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blender-archive/source/blender/gpu/intern/gpu_codegen.c

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/*
* ***** 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,
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* 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 *****
*/
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/** \file blender/gpu/intern/gpu_codegen.c
* \ingroup gpu
*
* Convert material node-trees to GLSL.
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*/
#include "MEM_guardedalloc.h"
#include "DNA_customdata_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "BLI_blenlib.h"
#include "BLI_hash_mm2a.h"
#include "BLI_link_utils.h"
#include "BLI_utildefines.h"
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
#include "BLI_threads.h"
#include "PIL_time.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniformbuffer.h"
#include "BLI_sys_types.h" /* for intptr_t support */
#include "gpu_codegen.h"
#include <string.h>
#include <stdarg.h>
extern char datatoc_gpu_shader_material_glsl[];
extern char datatoc_gpu_shader_vertex_glsl[];
extern char datatoc_gpu_shader_vertex_world_glsl[];
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
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extern char datatoc_gpu_shader_geometry_glsl[];
static char *glsl_material_library = NULL;
/* -------------------- GPUPass Cache ------------------ */
/**
* Internal shader cache: This prevent the shader recompilation / stall when
* using undo/redo AND also allows for GPUPass reuse if the Shader code is the
* same for 2 different Materials. Unused GPUPasses are free by Garbage collection.
**/
/* Only use one linklist that contains the GPUPasses grouped by hash. */
static GPUPass *pass_cache = NULL;
static SpinLock pass_cache_spin;
static uint32_t gpu_pass_hash(const char *frag_gen, const char *defs, GPUVertexAttribs *attribs)
{
BLI_HashMurmur2A hm2a;
BLI_hash_mm2a_init(&hm2a, 0);
BLI_hash_mm2a_add(&hm2a, (unsigned char *)frag_gen, strlen(frag_gen));
if (attribs) {
for (int att_idx = 0; att_idx < attribs->totlayer; att_idx++) {
char *name = attribs->layer[att_idx].name;
BLI_hash_mm2a_add(&hm2a, (unsigned char *)name, strlen(name));
}
}
if (defs)
BLI_hash_mm2a_add(&hm2a, (unsigned char *)defs, strlen(defs));
return BLI_hash_mm2a_end(&hm2a);
}
/* Search by hash only. Return first pass with the same hash.
* There is hash collision if (pass->next && pass->next->hash == hash) */
static GPUPass *gpu_pass_cache_lookup(uint32_t hash)
{
BLI_spin_lock(&pass_cache_spin);
/* Could be optimized with a Lookup table. */
for (GPUPass *pass = pass_cache; pass; pass = pass->next) {
if (pass->hash == hash) {
BLI_spin_unlock(&pass_cache_spin);
return pass;
}
}
BLI_spin_unlock(&pass_cache_spin);
return NULL;
}
/* Check all possible passes with the same hash. */
static GPUPass *gpu_pass_cache_resolve_collision(
GPUPass *pass, const char *vert, const char *geom, const char *frag, const char *defs, uint32_t hash)
{
BLI_spin_lock(&pass_cache_spin);
/* Collision, need to strcmp the whole shader. */
for (; pass && (pass->hash == hash); pass = pass->next) {
if ((defs != NULL) && (strcmp(pass->defines, defs) != 0)) { /* Pass */ }
else if ((geom != NULL) && (strcmp(pass->geometrycode, geom) != 0)) { /* Pass */ }
else if ((strcmp(pass->fragmentcode, frag) == 0) &&
(strcmp(pass->vertexcode, vert) == 0))
{
BLI_spin_unlock(&pass_cache_spin);
return pass;
}
}
BLI_spin_unlock(&pass_cache_spin);
return NULL;
}
/* -------------------- GPU Codegen ------------------ */
/* type definitions and constants */
enum {
MAX_FUNCTION_NAME = 64
};
enum {
MAX_PARAMETER = 32
};
typedef enum {
FUNCTION_QUAL_IN,
FUNCTION_QUAL_OUT,
FUNCTION_QUAL_INOUT
} GPUFunctionQual;
typedef struct GPUFunction {
char name[MAX_FUNCTION_NAME];
GPUType paramtype[MAX_PARAMETER];
GPUFunctionQual paramqual[MAX_PARAMETER];
int totparam;
} GPUFunction;
/* Indices match the GPUType enum */
static const char *GPU_DATATYPE_STR[17] = {
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"", "float", "vec2", "vec3", "vec4",
NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"
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};
/* GLSL code parsing for finding function definitions.
* These are stored in a hash for lookup when creating a material. */
static GHash *FUNCTION_HASH = NULL;
#if 0
static char *FUNCTION_PROTOTYPES = NULL;
static GPUShader *FUNCTION_LIB = NULL;
#endif
static int gpu_str_prefix(const char *str, const char *prefix)
{
while (*str && *prefix) {
if (*str != *prefix)
return 0;
str++;
prefix++;
}
return (*prefix == '\0');
}
static char *gpu_str_skip_token(char *str, char *token, int max)
{
int len = 0;
/* skip a variable/function name */
while (*str) {
if (ELEM(*str, ' ', '(', ')', ',', '\t', '\n', '\r'))
break;
else {
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if (token && len < max - 1) {
*token = *str;
token++;
len++;
}
str++;
}
}
if (token)
*token = '\0';
/* skip the next special characters:
* note the missing ')' */
while (*str) {
if (ELEM(*str, ' ', '(', ',', '\t', '\n', '\r'))
str++;
else
break;
}
return str;
}
static void gpu_parse_functions_string(GHash *hash, char *code)
{
GPUFunction *function;
GPUType type;
GPUFunctionQual qual;
int i;
while ((code = strstr(code, "void "))) {
function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
code = gpu_str_skip_token(code, NULL, 0);
code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
/* get parameters */
while (*code && *code != ')') {
/* test if it's an input or output */
qual = FUNCTION_QUAL_IN;
if (gpu_str_prefix(code, "out "))
qual = FUNCTION_QUAL_OUT;
if (gpu_str_prefix(code, "inout "))
qual = FUNCTION_QUAL_INOUT;
if ((qual != FUNCTION_QUAL_IN) || gpu_str_prefix(code, "in "))
code = gpu_str_skip_token(code, NULL, 0);
/* test for type */
type = GPU_NONE;
for (i = 1; i < ARRAY_SIZE(GPU_DATATYPE_STR); i++) {
if (GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
type = i;
break;
}
}
if (!type && gpu_str_prefix(code, "samplerCube")) {
type = GPU_TEXCUBE;
}
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if (!type && gpu_str_prefix(code, "sampler2DShadow")) {
type = GPU_SHADOW2D;
}
if (!type && gpu_str_prefix(code, "sampler2D")) {
type = GPU_TEX2D;
}
