- }
-
- BLI_mutex_lock(&gpu_texture_queue_mutex);
-
- if (gpu_texture_free_queue != NULL) {
- GPUTexture *tex;
- while ((tex = (GPUTexture *)BLI_linklist_pop(&gpu_texture_free_queue))) {
- GPU_texture_free(tex);
- }
- gpu_texture_free_queue = NULL;
- }
-
- BLI_mutex_unlock(&gpu_texture_queue_mutex);
-}
-
-static void gpu_free_image(Image *ima, const bool immediate)
-{
- for (int eye = 0; eye < 2; eye++) {
- for (int i = 0; i < TEXTARGET_COUNT; i++) {
- if (ima->gputexture[i][eye] != NULL) {
- if (immediate) {
- GPU_texture_free(ima->gputexture[i][eye]);
- }
- else {
- BLI_mutex_lock(&gpu_texture_queue_mutex);
- BLI_linklist_prepend(&gpu_texture_free_queue, ima->gputexture[i][eye]);
- BLI_mutex_unlock(&gpu_texture_queue_mutex);
- }
-
- ima->gputexture[i][eye] = NULL;
- }
- }
- }
-
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
-}
-
-void GPU_free_unused_buffers()
-{
- if (BLI_thread_is_main()) {
- gpu_free_unused_buffers();
- }
-}
-
-void GPU_free_image(Image *ima)
-{
- gpu_free_image(ima, BLI_thread_is_main());
-}
-
-void GPU_free_images(Main *bmain)
-{
- if (bmain) {
- LISTBASE_FOREACH (Image *, ima, &bmain->images) {
- GPU_free_image(ima);
- }
- }
-}
-
-/* same as above but only free animated images */
-void GPU_free_images_anim(Main *bmain)
-{
- if (bmain) {
- LISTBASE_FOREACH (Image *, ima, &bmain->images) {
- if (BKE_image_is_animated(ima)) {
- GPU_free_image(ima);
- }
- }
- }
-}
-
-void GPU_free_images_old(Main *bmain)
-{
- static int lasttime = 0;
- int ctime = (int)PIL_check_seconds_timer();
-
- /*
- * Run garbage collector once for every collecting period of time
- * if textimeout is 0, that's the option to NOT run the collector
- */
- if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime) {
- return;
- }
-
- /* of course not! */
- if (G.is_rendering) {
- return;
- }
-
- lasttime = ctime;
-
- LISTBASE_FOREACH (Image *, ima, &bmain->images) {
- if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
- /* If it's in GL memory, deallocate and set time tag to current time
- * This gives textures a "second chance" to be used before dying. */
- if (BKE_image_has_opengl_texture(ima)) {
- GPU_free_image(ima);
- ima->lastused = ctime;
- }
- /* Otherwise, just kill the buffers */
- else {
- BKE_image_free_buffers(ima);
- }
- }
- }
-}
diff --git a/source/blender/gpu/intern/gpu_texture_smoke.cc b/source/blender/gpu/intern/gpu_texture_smoke.cc
deleted file mode 100644
index 0f5aa361fa7..00000000000
--- a/source/blender/gpu/intern/gpu_texture_smoke.cc
+++ /dev/null
@@ -1,424 +0,0 @@
-/*
- * 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.
- */
-
-/** \file
- * \ingroup gpu
- *
- * GPU fluid drawing functions.
- */
-
-#include <string.h>
-
-#include "BLI_math.h"
-#include "BLI_utildefines.h"
-
-#include "DNA_fluid_types.h"
-#include "DNA_modifier_types.h"
-
-#include "MEM_guardedalloc.h"
-
-#include "BKE_colorband.h"
-
-#include "GPU_draw.h"
-#include "GPU_glew.h"
-#include "GPU_texture.h"
-
-#ifdef WITH_FLUID
-# include "manta_fluid_API.h"
-#endif
-
-/* -------------------------------------------------------------------- */
-/** \name Private API
- * \{ */
-
-#ifdef WITH_FLUID
-
-enum {
- TFUNC_FLAME_SPECTRUM = 0,
- TFUNC_COLOR_RAMP = 1,
-};
-
-# define TFUNC_WIDTH 256
-
-static void create_flame_spectrum_texture(float *data)
-{
-# define FIRE_THRESH 7
-# define MAX_FIRE_ALPHA 0.06f
-# define FULL_ON_FIRE 100
-
- float *spec_pixels = (float *)MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float),
- "spec_pixels");
-
- blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
-
- for (int i = 0; i < 16; i++) {
- for (int j = 0; j < 16; j++) {
- for (int k = 0; k < TFUNC_WIDTH; k++) {
- int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
- if (k >= FIRE_THRESH) {
- spec_pixels[index] = (data[k * 4]);
- spec_pixels[index + 1] = (data[k * 4 + 1]);
- spec_pixels[index + 2] = (data[k * 4 + 2]);
- spec_pixels[index + 3] = MAX_FIRE_ALPHA *
- ((k > FULL_ON_FIRE) ?
