Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gpu_material.c « intern « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 808a8ccd95549935e0c68de1e71b59f1b19acb18 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2006 Blender Foundation. All rights reserved. */

/** \file
 * \ingroup gpu
 *
 * Manages materials, lights and textures.
 */

#include <math.h>
#include <string.h>

#include "MEM_guardedalloc.h"

#include "DNA_material_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"

#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_utildefines.h"

#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_world.h"

#include "NOD_shader.h"

#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"

#include "DRW_engine.h"

#include "gpu_codegen.h"
#include "gpu_node_graph.h"

#include "atomic_ops.h"

/* Structs */
#define MAX_COLOR_BAND 128

typedef struct GPUColorBandBuilder {
  float pixels[MAX_COLOR_BAND][CM_TABLE + 1][4];
  int current_layer;
} GPUColorBandBuilder;

struct GPUMaterial {
  /* Contains GPUShader and source code for deferred compilation.
   * Can be shared between similar material (i.e: sharing same nodetree topology). */
  GPUPass *pass;
  /** UBOs for this material parameters. */
  GPUUniformBuf *ubo;
  /** Compilation status. Do not use if shader is not GPU_MAT_SUCCESS. */
  eGPUMaterialStatus status;
  /** Some flags about the nodetree & the needed resources. */
  eGPUMaterialFlag flag;
  /* Identify shader variations (shadow, probe, world background...).
   * Should be unique even across render engines. */
  uint64_t uuid;
  /* Number of generated function. */
  int generated_function_len;
  /** Object type for attribute fetching. */
  bool is_volume_shader;

  /** DEPRECATED Currently only used for deferred compilation. */
  Scene *scene;
  /** Source material, might be null. */
  Material *ma;
  /** 1D Texture array containing all color bands. */
  GPUTexture *coba_tex;
  /** Builder for coba_tex. */
  GPUColorBandBuilder *coba_builder;
  /* Low level node graph(s). Also contains resources needed by the material. */
  GPUNodeGraph graph;

  /** DEPRECATED: To remove. */
  bool has_surface_output;
  bool has_volume_output;
  /** DEPRECATED: To remove. */
  GPUUniformBuf *sss_profile;  /* UBO containing SSS profile. */
  GPUTexture *sss_tex_profile; /* Texture containing SSS profile. */
  bool sss_enabled;
  float sss_radii[3];
  int sss_samples;
  bool sss_dirty;

  uint32_t refcount;

#ifndef NDEBUG
  char name[64];
#endif
};

/* Functions */

GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
                                               int size,
                                               float *pixels,
                                               float *row)
{
  /* In order to put all the color-bands into one 1D array texture,
   * we need them to be the same size. */
  BLI_assert(size == CM_TABLE + 1);
  UNUSED_VARS_NDEBUG(size);

  if (mat->coba_builder == NULL) {
    mat->coba_builder = MEM_mallocN(sizeof(GPUColorBandBuilder), "GPUColorBandBuilder");
    mat->coba_builder->current_layer = 0;
  }

  int layer = mat->coba_builder->current_layer;
  *row = (float)layer;

  if (*row == MAX_COLOR_BAND) {
    printf("Too many color band in shader! Remove some Curve, Black Body or Color Ramp Node.\n");
  }
  else {
    float *dst = (float *)mat->coba_builder->pixels[layer];
    memcpy(dst, pixels, sizeof(float) * (CM_TABLE + 1) * 4);
    mat->coba_builder->current_layer += 1;
  }

  return &mat->coba_tex;
}

static void gpu_material_ramp_texture_build(GPUMaterial *mat)
{
  if (mat->coba_builder == NULL) {
    return;
  }

  GPUColorBandBuilder *builder = mat->coba_builder;

  mat->coba_tex = GPU_texture_create_1d_array(
      "mat_ramp", CM_TABLE + 1, builder->current_layer, 1, GPU_RGBA16F, (float *)builder->pixels);