if (!type && gpu_str_prefix(code, "sampler3D")) {
type = GPU_TEX3D;
}
if (!type && gpu_str_prefix(code, "Closure")) {
type = GPU_CLOSURE;
}
if (type) {
/* add parameter */
code = gpu_str_skip_token(code, NULL, 0);
code = gpu_str_skip_token(code, NULL, 0);
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function->paramqual[function->totparam] = qual;
function->paramtype[function->totparam] = type;
function->totparam++;
}
else {
fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
break;
}
}
if (function->name[0] == '\0' || function->totparam == 0) {
fprintf(stderr, "GPU functions parse error.\n");
MEM_freeN(function);
break;
}
BLI_ghash_insert(hash, function->name, function);
}
}
#if 0
static char *gpu_generate_function_prototyps(GHash *hash)
{
DynStr *ds = BLI_dynstr_new();
GHashIterator *ghi;
GPUFunction *function;
char *name, *prototypes;
int a;
/* automatically generate function prototypes to add to the top of the
* generated code, to avoid have to add the actual code & recompile all */
ghi = BLI_ghashIterator_new(hash);
for (; !BLI_ghashIterator_done(ghi); BLI_ghashIterator_step(ghi)) {
name = BLI_ghashIterator_getValue(ghi);
function = BLI_ghashIterator_getValue(ghi);
BLI_dynstr_appendf(ds, "void %s(", name);
for (a = 0; a < function->totparam; a++) {
if (function->paramqual[a] == FUNCTION_QUAL_OUT)
BLI_dynstr_append(ds, "out ");
else if (function->paramqual[a] == FUNCTION_QUAL_INOUT)
BLI_dynstr_append(ds, "inout ");
if (function->paramtype[a] == GPU_TEX2D)
BLI_dynstr_append(ds, "sampler2D");
else if (function->paramtype[a] == GPU_SHADOW2D)
BLI_dynstr_append(ds, "sampler2DShadow");
else
BLI_dynstr_append(ds, GPU_DATATYPE_STR[function->paramtype[a]]);
# if 0
BLI_dynstr_appendf(ds, " param%d", a);
# endif
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if (a != function->totparam - 1)
BLI_dynstr_append(ds, ", ");
}
BLI_dynstr_append(ds, ");\n");
}
BLI_dynstr_append(ds, "\n");
prototypes = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return prototypes;
}
#endif
static GPUFunction *gpu_lookup_function(const char *name)
{
if (!FUNCTION_HASH) {
FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
}
return BLI_ghash_lookup(FUNCTION_HASH, (const void *)name);
}
void gpu_codegen_init(void)
{
GPU_code_generate_glsl_lib();
}
void gpu_codegen_exit(void)
{
extern Material defmaterial; /* render module abuse... */
if (defmaterial.gpumaterial.first)
GPU_material_free(&defmaterial.gpumaterial);
if (FUNCTION_HASH) {
BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN);
FUNCTION_HASH = NULL;
}
GPU_shader_free_builtin_shaders();
if (glsl_material_library) {
MEM_freeN(glsl_material_library);
glsl_material_library = NULL;
}
#if 0
if (FUNCTION_PROTOTYPES) {
MEM_freeN(FUNCTION_PROTOTYPES);
FUNCTION_PROTOTYPES = NULL;
}
if (FUNCTION_LIB) {
GPU_shader_free(FUNCTION_LIB);
FUNCTION_LIB = NULL;
}
#endif
}
/* GLSL code generation */
static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *tmp, int id)
{
char name[1024];
BLI_snprintf(name, sizeof(name), "%s%d", tmp, id);
if (from == to) {
BLI_dynstr_append(ds, name);
}
else if (to == GPU_FLOAT) {
if (from == GPU_VEC4)
BLI_dynstr_appendf(ds, "convert_rgba_to_float(%s)", name);
else if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "(%s.r + %s.g + %s.b) / 3.0", name, name, name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "%s.r", name);
}
else if (to == GPU_VEC2) {
if (from == GPU_VEC4)
BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, %s.a)", name, name, name, name);
else if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, 1.0)", name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec2(%s, 1.0)", name);
}
else if (to == GPU_VEC3) {
if (from == GPU_VEC4)
BLI_dynstr_appendf(ds, "%s.rgb", name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
}
else if (to == GPU_VEC4) {
if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
}
else if (to == GPU_CLOSURE) {
if (from == GPU_VEC4)
BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
else if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "closure_emission(%s.rrr)", name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "closure_emission(vec3(%s, %s, %s))", name, name, name);
}
else {
BLI_dynstr_append(ds, name);
}
}
static void codegen_print_datatype(DynStr *ds, const GPUType type, float *data)
{
int i;
BLI_dynstr_appendf(ds, "%s(", GPU_DATATYPE_STR[type]);
for (i = 0; i < type; i++) {
BLI_dynstr_appendf(ds, "%.12f", data[i]);
if (i == type - 1)
BLI_dynstr_append(ds, ")");
else
BLI_dynstr_append(ds, ", ");
}
}
static int codegen_input_has_texture(GPUInput *input)
{
if (input->link)
return 0;
else if (input->ima || input->prv)
return 1;
else
return input->tex != NULL;
}
const char *GPU_builtin_name(GPUBuiltin builtin)
{
if (builtin == GPU_VIEW_MATRIX)
return "unfviewmat";
else if (builtin == GPU_OBJECT_MATRIX)
return "unfobmat";
else if (builtin == GPU_INVERSE_VIEW_MATRIX)
return "unfinvviewmat";
else if (builtin == GPU_INVERSE_OBJECT_MATRIX)
return "unfinvobmat";
else if (builtin == GPU_LOC_TO_VIEW_MATRIX)
return "unflocaltoviewmat";
else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX)
return "unfinvlocaltoviewmat";
else if (builtin == GPU_VIEW_POSITION)
return "varposition";
else if (builtin == GPU_VIEW_NORMAL)
return "varnormal";
else if (builtin == GPU_OBCOLOR)
return "unfobcolor";
else if (builtin == GPU_AUTO_BUMPSCALE)
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return "unfobautobumpscale";
else if (builtin == GPU_CAMERA_TEXCO_FACTORS)
return "unfcameratexfactors";
else if (builtin == GPU_PARTICLE_SCALAR_PROPS)
return "unfparticlescalarprops";
else if (builtin == GPU_PARTICLE_LOCATION)
return "unfparticleco";
else if (builtin == GPU_PARTICLE_VELOCITY)
return "unfparticlevel";
else if (builtin == GPU_PARTICLE_ANG_VELOCITY)
return "unfparticleangvel";
else if (builtin == GPU_OBJECT_INFO)
return "unfobjectinfo";
else if (builtin == GPU_VOLUME_DENSITY)
return "sampdensity";
else if (builtin == GPU_VOLUME_FLAME)
return "sampflame";
else if (builtin == GPU_VOLUME_TEMPERATURE)
return "unftemperature";
else
return "";
}
/* assign only one texid per buffer to avoid sampling the same texture twice */
static void codegen_set_texid(GHash *bindhash, GPUInput *input, int *texid, void *key)
{
if (BLI_ghash_haskey(bindhash, key)) {