- 1.0f :
- (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
- }
- else {
- zero_v4(&spec_pixels[index]);
- }
- }
- }
- }
-
- memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
-
- MEM_freeN(spec_pixels);
-
-# undef FIRE_THRESH
-# undef MAX_FIRE_ALPHA
-# undef FULL_ON_FIRE
-}
-
-static void create_color_ramp(const struct ColorBand *coba, float *data)
-{
- for (int i = 0; i < TFUNC_WIDTH; i++) {
- BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
- straight_to_premul_v4(&data[i * 4]);
- }
-}
-
-static GPUTexture *create_transfer_function(int type, const struct ColorBand *coba)
-{
- float *data = (float *)MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
-
- switch (type) {
- case TFUNC_FLAME_SPECTRUM:
- create_flame_spectrum_texture(data);
- break;
- case TFUNC_COLOR_RAMP:
- create_color_ramp(coba, data);
- break;
- }
-
- GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_SRGB8_A8, data, NULL);
-
- MEM_freeN(data);
-
- return tex;
-}
-
-static void swizzle_texture_channel_single(GPUTexture *tex)
-{
- /* Swizzle texture channels so that we get useful RGBA values when sampling
- * a texture with fewer channels, e.g. when using density as color. */
- GPU_texture_bind(tex, 0);
- GPU_texture_swizzle_set(tex, "rrr1");
- GPU_texture_unbind(tex);
-}
-
-static GPUTexture *create_field_texture(FluidDomainSettings *fds)
-{
- float *field = NULL;
-
- switch (fds->coba_field) {
- case FLUID_DOMAIN_FIELD_DENSITY:
- field = manta_smoke_get_density(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_HEAT:
- field = manta_smoke_get_heat(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_FUEL:
- field = manta_smoke_get_fuel(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_REACT:
- field = manta_smoke_get_react(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_FLAME:
- field = manta_smoke_get_flame(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_VELOCITY_X:
- field = manta_get_velocity_x(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_VELOCITY_Y:
- field = manta_get_velocity_y(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_VELOCITY_Z:
- field = manta_get_velocity_z(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_COLOR_R:
- field = manta_smoke_get_color_r(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_COLOR_G:
- field = manta_smoke_get_color_g(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_COLOR_B:
- field = manta_smoke_get_color_b(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_FORCE_X:
- field = manta_get_force_x(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_FORCE_Y:
- field = manta_get_force_y(fds->fluid);
- break;
- case FLUID_DOMAIN_FIELD_FORCE_Z:
- field = manta_get_force_z(fds->fluid);
- break;
- default:
- return NULL;
- }
-
- GPUTexture *tex = GPU_texture_create_nD(
- fds->res[0], fds->res[1], fds->res[2], 3, field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
-
- swizzle_texture_channel_single(tex);
- return tex;
-}
-
-static GPUTexture *create_density_texture(FluidDomainSettings *fds, int highres)
-{
- int *dim = (highres) ? fds->res_noise : fds->res;
-
- float *data;
- if (highres) {
- data = manta_noise_get_density(fds->fluid);
- }
- else {
- data = manta_smoke_get_density(fds->fluid);
- }
-
- GPUTexture *tex = GPU_texture_create_nD(
- dim[0], dim[1], dim[2], 3, data, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
-
- swizzle_texture_channel_single(tex);
-
- return tex;
-}
-
-static GPUTexture *create_color_texture(FluidDomainSettings *fds, int highres)
-{
- const bool has_color = (highres) ? manta_noise_has_colors(fds->fluid) :
- manta_smoke_has_colors(fds->fluid);
-
- if (!has_color) {
- return NULL;
- }
-
- int cell_count = (highres) ? manta_noise_get_cells(fds->fluid) : fds->total_cells;
- int *dim = (highres) ? fds->res_noise : fds->res;
- float *data = (float *)MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
-
- if (data == NULL) {
- return NULL;
- }
-
- if (highres) {
- manta_noise_get_rgba(fds->fluid, data, 0);
- }
- else {
- manta_smoke_get_rgba(fds->fluid, data, 0);
- }
-
- GPUTexture *tex = GPU_texture_create_nD(
- dim[0], dim[1], dim[2], 3, data, GPU_RGBA8, GPU_DATA_FLOAT, 0, true, NULL);
-
- MEM_freeN(data);
-
- return tex;
-}
-
-static GPUTexture *create_flame_texture(FluidDomainSettings *fds, int highres)
-{
- float *source = NULL;
- const bool has_fuel = (highres) ? manta_noise_has_fuel(fds->fluid) :
- manta_smoke_has_fuel(fds->fluid);
- int *dim = (highres) ? fds->res_noise : fds->res;
-
- if (!has_fuel) {
- return NULL;
- }
-
- if (highres) {
- source = manta_noise_get_flame(fds->fluid);
- }
- else {
- source = manta_smoke_get_flame(fds->fluid);
- }
-
- GPUTexture *tex = GPU_texture_create_nD(
- dim[0], dim[1], dim[2], 3, source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
-
- swizzle_texture_channel_single(tex);
-
- return tex;
-}
-
-#endif /* WITH_FLUID */
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Public API
- * \{ */
-
-void GPU_free_smoke(FluidModifierData *fmd)
-{
- if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) {
- if (fmd->domain->tex_density) {
- GPU_texture_free(fmd->domain->tex_density);
- fmd->domain->tex_density = NULL;
- }
-
- if (fmd->domain->tex_color) {
- GPU_texture_free(fmd->domain->tex_color);
- fmd->domain->tex_color = NULL;
- }
-
- if (fmd->domain->tex_shadow) {
- GPU_texture_free(fmd->domain->tex_shadow);
- fmd->domain->tex_shadow = NULL;
- }
-
- if (fmd->domain->tex_flame) {
- GPU_texture_free(fmd->domain->tex_flame);
- fmd->domain->tex_flame = NULL;
- }
-
- if (fmd->domain->tex_flame_coba) {
- GPU_texture_free(fmd->domain->tex_flame_coba);
- fmd->domain->tex_flame_coba = NULL;
- }
-
- if (fmd->domain->tex_coba) {
- GPU_texture_free(fmd->domain->tex_coba);
- fmd->domain->tex_coba = NULL;
- }
-
- if (fmd->domain->tex_field) {
- GPU_texture_free(fmd->domain->tex_field);
- fmd->domain->tex_field = NULL;
- }
- }
-}
-
-void GPU_create_smoke_coba_field(FluidModifierData *fmd)
-{
-#ifndef WITH_FLUID
- UNUSED_VARS(fmd);
-#else
- if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
- FluidDomainSettings *fds = fmd->domain;
-
- if (!fds->tex_field) {
- fds->tex_field = create_field_texture(fds);
- }
- if (!fds->tex_coba) {
- fds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, fds->coba);
- }
- }
-#endif
-}
-
