From dbd7f36da8ec3ac1c2898aee346beecb86aac8a2 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 6 Feb 2019 09:15:16 +1100 Subject: GPU: refactor clipped drawing from DRW into GPU Needed to fix T61196, supporting clipped back-buffer in the 3D view which is done outside the draw module. It was also inconvenient having DRW_shader_* versions of GPU_shader_* API calls. - Clipping distances are now supported as a shader configuration for builtin shaders. - Add shader config argument when accessing builtin shaders. - Move GPU_shader_create_from_arrays() from DRW to GPU. --- source/blender/draw/intern/DRW_render.h | 9 +- source/blender/draw/intern/draw_builtin_shader.c | 116 ----------------------- source/blender/draw/intern/draw_builtin_shader.h | 29 ------ source/blender/draw/intern/draw_common.c | 113 +++++++++++----------- source/blender/draw/intern/draw_common.h | 34 +++---- source/blender/draw/intern/draw_manager.c | 6 +- source/blender/draw/intern/draw_manager_shader.c | 71 +------------- 7 files changed, 74 insertions(+), 304 deletions(-) delete mode 100644 source/blender/draw/intern/draw_builtin_shader.c delete mode 100644 source/blender/draw/intern/draw_builtin_shader.h (limited to 'source/blender/draw/intern') diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 87a1add4e81..d9b2e893354 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -240,11 +240,6 @@ void DRW_multisamples_resolve( /* Shaders */ struct GPUShader *DRW_shader_create( const char *vert, const char *geom, const char *frag, const char *defines); -struct DRW_ShaderCreateFromArray_Params { const char **vert, **geom, **frag, **defs; }; -struct GPUShader *DRW_shader_create_from_arrays_impl( - const struct DRW_ShaderCreateFromArray_Params *params); -#define DRW_shader_create_from_arrays(...) \ - DRW_shader_create_from_arrays_impl(&(const struct DRW_ShaderCreateFromArray_Params)__VA_ARGS__) struct GPUShader *DRW_shader_create_with_lib( const char *vert, const char *geom, const char *frag, const char *lib, const char *defines); struct GPUShader *DRW_shader_create_with_transform_feedback( @@ -253,7 +248,7 @@ struct GPUShader *DRW_shader_create_with_transform_feedback( struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines); struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines); struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines); -struct GPUShader *DRW_shader_create_3D_depth_only(eDRW_ShaderSlot slot); +struct GPUShader *DRW_shader_create_3D_depth_only(eGPUShaderConfig slot); struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options, bool deferred); struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options, bool deferred); struct GPUMaterial *DRW_shader_create_from_world( @@ -584,7 +579,7 @@ typedef struct DRWContextState { eObjectMode object_mode; - eDRW_ShaderSlot shader_slot; + eGPUShaderConfig shader_cfg; /** Last resort (some functions take this as an arg so we can't easily avoid). * May be NULL when used for selection or depth buffer. */ diff --git a/source/blender/draw/intern/draw_builtin_shader.c b/source/blender/draw/intern/draw_builtin_shader.c deleted file mode 100644 index 5da2271cf16..00000000000 --- a/source/blender/draw/intern/draw_builtin_shader.c +++ /dev/null @@ -1,116 +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. - */ - -/** \file draw_builtin_shader.c - * \ingroup draw - * Draw manager versions of #eGPUBuiltinShader, see #GPU_shader_get_builtin_shader. - * - * Allows for modifications to shaders (currently only clipping support). - * Follow GPU_shader.h conventions to avoid annoyance. - */ - -#include "BLI_utildefines.h" - -#include "GPU_shader.h" - -#include "DRW_render.h" - -#include "draw_builtin_shader.h" /* own include */ - - -extern char datatoc_common_world_clip_lib_glsl[]; - -/* Add shaders to this list when support is added. */ -#define GPU_SHADER_IS_SUPPORTED(shader_id) \ - ELEM(shader_id, \ - GPU_SHADER_3D_UNIFORM_COLOR, \ - GPU_SHADER_3D_SMOOTH_COLOR, \ - GPU_SHADER_3D_DEPTH_ONLY, \ - GPU_SHADER_CAMERA, \ - GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, \ - GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, \ - GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, \ - GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, \ - GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, \ - GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, \ - GPU_SHADER_3D_GROUNDLINE, \ - GPU_SHADER_3D_GROUNDPOINT, \ - GPU_SHADER_DISTANCE_LINES, \ - GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR) - -/* cache of built-in shaders (each is created on first use) */ -static struct { - GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS]; -} g_sh_data[DRW_SHADER_SLOT_LEN - 1] = {{{NULL}}}; - -static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader_id) -{ - const char *world_clip_lib = datatoc_common_world_clip_lib_glsl; - const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n"; - - struct { const char *vert, *frag, *geom, *defs; } shader_code; - GPU_shader_get_builtin_shader_code( - shader_id, - &shader_code.vert, - &shader_code.frag, - &shader_code.geom, - &shader_code.defs); - - /* In