/* Reuse existing texid */
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, key));
}
else {
/* Allocate new texid */
input->texid = *texid;
(*texid)++;
input->bindtex = true;
BLI_ghash_insert(bindhash, key, SET_INT_IN_POINTER(input->texid));
}
}
static void codegen_set_unique_ids(ListBase *nodes)
{
GHash *bindhash, *definehash;
GPUNode *node;
GPUInput *input;
GPUOutput *output;
int id = 1, texid = 0;
bindhash = BLI_ghash_ptr_new("codegen_set_unique_ids1 gh");
definehash = BLI_ghash_ptr_new("codegen_set_unique_ids2 gh");
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
/* set id for unique names of uniform variables */
input->id = id++;
input->bindtex = false;
input->definetex = false;
/* set texid used for settings texture slot with multitexture */
if (codegen_input_has_texture(input) &&
((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)))
{
/* assign only one texid per buffer to avoid sampling
* the same texture twice */
if (input->link) {
/* input is texture from buffer */
codegen_set_texid(bindhash, input, &texid, input->link);
}
else if (input->ima) {
/* input is texture from image */
codegen_set_texid(bindhash, input, &texid, input->ima);
}
else if (input->prv) {
/* input is texture from preview render */
codegen_set_texid(bindhash, input, &texid, input->prv);
}
else if (input->tex) {
/* input is user created texture, check tex pointer */
codegen_set_texid(bindhash, input, &texid, input->tex);
}
/* make sure this pixel is defined exactly once */
if (input->source == GPU_SOURCE_TEX_PIXEL) {
if (input->ima) {
if (!BLI_ghash_haskey(definehash, input->ima)) {
input->definetex = true;
BLI_ghash_insert(definehash, input->ima, SET_INT_IN_POINTER(input->texid));
}
}
else {
if (!BLI_ghash_haskey(definehash, input->link)) {
input->definetex = true;
BLI_ghash_insert(definehash, input->link, SET_INT_IN_POINTER(input->texid));
}
}
}
}
}
for (output = node->outputs.first; output; output = output->next)
/* set id for unique names of tmp variables storing output */
output->id = id++;
}
BLI_ghash_free(bindhash, NULL, NULL);
BLI_ghash_free(definehash, NULL, NULL);
}
/**
* It will create an UBO for GPUMaterial if there is any GPU_DYNAMIC_UBO.
*/
static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, ListBase *nodes)
{
GPUNode *node;
GPUInput *input;
const char *name;
int builtins = 0;
ListBase ubo_inputs = {NULL, NULL};
/* print uniforms */
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) {
/* create exactly one sampler for each texture */
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if (codegen_input_has_texture(input) && input->bindtex) {
BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
(input->textype == GPU_TEX2D) ? "sampler2D" :
(input->textype == GPU_TEXCUBE) ? "samplerCube" : "sampler2DShadow",
input->texid);
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}
}
else if (input->source == GPU_SOURCE_BUILTIN) {
/* only define each builtin uniform/varying once */
if (!(builtins & input->builtin)) {
builtins |= input->builtin;
name = GPU_builtin_name(input->builtin);
if (gpu_str_prefix(name, "samp")) {
if ((input->builtin == GPU_VOLUME_DENSITY) ||
(input->builtin == GPU_VOLUME_FLAME))
{
BLI_dynstr_appendf(ds, "uniform sampler3D %s;\n", name);
}
}
else if (gpu_str_prefix(name, "unf")) {
BLI_dynstr_appendf(ds, "uniform %s %s;\n",
GPU_DATATYPE_STR[input->type], name);
}
else {
BLI_dynstr_appendf(ds, "%s %s %s;\n",
GLEW_VERSION_3_0 ? "in" : "varying",
GPU_DATATYPE_STR[input->type], name);
}
}
}
else if (input->source == GPU_SOURCE_STRUCT) {
/* Add other struct here if needed. */
BLI_dynstr_appendf(ds, "Closure strct%d = CLOSURE_DEFAULT;\n", input->id);
}
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
if (input->dynamictype == GPU_DYNAMIC_UBO) {
if (!input->link) {
/* We handle the UBOuniforms separately. */
BLI_addtail(&ubo_inputs, BLI_genericNodeN(input));
}
}
else if (input->dynamicvec) {
/* only create uniforms for dynamic vectors */
BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
GPU_DATATYPE_STR[input->type], input->id);
}
else {
BLI_dynstr_appendf(ds, "const %s cons%d = ",
GPU_DATATYPE_STR[input->type], input->id);
codegen_print_datatype(ds, input->type, input->vec);
BLI_dynstr_append(ds, ";\n");
}
}
else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
bool skip_opensubdiv = input->attribtype == CD_TANGENT;
if (skip_opensubdiv) {
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
}
#endif
BLI_dynstr_appendf(ds, "%s %s var%d;\n",
GLEW_VERSION_3_0 ? "in" : "varying",
GPU_DATATYPE_STR[input->type], input->attribid);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
if (skip_opensubdiv) {
BLI_dynstr_appendf(ds, "#endif\n");
}
#endif
}
}
}
/* Handle the UBO block separately. */
if ((material != NULL) && !BLI_listbase_is_empty(&ubo_inputs)) {
GPU_material_uniform_buffer_create(material, &ubo_inputs);
/* Inputs are sorted */
BLI_dynstr_appendf(ds, "\nlayout (std140) uniform %s {\n", GPU_UBO_BLOCK_NAME);
for (LinkData *link = ubo_inputs.first; link; link = link->next) {
input = link->data;
BLI_dynstr_appendf(ds, "\t%s unf%d;\n",
GPU_DATATYPE_STR[input->type], input->id);
}
BLI_dynstr_append(ds, "};\n");
BLI_freelistN(&ubo_inputs);
}
BLI_dynstr_append(ds, "\n");
return builtins;
}
static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
{
GPUNode *node;
GPUInput *input;
GPUOutput *output;
for (node = nodes->first; node; node = node->next) {
/* load pixels from textures */
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_TEX_PIXEL) {
if (codegen_input_has_texture(input) && input->definetex) {
BLI_dynstr_appendf(ds, "\tvec4 tex%d = texture2D(", input->texid);
BLI_dynstr_appendf(ds, "samp%d, gl_TexCoord[%d].st);\n",
2016-01-10 07:12:10 +11:00
input->texid, input->texid);
}
}
}
/* declare temporary variables for node output storage */
2016-01-10 07:12:10 +11:00
for (output = node->outputs.first; output; output = output->next) {
if (output->type == GPU_CLOSURE) {
BLI_dynstr_appendf(ds, "\tClosure tmp%d;\n", output->id);
}
else {
BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
GPU_DATATYPE_STR[output->type], output->id);
}
2016-01-10 07:12:10 +11:00
}
}
BLI_dynstr_append(ds, "\n");
}
static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *finaloutput)
{
GPUNode *node;