-void GPU_create_smoke(FluidModifierData *fmd, int highres)
-{
-#ifndef WITH_FLUID
- UNUSED_VARS(fmd, highres);
-#else
- if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
- FluidDomainSettings *fds = fmd->domain;
-
- if (!fds->tex_density) {
- fds->tex_density = create_density_texture(fds, highres);
- }
- if (!fds->tex_color) {
- fds->tex_color = create_color_texture(fds, highres);
- }
- if (!fds->tex_flame) {
- fds->tex_flame = create_flame_texture(fds, highres);
- }
- if (!fds->tex_flame_coba && fds->tex_flame) {
- fds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
- }
- if (!fds->tex_shadow) {
- fds->tex_shadow = GPU_texture_create_nD(fds->res[0],
- fds->res[1],
- fds->res[2],
- 3,
- manta_smoke_get_shadow(fds->fluid),
- GPU_R8,
- GPU_DATA_FLOAT,
- 0,
- true,
- NULL);
- }
- }
-#endif /* WITH_FLUID */
-}
-
-void GPU_create_smoke_velocity(FluidModifierData *fmd)
-{
-#ifndef WITH_FLUID
- UNUSED_VARS(fmd);
-#else
- if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
- FluidDomainSettings *fds = fmd->domain;
-
- const float *vel_x = manta_get_velocity_x(fds->fluid);
- const float *vel_y = manta_get_velocity_y(fds->fluid);
- const float *vel_z = manta_get_velocity_z(fds->fluid);
-
- if (ELEM(NULL, vel_x, vel_y, vel_z)) {
- return;
- }
-
- if (!fds->tex_velocity_x) {
- fds->tex_velocity_x = GPU_texture_create_3d(
- fds->res[0], fds->res[1], fds->res[2], GPU_R16F, vel_x, NULL);
- fds->tex_velocity_y = GPU_texture_create_3d(
- fds->res[0], fds->res[1], fds->res[2], GPU_R16F, vel_y, NULL);
- fds->tex_velocity_z = GPU_texture_create_3d(
- fds->res[0], fds->res[1], fds->res[2], GPU_R16F, vel_z, NULL);
- }
- }
-#endif /* WITH_FLUID */
-}
-
-/* TODO Unify with the other GPU_free_smoke. */
-void GPU_free_smoke_velocity(FluidModifierData *fmd)
-{
- if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) {
- if (fmd->domain->tex_velocity_x) {
- GPU_texture_free(fmd->domain->tex_velocity_x);
- }
-
- if (fmd->domain->tex_velocity_y) {
- GPU_texture_free(fmd->domain->tex_velocity_y);
- }
-
- if (fmd->domain->tex_velocity_z) {
- GPU_texture_free(fmd->domain->tex_velocity_z);
- }
-
- fmd->domain->tex_velocity_x = NULL;
- fmd->domain->tex_velocity_y = NULL;
- fmd->domain->tex_velocity_z = NULL;
- }
-}
-
-/** \} */
diff --git a/source/blender/gpu/intern/gpu_uniformbuffer.c b/source/blender/gpu/intern/gpu_uniformbuffer.cc
index 130e8fe7da1..e203ffd848f 100644
--- a/source/blender/gpu/intern/gpu_uniformbuffer.c
+++ b/source/blender/gpu/intern/gpu_uniformbuffer.cc
@@ -25,8 +25,9 @@
#include <string.h>
#include "BLI_blenlib.h"
+#include "BLI_math_base.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#include "gpu_node_graph.h"
#include "GPU_extensions.h"
@@ -34,217 +35,63 @@
#include "GPU_material.h"
#include "GPU_uniformbuffer.h"
-typedef enum eGPUUniformBufferFlag {
- GPU_UBO_FLAG_INITIALIZED = (1 << 0),
- GPU_UBO_FLAG_DIRTY = (1 << 1),
-} eGPUUniformBufferFlag;
-
-typedef enum eGPUUniformBufferType {
- GPU_UBO_STATIC = 0,
- GPU_UBO_DYNAMIC = 1,
-} eGPUUniformBufferType;
-
-struct GPUUniformBuffer {
- int size; /* in bytes */
- GLuint bindcode; /* opengl identifier for UBO */
- int bindpoint; /* current binding point */
- eGPUUniformBufferType type;
-};
-
-#define GPUUniformBufferStatic GPUUniformBuffer
-
-typedef struct GPUUniformBufferDynamic {
- GPUUniformBuffer buffer;
- void *data; /* Continuous memory block to copy to GPU. */
- char flag;
-} GPUUniformBufferDynamic;
-
-/* Prototypes */
-static eGPUType get_padded_gpu_type(struct LinkData *link);
-static void gpu_uniformbuffer_inputs_sort(struct ListBase *inputs);
-
-/* 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_MAT4
-
-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);
-}
+typedef struct GPUUniformBuffer {
+ /** Data size in bytes. */
+ int size;
+ /** GL handle for UBO. */
+ GLuint bindcode;
+ /** Current binding point. */
+ int bindpoint;
+ /** Continuous memory block to copy to GPU. Is own by the GPUUniformBuffer. */
+ void *data;
+} GPUUniformBuffer;
GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256])
{
/* Make sure that UBO is padded to size of vec4 */
BLI_assert((size % 16) == 0);
- GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBufferStatic), "GPUUniformBufferStatic");
- ubo->size = size;
- ubo->bindpoint = -1;
-
- /* Generate Buffer object */
- ubo->bindcode = GPU_buf_alloc();
-
- if (!ubo->bindcode) {
- if (err_out) {
- BLI_strncpy(err_out, "GPUUniformBuffer: UBO create failed", 256);
- }
- GPU_uniformbuffer_free(ubo);
- return NULL;
- }
-
- if (ubo->size > GPU_max_ubo_size()) {
+ if (size > GPU_max_ubo_size()) {
if (err_out) {
BLI_strncpy(err_out, "GPUUniformBuffer: UBO too big", 256);
}
- 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. */
- ubo->buffer.bindcode = GPU_buf_alloc();
-
- if (!ubo->buffer.bindcode) {
- if (err_out) {
- BLI_strncpy(err_out, "GPUUniformBuffer: UBO create failed", 256);
- }
- GPU_uniformbuffer_free(&ubo->buffer);
- return NULL;
- }
-
- if (ubo->buffer.size > GPU_max_ubo_size()) {
- if (err_out) {
- BLI_strncpy(err_out, "GPUUniformBuffer: UBO too big", 256);
- }
- GPU_uniformbuffer_free(&ubo->buffer);
- return NULL;
- }
-
- /* Make sure we comply to the ubo alignment requirements. */
- gpu_uniformbuffer_inputs_sort(inputs);
-
- LISTBASE_FOREACH (LinkData *, link, inputs) {
- const eGPUType gputype = get_padded_gpu_type(link);
- ubo->buffer.size += gputype * sizeof(float);
- }
-
- /* Round up to size of vec4 */
- ubo->buffer.size = ((ubo->buffer.size + 15) / 16) * 16;
-
- /* Allocate the data. */
- ubo->data = MEM_mallocN(ubo->buffer.size, __func__);
+ GPUUniformBuffer *ubo = (GPUUniformBuffer *)MEM_mallocN(sizeof(GPUUniformBuffer), __func__);
+ ubo->size = size;
+ ubo->data = NULL;
+ ubo->bindcode = 0;
+ ubo->bindpoint = -1;
- /* Now that we know the total ubo size we can start populating it. */
- float *offset = ubo->data;
- LISTBASE_FOREACH (LinkData *, link, inputs) {
- GPUInput *input = link->data;
- memcpy(offset, input->vec, input->type * sizeof(float));
- offset += get_padded_gpu_type(link);
+ /* Direct init. */
+ if (data != NULL) {
+ GPU_uniformbuffer_update(ubo, data);
}
- /* Note since we may create the UBOs in the CPU in a different thread than the main drawing one,
- * we don't create the UBO in the GPU here. This will happen when we first bind the UBO.