rare cases geometry shaders calculate clipping themselves. */ - return DRW_shader_create_from_arrays({ - .vert = (const char *[]){world_clip_lib, shader_code.vert, NULL}, - .geom = (const char *[]){shader_code.geom ? world_clip_lib : NULL, shader_code.geom, NULL}, - .frag = (const char *[]){shader_code.frag, NULL}, - .defs = (const char *[]){world_clip_def, shader_code.defs, NULL}, - }); -} - -GPUShader *DRW_shader_get_builtin_shader(eGPUBuiltinShader shader_id, eDRW_ShaderSlot slot) -{ - BLI_assert(GPU_SHADER_IS_SUPPORTED(shader_id)); - - if (slot == DRW_SHADER_SLOT_DEFAULT) { - return GPU_shader_get_builtin_shader(shader_id); - } - - GPUShader **builtin_shaders = g_sh_data[slot - 1].builtin_shaders; - - if (builtin_shaders[shader_id] != NULL) { - return builtin_shaders[shader_id]; - } - - if (slot == DRW_SHADER_SLOT_CLIPPED) { - builtin_shaders[shader_id] = drw_shader_get_builtin_shader_clipped(shader_id); - return builtin_shaders[shader_id]; - } - else { - BLI_assert(0); - return NULL; - } -} - -void DRW_shader_free_builtin_shaders(void) -{ - for (int j = 0; j < (DRW_SHADER_SLOT_LEN - 1); j++) { - GPUShader **builtin_shaders = g_sh_data[j].builtin_shaders; - for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; i++) { - if (builtin_shaders[i]) { - GPU_shader_free(builtin_shaders[i]); - builtin_shaders[i] = NULL; - } - } - } -} diff --git a/source/blender/draw/intern/draw_builtin_shader.h b/source/blender/draw/intern/draw_builtin_shader.h deleted file mode 100644 index f8bf3c77149..00000000000 --- a/source/blender/draw/intern/draw_builtin_shader.h +++ /dev/null @@ -1,29 +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. - */ - -/** \file draw_builtin_shader.h - * \ingroup draw - */ - -#ifndef __DRAW_BUILTIN_SHADER_H__ -#define __DRAW_BUILTIN_SHADER_H__ - -struct GPUShader; - -struct GPUShader *DRW_shader_get_builtin_shader(eGPUBuiltinShader shader_id, eDRW_ShaderSlot slot); -void DRW_shader_free_builtin_shaders(void); - -#endif /* __DRAW_BUILTIN_SHADER_H__ */ diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c index f43efa14451..0b0510a5ea2 100644 --- a/source/blender/draw/intern/draw_common.c +++ b/source/blender/draw/intern/draw_common.c @@ -32,7 +32,6 @@ #include "BKE_colorband.h" #include "draw_common.h" -#include "draw_builtin_shader.h" #if 0 #define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \ @@ -230,7 +229,7 @@ extern char datatoc_armature_stick_frag_glsl[]; extern char datatoc_armature_dof_vert_glsl[]; extern char datatoc_common_globals_lib_glsl[]; -extern char datatoc_common_world_clip_lib_glsl[]; +extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[]; extern char datatoc_gpu_shader_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; @@ -261,7 +260,7 @@ typedef struct COMMON_Shaders { struct GPUShader *mball_handles; } COMMON_Shaders; -static COMMON_Shaders g_shaders[DRW_SHADER_SLOT_LEN] = {{NULL}}; +static COMMON_Shaders g_shaders[GPU_SHADER_CFG_LEN] = {{NULL}}; static struct { struct GPUVertFormat *instance_screenspace; @@ -292,7 +291,7 @@ void DRW_globals_free(void) MEM_SAFE_FREE(*format); } - for (int j = 0; j < DRW_SHADER_SLOT_LEN; j++) { + for (int j = 0; j < GPU_SHADER_CFG_LEN; j++) { struct GPUShader **shader = &g_shaders[j].shape_outline; for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); ++i, ++shader) { DRW_SHADER_FREE_SAFE(*shader); @@ -338,49 +337,49 @@ DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const floa } DRWShadingGroup *shgroup_dynpoints_uniform_color( - DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot) + DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig shader_cfg) { - GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, shader_slot); + GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, shader_cfg); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); DRW_shgroup_uniform_float(grp, "size", size, 1); DRW_shgroup_state_enable(grp, DRW_STATE_POINT); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } -DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot) +DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg) { - GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE, shader_slot); + GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDLINE, shader_cfg); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } -DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot) +DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg) { - GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT, shader_slot); + GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDPOINT, shader_cfg); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); DRW_shgroup_state_enable(grp, DRW_STATE_POINT); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_instance_screenspace( - DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot) + DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig shader_cfg) { - GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, shader_slot); + GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, shader_cfg); DRW_shgroup_instance_format(g_formats.instance_screenspace, { {"world_pos", DRW_ATTR_FLOAT, 3}, @@ -391,7 +390,7 @@ DRWShadingGroup *shgroup_instance_screenspace( DRW_shgroup_uniform_float(grp, "size", size, 1); DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; @@ -428,9 +427,9 @@ DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom) } DRWShadingGroup *shgroup_instance_screen_aligned( - DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) + DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg) { - GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, shader_slot); + GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, shader_cfg); DRW_shgroup_instance_format(g_formats.instance_screen_aligned, { {"color", DRW_ATTR_FLOAT, 3}, @@ -440,15 +439,15 @@ DRWShadingGroup *shgroup_instance_screen_aligned( DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } -DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) +DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg) { - GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, shader_slot); + GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, shader_cfg); DRW_shgroup_instance_format(g_formats.instance_scaled, { {"color", DRW_ATTR_FLOAT, 3}, @@ -457,15 +456,15 @@ DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, e }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_scaled); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } -DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) +DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg) { - GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_slot); + GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_cfg); DRW_shgroup_instance_format(g_formats.instance_sized, { {"color", DRW_ATTR_FLOAT, 4}, @@ -475,15 +474,15 @@ DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_Sha DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized); DRW_shgroup_state_disable(grp, DRW_STATE_BLEND); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } -DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) +DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg) { - GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_slot); + GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_cfg); DRW_shgroup_instance_format(g_formats.instance_sized, { {"color", DRW_ATTR_FLOAT, 4}, @@ -492,19 +491,19 @@ DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eD }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } -DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) +DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg) { - COMMON_Shaders *sh_data = &g_shaders[shader_slot]; - const char *world_clip_lib_or_empty = (shader_slot == DRW_SHADER_SLOT_CLIPPED) ? datatoc_common_world_clip_lib_glsl : ""; - const char *world_clip_def_or_empty = (shader_slot == DRW_SHADER_SLOT_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : ""; + COMMON_Shaders *sh_data = &g_shaders[shader_cfg]; + const char *world_clip_lib_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : ""; + const char *world_clip_def_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : ""; if (sh_data->empty_axes_sh == NULL) { - sh_data->empty_axes_sh = DRW_shader_create_from_arrays({ + sh_data->empty_axes_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_axes_vert_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, NULL}, @@ -519,7 +518,7 @@ DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geo DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_data->empty_axes_sh, pass, geom, g_formats.instance_sized); DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; @@ -541,9 +540,9 @@ DRWShadingGroup *shgroup_instance_outline(DRWPass *pass, struct GPUBatch *geom, return grp; } -DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) +DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg) { - GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_CAMERA, shader_slot); + GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_CAMERA, shader_cfg); DRW_shgroup_instance_format(g_formats.instance_camera, { {"color", DRW_ATTR_FLOAT, 3}, @@ -554,15 +553,15 @@ DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, e }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_camera); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } -DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) +DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg) { - GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES, shader_slot); + GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_DISTANCE_LINES, shader_cfg); static float point_size = 4.0f; DRW_shgroup_instance_format(g_formats.instance_distance_lines, { @@ -574,15 +573,15 @@ DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_distance_lines); DRW_shgroup_uniform_float(grp, "size", &point_size, 1); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } -DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) +DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg) { - GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, shader_slot); + GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, shader_cfg); static