2020-02-12 12:48:44 +01:00
|
|
|
/*
|
|
|
|
* 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.
|
|
|
|
*/
|
|
|
|
|
|
|
|
/** \file
|
|
|
|
* \ingroup gpu
|
2020-02-27 13:55:29 +01:00
|
|
|
*
|
|
|
|
* Intermediate node graph for generating GLSL shaders.
|
2020-02-12 12:48:44 +01:00
|
|
|
*/
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "DNA_customdata_types.h"
|
|
|
|
#include "DNA_listBase.h"
|
|
|
|
|
2020-03-19 09:33:03 +01:00
|
|
|
#include "GPU_material.h"
|
2020-02-12 12:48:44 +01:00
|
|
|
#include "GPU_shader.h"
|
|
|
|
|
|
|
|
struct GPUNode;
|
|
|
|
struct GPUOutput;
|
|
|
|
struct ListBase;
|
|
|
|
|
|
|
|
typedef enum eGPUDataSource {
|
|
|
|
GPU_SOURCE_OUTPUT,
|
|
|
|
GPU_SOURCE_CONSTANT,
|
|
|
|
GPU_SOURCE_UNIFORM,
|
|
|
|
GPU_SOURCE_ATTR,
|
Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
2020-08-05 19:14:40 +03:00
|
|
|
GPU_SOURCE_UNIFORM_ATTR,
|
2020-02-12 12:48:44 +01:00
|
|
|
GPU_SOURCE_BUILTIN,
|
|
|
|
GPU_SOURCE_STRUCT,
|
|
|
|
GPU_SOURCE_TEX,
|
2020-02-27 13:55:29 +01:00
|
|
|
GPU_SOURCE_TEX_TILED_MAPPING,
|
2020-03-11 14:58:19 +01:00
|
|
|
GPU_SOURCE_VOLUME_GRID,
|
|
|
|
GPU_SOURCE_VOLUME_GRID_TRANSFORM,
|
2020-02-12 12:48:44 +01:00
|
|
|
} eGPUDataSource;
|
|
|
|
|
|
|
|
typedef enum {
|
|
|
|
GPU_NODE_LINK_NONE = 0,
|
|
|
|
GPU_NODE_LINK_ATTR,
|
Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
2020-08-05 19:14:40 +03:00
|
|
|
GPU_NODE_LINK_UNIFORM_ATTR,
|
2020-02-12 12:48:44 +01:00
|
|
|
GPU_NODE_LINK_BUILTIN,
|
|
|
|
GPU_NODE_LINK_COLORBAND,
|
|
|
|
GPU_NODE_LINK_CONSTANT,
|
2020-02-27 13:55:29 +01:00
|
|
|
GPU_NODE_LINK_IMAGE,
|
|
|
|
GPU_NODE_LINK_IMAGE_TILED,
|
|
|
|
GPU_NODE_LINK_IMAGE_TILED_MAPPING,
|
2020-03-11 14:58:19 +01:00
|
|
|
GPU_NODE_LINK_VOLUME_GRID,
|
2020-03-17 16:27:08 +01:00
|
|
|
GPU_NODE_LINK_VOLUME_GRID_TRANSFORM,
|
2020-02-12 12:48:44 +01:00
|
|
|
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 */
|
2020-02-27 13:55:29 +01:00
|
|
|
const float *data;
|
2020-02-12 12:48:44 +01:00
|
|
|
/* GPU_NODE_LINK_BUILTIN */
|
|
|
|
eGPUBuiltin builtin;
|
|
|
|
/* GPU_NODE_LINK_COLORBAND */
|
2020-02-14 10:47:20 +01:00
|
|
|
struct GPUTexture **colorband;
|
2020-03-11 14:58:19 +01:00
|
|
|
/* GPU_NODE_LINK_VOLUME_GRID */
|
|
|
|
struct GPUMaterialVolumeGrid *volume_grid;
|
2020-02-12 12:48:44 +01:00
|
|
|
/* GPU_NODE_LINK_OUTPUT */
|
|
|
|
struct GPUOutput *output;
|
|
|
|
/* GPU_NODE_LINK_ATTR */
|
2020-02-27 13:55:29 +01:00
|
|
|
struct GPUMaterialAttribute *attr;
|
Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
2020-08-05 19:14:40 +03:00
|
|
|
/* GPU_NODE_LINK_UNIFORM_ATTR */
|
|
|
|
struct GPUUniformAttr *uniform_attr;
|
2020-02-27 13:55:29 +01:00
|
|
|
/* GPU_NODE_LINK_IMAGE_BLENDER */
|
|
|
|
struct GPUMaterialTexture *texture;
|
2020-02-12 12:48:44 +01:00
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
typedef struct GPUOutput {
|
|
|
|
struct GPUOutput *next, *prev;
|
|
|
|
|
|
|
|
GPUNode *node;
|
|
|
|
eGPUType 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;