- */
-
- return &ubo->buffer;
-}
-
-/**
- * Free the data
- */
-static void gpu_uniformbuffer_dynamic_free(GPUUniformBuffer *ubo_)
-{
- BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
- GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
-
- ubo->buffer.size = 0;
- if (ubo->data) {
- MEM_freeN(ubo->data);
- }
+ return ubo;
}
void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
{
- if (ubo->type == GPU_UBO_DYNAMIC) {
- gpu_uniformbuffer_dynamic_free(ubo);
- }
-
+ MEM_SAFE_FREE(ubo->data);
GPU_buf_free(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_;
-
- 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 eGPUType get_padded_gpu_type(LinkData *link)
{
- GPUInput *input = link->data;
+ GPUInput *input = (GPUInput *)link->data;
eGPUType 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;
}
@@ -254,8 +101,9 @@ static eGPUType get_padded_gpu_type(LinkData *link)
*/
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;
+ const LinkData *link_a = (const LinkData *)a, *link_b = (const LinkData *)b;
+ const GPUInput *input_a = (const GPUInput *)link_a->data;
+ const GPUInput *input_b = (const GPUInput *)link_b->data;
return input_a->type < input_b->type ? 1 : 0;
}
@@ -265,22 +113,26 @@ static int inputs_cmp(const void *a, const void *b)
*/
static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
{
+/* 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_MAT4
+
/* Order them as mat4, 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};
- eGPUType cur_type = MAX_UBO_GPU_TYPE + 1;
+ eGPUType cur_type = static_cast<eGPUType>(MAX_UBO_GPU_TYPE + 1);
LISTBASE_FOREACH (LinkData *, link, inputs) {
- GPUInput *input = link->data;
+ GPUInput *input = (GPUInput *)link->data;
if (input->type == GPU_MAT3) {
/* Alignment for mat3 is not handled currently, so not supported */
BLI_assert(!"mat3 not supported in UBO");
continue;
}
- else if (input->type > MAX_UBO_GPU_TYPE) {
+ if (input->type > MAX_UBO_GPU_TYPE) {
BLI_assert(!"GPU type not supported in UBO");
continue;
}
@@ -288,10 +140,9 @@ static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
if (input->type == cur_type) {
continue;
}
- else {
- inputs_lookup[input->type] = link;
- cur_type = input->type;
- }
+
+ inputs_lookup[input->type] = link;
+ cur_type = input->type;
}
/* If there is no GPU_VEC3 there is no need for alignment. */
@@ -319,6 +170,74 @@ static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
link = link_next;
}
+#undef MAX_UBO_GPU_TYPE
+}
+
+/**
+ * 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;
+ }
+ /* Make sure we comply to the ubo alignment requirements. */
+ gpu_uniformbuffer_inputs_sort(inputs);
+
+ size_t buffer_size = 0;
+
+ LISTBASE_FOREACH (LinkData *, link, inputs) {
+ const eGPUType gputype = get_padded_gpu_type(link);
+ buffer_size += gputype * sizeof(float);
+ }
+ /* Round up to size of vec4. (Opengl Requirement) */
+ size_t alignment = sizeof(float[4]);
+ buffer_size = divide_ceil_u(buffer_size, alignment) * alignment;
+ void *data = MEM_mallocN(buffer_size, __func__);
+
+ /* Now that we know the total ubo size we can start populating it. */
+ float *offset = (float *)data;
+ LISTBASE_FOREACH (LinkData *, link, inputs) {
+ GPUInput *input = (GPUInput *)link->data;
+ memcpy(offset, input->vec, input->type * sizeof(float));
+ offset += get_padded_gpu_type(link);
+ }
+
+ /* Pass data as NULL for late init. */
+ GPUUniformBuffer *ubo = GPU_uniformbuffer_create(buffer_size, NULL, err_out);
+ /* Data will be update just before binding. */
+ ubo->data = data;
+ return ubo;
+}
+
+static void gpu_uniformbuffer_init(GPUUniformBuffer *ubo)
+{
+ BLI_assert(ubo->bindcode == 0);
+ ubo->bindcode = GPU_buf_alloc();
+
+ if (ubo->bindcode == 0) {
+ fprintf(stderr, "GPUUniformBuffer: UBO create failed");
+ BLI_assert(0);
+ return;
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
+ glBufferData(GL_UNIFORM_BUFFER, ubo->size, NULL, GL_DYNAMIC_DRAW);
+}
+
+void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
+{
+ if (ubo->bindcode == 0) {
+ gpu_uniformbuffer_init(ubo);
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
@@ -328,28 +247,30 @@ void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
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) {
+ gpu_uniformbuffer_init(ubo);
}
- if (ubo->bindcode != 0) {
- glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
+ if (ubo->data != NULL) {
+ GPU_uniformbuffer_update(ubo, ubo->data);
+ MEM_SAFE_FREE(ubo->data);
}
+ glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
ubo->bindpoint = number;
}
void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo)
{
- ubo->bindpoint = -1;
+#ifndef NDEBUG
+ glBindBufferBase(GL_UNIFORM_BUFFER, ubo->bindpoint, 0);
+#endif
+ ubo->bindpoint = 0;
}
-int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo)
+void GPU_uniformbuffer_unbind_all(void)