GPUInput *input;
GPUOutput *output;
for (node = nodes->first; node; node = node->next) {
BLI_dynstr_appendf(ds, "\t%s(", node->name);
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_TEX) {
BLI_dynstr_appendf(ds, "samp%d", input->texid);
if (input->link)
BLI_dynstr_appendf(ds, ", gl_TexCoord[%d].st", input->texid);
}
else if (input->source == GPU_SOURCE_TEX_PIXEL) {
codegen_convert_datatype(ds, input->link->output->type, input->type,
"tmp", input->link->output->id);
}
else if (input->source == GPU_SOURCE_BUILTIN) {
if (input->builtin == GPU_INVERSE_VIEW_MATRIX)
BLI_dynstr_append(ds, "viewinv");
else if (input->builtin == GPU_VIEW_MATRIX)
BLI_dynstr_append(ds, "viewmat");
else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "camtexfac");
else if (input->builtin == GPU_OBJECT_MATRIX)
BLI_dynstr_append(ds, "objmat");
else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "objinv");
else if (input->builtin == GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "viewposition");
else if (input->builtin == GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "facingnormal");
else
BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
}
else if (input->source == GPU_SOURCE_STRUCT) {
BLI_dynstr_appendf(ds, "strct%d", input->id);
}
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
if (input->dynamicvec)
BLI_dynstr_appendf(ds, "unf%d", input->id);
else
BLI_dynstr_appendf(ds, "cons%d", input->id);
}
else if (input->source == GPU_SOURCE_ATTRIB) {
BLI_dynstr_appendf(ds, "var%d", input->attribid);
}
else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
if (input->oglbuiltin == GPU_MATCAP_NORMAL)
BLI_dynstr_append(ds, "gl_SecondaryColor");
else if (input->oglbuiltin == GPU_COLOR)
BLI_dynstr_append(ds, "gl_Color");
}
BLI_dynstr_append(ds, ", ");
}
for (output = node->outputs.first; output; output = output->next) {
BLI_dynstr_appendf(ds, "tmp%d", output->id);
if (output->next)
BLI_dynstr_append(ds, ", ");
}
BLI_dynstr_append(ds, ");\n");
}
BLI_dynstr_appendf(ds, "\n\treturn tmp%d", finaloutput->id);
BLI_dynstr_append(ds, ";\n");
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output)
{
DynStr *ds = BLI_dynstr_new();
char *code;
int builtins;
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
#ifdef WITH_OPENSUBDIV
GPUNode *node;
GPUInput *input;
#endif
#if 0
BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
#endif
codegen_set_unique_ids(nodes);
builtins = codegen_process_uniforms_functions(material, ds, nodes);
#if 0
if (G.debug & G_DEBUG)
BLI_dynstr_appendf(ds, "/* %s */\n", name);
#endif
BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
if (builtins & GPU_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewmat = ViewMatrix;\n");
if (builtins & GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
if (builtins & GPU_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objmat = ModelMatrix;\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewinv = ViewMatrixInverse;\n");
if (builtins & GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
if (builtins & GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
/* Calculate tangent space. */
#ifdef WITH_OPENSUBDIV
{
bool has_tangent = false;
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_TANGENT) {
BLI_dynstr_appendf(ds, "#ifdef USE_OPENSUBDIV\n");
BLI_dynstr_appendf(ds, "\t%s var%d;\n",
GPU_DATATYPE_STR[input->type],
input->attribid);
if (has_tangent == false) {
BLI_dynstr_appendf(ds, "\tvec3 Q1 = dFdx(inpt.v.position.xyz);\n");
BLI_dynstr_appendf(ds, "\tvec3 Q2 = dFdy(inpt.v.position.xyz);\n");
BLI_dynstr_appendf(ds, "\tvec2 st1 = dFdx(inpt.v.uv);\n");
BLI_dynstr_appendf(ds, "\tvec2 st2 = dFdy(inpt.v.uv);\n");
BLI_dynstr_appendf(ds, "\tvec3 T = normalize(Q1 * st2.t - Q2 * st1.t);\n");
}
BLI_dynstr_appendf(ds, "\tvar%d = vec4(T, 1.0);\n", input->attribid);
BLI_dynstr_appendf(ds, "#endif\n");
}
}
}
}
}
#endif
codegen_declare_tmps(ds, nodes);
codegen_call_functions(ds, nodes, output);
BLI_dynstr_append(ds, "}\n");
/* XXX This cannot go into gpu_shader_material.glsl because main() would be parsed and generate error */
/* Old glsl mode compat. */
BLI_dynstr_append(ds, "#ifndef NODETREE_EXEC\n");
BLI_dynstr_append(ds, "out vec4 fragColor;\n");
BLI_dynstr_append(ds, "void main()\n");
BLI_dynstr_append(ds, "{\n");
BLI_dynstr_append(ds, "\tClosure cl = nodetree_exec();\n");
BLI_dynstr_append(ds, "\tfragColor = vec4(cl.radiance, cl.opacity);\n");
BLI_dynstr_append(ds, "}\n");
BLI_dynstr_append(ds, "#endif\n\n");
/* create shader */
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
#if 0
if (G.debug & G_DEBUG) printf("%s\n", code);
#endif
return code;
}
static const char *attrib_prefix_get(CustomDataType type)
{
switch (type) {
case CD_ORCO: return "orco";
case CD_MTFACE: return "u";
case CD_TANGENT: return "t";
case CD_MCOL: return "c";
case CD_AUTO_FROM_NAME: return "a";
default: BLI_assert(false && "Gwn_VertAttr Prefix type not found : This should not happen!"); return "";
}
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool use_geom)
{
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
GPUInput *input;
char *code;
/* Hairs uv and col attribs are passed by bufferTextures. */
BLI_dynstr_append(ds,
"#ifdef HAIR_SHADER\n"
"#define DEFINE_ATTRIB(type, attr) uniform samplerBuffer attr\n"
"#else\n"
"#define DEFINE_ATTRIB(type, attr) in type attr\n"
"#endif\n"
);
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
/* XXX FIXME : see notes in mesh_render_data_create() */
/* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
if (input->attribtype == CD_ORCO) {
/* orco is computed from local positions, see bellow */
BLI_dynstr_appendf(ds, "uniform vec3 OrcoTexCoFactors[2];\n");
}
else if (input->attribname[0] == '\0') {
BLI_dynstr_appendf(ds, "DEFINE_ATTRIB(%s, %s);\n", GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype));
BLI_dynstr_appendf(ds, "#define att%d %s\n", input->attribid, attrib_prefix_get(input->attribtype));
}
else {
unsigned int hash = BLI_ghashutil_strhash_p(input->attribname);
BLI_dynstr_appendf(ds, "DEFINE_ATTRIB(%s, %s%u);\n",
GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype), hash);
BLI_dynstr_appendf(ds, "#define att%d %s%u\n",
input->attribid, attrib_prefix_get(input->attribtype), hash);
/* Auto attrib can be vertex color byte buffer.