  MEM_freeN(builder);
  mat->coba_builder = NULL;
}

static void gpu_material_free_single(GPUMaterial *material)
{
  bool do_free = atomic_sub_and_fetch_uint32(&material->refcount, 1) == 0;
  if (!do_free) {
    return;
  }

  gpu_node_graph_free(&material->graph);

  if (material->pass != NULL) {
    GPU_pass_release(material->pass);
  }
  if (material->ubo != NULL) {
    GPU_uniformbuf_free(material->ubo);
  }
  if (material->coba_tex != NULL) {
    GPU_texture_free(material->coba_tex);
  }
  if (material->sss_profile != NULL) {
    GPU_uniformbuf_free(material->sss_profile);
  }
  if (material->sss_tex_profile != NULL) {
    GPU_texture_free(material->sss_tex_profile);
  }
  MEM_freeN(material);
}

void GPU_material_free(ListBase *gpumaterial)
{
  LISTBASE_FOREACH (LinkData *, link, gpumaterial) {
    GPUMaterial *material = link->data;
    DRW_deferred_shader_remove(material);
    gpu_material_free_single(material);
  }
  BLI_freelistN(gpumaterial);
}

Scene *GPU_material_scene(GPUMaterial *material)
{
  return material->scene;
}

GPUPass *GPU_material_get_pass(GPUMaterial *material)
{
  return material->pass;
}

GPUShader *GPU_material_get_shader(GPUMaterial *material)
{
  return material->pass ? GPU_pass_shader_get(material->pass) : NULL;
}

Material *GPU_material_get_material(GPUMaterial *material)
{
  return material->ma;
}

GPUUniformBuf *GPU_material_uniform_buffer_get(GPUMaterial *material)
{
  return material->ubo;
}

void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
{
#ifndef NDEBUG
  const char *name = material->name;
#else
  const char *name = "Material";
#endif
  material->ubo = GPU_uniformbuf_create_from_list(inputs, name);
}

ListBase GPU_material_attributes(GPUMaterial *material)
{
  return material->graph.attributes;
}

ListBase GPU_material_textures(GPUMaterial *material)
{
  return material->graph.textures;
}

GPUUniformAttrList *GPU_material_uniform_attributes(GPUMaterial *material)
{
  GPUUniformAttrList *attrs = &material->graph.uniform_attrs;
  return attrs->count > 0 ? attrs : NULL;
}

#if 1 /* End of life code. */
/* Eevee Subsurface scattering. */
/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */

#  define SSS_SAMPLES 65
#  define SSS_EXPONENT 2.0f /* Importance sampling exponent */

typedef struct GPUSssKernelData {
  float kernel[SSS_SAMPLES][4];
  float param[3], max_radius;
  float avg_inv_radius;
  int samples;
  int pad[2];
} GPUSssKernelData;

BLI_STATIC_ASSERT_ALIGN(GPUSssKernelData, 16)

static void sss_calculate_offsets(GPUSssKernelData *kd, int count, float exponent)
{
  float step = 2.0f / (float)(count - 1);
  for (int i = 0; i < count; i++) {
    float o = ((float)i) * step - 1.0f;
    float sign = (o < 0.0f) ? -1.0f : 1.0f;
    float ofs = sign * fabsf(powf(o, exponent));
    kd->kernel[i][3] = ofs;
  }
}

#  define BURLEY_TRUNCATE 16.0f
#  define BURLEY_TRUNCATE_CDF 0.9963790093708328f  // cdf(BURLEY_TRUNCATE)
static float burley_profile(float r, float d)
{
  float exp_r_3_d = expf(-r / (3.0f * d));
  float exp_r_d = exp_r_3_d * exp_r_3_d * exp_r_3_d;
  return (exp_r_d + exp_r_3_d) / (4.0f * d);
}

static float eval_profile(float r, float param)
{
  r = fabsf(r);
  return burley_profile(r, param) / BURLEY_TRUNCATE_CDF;
}

