Age | Commit message (Collapse) | Author |
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This avoids the misleading inheritance.
Also cleanup by setting the blender::gpu::Shader as active shader to
avoid some casting.
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The shader name is required with the latest changes.
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This follows the GPU module naming of other buffers.
We pass name to distinguish each GPUUniformBuf in debug mode.
Also remove DRW_uniform_buffer interface.
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Use macro to get calling function name. Helps debugging shaders.
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Now error printing only display the line related to the error.
We also put char marker if present.
Example:
```
-- Shader Compilation Errors : MAMaterial --
10414 | node_fresnel(, facingnormal, viewposition, tmp34);
| ^
| error: syntax error, unexpected ',', expecting ')'
----------------------------------
```
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This changes the drawing paradigm a bit. The VAO configuration is done
JIT-style and depends on context active shader.
This is to allow more flexibility for implementations to do optimization
at lower level.
The vao cache is now its own class to isolate the concept. It is this
class that is reference by the GLContext for ownership of the containing
VAO ids.
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This remove the use of batch->program and replace it with batch->shader.
This will allow GL abstraction latter.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/gpu` module.
No functional changes.
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- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8306
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We split builtin shader support to its own file to avoid
converting code (lack of designated initializer in C++)
and to reduce file size.
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