* We need to know and convert them to linear space in VS. */
if (!use_geom && input->attribtype == CD_AUTO_FROM_NAME) {
BLI_dynstr_appendf(ds, "uniform bool ba%u;\n", hash);
BLI_dynstr_appendf(ds, "#define att%d_is_srgb ba%u\n", input->attribid, hash);
}
}
BLI_dynstr_appendf(ds, "out %s var%d%s;\n",
GPU_DATATYPE_STR[input->type], input->attribid, use_geom ? "g" : "");
}
}
}
BLI_dynstr_append(ds, "\n");
BLI_dynstr_append(ds,
"#define ATTRIB\n"
"uniform mat3 NormalMatrix;\n"
"uniform mat4 ModelMatrixInverse;\n"
"vec3 srgb_to_linear_attrib(vec3 c) {\n"
"\tc = max(c, vec3(0.0));\n"
"\tvec3 c1 = c * (1.0 / 12.92);\n"
"\tvec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));\n"
"\treturn mix(c1, c2, step(vec3(0.04045), c));\n"
"}\n\n"
);
/* Prototype because defined later. */
BLI_dynstr_append(ds,
"vec2 hair_get_customdata_vec2(const samplerBuffer);\n"
"vec3 hair_get_customdata_vec3(const samplerBuffer);\n"
"vec4 hair_get_customdata_vec4(const samplerBuffer);\n"
"vec3 hair_get_strand_pos(void);\n"
"\n"
);
BLI_dynstr_append(ds, "void pass_attrib(in vec3 position) {\n");
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_TANGENT) {
/* Not supported by hairs */
BLI_dynstr_appendf(ds, "\tvar%d%s = vec4(0.0);\n",
input->attribid, use_geom ? "g" : "");
}
else if (input->attribtype == CD_ORCO) {
BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n",
input->attribid, use_geom ? "g" : "");
}
else {
BLI_dynstr_appendf(ds, "\tvar%d%s = hair_get_customdata_%s(att%d);\n",
input->attribid, use_geom ? "g" : "", GPU_DATATYPE_STR[input->type], input->attribid);
}
}
}
}
BLI_dynstr_append(ds, "#else /* MESH_SHADER */\n");
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_TANGENT) { /* silly exception */
BLI_dynstr_appendf(
ds, "\tvar%d%s.xyz = normalize(NormalMatrix * att%d.xyz);\n",
input->attribid, use_geom ? "g" : "", input->attribid);
BLI_dynstr_appendf(
ds, "\tvar%d%s.w = att%d.w;\n",
input->attribid, use_geom ? "g" : "", input->attribid);
}
else if (input->attribtype == CD_ORCO) {
BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
input->attribid, use_geom ? "g" : "");
}
else if (input->attribtype == CD_MCOL) {
BLI_dynstr_appendf(ds, "\tvar%d%s = srgb_to_linear_attrib(att%d);\n",
input->attribid, use_geom ? "g" : "", input->attribid);
}
else if (input->attribtype == CD_AUTO_FROM_NAME) {
BLI_dynstr_appendf(ds, "\tvar%d%s = (att%d_is_srgb) ? srgb_to_linear_attrib(att%d) : att%d;\n",
input->attribid, use_geom ? "g" : "",
input->attribid, input->attribid, input->attribid);
}
else {
BLI_dynstr_appendf(ds, "\tvar%d%s = att%d;\n",
input->attribid, use_geom ? "g" : "", input->attribid);
}
}
}
}
BLI_dynstr_append(ds, "#endif /* HAIR_SHADER */\n");
BLI_dynstr_append(ds, "}\n");
BLI_dynstr_append(ds, vert_code);
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
#if 0
if (G.debug & G_DEBUG) printf("%s\n", code);
#endif
return code;
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
static char *code_generate_geometry(ListBase *nodes, const char *geom_code)
{
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
GPUInput *input;
char *code;
2017-06-28 21:28:24 +02:00
/* Create prototype because attributes cannot be declared before layout. */
BLI_dynstr_appendf(ds, "void pass_attrib(in int vert);\n");
BLI_dynstr_append(ds, "#define ATTRIB\n");
BLI_dynstr_append(ds, geom_code);
/* Generate varying declarations. */
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
2017-06-28 21:28:24 +02:00
BLI_dynstr_appendf(ds, "in %s var%dg[];\n",
GPU_DATATYPE_STR[input->type],
input->attribid);
BLI_dynstr_appendf(ds, "out %s var%d;\n",
GPU_DATATYPE_STR[input->type],
input->attribid);
}
}
}
2017-06-28 21:28:24 +02:00
/* Generate varying assignments. */
BLI_dynstr_appendf(ds, "void pass_attrib(in int vert) {\n");
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
/* TODO let shader choose what to do depending on what the attrib is. */
2017-06-28 21:28:24 +02:00
BLI_dynstr_appendf(ds, "\tvar%d = var%dg[vert];\n", input->attribid, input->attribid);
}
}
}
BLI_dynstr_append(ds, "}\n");
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return code;
}
void GPU_code_generate_glsl_lib(void)
{
DynStr *ds;
/* only initialize the library once */
if (glsl_material_library)
return;
ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_gpu_shader_material_glsl);
glsl_material_library = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
}
/* GPU pass binding/unbinding */
GPUShader *GPU_pass_shader_get(GPUPass *pass)
{
return pass->shader;
}
void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListBase *nodes)
{
GPUNode *node;
GPUInput *next, *input;
int extract, z;
BLI_listbase_clear(inputs);
if (!shader)
return;
GPU_shader_bind(shader);
for (node = nodes->first; node; node = node->next) {
z = 0;
for (input = node->inputs.first; input; input = next, z++) {
next = input->next;
/* attributes don't need to be bound, they already have
* an id that the drawing functions will use */