|
2020-07-19 17:12:48 +10:00
|
|
|
eGPUType type; /* data-type. */
|
2020-02-12 12:48:44 +01:00
|
|
|
GPUNodeLink *link;
|
|
|
|
int id; /* unique id as created by code generator */
|
|
|
|
|
|
|
|
eGPUDataSource source; /* data source */
|
|
|
|
|
|
|
|
/* Content based on eGPUDataSource */
|
|
|
|
union {
|
|
|
|
/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
|
|
|
|
float vec[16]; /* vector data */
|
|
|
|
/* GPU_SOURCE_BUILTIN */
|
|
|
|
eGPUBuiltin builtin; /* builtin uniform */
|
2020-02-27 13:55:29 +01:00
|
|
|
/* GPU_SOURCE_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
|
|
|
|
struct GPUMaterialTexture *texture;
|
2020-02-12 12:48:44 +01:00
|
|
|
/* GPU_SOURCE_ATTR */
|
2020-02-27 13:55:29 +01:00
|
|
|
struct GPUMaterialAttribute *attr;
|
Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
2020-08-05 19:14:40 +03:00
|
|
|
/* GPU_SOURCE_UNIFORM_ATTR */
|
|
|
|
struct GPUUniformAttr *uniform_attr;
|
2020-03-17 16:27:08 +01:00
|
|
|
/* GPU_SOURCE_VOLUME_GRID | GPU_SOURCE_VOLUME_GRID_TRANSFORM */
|
2020-03-11 14:58:19 +01:00
|
|
|
struct GPUMaterialVolumeGrid *volume_grid;
|
2020-02-12 12:48:44 +01:00
|
|
|
};
|
|
|
|
} GPUInput;
|
|
|
|
|
2020-12-04 08:13:54 +01:00
|
|
|
typedef struct GPUNodeGraphOutputLink {
|
|
|
|
struct GPUNodeGraphOutputLink *next, *prev;
|
|
|
|
int hash;
|
|
|
|
GPUNodeLink *outlink;
|
|
|
|
} GPUNodeGraphOutputLink;
|
|
|
|
|
2020-02-12 12:48:44 +01:00
|
|
|
typedef struct GPUNodeGraph {
|
|
|
|
/* Nodes */
|
|
|
|
ListBase nodes;
|
|
|
|
|
2020-12-04 08:13:54 +01:00
|
|
|
/* Main Output. */
|
2020-02-12 12:48:44 +01:00
|
|
|
GPUNodeLink *outlink;
|
2020-12-04 08:13:54 +01:00
|
|
|
/* List of GPUNodeGraphOutputLink */
|
|
|
|
ListBase outlink_aovs;
|
2020-02-12 12:48:44 +01:00
|
|
|
|
2020-02-14 10:47:20 +01:00
|
|
|
/* Requested attributes and textures. */
|
|
|
|
ListBase attributes;
|
|
|
|
ListBase textures;
|
2020-03-11 14:58:19 +01:00
|
|
|
ListBase volume_grids;
|
Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
2020-08-05 19:14:40 +03:00
|
|
|
|
|
|
|
/* The list of uniform attributes. */
|
|
|
|
GPUUniformAttrList uniform_attrs;
|
2020-02-12 12:48:44 +01:00
|
|
|
} GPUNodeGraph;
|
|
|
|
|
|
|
|
/* Node Graph */
|
|
|
|
|
|
|
|
void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
|
Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
2020-08-05 19:14:40 +03:00
|
|
|
void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph);
|
2020-02-14 10:47:20 +01:00
|
|
|
void gpu_node_graph_free_nodes(GPUNodeGraph *graph);
|
2020-02-12 12:48:44 +01:00
|
|
|
void gpu_node_graph_free(GPUNodeGraph *graph);
|
|
|
|
|
|
|
|
/* Material calls */
|
|
|
|
|
2020-02-27 13:55:29 +01:00
|
|
|
struct GPUNodeGraph *gpu_material_node_graph(struct GPUMaterial *material);
|
2020-02-12 12:48:44 +01:00
|
|
|
struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
|
|
|
|
int size,
|
|
|
|
float *pixels,
|
|
|
|
float *row);
|
|
|
|
|
|
|
|
struct GSet *gpu_material_used_libraries(struct GPUMaterial *material);
|