/* Resolution for each sample of the precomputed kernel profile */
#  define INTEGRAL_RESOLUTION 32
static float eval_integral(float x0, float x1, float param)
{
  const float range = x1 - x0;
  const float step = range / INTEGRAL_RESOLUTION;
  float integral = 0.0f;

  for (int i = 0; i < INTEGRAL_RESOLUTION; i++) {
    float x = x0 + range * ((float)i + 0.5f) / (float)INTEGRAL_RESOLUTION;
    float y = eval_profile(x, param);
    integral += y * step;
  }

  return integral;
}
#  undef INTEGRAL_RESOLUTION

static void compute_sss_kernel(GPUSssKernelData *kd, const float radii[3], int sample_len)
{
  float rad[3];
  /* Minimum radius */
  rad[0] = MAX2(radii[0], 1e-15f);
  rad[1] = MAX2(radii[1], 1e-15f);
  rad[2] = MAX2(radii[2], 1e-15f);

  kd->avg_inv_radius = 3.0f / (rad[0] + rad[1] + rad[2]);

  /* Christensen-Burley fitting */
  float l[3], d[3];

  mul_v3_v3fl(l, rad, 0.25f * M_1_PI);
  const float A = 1.0f;
  const float s = 1.9f - A + 3.5f * (A - 0.8f) * (A - 0.8f);
  /* XXX 0.6f Out of nowhere to match cycles! Empirical! Can be tweak better. */
  mul_v3_v3fl(d, l, 0.6f / s);
  mul_v3_v3fl(rad, d, BURLEY_TRUNCATE);
  kd->max_radius = MAX3(rad[0], rad[1], rad[2]);

  copy_v3_v3(kd->param, d);

  /* Compute samples locations on the 1d kernel [-1..1] */
  sss_calculate_offsets(kd, sample_len, SSS_EXPONENT);

  /* Weights sum for normalization */
  float sum[3] = {0.0f, 0.0f, 0.0f};

  /* Compute integral of each sample footprint */
  for (int i = 0; i < sample_len; i++) {
    float x0, x1;

    if (i == 0) {
      x0 = kd->kernel[0][3] - fabsf(kd->kernel[0][3] - kd->kernel[1][3]) / 2.0f;
    }
    else {
      x0 = (kd->kernel[i - 1][3] + kd->kernel[i][3]) / 2.0f;
    }

    if (i == sample_len - 1) {
      x1 = kd->kernel[sample_len - 1][3] +
           fabsf(kd->kernel[sample_len - 2][3] - kd->kernel[sample_len - 1][3]) / 2.0f;
    }
    else {
      x1 = (kd->kernel[i][3] + kd->kernel[i + 1][3]) / 2.0f;
    }

    x0 *= kd->max_radius;
    x1 *= kd->max_radius;

    kd->kernel[i][0] = eval_integral(x0, x1, kd->param[0]);
    kd->kernel[i][1] = eval_integral(x0, x1, kd->param[1]);
    kd->kernel[i][2] = eval_integral(x0, x1, kd->param[2]);

    sum[0] += kd->kernel[i][0];
    sum[1] += kd->kernel[i][1];
    sum[2] += kd->kernel[i][2];
  }

  for (int i = 0; i < 3; i++) {
    if (sum[i] > 0.0f) {
      /* Normalize */
      for (int j = 0; j < sample_len; j++) {
        kd->kernel[j][i] /= sum[i];
      }
    }
    else {
      /* Avoid 0 kernel sum. */
      kd->kernel[sample_len / 2][i] = 1.0f;
    }
  }

  /* Put center sample at the start of the array (to sample first) */
  float tmpv[4];
  copy_v4_v4(tmpv, kd->kernel[sample_len / 2]);
  for (int i = sample_len / 2; i > 0; i--) {
    copy_v4_v4(kd->kernel[i], kd->kernel[i - 1]);
  }
  copy_v4_v4(kd->kernel[0], tmpv);

  kd->samples = sample_len;
}

#  define INTEGRAL_RESOLUTION 512
static void compute_sss_translucence_kernel(const GPUSssKernelData *kd,
                                            int resolution,
                                            float **output)
{
  float(*texels)[4];
  texels = MEM_callocN(sizeof(float[4]) * resolution, "compute_sss_translucence_kernel");
  *output = (float *)texels;

  /* Last texel should be black, hence the - 1. */
  for (int i = 0; i < resolution - 1; i++) {
    /* Distance from surface. */
    float d = kd->max_radius * ((float)i + 0.00001f) / ((float)resolution);