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
if (input->source == GPU_SOURCE_ATTRIB) {
continue;
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
if (input->source == GPU_SOURCE_BUILTIN ||
input->source == GPU_SOURCE_OPENGL_BUILTIN)
{
continue;
}
if (input->ima || input->tex || input->prv)
BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
else
BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
/* pass non-dynamic uniforms to opengl */
extract = 0;
if (input->ima || input->tex || input->prv) {
if (input->bindtex)
extract = 1;
}
else if (input->dynamictype == GPU_DYNAMIC_UBO) {
/* Don't extract UBOs */
}
else if (input->dynamicvec) {
extract = 1;
}
if (extract)
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
/* extract nodes */
if (extract) {
BLI_remlink(&node->inputs, input);
BLI_addtail(inputs, input);
}
}
}
GPU_shader_unbind();
}
/* Node Link Functions */
static GPUNodeLink *GPU_node_link_create(void)
{
GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
link->type = GPU_NONE;
link->users++;
return link;
}
static void gpu_node_link_free(GPUNodeLink *link)
{
link->users--;
if (link->users < 0)
fprintf(stderr, "GPU_node_link_free: negative refcount\n");
if (link->users == 0) {
if (link->output)
link->output->link = NULL;
MEM_freeN(link);
}
}
/* Node Functions */
static GPUNode *GPU_node_begin(const char *name)
{
GPUNode *node = MEM_callocN(sizeof(GPUNode), "GPUNode");
node->name = name;
return node;
}
static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType type)
{
GPUInput *input;
GPUNode *outnode;
const char *name;
if (link->output) {
outnode = link->output->node;
name = outnode->name;
input = outnode->inputs.first;
if ((STREQ(name, "set_value") || STREQ(name, "set_rgb") || STREQ(name, "set_rgba")) &&
(input->type == type))
{
input = MEM_dupallocN(outnode->inputs.first);
input->type = type;
if (input->link)
input->link->users++;
BLI_addtail(&node->inputs, input);
return;
}
}
input = MEM_callocN(sizeof(GPUInput), "GPUInput");
input->node = node;
if (link->builtin) {
/* builtin uniform */
input->type = type;
input->source = GPU_SOURCE_BUILTIN;
input->builtin = link->builtin;
MEM_freeN(link);
}
else if (link->oglbuiltin) {
/* builtin uniform */
input->type = type;
input->source = GPU_SOURCE_OPENGL_BUILTIN;
input->oglbuiltin = link->oglbuiltin;
MEM_freeN(link);
}
else if (link->output) {
/* link to a node output */
input->type = type;
input->source = GPU_SOURCE_TEX_PIXEL;
input->link = link;
link->users++;
}
else if (link->dynamictex) {
/* dynamic texture, GPUTexture is updated/deleted externally */
input->type = type;
input->source = GPU_SOURCE_TEX;
input->tex = link->dynamictex;
input->textarget = GL_TEXTURE_2D;
input->textype = type;
input->dynamictex = true;
input->dynamicdata = link->ptr2;
MEM_freeN(link);
}
else if (link->texture) {
/* small texture created on the fly, like for colorbands */
input->type = GPU_VEC4;
input->source = GPU_SOURCE_TEX;
input->textype = type;
#if 0
input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
#endif
input->tex = GPU_texture_create_2D(link->texturesize, 1, GPU_RGBA8, link->ptr1, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
MEM_freeN(link);
}
else if (link->image) {
/* blender image */
input->type = GPU_VEC4;
input->source = GPU_SOURCE_TEX;
if (link->image == GPU_NODE_LINK_IMAGE_PREVIEW) {
input->prv = link->ptr1;
input->textarget = GL_TEXTURE_2D;
input->textype = GPU_TEX2D;
}
else if (link->image == GPU_NODE_LINK_IMAGE_BLENDER) {
input->ima = link->ptr1;
input->iuser = link->ptr2;
input->image_isdata = link->image_isdata;
input->textarget = GL_TEXTURE_2D;
input->textype = GPU_TEX2D;
}
else if (link->image == GPU_NODE_LINK_IMAGE_CUBE_MAP) {
input->ima = link->ptr1;
input->iuser = link->ptr2;
input->image_isdata = link->image_isdata;
input->textarget = GL_TEXTURE_CUBE_MAP;
input->textype = GPU_TEXCUBE;
}
MEM_freeN(link);
}
else if (link->attribtype) {
/* vertex attribute */
input->type = type;
input->source = GPU_SOURCE_ATTRIB;
input->attribtype = link->attribtype;
BLI_strncpy(input->attribname, link->attribname, sizeof(input->attribname));
MEM_freeN(link);
}
else if (type == GPU_CLOSURE) {
input->type = type;
input->source = GPU_SOURCE_STRUCT;
MEM_freeN(link);
}
else {
/* uniform vector */
input->type = type;
input->source = GPU_SOURCE_VEC_UNIFORM;
2016-01-10 07:12:10 +11:00
memcpy(input->vec, link->ptr1, type * sizeof(float));
if (link->dynamic) {
input->dynamicvec = link->ptr1;
input->dynamictype = link->dynamictype;
input->dynamicdata = link->ptr2;
}
MEM_freeN(link);
}
BLI_addtail(&node->inputs, input);
}
static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type)
{
switch (type) {
case SOCK_FLOAT:
return "set_value";
case SOCK_VECTOR:
return "set_rgb";
case SOCK_RGBA:
return "set_rgba";
default:
BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype");
return NULL;
}
}
/**
* Link stack uniform buffer.
* This is called for the input/output sockets that are note connected.
