diff options
Diffstat (limited to 'source/blender/gpu')
8 files changed, 30 insertions, 39 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc index fa911037d00..f1b46f8bf86 100644 --- a/source/blender/gpu/intern/gpu_codegen.cc +++ b/source/blender/gpu/intern/gpu_codegen.cc @@ -61,24 +61,25 @@ struct GPUCodegenCreateInfo : ShaderCreateInfo { char var_names[16][8]; blender::Vector<std::array<char, 32>, 16> sampler_names; - void append_sampler_name(const char name[32]) + /* Returns the appended name memory location */ + const char *append_sampler_name(const char name[32]) { - std::array<char, 32> sampler_name; - memcpy(sampler_name.data(), name, 32); - sampler_names.append(sampler_name); + auto index = sampler_names.append_and_get_index(std::array<char, 32>()); + char *name_buffer = sampler_names[index].data(); + memcpy(name_buffer, name, 32); + return name_buffer; } }; /** Optional generated interface. */ StageInterfaceInfo *interface_generated = nullptr; /** Optional name buffer containing names referenced by StringRefNull. */ - NameBuffer *name_buffer = nullptr; + NameBuffer name_buffer; GPUCodegenCreateInfo(const char *name) : ShaderCreateInfo(name){}; ~GPUCodegenCreateInfo() { delete interface_generated; - MEM_delete(name_buffer); }; }; @@ -297,7 +298,6 @@ void GPUCodegen::generate_attribs() GPUCodegenCreateInfo &info = *create_info; - info.name_buffer = MEM_new<GPUCodegenCreateInfo::NameBuffer>("info.name_buffer"); info.interface_generated = new StageInterfaceInfo("codegen_iface", "var_attrs"); StageInterfaceInfo &iface = *info.interface_generated; info.vertex_out(iface); @@ -311,11 +311,11 @@ void GPUCodegen::generate_attribs() BLI_assert_msg(0, "Too many attributes"); break; } - STRNCPY(info.name_buffer->attr_names[slot], attr->input_name); - SNPRINTF(info.name_buffer->var_names[slot], "v%d", attr->id); + STRNCPY(info.name_buffer.attr_names[slot], attr->input_name); + SNPRINTF(info.name_buffer.var_names[slot], "v%d", attr->id); - blender::StringRefNull attr_name = info.name_buffer->attr_names[slot]; - blender::StringRefNull var_name = info.name_buffer->var_names[slot]; + blender::StringRefNull attr_name = info.name_buffer.attr_names[slot]; + blender::StringRefNull var_name = info.name_buffer.var_names[slot]; eGPUType input_type, iface_type; @@ -357,28 +357,19 @@ void GPUCodegen::generate_resources() /* Textures. */ LISTBASE_FOREACH (GPUMaterialTexture *, tex, &graph.textures) { if (tex->colorband) { - info.name_buffer->append_sampler_name(tex->sampler_name); - info.sampler(0, - ImageType::FLOAT_1D_ARRAY, - info.name_buffer->sampler_names.last().data(), - Frequency::BATCH); + const char *name = info.name_buffer.append_sampler_name(tex->sampler_name); + info.sampler(0, ImageType::FLOAT_1D_ARRAY, name, Frequency::BATCH); } else if (tex->tiled_mapping_name[0] != '\0') { - info.name_buffer->append_sampler_name(tex->sampler_name); - info.sampler(0, - ImageType::FLOAT_2D_ARRAY, - info.name_buffer->sampler_names.last().data(), - Frequency::BATCH); - info.name_buffer->append_sampler_name(tex->tiled_mapping_name); - info.sampler(0, - ImageType::FLOAT_1D_ARRAY, - info.name_buffer->sampler_names.last().data(), - Frequency::BATCH); + const char *name = info.name_buffer.append_sampler_name(tex->sampler_name); + info.sampler(0, ImageType::FLOAT_2D_ARRAY, name, Frequency::BATCH); + + const char *name_mapping = info.name_buffer.append_sampler_name(tex->tiled_mapping_name); + info.sampler(0, ImageType::FLOAT_1D_ARRAY, name_mapping, Frequency::BATCH); } else { - info.name_buffer->append_sampler_name(tex->sampler_name); - info.sampler( - 0, ImageType::FLOAT_2D, info.name_buffer->sampler_names.last().data(), Frequency::BATCH); + const char *name = info.name_buffer.append_sampler_name(tex->sampler_name); + info.sampler(0, ImageType::FLOAT_2D, name, Frequency::BATCH); } } diff --git a/source/blender/gpu/intern/gpu_node_graph.c