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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
/** \file
* \ingroup EEVEE
*
* This file is only there to handle ShaderCreateInfos.
*/
#include "GPU_shader.h"
#include "BLI_string_ref.hh"
#include "gpu_shader_create_info.hh"
#include "eevee_private.h"
using blender::gpu::shader::StageInterfaceInfo;
static StageInterfaceInfo *stage_interface = nullptr;
void eevee_shader_extra_init()
{
if (stage_interface != nullptr) {
return;
}
using namespace blender::gpu::shader;
stage_interface = new StageInterfaceInfo("ShaderStageInterface", "");
stage_interface->smooth(Type::VEC3, "worldPosition");
stage_interface->smooth(Type::VEC3, "viewPosition");
stage_interface->smooth(Type::VEC3, "worldNormal");
stage_interface->smooth(Type::VEC3, "viewNormal");
stage_interface->flat(Type::INT, "resourceIDFrag");
}
void eevee_shader_extra_exit()
{
delete stage_interface;
}
void eevee_shader_material_create_info_amend(GPUMaterial *gpumat,
GPUCodegenOutput *codegen_,
char *frag,
char *vert,
char *geom,
char *defines)
{
using namespace blender::gpu::shader;
uint64_t options = GPU_material_uuid_get(gpumat);
const bool is_background = (options & (VAR_WORLD_PROBE | VAR_WORLD_BACKGROUND)) != 0;
const bool is_volume = (options & (VAR_MAT_VOLUME)) != 0;
const bool is_hair = (options & (VAR_MAT_HAIR)) != 0;
const bool is_mesh = (options & (VAR_MAT_MESH)) != 0;
const bool is_point_cloud = (options & (VAR_MAT_POINTCLOUD)) != 0;
GPUCodegenOutput &codegen = *codegen_;
ShaderCreateInfo &info = *reinterpret_cast<ShaderCreateInfo *>(codegen.create_info);
info.legacy_resource_location(true);
info.auto_resource_location(true);
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_SUBSURFACE)) {
info.define("USE_SSS");
}
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_SHADER_TO_RGBA)) {
info.define("USE_SHADER_TO_RGBA");
}
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_BARYCENTRIC) && !is_volume && !is_hair &&
!is_point_cloud && !is_background) {
info.define("USE_BARYCENTRICS");
info.builtins(BuiltinBits::BARYCENTRIC_COORD);
}
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_BARYCENTRIC) && is_hair) {
info.define("USE_BARYCENTRICS");
}
std::stringstream attr_load;
const bool do_fragment_attrib_load = is_background || is_volume;
if (is_hair && !info.vertex_out_interfaces_.is_empty()) {
/** Hair attributes come from sampler buffer. Transfer attributes to sampler. */
for (auto &input : info.vertex_inputs_) {
info.sampler(0, ImageType::FLOAT_BUFFER, input.name, Frequency::BATCH);
}
info.vertex_inputs_.clear();
}
else if (do_fragment_attrib_load && !info.vertex_out_interfaces_.is_empty()) {
/* Codegen outputs only one interface. */
const StageInterfaceInfo &iface = *info.vertex_out_interfaces_.first();
/* Globals the attrib_load() can write to when it is in the fragment shader. */
attr_load << "struct " << iface.name << " {\n";
for (const auto &inout : iface.inouts) {
attr_load << " " << inout.type << " " << inout.name << ";\n";
}
attr_load << "};\n";
attr_load << iface.name << " " << iface.instance_name << ";\n";
if (!is_volume) {
/* Global vars just to make code valid. Only Orco is supported. */
for (const ShaderCreateInfo::VertIn &in : info.vertex_inputs_) {
attr_load << in.type << " " << in.name << ";\n";
}
}
info.vertex_out_interfaces_.clear();
}
if (is_volume) {
/** Volume grid attributes come from 3D textures. Transfer attributes to samplers. */
for (auto &input : info.vertex_inputs_) {
info.sampler(0, ImageType::FLOAT_3D, input.name, Frequency::BATCH);
}
info.additional_info("draw_volume_infos");
/* Do not add twice. */
if (!GPU_material_flag_get(gpumat, GPU_MATFLAG_OBJECT_INFO)) {
info.additional_info("draw_object_infos");
}
info.vertex_inputs_.clear();
}
if (!is_volume) {
info.define("EEVEE_GENERATED_INTERFACE");
info.vertex_out(*stage_interface);
}
attr_load << "void attrib_load()\n";
attr_load << "{\n";
attr_load << ((codegen.attr_load) ? codegen.attr_load : "");
attr_load << "}\n\n";
std::stringstream vert_gen, frag_gen, geom_gen;
if (do_fragment_attrib_load) {
frag_gen << attr_load.str();
}
else {
vert_gen << attr_load.str();
}
{
vert_gen << vert;
info.vertex_source_generated = vert_gen.str();
/* Everything is in generated source. */
info.vertex_source(is_volume ? "eevee_empty_volume.glsl" : "eevee_empty.glsl");
}
{
frag_gen << frag;
if (codegen.material_functions) {
frag_gen << codegen.material_functions;
}
frag_gen << "Closure nodetree_exec()\n";
frag_gen << "{\n";
if (is_volume) {
frag_gen << ((codegen.volume) ? codegen.volume : "return CLOSURE_DEFAULT;\n");
}
else {
frag_gen << ((codegen.surface) ? codegen.surface : "return CLOSURE_DEFAULT;\n");
}
frag_gen << "}\n\n";
if (codegen.displacement && (is_hair || is_mesh)) {
info.define("EEVEE_DISPLACEMENT_BUMP");
frag_gen << "vec3 displacement_exec()\n";
frag_gen << "{\n";
frag_gen << codegen.displacement;
frag_gen << "}\n\n";
}
info.fragment_source_generated = frag_gen.str();
/* Everything is in generated source. */
info.fragment_source(is_volume ? "eevee_empty_volume.glsl" : "eevee_empty.glsl");
}
if (geom) {
geom_gen << geom;
info.geometry_source_generated = geom_gen.str();
info.geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3);
/* Everything is in generated source. */
info.geometry_source("eevee_empty.glsl");
}
if (defines) {
info.typedef_source_generated += blender::StringRefNull(defines);
}
}
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