const int True = true; static const int False = false; @@ -595,7 +594,7 @@ DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eDR DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1); DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1); DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1); - if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { + if (shader_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; @@ -603,7 +602,7 @@ DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eDR DRWShadingGroup *shgroup_instance_bone_axes(DRWPass *pass) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->bone_axes == NULL) { sh_data->bone_axes = DRW_shader_create( datatoc_armature_axes_vert_glsl, NULL, @@ -626,7 +625,7 @@ DRWShadingGroup *shgroup_instance_bone_axes(DRWPass *pass) DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->bone_envelope_outline == NULL) { sh_data->bone_envelope_outline = DRW_shader_create( datatoc_armature_envelope_outline_vert_glsl, NULL, @@ -651,7 +650,7 @@ DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass) DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->bone_envelope_distance == NULL) { sh_data->bone_envelope_distance = DRW_shader_create( datatoc_armature_envelope_solid_vert_glsl, NULL, @@ -674,7 +673,7 @@ DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass) DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->bone_envelope == NULL) { sh_data->bone_envelope = DRW_shader_create( datatoc_armature_envelope_solid_vert_glsl, NULL, @@ -700,7 +699,7 @@ DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->mball_handles == NULL) { sh_data->mball_handles = DRW_shader_create( datatoc_object_mball_handles_vert_glsl, NULL, @@ -725,7 +724,7 @@ DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass) /* Only works with batches with adjacency infos. */ DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass, struct GPUBatch *geom) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->shape_outline == NULL) { sh_data->shape_outline = DRW_shader_create( datatoc_armature_shape_outline_vert_glsl, @@ -749,7 +748,7 @@ DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass, struct GPUBa DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct GPUBatch *geom, bool transp) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->shape_solid == NULL) { sh_data->shape_solid = DRW_shader_create( datatoc_armature_shape_solid_vert_glsl, NULL, @@ -772,7 +771,7 @@ DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct GPUBatc DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass, bool transp) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->bone_sphere == NULL) { sh_data->bone_sphere = DRW_shader_create( datatoc_armature_sphere_solid_vert_glsl, NULL, @@ -796,7 +795,7 @@ DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass, bool transp) DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->bone_sphere_outline == NULL) { sh_data->bone_sphere_outline = DRW_shader_create( datatoc_armature_sphere_outline_vert_glsl, NULL, @@ -819,7 +818,7 @@ DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass) DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->bone_stick == NULL) { sh_data->bone_stick = DRW_shader_create( datatoc_armature_stick_vert_glsl, NULL, @@ -847,7 +846,7 @@ DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass) struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->bone_dofs == NULL) { sh_data->bone_dofs = DRW_shader_create( datatoc_armature_dof_vert_glsl, NULL, @@ -871,7 +870,7 @@ struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct G struct GPUShader *mpath_line_shader_get(void) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->mpath_line_sh == NULL) { sh_data->mpath_line_sh = DRW_shader_create_with_lib( datatoc_animviz_mpath_lines_vert_glsl, @@ -886,7 +885,7 @@ struct GPUShader *mpath_line_shader_get(void) struct GPUShader *mpath_points_shader_get(void) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (sh_data->mpath_points_sh == NULL) { sh_data->mpath_points_sh = DRW_shader_create_with_lib( datatoc_animviz_mpath_points_vert_glsl, @@ -900,7 +899,7 @@ struct GPUShader *mpath_points_shader_get(void) struct GPUShader *volume_velocity_shader_get(bool use_needle) { - COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; + COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; if (use_needle) { if (sh_data->volume_velocity_needle_sh == NULL) { sh_data->volume_velocity_needle_sh = DRW_shader_create( diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h index fc9c83e3ce1..43763f5e599 100644 --- a/source/blender/draw/intern/draw_common.h +++ b/source/blender/draw/intern/draw_common.h @@ -33,16 +33,6 @@ struct PTCacheEdit; struct ParticleSystem; struct ViewLayer; -/** - * Support selecting shaders with different options compiled in. - * Needed for clipping support because it means using a separate set of shaders. - */ -typedef enum eDRW_ShaderSlot { - DRW_SHADER_SLOT_DEFAULT = 0, - DRW_SHADER_SLOT_CLIPPED = 1, -} eDRW_ShaderSlot; -#define DRW_SHADER_SLOT_LEN 2 - #define UBO_FIRST_COLOR colorWire #define UBO_LAST_COLOR colorGridAxisZ @@ -136,21 +126,21 @@ void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, cons struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass); struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]); -struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot); -struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot); -struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot); -struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot); +struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig shader_cfg); +struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg); +struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg); +struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig shader_cfg); struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom); struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom); -struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); -struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); -struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); -struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); -struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); +struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg); +struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg); +struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg); +struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg); +struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg); struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid); -struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); -struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); -struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot); +struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg); +struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg); +struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg); struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass); struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass); struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass); diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 2daeccdd572..6021b1c3881 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -72,7 +72,6 @@ #include "draw_cache_impl.h" #include "draw_mode_engines.h" -#include "draw_builtin_shader.h" #include "engines/eevee/eevee_engine.h" #include "engines/basic/basic_engine.h" #include "engines/workbench/workbench_engine.h" @@ -538,9 +537,9 @@ static void drw_context_state_init(void) DST.draw_ctx.object_pose = NULL; } - DST.draw_ctx.shader_slot = DRW_SHADER_SLOT_DEFAULT; + DST.draw_ctx.shader_cfg = GPU_SHADER_CFG_DEFAULT; if (DST.draw_ctx.rv3d && DST.draw_ctx.rv3d->rflag & RV3D_CLIPPING) { - DST.draw_ctx.shader_slot = DRW_SHADER_SLOT_CLIPPED; + DST.draw_ctx.shader_cfg = GPU_SHADER_CFG_CLIPPED; } } @@ -2602,7 +2601,6 @@ void DRW_engines_free(void) DRW_shape_cache_free(); DRW_stats_free(); DRW_globals_free(); - DRW_shader_free_builtin_shaders(); DrawEngineType *next; for (DrawEngineType *type = DRW_engines.first; type; type = next) { diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index 35ac6e352d1..c91a66d7abe 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -40,7 +40,6 @@ #include "WM_types.h" #include "draw_manager.h" -#include "draw_builtin_shader.h" extern char datatoc_gpu_shader_2D_vert_glsl[]; extern char datatoc_gpu_shader_3D_vert_glsl[]; @@ -263,72 +262,6 @@ GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *fra return GPU_shader_create(vert, frag, geom, NULL, defines, __func__); } -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 #DRW_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 = DRW_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 *DRW_shader_create_from_arrays_impl( - const struct DRW_ShaderCreateFromArray_Params *params) -{ - struct { const char *str; bool is_alloc;} str_dst[4] = {0}; - const char **str_src[4] = {params->vert, params->geom, params->frag, 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 = DRW_shader_create(str_dst[0].str, str_dst[1].str, str_dst[2].str, str_dst[3].str); - - 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; -} - GPUShader *DRW_shader_create_with_lib( const char *vert, const char *geom, const char *frag, const char *lib, const char *defines) { @@ -379,9 +312,9 @@ GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines) return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__); } -GPUShader *DRW_shader_create_3D_depth_only(eDRW_ShaderSlot slot) +GPUShader *DRW_shader_create_3D_depth_only(eGPUShaderConfig shader_cfg) { - return DRW_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY, slot); + return GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_DEPTH_ONLY, shader_cfg); } GPUMaterial *DRW_shader_find_from_world(World *wo, const void *engine_type, int options, bool deferred) -- cgit v1.2.3