*/
static GPUNodeLink *gpu_uniformbuffer_link(
GPUMaterial *mat, bNode *node, GPUNodeStack *stack, const int index, const eNodeSocketInOut in_out)
{
bNodeSocket *socket;
/* Some nodes can have been create on the fly and does
* not have an original to point to. (i.e. the bump from
* ntree_shader_relink_displacement). In this case just
* revert to static constant folding. */
if (node->original == NULL) {
return NULL;
}
if (in_out == SOCK_IN) {
socket = BLI_findlink(&node->original->inputs, index);
}
else {
socket = BLI_findlink(&node->original->outputs, index);
}
BLI_assert(socket != NULL);
BLI_assert(socket->in_out == in_out);
if ((socket->flag & SOCK_HIDE_VALUE) == 0) {
GPUNodeLink *link;
switch (socket->type) {
case SOCK_FLOAT:
{
bNodeSocketValueFloat *socket_data = socket->default_value;
link = GPU_uniform_buffer(&socket_data->value, GPU_FLOAT);
break;
}
case SOCK_VECTOR:
{
bNodeSocketValueRGBA *socket_data = socket->default_value;
link = GPU_uniform_buffer(socket_data->value, GPU_VEC3);
break;
}
case SOCK_RGBA:
{
bNodeSocketValueRGBA *socket_data = socket->default_value;
link = GPU_uniform_buffer(socket_data->value, GPU_VEC4);
break;
}
default:
return NULL;
break;
}
if (in_out == SOCK_IN) {
GPU_link(mat, gpu_uniform_set_function_from_type(socket->type), link, &stack->link);
}
return link;
}
return NULL;
}
static void gpu_node_input_socket(GPUMaterial *material, bNode *bnode, GPUNode *node, GPUNodeStack *sock, const int index)
{
if (sock->link) {
gpu_node_input_link(node, sock->link, sock->type);
}
else if ((material != NULL) && (gpu_uniformbuffer_link(material, bnode, sock, index, SOCK_IN) != NULL)) {
gpu_node_input_link(node, sock->link, sock->type);
}
else {
GPUNodeLink *link = GPU_node_link_create();
link->ptr1 = sock->vec;
gpu_node_input_link(node, link, sock->type);
}
}
static void gpu_node_output(GPUNode *node, const GPUType type, GPUNodeLink **link)
{
GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
output->type = type;
output->node = node;
if (link) {
*link = output->link = GPU_node_link_create();
output->link->type = type;
output->link->output = output;
/* note: the caller owns the reference to the link, GPUOutput
2012-04-22 11:54:53 +00:00
* merely points to it, and if the node is destroyed it will
* set that pointer to NULL */
}
BLI_addtail(&node->outputs, output);
}
void GPU_inputs_free(ListBase *inputs)
{
GPUInput *input;
for (input = inputs->first; input; input = input->next) {
if (input->link)
gpu_node_link_free(input->link);
else if (input->tex && !input->dynamictex)
GPU_texture_free(input->tex);
}
BLI_freelistN(inputs);
}
static void gpu_node_free(GPUNode *node)
{
GPUOutput *output;
GPU_inputs_free(&node->inputs);
for (output = node->outputs.first; output; output = output->next)
if (output->link) {
output->link->output = NULL;
gpu_node_link_free(output->link);
}
BLI_freelistN(&node->outputs);
MEM_freeN(node);
}
static void gpu_nodes_free(ListBase *nodes)
{
GPUNode *node;
while ((node = BLI_pophead(nodes))) {
gpu_node_free(node);
}
}
/* vertex attributes */
void GPU_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
{
GPUNode *node;
GPUInput *input;
int a;
/* convert attributes requested by node inputs to an array of layers,
* checking for duplicates and assigning id's starting from zero. */
memset(attribs, 0, sizeof(*attribs));
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB) {
for (a = 0; a < attribs->totlayer; a++) {
if (attribs->layer[a].type == input->attribtype &&
STREQ(attribs->layer[a].name, input->attribname))
{
break;
}
}
if (a < GPU_MAX_ATTRIB) {
if (a == attribs->totlayer) {
input->attribid = attribs->totlayer++;
input->attribfirst = 1;
attribs->layer[a].type = input->attribtype;
attribs->layer[a].attribid = input->attribid;
BLI_strncpy(attribs->layer[a].name, input->attribname,
sizeof(attribs->layer[a].name));
}
else {
input->attribid = attribs->layer[a].attribid;
}
}
}
}
}
}
/* varargs linking */
GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
{
GPUNodeLink *link = GPU_node_link_create();
/* Fall back to the UV layer, which matches old behavior. */
if (type == CD_AUTO_FROM_NAME && name[0] == '\0') {
link->attribtype = CD_MTFACE;
}
else {
link->attribtype = type;
}
link->attribname = name;
return link;
}
GPUNodeLink *GPU_uniform(float *num)
{
GPUNodeLink *link = GPU_node_link_create();
link->ptr1 = num;
link->ptr2 = NULL;
return link;
}
GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create();
link->ptr1 = num;
link->ptr2 = data;
link->dynamic = true;
link->dynamictype = dynamictype;
return link;
}
/**
* Add uniform to UBO struct of GPUMaterial.
*/
GPUNodeLink *GPU_uniform_buffer(float *num, GPUType gputype)
{
GPUNodeLink *link = GPU_node_link_create();
link->ptr1 = num;
link->ptr2 = NULL;
link->dynamic = true;
link->dynamictype = GPU_DYNAMIC_UBO;
link->type = gputype;
return link;
}
GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser, bool is_data)
{
GPUNodeLink *link = GPU_node_link_create();
link->image = GPU_NODE_LINK_IMAGE_BLENDER;
link->ptr1 = ima;
link->ptr2 = iuser;
link->image_isdata = is_data;
return link;
}
GPUNodeLink *GPU_cube_map(Image *ima, ImageUser *iuser, bool is_data)
{
GPUNodeLink *link = GPU_node_link_create();
link->image = GPU_NODE_LINK_IMAGE_CUBE_MAP;
link->ptr1 = ima;
link->ptr2 = iuser;
link->image_isdata = is_data;
return link;
}
GPUNodeLink *GPU_image_preview(PreviewImage *prv)
{
GPUNodeLink *link = GPU_node_link_create();
link->image = GPU_NODE_LINK_IMAGE_PREVIEW;
link->ptr1 = prv;
return link;
}
GPUNodeLink *GPU_texture(int size, float *pixels)
{
GPUNodeLink *link = GPU_node_link_create();
link->texture = true;
link->texturesize = size;
link->ptr1 = pixels;
return link;
}
GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex, GPUDynamicType dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create();
link->dynamic = true;
link->dynamictex = tex;
link->dynamictype = dynamictype;
link->ptr2 = data;
return link;
}
GPUNodeLink *GPU_builtin(GPUBuiltin builtin)
{
GPUNodeLink *link = GPU_node_link_create();
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link->builtin = builtin;
return link;
}
GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin)
{
GPUNodeLink *link = GPU_node_link_create();
link->oglbuiltin = builtin;
return link;
}
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bool GPU_link(GPUMaterial *mat, const char *name, ...)