{
- return ubo->bindpoint;
+ for (int i = 0; i < GPU_max_ubo_binds(); i++) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, i, 0);
+ }
}
-
-#undef MAX_UBO_GPU_TYPE
diff --git a/source/blender/gpu/intern/gpu_vertex_buffer.c b/source/blender/gpu/intern/gpu_vertex_buffer.cc
index 3b4d469542c..67ad8835b6a 100644
--- a/source/blender/gpu/intern/gpu_vertex_buffer.c
+++ b/source/blender/gpu/intern/gpu_vertex_buffer.cc
@@ -27,7 +27,7 @@
#include "GPU_vertex_buffer.h"
-#include "gpu_context_private.h"
+#include "gpu_context_private.hh"
#include "gpu_vertex_format_private.h"
#include <stdlib.h>
@@ -39,17 +39,22 @@ static uint vbo_memory_usage;
static GLenum convert_usage_type_to_gl(GPUUsageType type)
{
- static const GLenum table[] = {
- [GPU_USAGE_STREAM] = GL_STREAM_DRAW,
- [GPU_USAGE_STATIC] = GL_STATIC_DRAW,
- [GPU_USAGE_DYNAMIC] = GL_DYNAMIC_DRAW,
- };
- return table[type];
+ switch (type) {
+ case GPU_USAGE_STREAM:
+ return GL_STREAM_DRAW;
+ case GPU_USAGE_DYNAMIC:
+ return GL_DYNAMIC_DRAW;
+ case GPU_USAGE_STATIC:
+ return GL_STATIC_DRAW;
+ default:
+ BLI_assert(0);
+ return GL_STATIC_DRAW;
+ }
}
GPUVertBuf *GPU_vertbuf_create(GPUUsageType usage)
{
- GPUVertBuf *verts = MEM_mallocN(sizeof(GPUVertBuf), "GPUVertBuf");
+ GPUVertBuf *verts = (GPUVertBuf *)MEM_mallocN(sizeof(GPUVertBuf), "GPUVertBuf");
GPU_vertbuf_init(verts, usage);
return verts;
}
@@ -109,7 +114,7 @@ GPUVertBuf *GPU_vertbuf_duplicate(GPUVertBuf *verts)
}
if (verts->data) {
- verts_dst->data = MEM_dupallocN(verts->data);
+ verts_dst->data = (uchar *)MEM_dupallocN(verts->data);
}
return verts_dst;
}
@@ -161,7 +166,7 @@ void GPU_vertbuf_data_alloc(GPUVertBuf *verts, uint v_len)
#endif
verts->dirty = true;
verts->vertex_len = verts->vertex_alloc = v_len;
- verts->data = MEM_mallocN(sizeof(GLubyte) * GPU_vertbuf_size_get(verts), "GPUVertBuf data");
+ verts->data = (uchar *)MEM_mallocN(sizeof(GLubyte) * GPU_vertbuf_size_get(verts), __func__);
}
/* resize buffer keeping existing data */
@@ -178,7 +183,7 @@ void GPU_vertbuf_data_resize(GPUVertBuf *verts, uint v_len)
#endif
verts->dirty = true;
verts->vertex_len = verts->vertex_alloc = v_len;
- verts->data = MEM_reallocN(verts->data, sizeof(GLubyte) * GPU_vertbuf_size_get(verts));
+ verts->data = (uchar *)MEM_reallocN(verts->data, sizeof(GLubyte) * GPU_vertbuf_size_get(verts));
}
/* Set vertex count but does not change allocation.
diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.cc
index 585a22277b2..2e8017660d0 100644
--- a/source/blender/gpu/intern/gpu_vertex_format.c
+++ b/source/blender/gpu/intern/gpu_vertex_format.cc
@@ -63,21 +63,29 @@ void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src)
memcpy(dest, src, sizeof(GPUVertFormat));
}
-static GLenum convert_comp_type_to_gl(GPUVertCompType type)
+GLenum convert_comp_type_to_gl(GPUVertCompType type)
{
- static const GLenum table[] = {
- [GPU_COMP_I8] = GL_BYTE,
- [GPU_COMP_U8] = GL_UNSIGNED_BYTE,
- [GPU_COMP_I16] = GL_SHORT,
- [GPU_COMP_U16] = GL_UNSIGNED_SHORT,
- [GPU_COMP_I32] = GL_INT,
- [GPU_COMP_U32] = GL_UNSIGNED_INT,
-
- [GPU_COMP_F32] = GL_FLOAT,
-
- [GPU_COMP_I10] = GL_INT_2_10_10_10_REV,
- };
- return table[type];
+ switch (type) {
+ case GPU_COMP_I8:
+ return GL_BYTE;
+ case GPU_COMP_U8:
+ return GL_UNSIGNED_BYTE;
+ case GPU_COMP_I16:
+ return GL_SHORT;
+ case GPU_COMP_U16:
+ return GL_UNSIGNED_SHORT;
+ case GPU_COMP_I32:
+ return GL_INT;
+ case GPU_COMP_U32:
+ return GL_UNSIGNED_INT;
+ case GPU_COMP_F32:
+ return GL_FLOAT;
+ case GPU_COMP_I10:
+ return GL_INT_2_10_10_10_REV;
+ default:
+ BLI_assert(0);
+ return GL_FLOAT;
+ }
}
static uint comp_sz(GPUVertCompType type)
@@ -94,7 +102,7 @@ static uint attr_sz(const GPUVertAttr *a)
if (a->comp_type == GPU_COMP_I10) {
return 4; /* always packed as 10_10_10_2 */
}
- return a->comp_len * comp_sz(a->comp_type);
+ return a->comp_len * comp_sz(static_cast<GPUVertCompType>(a->comp_type));
}
static uint attr_align(const GPUVertAttr *a)
@@ -102,13 +110,12 @@ static uint attr_align(const GPUVertAttr *a)
if (a->comp_type == GPU_COMP_I10) {
return 4; /* always packed as 10_10_10_2 */
}
- uint c = comp_sz(a->comp_type);
+ uint c = comp_sz(static_cast<GPUVertCompType>(a->comp_type));
if (a->comp_len == 3 && c <= 2) {
return 4 * c; /* AMD HW can't fetch these well, so pad it out (other vendors too?) */
}
- else {
- return c; /* most fetches are ok if components are naturally aligned */
- }
+
+ return c; /* most fetches are ok if components are naturally aligned */
}
uint vertex_buffer_size(const GPUVertFormat *format, uint vertex_len)
@@ -185,7 +192,6 @@ uint GPU_vertformat_attr_add(GPUVertFormat *format,
attr->names[attr->name_len++] = copy_attr_name(format, name);
attr->comp_type = comp_type;
- attr->gl_comp_type = convert_comp_type_to_gl(comp_type);
attr->comp_len = (comp_type == GPU_COMP_I10) ?