b/source/blender/gpu/intern/gpu_node_graph.c index bc7ace792bb..b3a091ffbb0 100644 --- a/source/blender/gpu/intern/gpu_node_graph.c +++ b/source/blender/gpu/intern/gpu_node_graph.c @@ -611,7 +611,7 @@ bool GPU_link(GPUMaterial *mat, const char *name, ...) va_start(params, name); for (i = 0; i < function->totparam; i++) { - if (function->paramqual[i] != FUNCTION_QUAL_IN) { + if (function->paramqual[i] == FUNCTION_QUAL_OUT) { linkptr = va_arg(params, GPUNodeLink **); gpu_node_output(node, function->paramtype[i], linkptr); } @@ -669,7 +669,7 @@ static bool gpu_stack_link_v(GPUMaterial *material, } for (i = 0; i < function->totparam; i++) { - if (function->paramqual[i] != FUNCTION_QUAL_IN) { + if (function->paramqual[i] == FUNCTION_QUAL_OUT) { if (totout == 0) { linkptr = va_arg(params, GPUNodeLink **); gpu_node_output(node, function->paramtype[i], linkptr); diff --git a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl index 5c97eada77d..6091a5c834a 100644 --- a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl +++ b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl @@ -191,8 +191,8 @@ struct GlobalData { vec3 N; /** Geometric Normal. */ vec3 Ng; - /** Surface default Tangent. */ - vec3 T; + /** Curve Tangent Space. */ + vec3 curve_T, curve_B, curve_N; /** Barycentric coordinates. */ vec2 barycentric_coords; vec3 barycentric_dists; diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_add_shader.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_add_shader.glsl index 99117400c57..3f42b6d9094 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_add_shader.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_add_shader.glsl @@ -1,4 +1,4 @@ -void node_add_shader(Closure shader1, Closure shader2, out Closure shader) +void node_add_shader(inout Closure shader1, inout Closure shader2, out Closure shader) { shader = closure_add(shader1, shader2); } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl index 5e86a4577ee..4c9ff31622f 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl @@ -18,7 +18,7 @@ void node_geometry(vec3 orco, true_normal = g_data.Ng; if (g_data.is_strand) { - tangent = g_data.T; + tangent = g_data.curve_T; } else { tangent_orco_z(orco, orco); diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hair.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hair.glsl index 7bf8795495a..b24f9ab65f0 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_hair.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_hair.glsl @@ -40,7 +40,7 @@ void node_bsdf_hair_principled(vec4 color, hair_data.color = color.rgb; hair_data.offset = offset; hair_data.roughness = vec2(0.0); - hair_data.T = g_data.T; + hair_data.T = g_data.curve_B; result = closure_eval(hair_data); } 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 8e878b6e14b..61458b05c86 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 @@ -5,14 +5,14 @@ void node_hair_info(float hair_length, out float intercept, out float out_length, out float thickness, - out vec3 tangent, + out vec3 normal, out float random) { is_strand = float(g_data.is_strand); intercept = g_data.hair_time; thickness = g_data.hair_thickness; out_length = hair_length; - tangent = g_data.T; + normal = g_data.curve_N; /* TODO: could be precomputed per strand instead. */ random = wang_hash_noise(uint(g_data.hair_strand_id)); } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mix_shader.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_mix_shader.glsl index c303d21d7c1..00cfba3ca12 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_mix_shader.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_mix_shader.glsl @@ -1,4 +1,4 @@ -void node_mix_shader(float fac, Closure shader1, Closure shader2, out Closure shader) +void node_mix_shader(float fac, inout Closure shader1, inout Closure shader2, out Closure shader) { shader = closure_mix(shader1, shader2, fac); } |