{
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i;
function = gpu_lookup_function(name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return false;
}
node = GPU_node_begin(name);
va_start(params, name);
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for (i = 0; i < function->totparam; i++) {
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
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linkptr = va_arg(params, GPUNodeLink **);
gpu_node_output(node, function->paramtype[i], linkptr);
}
else {
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link = va_arg(params, GPUNodeLink *);
gpu_node_input_link(node, link, function->paramtype[i]);
}
}
va_end(params);
gpu_material_add_node(mat, node);
return true;
}
bool GPU_stack_link(GPUMaterial *material, bNode *bnode, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
{
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i, totin, totout;
function = gpu_lookup_function(name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return false;
}
node = GPU_node_begin(name);
totin = 0;
totout = 0;
if (in) {
for (i = 0; !in[i].end; i++) {
if (in[i].type != GPU_NONE) {
gpu_node_input_socket(material, bnode, node, &in[i], i);
totin++;
}
}
}
if (out) {
for (i = 0; !out[i].end; i++) {
if (out[i].type != GPU_NONE) {
gpu_node_output(node, out[i].type, &out[i].link);
totout++;
}
}
}
va_start(params, out);
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for (i = 0; i < function->totparam; i++) {
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
if (totout == 0) {
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linkptr = va_arg(params, GPUNodeLink **);
gpu_node_output(node, function->paramtype[i], linkptr);
}
else
totout--;
}
else {
if (totin == 0) {
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link = va_arg(params, GPUNodeLink *);
if (link->socket)
gpu_node_input_socket(NULL, NULL, node, link->socket, -1);
else
gpu_node_input_link(node, link, function->paramtype[i]);
}
else
totin--;
}
}
va_end(params);
gpu_material_add_node(material, node);
return true;
}
int GPU_link_changed(GPUNodeLink *link)
{
GPUNode *node;
GPUInput *input;
const char *name;
if (link->output) {
node = link->output->node;
name = node->name;
if (STREQ(name, "set_value") || STREQ(name, "set_rgb")) {
input = node->inputs.first;
return (input->link != NULL);
}
return 1;
}
else
return 0;
}
GPUNodeLink *GPU_uniformbuffer_link_out(GPUMaterial *mat, bNode *node, GPUNodeStack *stack, const int index)
{
return gpu_uniformbuffer_link(mat, node, stack, index, SOCK_OUT);
}
/* Pass create/free */
static void gpu_nodes_tag(GPUNodeLink *link)
{
GPUNode *node;
GPUInput *input;
if (!link->output)
return;
node = link->output->node;
if (node->tag)
return;
node->tag = true;
for (input = node->inputs.first; input; input = input->next)
if (input->link)
gpu_nodes_tag(input->link);
}
void GPU_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
{
GPUNode *node, *next;
for (node = nodes->first; node; node = node->next)
node->tag = false;
gpu_nodes_tag(outlink);
for (node = nodes->first; node; node = next) {
next = node->next;
if (!node->tag) {
BLI_remlink(nodes, node);
gpu_node_free(node);
}
}
}
static bool gpu_pass_is_valid(GPUPass *pass)
{
/* Shader is not null if compilation is successful,
* refcount is positive if compilation as not yet been done. */
return (pass->shader != NULL || pass->refcount > 0);
}
GPUPass *GPU_generate_pass_new(
GPUMaterial *material,
GPUNodeLink *frag_outlink,
struct GPUVertexAttribs *attribs,
ListBase *nodes,
const char *vert_code,
const char *geom_code,
const char *frag_lib,
const char *defines)
{
char *vertexcode, *geometrycode, *fragmentcode;
GPUPass *pass = NULL, *pass_hash = NULL;
/* prune unused nodes */
GPU_nodes_prune(nodes, frag_outlink);
GPU_nodes_get_vertex_attributes(nodes, attribs);
/* generate code */
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output);
/* Cache lookup: Reuse shaders already compiled */
uint32_t hash = gpu_pass_hash(fragmentgen, defines, attribs);
pass_hash = gpu_pass_cache_lookup(hash);
if (pass_hash && (pass_hash->next == NULL || pass_hash->next->hash != hash)) {
/* No collision, just return the pass. */
MEM_freeN(fragmentgen);
if (!gpu_pass_is_valid(pass_hash)) {
/* Shader has already been created but failed to compile. */
return NULL;
}
pass_hash->refcount += 1;
return pass_hash;
}
/* Either the shader is not compiled or there is a hash collision...
* continue generating the shader strings. */
char *tmp = BLI_strdupcat(frag_lib, glsl_material_library);
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
vertexcode = code_generate_vertex(nodes, vert_code, (geom_code != NULL));
geometrycode = (geom_code) ? code_generate_geometry(nodes, geom_code) : NULL;
fragmentcode = BLI_strdupcat(tmp, fragmentgen);
MEM_freeN(fragmentgen);
MEM_freeN(tmp);
if (pass_hash) {
/* Cache lookup: Reuse shaders already compiled */
pass = gpu_pass_cache_resolve_collision(pass_hash, vertexcode, geometrycode, fragmentcode, defines, hash);
}
if (pass) {
/* Cache hit. Reuse the same GPUPass and GPUShader. */
if (!gpu_pass_is_valid(pass)) {
/* Shader has already been created but failed to compile. */
return NULL;
}
MEM_SAFE_FREE(vertexcode);
MEM_SAFE_FREE(fragmentcode);
MEM_SAFE_FREE(geometrycode);
pass->refcount += 1;
}
else {
/* We still create a pass even if shader compilation
* fails to avoid trying to compile again and again. */
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
pass->shader = NULL;
pass->refcount = 1;
pass->hash = hash;
pass->vertexcode = vertexcode;
pass->fragmentcode = fragmentcode;
pass->geometrycode = geometrycode;
pass->defines = (defines) ? BLI_strdup(defines) : NULL;
pass->compiled = false;
BLI_spin_lock(&pass_cache_spin);
if (pass_hash != NULL) {
/* Add after the first pass having the same hash. */
pass->next = pass_hash->next;
pass_hash->next = pass;
}
else {
/* No other pass have same hash, just prepend to the list. */
BLI_LINKS_PREPEND(pass_cache, pass);
}
BLI_spin_unlock(&pass_cache_spin);
}
return pass;
}
void GPU_pass_compile(GPUPass *pass)
{
if (!pass->compiled) {
pass->shader = GPU_shader_create(pass->vertexcode,
pass->fragmentcode,
pass->geometrycode,
NULL,
pass->defines);
pass->compiled = true;
}
}
void GPU_pass_release(GPUPass *pass)
{
BLI_assert(pass->refcount > 0);
pass->refcount--;
}
static void gpu_pass_free(GPUPass *pass)
{
BLI_assert(pass->refcount == 0);
if (pass->shader) {
GPU_shader_free(pass->shader);
}
MEM_SAFE_FREE(pass->fragmentcode);
MEM_SAFE_FREE(pass->geometrycode);
MEM_SAFE_FREE(pass->vertexcode);
MEM_SAFE_FREE(pass->defines);
MEM_freeN(pass);
}
void GPU_pass_free_nodes(ListBase *nodes)
{
gpu_nodes_free(nodes);
}
void GPU_pass_cache_garbage_collect(void)
{
static int lasttime = 0;
const int shadercollectrate = 60; /* hardcoded for now. */
int ctime = (int)PIL_check_seconds_timer();
if (ctime < shadercollectrate + lasttime)
return;
lasttime = ctime;
BLI_spin_lock(&pass_cache_spin);
GPUPass *next, **prev_pass = &pass_cache;
for (GPUPass *pass = pass_cache; pass; pass = next) {
next = pass->next;
if (pass->refcount == 0) {
/* Remove from list */
*prev_pass = next;
gpu_pass_free(pass);
}
else {
prev_pass = &pass->next;
}
}
BLI_spin_unlock(&pass_cache_spin);
}
void GPU_pass_cache_init(void)
{
BLI_spin_init(&pass_cache_spin);
}
void GPU_pass_cache_free(void)
{
BLI_spin_lock(&pass_cache_spin);
while (pass_cache) {
GPUPass *next = pass_cache->next;
gpu_pass_free(pass_cache);
pass_cache = next;
}
BLI_spin_unlock(&pass_cache_spin);
BLI_spin_end(&pass_cache_spin);
}