4 :
comp_len; /* system needs 10_10_10_2 to be 4 or BGRA */
@@ -279,7 +285,7 @@ void GPU_vertformat_attr_rename(GPUVertFormat *format, int attr_id, const char *
/* Encode 8 original bytes into 11 safe bytes. */
static void safe_bytes(char out[11], const char data[8])
{
- char safe_chars[63] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_";
+ char safe_chars[] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_";
uint64_t in = *(uint64_t *)data;
for (int i = 0; i < 11; i++) {
@@ -368,14 +374,6 @@ static void show_pack(uint a_idx, uint sz, uint pad)
void VertexFormat_pack(GPUVertFormat *format)
{
- /* For now, attributes are packed in the order they were added,
- * making sure each attribute is naturally aligned (add padding where necessary)
- * Later we can implement more efficient packing w/ reordering
- * (keep attribute ID order, adjust their offsets to reorder in buffer). */
-
- /* TODO: realloc just enough to hold the final combo string. And just enough to
- * hold used attributes, not all 16. */
-
GPUVertAttr *a0 = &format->attrs[0];
a0->offset = 0;
uint offset = a0->sz;
@@ -512,7 +510,6 @@ void GPU_vertformat_from_shader(GPUVertFormat *format, const GPUShader *shader)
attr->sz = attr->comp_len * 4;
attr->fetch_mode = fetch_mode;
attr->comp_type = comp_type;
- attr->gl_comp_type = convert_comp_type_to_gl(comp_type);
attr += 1;
}
}
diff --git a/source/blender/gpu/intern/gpu_vertex_format_private.h b/source/blender/gpu/intern/gpu_vertex_format_private.h
index 22373a6394a..45523c0e956 100644
--- a/source/blender/gpu/intern/gpu_vertex_format_private.h
+++ b/source/blender/gpu/intern/gpu_vertex_format_private.h
@@ -23,8 +23,7 @@
* GPU vertex format
*/
-#ifndef __GPU_VERTEX_FORMAT_PRIVATE_H__
-#define __GPU_VERTEX_FORMAT_PRIVATE_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -33,9 +32,8 @@ extern "C" {
void VertexFormat_pack(GPUVertFormat *format);
uint padding(uint offset, uint alignment);
uint vertex_buffer_size(const GPUVertFormat *format, uint vertex_len);
+GLenum convert_comp_type_to_gl(GPUVertCompType type);
#ifdef __cplusplus
}
#endif
-
-#endif /* __GPU_VERTEX_FORMAT_PRIVATE_H__ */
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index ed5297f0a4a..ba938349761 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -912,9 +912,8 @@ GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view)
if (viewport->active_view == view) {
return dtxl->color;
}
- else {
- return dtxl->color_stereo;
- }
+
+ return dtxl->color_stereo;
}
return NULL;
@@ -1035,3 +1034,15 @@ void GPU_viewport_free(GPUViewport *viewport)
MEM_freeN(viewport);
}
+
+GPUFrameBuffer *GPU_viewport_framebuffer_default_get(GPUViewport *viewport)
+{
+ DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
+ return fbl->default_fb;
+}
+
+GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport)
+{
+ DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
+ return fbl->overlay_fb;
+}
diff --git a/source/blender/gpu/opengl/gl_backend.hh b/source/blender/gpu/opengl/gl_backend.hh
new file mode 100644
index 00000000000..f7c01b2f184
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_backend.hh
@@ -0,0 +1,57 @@
+/*
+ * 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.
+ *
+ * Copyright 2020, Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#pragma once
+
+#include "gpu_backend.hh"
+
+#include "BLI_vector.hh"
+
+#include "gl_context.hh"
+
+namespace blender {
+namespace gpu {
+
+class GLBackend : public GPUBackend {
+ private:
+ GLSharedOrphanLists shared_orphan_list_;
+
+ public:
+ GPUContext *context_alloc(void *ghost_window)
+ {
+ return new GLContext(ghost_window, shared_orphan_list_);
+ };
+
+ /* TODO remove */
+ void buf_free(GLuint buf_id);
+ void tex_free(GLuint tex_id);
+ void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, unsigned int id)
+ {
+ list_mutex.lock();
+ orphan_list.append(id);
+ list_mutex.unlock();
+ }
+};
+
+} // namespace gpu
+} // namespace blender
diff --git a/source/blender/gpu/opengl/gl_context.cc b/source/blender/gpu/opengl/gl_context.cc
new file mode 100644
index 00000000000..37c84abaa7f
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_context.cc
@@ -0,0 +1,239 @@
+/*
+ * 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.
+ *
+ * Copyright 2020, Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "BLI_assert.h"
+#include "BLI_utildefines.h"
+
+#include "GPU_framebuffer.h"
+
+#include "GHOST_C-api.h"
+
+#include "gpu_context_private.hh"
+
+#include "gl_backend.hh" /* TODO remove */
+#include "gl_context.hh"
+
+using namespace blender;
+using namespace blender::gpu;
+
+/* -------------------------------------------------------------------- */
+/** \name Constructor / Destructor
+ * \{ */
+
+GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
+ : shared_orphan_list_(shared_orphan_list)
+{
+ default_framebuffer_ = ghost_window ?