    /* For each distance d we compute the radiance incoming from an hypothetical parallel plane. */
    /* Compute radius of the footprint on the hypothetical plane. */
    float r_fp = sqrtf(kd->max_radius * kd->max_radius - d * d);
    float r_step = r_fp / INTEGRAL_RESOLUTION;
    float area_accum = 0.0f;
    for (float r = 0.0f; r < r_fp; r += r_step) {
      /* Compute distance to the "shading" point through the medium. */
      /* r_step * 0.5f to put sample between the area borders */
      float dist = hypotf(r + r_step * 0.5f, d);

      float profile[3];
      profile[0] = eval_profile(dist, kd->param[0]);
      profile[1] = eval_profile(dist, kd->param[1]);
      profile[2] = eval_profile(dist, kd->param[2]);

      /* Since the profile and configuration are radially symmetrical we
       * can just evaluate it once and weight it accordingly */
      float r_next = r + r_step;
      float disk_area = (M_PI * r_next * r_next) - (M_PI * r * r);

      mul_v3_fl(profile, disk_area);
      add_v3_v3(texels[i], profile);
      area_accum += disk_area;
    }
    /* Normalize over the disk. */
    mul_v3_fl(texels[i], 1.0f / (area_accum));
  }

  /* Normalize */
  for (int j = resolution - 2; j > 0; j--) {
    texels[j][0] /= (texels[0][0] > 0.0f) ? texels[0][0] : 1.0f;
    texels[j][1] /= (texels[0][1] > 0.0f) ? texels[0][1] : 1.0f;
    texels[j][2] /= (texels[0][2] > 0.0f) ? texels[0][2] : 1.0f;
  }

  /* First texel should be white */
  texels[0][0] = (texels[0][0] > 0.0f) ? 1.0f : 0.0f;
  texels[0][1] = (texels[0][1] > 0.0f) ? 1.0f : 0.0f;
  texels[0][2] = (texels[0][2] > 0.0f) ? 1.0f : 0.0f;

  /* dim the last few texels for smoother transition */
  mul_v3_fl(texels[resolution - 2], 0.25f);
  mul_v3_fl(texels[resolution - 3], 0.5f);
  mul_v3_fl(texels[resolution - 4], 0.75f);
}
#  undef INTEGRAL_RESOLUTION

bool GPU_material_sss_profile_create(GPUMaterial *material, float radii[3])
{
  /* Enable only once. */
  if (material->sss_enabled) {
    return false;
  }
  copy_v3_v3(material->sss_radii, radii);
  material->sss_dirty = true;
  material->sss_enabled = true;

  /* Update / Create UBO */
  if (material->sss_profile == NULL) {
    material->sss_profile = GPU_uniformbuf_create(sizeof(GPUSssKernelData));
  }
  return true;
}

struct GPUUniformBuf *GPU_material_sss_profile_get(GPUMaterial *material,
                                                   int sample_len,
                                                   GPUTexture **tex_profile)
{
  if (!material->sss_enabled) {
    return NULL;
  }

  if (material->sss_dirty || (material->sss_samples != sample_len)) {
    GPUSssKernelData kd;

    compute_sss_kernel(&kd, material->sss_radii, sample_len);

    /* Update / Create UBO */
    GPU_uniformbuf_update(material->sss_profile, &kd);

    /* Update / Create Tex */
    float *translucence_profile;
    compute_sss_translucence_kernel(&kd, 64, &translucence_profile);

    if (material->sss_tex_profile != NULL) {
      GPU_texture_free(material->sss_tex_profile);
    }

    material->sss_tex_profile = GPU_texture_create_1d(
        "sss_tex_profile", 64, 1, GPU_RGBA16F, translucence_profile);

    MEM_freeN(translucence_profile);

    material->sss_samples = sample_len;
    material->sss_dirty = false;
  }

  if (tex_profile != NULL) {
    *tex_profile = material->sss_tex_profile;
  }
  return material->sss_profile;
}

struct GPUUniformBuf *GPU_material_create_sss_profile_ubo(void)
{
  return GPU_uniformbuf_create(sizeof(GPUSssKernelData));
}

