/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Brecht Van Lommel. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/gpu/intern/gpu_codegen.h * \ingroup gpu */ #ifndef __GPU_CODEGEN_H__ #define __GPU_CODEGEN_H__ #include "DNA_customdata_types.h" #include "DNA_listBase.h" #include "GPU_material.h" #include "GPU_glew.h" struct ListBase; struct GPUShader; struct GPUOutput; struct GPUNode; struct GPUVertexAttribs; struct PreviewImage; /* Pass Generation * - Takes a list of nodes and a desired output, and makes a pass. This * will take ownership of the nodes and free them early if unused or * at the end if used. */ typedef enum GPUDataSource { GPU_SOURCE_OUTPUT, GPU_SOURCE_CONSTANT, GPU_SOURCE_UNIFORM, GPU_SOURCE_ATTRIB, GPU_SOURCE_BUILTIN, GPU_SOURCE_STRUCT, GPU_SOURCE_TEX, } GPUDataSource; typedef enum { GPU_NODE_LINK_NONE = 0, GPU_NODE_LINK_ATTRIB, GPU_NODE_LINK_BUILTIN, GPU_NODE_LINK_COLORBAND, GPU_NODE_LINK_CONSTANT, GPU_NODE_LINK_IMAGE_BLENDER, GPU_NODE_LINK_OUTPUT, GPU_NODE_LINK_UNIFORM, } GPUNodeLinkType; struct GPUNode { struct GPUNode *next, *prev; const char *name; /* Internal flag to mark nodes during pruning */ bool tag; ListBase inputs; ListBase outputs; }; struct GPUNodeLink { GPUNodeStack *socket; GPUNodeLinkType link_type; int users; /* Refcount */ union { /* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */ float *data; /* GPU_NODE_LINK_BUILTIN */ GPUBuiltin builtin; /* GPU_NODE_LINK_COLORBAND */ struct GPUTexture **coba; /* GPU_NODE_LINK_OUTPUT */ struct GPUOutput *output; /* GPU_NODE_LINK_ATTRIB */ struct { const char *attribname; CustomDataType attribtype; }; /* GPU_NODE_LINK_IMAGE_BLENDER */ struct { struct Image *ima; struct ImageUser *iuser; bool image_isdata; }; }; }; typedef struct GPUOutput { struct GPUOutput *next, *prev; GPUNode *node; GPUType type; /* data type = length of vector/matrix */ GPUNodeLink *link; /* output link */ int id; /* unique id as created by code generator */ } GPUOutput; typedef struct GPUInput { struct GPUInput *next, *prev; GPUNode *node; GPUType type; /* datatype */ GPUNodeLink *link; int id; /* unique id as created by code generator */ GPUDataSource source; /* data source */ int shaderloc; /* id from opengl */ char shadername[32]; /* name in shader */ /* Content based on GPUDataSource */ union { /* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */ float vec[16]; /* vector data */ /* GPU_SOURCE_BUILTIN */ GPUBuiltin builtin; /* builtin uniform */ /* GPU_SOURCE_TEX */ struct { struct GPUTexture **coba; /* input texture, only set at runtime */ struct Image *ima; /* image */ struct ImageUser *iuser; /* image user */ bool image_isdata; /* image does not contain color data */ bool bindtex; /* input is responsible for binding the texture? */ int texid; /* number for multitexture, starting from zero */ GPUType textype; /* texture type (2D, 1D Array ...) */ }; /* GPU_SOURCE_ATTRIB */ struct { char attribname[MAX_CUSTOMDATA_LAYER_NAME]; /* attribute name */ int attribid; /* id for vertex attributes */ bool attribfirst; /* this is the first one that is bound */ CustomDataType attribtype; /* attribute type */ }; }; } GPUInput; struct GPUPass { struct GPUPass *next; struct GPUShader *shader; char *fragmentcode; char *geometrycode; char *vertexcode; char *defines; uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */ uint32_t hash; /* Identity hash generated from all GLSL code. */ bool compiled; /* Did we already tried to compile the attached GPUShader. */ }; typedef struct GPUPass GPUPass; GPUPass *GPU_generate_pass( GPUMaterial *material, GPUNodeLink *frag_outlink, struct GPUVertexAttribs *attribs, ListBase *nodes, int *builtins, const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines); struct GPUShader *GPU_pass_shader_get(GPUPass *pass); void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs, ListBase *nodes); void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs); void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink); void GPU_pass_compile(GPUPass *pass, const char *shname); void GPU_pass_release(GPUPass *pass); void GPU_pass_free_nodes(ListBase *nodes); void GPU_inputs_free(ListBase *inputs); void gpu_codegen_init(void); void gpu_codegen_exit(void); /* Material calls */ const char *GPU_builtin_name(GPUBuiltin builtin); void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node); struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat, int size, float *pixels, float *row); #endif