+ GHOST_GetDefaultOpenGLFramebuffer((GHOST_WindowHandle)ghost_window) :
+ 0;
+
+ glGenVertexArrays(1, &default_vao_);
+
+ float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ glGenBuffers(1, &default_attr_vbo_);
+ glBindBuffer(GL_ARRAY_BUFFER, default_attr_vbo_);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+GLContext::~GLContext()
+{
+ BLI_assert(orphaned_framebuffers_.is_empty());
+ BLI_assert(orphaned_vertarrays_.is_empty());
+ /* For now don't allow GPUFrameBuffers to be reuse in another context. */
+ BLI_assert(framebuffers_.is_empty());
+ /* Delete vaos so the batch can be reused in another context. */
+ for (GPUBatch *batch : batches_) {
+ GPU_batch_vao_cache_clear(batch);
+ }
+ glDeleteVertexArrays(1, &default_vao_);
+ glDeleteBuffers(1, &default_attr_vbo_);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Activate / Deactivate context
+ * \{ */
+
+void GLContext::activate(void)
+{
+ /* Make sure no other context is already bound to this thread. */
+ BLI_assert(is_active_ == false);
+
+ is_active_ = true;
+ thread_ = pthread_self();
+
+ /* Clear accumulated orphans. */
+ orphans_clear();
+}
+
+void GLContext::deactivate(void)
+{
+ is_active_ = false;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Safe object deletion
+ *
+ * GPU objects can be freed when the context is not bound.
+ * In this case we delay the deletion until the context is bound again.
+ * \{ */
+
+void GLSharedOrphanLists::orphans_clear(void)
+{
+ /* Check if any context is active on this thread! */
+ BLI_assert(GPU_context_active_get());
+
+ lists_mutex.lock();
+ if (!buffers.is_empty()) {
+ glDeleteBuffers((uint)buffers.size(), buffers.data());
+ buffers.clear();
+ }
+ if (!textures.is_empty()) {
+ glDeleteTextures((uint)textures.size(), textures.data());
+ textures.clear();
+ }
+ lists_mutex.unlock();
+};
+
+void GLContext::orphans_clear(void)
+{
+ /* Check if context has been activated by another thread! */
+ BLI_assert(this->is_active_on_thread());
+
+ lists_mutex_.lock();
+ if (!orphaned_vertarrays_.is_empty()) {
+ glDeleteVertexArrays((uint)orphaned_vertarrays_.size(), orphaned_vertarrays_.data());
+ orphaned_vertarrays_.clear();
+ }
+ if (!orphaned_framebuffers_.is_empty()) {
+ glDeleteFramebuffers((uint)orphaned_framebuffers_.size(), orphaned_framebuffers_.data());
+ orphaned_framebuffers_.clear();
+ }
+ lists_mutex_.unlock();
+
+ shared_orphan_list_.orphans_clear();
+};
+
+void GLContext::orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id)
+{
+ list_mutex.lock();
+ orphan_list.append(id);
+ list_mutex.unlock();
+}
+
+void GLContext::vao_free(GLuint vao_id)
+{
+ if (this == GPU_context_active_get()) {
+ glDeleteVertexArrays(1, &vao_id);
+ }
+ else {
+ orphans_add(orphaned_vertarrays_, lists_mutex_, vao_id);
+ }
+}
+
+void GLContext::fbo_free(GLuint fbo_id)
+{
+ if (this == GPU_context_active_get()) {
+ glDeleteFramebuffers(1, &fbo_id);
+ }
+ else {
+ orphans_add(orphaned_framebuffers_, lists_mutex_, fbo_id);
+ }
+}
+
+void GLBackend::buf_free(GLuint buf_id)
+{
+ /* Any context can free. */
+ if (GPU_context_active_get()) {
+ glDeleteBuffers(1, &buf_id);
+ }
+ else {
+ orphans_add(shared_orphan_list_.buffers, shared_orphan_list_.lists_mutex, buf_id);
+ }
+}
+
+void GLBackend::tex_free(GLuint tex_id)
+{
+ /* Any context can free. */
+ if (GPU_context_active_get()) {
+ glDeleteTextures(1, &tex_id);
+ }
+ else {
+ orphans_add(shared_orphan_list_.textures, shared_orphan_list_.lists_mutex, tex_id);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Linked object deletion
+ *
+ * These objects contain data that are stored per context. We
+ * need to do some cleanup if they are used accross context or if context
+ * is discarded.
+ * \{ */
+
+void GLContext::batch_register(struct GPUBatch *batch)
+{
+ lists_mutex_.lock();
+ batches_.add(batch);
+ lists_mutex_.unlock();
+}
+
+void GLContext::batch_unregister(struct GPUBatch *batch)
+{
+ /* vao_cache_clear() can acquire lists_mutex_ so avoid deadlock. */
+ // reinterpret_cast<GLBatch *>(batch)->vao_cache_clear();
+
+ lists_mutex_.lock();
+ batches_.remove(batch);
+ lists_mutex_.unlock();
+}
+
+void GLContext::framebuffer_register(struct GPUFrameBuffer *fb)
+{
+#ifdef DEBUG
+ lists_mutex_.lock();
+ framebuffers_.add(fb);
+ lists_mutex_.unlock();
+#else
+ UNUSED_VARS(fb);
+#endif
+}
+
+void GLContext::framebuffer_unregister(struct GPUFrameBuffer *fb)
+{
+#ifdef DEBUG
+ lists_mutex_.lock();
+ framebuffers_.remove(fb);
+ lists_mutex_.unlock();
+#else
+ UNUSED_VARS(fb);
+#endif
+}
+
+/** \} */
diff --git a/source/blender/gpu/opengl/gl_context.hh b/source/blender/gpu/opengl/gl_context.hh
new file mode 100644
index 00000000000..3b55965b9d1
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_context.hh
@@ -0,0 +1,97 @@
+/*
+ * 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.