#  undef SSS_EXPONENT
#  undef SSS_SAMPLES
#endif

void GPU_material_output_surface(GPUMaterial *material, GPUNodeLink *link)
{
  if (!material->graph.outlink_surface) {
    material->graph.outlink_surface = link;
    material->has_surface_output = true;
  }
}

void GPU_material_output_volume(GPUMaterial *material, GPUNodeLink *link)
{
  if (!material->graph.outlink_volume) {
    material->graph.outlink_volume = link;
    material->has_volume_output = true;
  }
}

void GPU_material_output_displacement(GPUMaterial *material, GPUNodeLink *link)
{
  if (!material->graph.outlink_displacement) {
    material->graph.outlink_displacement = link;
  }
}

void GPU_material_output_thickness(GPUMaterial *material, GPUNodeLink *link)
{
  if (!material->graph.outlink_thickness) {
    material->graph.outlink_thickness = link;
  }
}

void GPU_material_add_output_link_aov(GPUMaterial *material, GPUNodeLink *link, int hash)
{
  GPUNodeGraphOutputLink *aov_link = MEM_callocN(sizeof(GPUNodeGraphOutputLink), __func__);
  aov_link->outlink = link;
  aov_link->hash = hash;
  BLI_addtail(&material->graph.outlink_aovs, aov_link);
}

char *GPU_material_split_sub_function(GPUMaterial *material,
                                      eGPUType return_type,
                                      GPUNodeLink **link)
{
  /* Force cast to return type. */
  switch (return_type) {
    case GPU_FLOAT:
      GPU_link(material, "set_value", *link, link);
      break;
    case GPU_VEC3:
      GPU_link(material, "set_rgb", *link, link);
      break;
    case GPU_VEC4:
      GPU_link(material, "set_rgba", *link, link);
      break;
    default:
      BLI_assert(0);
      break;
  }

  GPUNodeGraphFunctionLink *func_link = MEM_callocN(sizeof(GPUNodeGraphFunctionLink), __func__);
  func_link->outlink = *link;
  SNPRINTF(func_link->name, "ntree_fn%d", material->generated_function_len++);
  BLI_addtail(&material->graph.material_functions, func_link);

  /* Set value to break the link with the main graph. */
  switch (return_type) {
    case GPU_FLOAT:
      GPU_link(material, "set_value_one", link);
      break;
    case GPU_VEC3:
      GPU_link(material, "set_rgb_one", link);
      break;
    case GPU_VEC4:
      GPU_link(material, "set_rgba_one", link);
      break;
    default:
      BLI_assert(0);
      break;
  }
  return func_link->name;
}

GPUNodeGraph *gpu_material_node_graph(GPUMaterial *material)
{
  return &material->graph;
}

eGPUMaterialStatus GPU_material_status(GPUMaterial *mat)
{
  return mat->status;
}

void GPU_material_status_set(GPUMaterial *mat, eGPUMaterialStatus status)
{
  mat->status = status;
}

/* Code generation */

bool GPU_material_has_surface_output(GPUMaterial *mat)
{
  return mat->has_surface_output;
}

bool GPU_material_has_volume_output(GPUMaterial *mat)
{
  return mat->has_volume_output;
}

void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
{
  mat->flag |= flag;
}

bool GPU_material_flag_get(const GPUMaterial *mat, eGPUMaterialFlag flag)
{
  return (mat->flag & flag) != 0;
}

eGPUMaterialFlag GPU_material_flag(const GPUMaterial *mat)
{
  return mat->flag;
}

/* NOTE: Consumes the flags. */
bool GPU_material_recalc_flag_get(GPUMaterial *mat)
{
  bool updated = (mat->flag & GPU_MATFLAG_UPDATED) != 0;
  mat->flag &= ~GPU_MATFLAG_UPDATED;
  return updated;
}

uint64_t GPU_material_uuid_get(GPUMaterial *mat)
{
  return mat->uuid;
}

GPUMaterial *GPU_material_from_nodetree(Scene *scene,
                                        Material *ma,
                                        bNodeTree *ntree,
                                        ListBase *gpumaterials,
                                        const char *name,
                                        uint64_t shader_uuid,
                                        bool is_volume_shader,
                                        bool is_lookdev,
                                        GPUCodegenCallbackFn callback,
                                        void *thunk)
{
  /* Search if this material is not already compiled. */
  LISTBASE_FOREACH (LinkData *, link, gpumaterials) {
    GPUMaterial *mat = (GPUMaterial *)link->data;
    if (mat->uuid == shader_uuid) {
      return mat;
    }
  }