+ *
+ * Copyright 2020, Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#pragma once
+
+#include "gpu_context_private.hh"
+
+#include "BLI_set.hh"
+#include "BLI_vector.hh"
+
+#include "glew-mx.h"
+
+#include <iostream>
+#include <mutex>
+#include <unordered_set>
+#include <vector>
+
+namespace blender {
+namespace gpu {
+
+class GLSharedOrphanLists {
+ public:
+ /** Mutex for the bellow structures. */
+ std::mutex lists_mutex;
+ /** Buffers and textures are shared across context. Any context can free them. */
+ Vector<GLuint> textures;
+ Vector<GLuint> buffers;
+
+ public:
+ void orphans_clear(void);
+};
+
+class GLContext : public GPUContext {
+ /* TODO(fclem) these needs to become private. */
+ public:
+ /** Default VAO for procedural draw calls. */
+ GLuint default_vao_;
+ /** Default framebuffer object for some GL implementation. */
+ GLuint default_framebuffer_;
+ /** VBO for missing vertex attrib binding. Avoid undefined behavior on some implementation. */
+ GLuint default_attr_vbo_;
+ /**
+ * GPUBatch & GPUFramebuffer have references to the context they are from, in the case the
+ * context is destroyed, we need to remove any reference to it.
+ */
+ Set<GPUBatch *> batches_;
+ Set<GPUFrameBuffer *> framebuffers_;
+ /** Mutex for the bellow structures. */
+ std::mutex lists_mutex_;
+ /** VertexArrays and framebuffers are not shared across context. */
+ Vector<GLuint> orphaned_vertarrays_;
+ Vector<GLuint> orphaned_framebuffers_;
+ /** GLBackend onws this data. */
+ GLSharedOrphanLists &shared_orphan_list_;
+
+ public:
+ GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list);
+ ~GLContext();
+
+ void activate(void) override;
+ void deactivate(void) override;
+
+ /* TODO(fclem) these needs to become private. */
+ public:
+ void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id);
+ void orphans_clear(void);
+
+ void vao_free(GLuint vao_id);
+ void fbo_free(GLuint fbo_id);
+ void batch_register(struct GPUBatch *batch);
+ void batch_unregister(struct GPUBatch *batch);
+ void framebuffer_register(struct GPUFrameBuffer *fb);
+ void framebuffer_unregister(struct GPUFrameBuffer *fb);
+};
+
+} // namespace gpu
+} // namespace blender
diff --git a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl
new file mode 100644
index 00000000000..f7bf3d33361
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl
@@ -0,0 +1,87 @@
+
+vec3 calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2)
+{
+ vec3 edge21 = pos2 - pos1;
+ vec3 edge10 = pos1 - pos0;
+ vec3 edge02 = pos0 - pos2;
+ vec3 d21 = normalize(edge21);
+ vec3 d10 = normalize(edge10);
+ vec3 d02 = normalize(edge02);
+
+ vec3 dists;
+ float d = dot(d21, edge02);
+ dists.x = sqrt(dot(edge02, edge02) - d * d);
+ d = dot(d02, edge10);
+ dists.y = sqrt(dot(edge10, edge10) - d * d);
+ d = dot(d10, edge21);
+ dists.z = sqrt(dot(edge21, edge21) - d * d);
+ return dists;
+}
+
+vec2 calc_barycentric_co(int vertid)
+{
+ vec2 bary;
+ bary.x = float((vertid % 3) == 0);
+ bary.y = float((vertid % 3) == 1);
+ return bary;
+}
+
+#ifdef HAIR_SHADER
+
+/* Hairs uv and col attributes are passed by bufferTextures. */
+# define DEFINE_ATTR(type, attr) uniform samplerBuffer attr
+# define GET_ATTR(type, attr) hair_get_customdata_##type(attr)
+
+# define barycentric_get() hair_get_barycentric()
+# define barycentric_resolve(bary) hair_resolve_barycentric(bary)
+
+vec3 orco_get(vec3 local_pos, mat4 modelmatinv, vec4 orco_madd[2], const samplerBuffer orco_samp)
+{
+ /* TODO: fix ORCO with modifiers. */
+ vec3 orco = (modelmatinv * vec4(local_pos, 1.0)).xyz;
+ return orco_madd[0].xyz + orco * orco_madd[1].xyz;
+}
+
+vec4 tangent_get(const samplerBuffer attr, mat3 normalmat)
+{
+ /* Unsupported */
+ return vec4(0.0);
+}
+
+#else /* MESH_SHADER */
+
+# define DEFINE_ATTR(type, attr) in type attr
+# define GET_ATTR(type, attr) attr
+
+/* Calculated in geom shader later with calc_barycentric_co. */
+# define barycentric_get() vec2(0)
+# define barycentric_resolve(bary) bary
+
+vec3 orco_get(vec3 local_pos, mat4 modelmatinv, vec4 orco_madd[2], vec4 orco)
+{
+ /* If the object does not have any deformation, the orco layer calculation is done on the fly
+ * using the orco_madd factors.
+ * We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex
+ * attrib (which is [0,0,0,1]). */
+ if (orco.w == 0.0) {
+ return orco.xyz * 0.5 + 0.5;
+ }
+ else {
+ return orco_madd[0].xyz + local_pos * orco_madd[1].xyz;
+ }
+}
+
+vec4 tangent_get(vec4 attr, mat3 normalmat)
+{
+ vec4 tangent;
+ tangent.xyz = normalmat * attr.xyz;
+ tangent.w = attr.w;
+ float len_sqr = dot(tangent.xyz, tangent.xyz);
+ /* Normalize only if vector is not null. */
+ if (len_sqr > 0.0) {
+ tangent.xyz *= inversesqrt(len_sqr);
+ }
+ return tangent;
+}
+
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
index d6d6fbab971..eea8d19efce 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
@@ -3,7 +3,7 @@ void node_ambient_occlusion(
vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao)
{
vec3 bent_normal;
- vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal);
result_color = result_ao * color;
}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
index 3b23ac976ae..6330daa4391 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
@@ -1,3 +1,15 @@
+
+float wang_hash_noise(uint s)
+{
+ s = (s ^ 61u) ^ (s >> 16u);
+ s *= 9u;
+ s = s ^ (s >> 4u);
+ s *= 0x27d4eb2du;
+ s = s ^ (s >> 15u);
+
+ return fract(float(s) / 4294967296.0);
+}
+
void node_hair_info(out float is_strand,
out float intercept,
out float thickness,
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl
index f9691beee6f..d33465fa846 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl
@@ -6,7 +6,7 @@ void world_normals_get(out vec3 N)
vec3 B = normalize(cross(worldNormal, hairTangent));
float cos_theta;
if (hairThicknessRes == 1) {
- vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
/* Random cosine normal distribution on the hair surface. */
cos_theta = rand.x * 2.0 - 1.0;
}