  GPUMaterial *mat = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
  mat->ma = ma;
  mat->scene = scene;
  mat->uuid = shader_uuid;
  mat->flag = GPU_MATFLAG_UPDATED;
  mat->status = GPU_MAT_CREATED;
  mat->is_volume_shader = is_volume_shader;
  mat->graph.used_libraries = BLI_gset_new(
      BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUNodeGraph.used_libraries");
  mat->refcount = 1;
#ifndef NDEBUG
  BLI_snprintf(mat->name, sizeof(mat->name), "%s", name);
#else
  UNUSED_VARS(name);
#endif
  if (is_lookdev) {
    mat->flag |= GPU_MATFLAG_LOOKDEV_HACK;
  }

  /* Localize tree to create links for reroute and mute. */
  bNodeTree *localtree = ntreeLocalize(ntree);
  ntreeGPUMaterialNodes(localtree, mat);

  gpu_material_ramp_texture_build(mat);

  {
    /* Create source code and search pass cache for an already compiled version. */
    mat->pass = GPU_generate_pass(mat, &mat->graph, callback, thunk);

    if (mat->pass == NULL) {
      /* We had a cache hit and the shader has already failed to compile. */
      mat->status = GPU_MAT_FAILED;
      gpu_node_graph_free(&mat->graph);
    }
    else {
      GPUShader *sh = GPU_pass_shader_get(mat->pass);
      if (sh != NULL) {
        /* We had a cache hit and the shader is already compiled. */
        mat->status = GPU_MAT_SUCCESS;
        gpu_node_graph_free_nodes(&mat->graph);
      }
    }
  }

  /* Only free after GPU_pass_shader_get where GPUUniformBuf read data from the local tree. */
  ntreeFreeLocalTree(localtree);
  BLI_assert(!localtree->id.py_instance); /* Or call #BKE_libblock_free_data_py. */
  MEM_freeN(localtree);

  /* Note that even if building the shader fails in some way, we still keep
   * it to avoid trying to compile again and again, and simply do not use
   * the actual shader on drawing. */
  LinkData *link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
  link->data = mat;
  BLI_addtail(gpumaterials, link);

  return mat;
}

void GPU_material_acquire(GPUMaterial *mat)
{
  atomic_add_and_fetch_uint32(&mat->refcount, 1);
}

void GPU_material_release(GPUMaterial *mat)
{
  gpu_material_free_single(mat);
}

void GPU_material_compile(GPUMaterial *mat)
{
  bool success;

  BLI_assert(ELEM(mat->status, GPU_MAT_QUEUED, GPU_MAT_CREATED));
  BLI_assert(mat->pass);

  /* NOTE: The shader may have already been compiled here since we are
   * sharing GPUShader across GPUMaterials. In this case it's a no-op. */
#ifndef NDEBUG
  success = GPU_pass_compile(mat->pass, mat->name);
#else
  success = GPU_pass_compile(mat->pass, __func__);
#endif

  mat->flag |= GPU_MATFLAG_UPDATED;

  if (success) {
    GPUShader *sh = GPU_pass_shader_get(mat->pass);
    if (sh != NULL) {
      mat->status = GPU_MAT_SUCCESS;
      gpu_node_graph_free_nodes(&mat->graph);
    }
    else {
      mat->status = GPU_MAT_FAILED;
    }
  }
  else {
    mat->status = GPU_MAT_FAILED;
    GPU_pass_release(mat->pass);
    mat->pass = NULL;
    gpu_node_graph_free(&mat->graph);
  }
}

void GPU_materials_free(Main *bmain)
{
  LISTBASE_FOREACH (Material *, ma, &bmain->materials) {
    GPU_material_free(&ma->gpumaterial);
  }

  LISTBASE_FOREACH (World *, wo, &bmain->worlds) {
    GPU_material_free(&wo->gpumaterial);
  }

  // BKE_world_defaults_free_gpu();
  BKE_material_defaults_free_gpu();
}