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blender-archive/source/blender/draw/intern/draw_manager_shader.c

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/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file blender/draw/intern/draw_manager_shader.c
* \ingroup draw
*/
#include "draw_manager.h"
#include "DNA_world_types.h"
#include "DNA_material_types.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BLI_task.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "GPU_shader.h"
#include "GPU_material.h"
#include "WM_api.h"
#include "WM_types.h"
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_common_fullscreen_vert_glsl[];
#define USE_DEFERRED_COMPILATION 1
/* -------------------------------------------------------------------- */
/** \name Deferred Compilation (DRW_deferred)
*
* Since compiling shader can take a long time, we do it in a non blocking
* manner in another thread.
*
* \{ */
typedef struct DRWDeferredShader {
struct DRWDeferredShader *prev, *next;
GPUMaterial *mat;
char *vert, *geom, *frag, *defs;
} DRWDeferredShader;
typedef struct DRWShaderCompiler {
ListBase queue; /* DRWDeferredShader */
SpinLock list_lock;
DRWDeferredShader *mat_compiling;
ThreadMutex compilation_lock;
void *ogl_context;
int shaders_done; /* To compute progress. */
} DRWShaderCompiler;
static void drw_deferred_shader_free(DRWDeferredShader *dsh)
{
/* Make sure it is not queued before freeing. */
MEM_SAFE_FREE(dsh->vert);
MEM_SAFE_FREE(dsh->geom);
MEM_SAFE_FREE(dsh->frag);
MEM_SAFE_FREE(dsh->defs);
MEM_freeN(dsh);
}
static void drw_deferred_shader_queue_free(ListBase *queue)
{
DRWDeferredShader *dsh;
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while ((dsh = BLI_pophead(queue))) {
drw_deferred_shader_free(dsh);
}
}
static void drw_deferred_shader_compilation_exec(void *custom_data, short *stop, short *do_update, float *progress)
{
DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
void *ogl_context = comp->ogl_context;
WM_opengl_context_activate(ogl_context);
while (true) {
BLI_spin_lock(&comp->list_lock);
if (*stop != 0) {
/* We don't want user to be able to cancel the compilation
* but wm can kill the task if we are closing blender. */
BLI_spin_unlock(&comp->list_lock);
break;
}
/* Pop tail because it will be less likely to lock the main thread
* if all GPUMaterials are to be freed (see DRW_deferred_shader_remove()). */
comp->mat_compiling = BLI_poptail(&comp->queue);
if (comp->mat_compiling == NULL) {
/* No more Shader to compile. */
BLI_spin_unlock(&comp->list_lock);
break;
}
comp->shaders_done++;
int total = BLI_listbase_count(&comp->queue) + comp->shaders_done;
BLI_mutex_lock(&comp->compilation_lock);
BLI_spin_unlock(&comp->list_lock);
/* Do the compilation. */
GPU_material_generate_pass(
comp->mat_compiling->mat,
comp->mat_compiling->vert,
comp->mat_compiling->geom,
comp->mat_compiling->frag,
comp->mat_compiling->defs);
*progress = (float)comp->shaders_done / (float)total;
*do_update = true;
glFlush();
BLI_mutex_unlock(&comp->compilation_lock);
drw_deferred_shader_free(comp->mat_compiling);
}
WM_opengl_context_release(ogl_context);
}
static void drw_deferred_shader_compilation_free(void *custom_data)
{
DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
drw_deferred_shader_queue_free(&comp->queue);
BLI_spin_end(&comp->list_lock);
BLI_mutex_end(&comp->compilation_lock);
if (comp->ogl_context) {
/* Only destroy if the job owns the context. */
WM_opengl_context_dispose(comp->ogl_context);
}
MEM_freeN(comp);
}
static void drw_deferred_shader_add(
GPUMaterial *mat, const char *vert, const char *geom, const char *frag_lib, const char *defines)
{
/* Do not deferre the compilation if we are rendering for image. */
if (DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION) {
/* Double checking that this GPUMaterial is not going to be
* compiled by another thread. */
DRW_deferred_shader_remove(mat);
GPU_material_generate_pass(mat, vert, geom, frag_lib, defines);
return;
}
DRWDeferredShader *dsh = MEM_callocN(sizeof(DRWDeferredShader), "Deferred Shader");
dsh->mat = mat;
if (vert) dsh->vert = BLI_strdup(vert);
if (geom) dsh->geom = BLI_strdup(geom);
if (frag_lib) dsh->frag = BLI_strdup(frag_lib);
if (defines) dsh->defs = BLI_strdup(defines);
BLI_assert(DST.draw_ctx.evil_C);
wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C);
wmWindow *win = CTX_wm_window(DST.draw_ctx.evil_C);
Scene *scene = DST.draw_ctx.scene;
/* Get the running job or a new one if none is running. Can only have one job per type & owner. */
wmJob *wm_job = WM_jobs_get(wm, win, scene, "Shaders Compilation",
WM_JOB_PROGRESS | WM_JOB_SUSPEND, WM_JOB_TYPE_SHADER_COMPILATION);
DRWShaderCompiler *old_comp = (DRWShaderCompiler *)WM_jobs_customdata_get(wm_job);
DRWShaderCompiler *comp = MEM_callocN(sizeof(DRWShaderCompiler), "DRWShaderCompiler");
BLI_spin_init(&comp->list_lock);
BLI_mutex_init(&comp->compilation_lock);
if (old_comp) {
BLI_spin_lock(&old_comp->list_lock);
BLI_movelisttolist(&comp->queue, &old_comp->queue);
BLI_spin_unlock(&old_comp->list_lock);
/* Do not recreate context, just pass ownership. */
comp->ogl_context = old_comp->ogl_context;
old_comp->ogl_context = NULL;
}
BLI_addtail(&comp->queue, dsh);
/* Create only one context. */
if (comp->ogl_context == NULL) {
comp->ogl_context = WM_opengl_context_create();
WM_opengl_context_activate(DST.ogl_context);
}
WM_jobs_customdata_set(wm_job, comp, drw_deferred_shader_compilation_free);
WM_jobs_timer(wm_job, 0.1, NC_MATERIAL | ND_SHADING_DRAW, 0);
WM_jobs_callbacks(wm_job, drw_deferred_shader_compilation_exec, NULL, NULL, NULL);
WM_jobs_start(wm, wm_job);
}
void DRW_deferred_shader_remove(GPUMaterial *mat)
{
Scene *scene = GPU_material_scene(mat);
for (wmWindowManager *wm = G.main->wm.first; wm; wm = wm->id.next) {
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_SHADER_COMPILATION) == false) {
/* No job running, do not create a new one by calling WM_jobs_get. */
continue;
}
for (wmWindow *win = wm->windows.first; win; win = win->next) {
wmJob *wm_job = WM_jobs_get(wm, win, scene, "Shaders Compilation",
WM_JOB_PROGRESS | WM_JOB_SUSPEND, WM_JOB_TYPE_SHADER_COMPILATION);
DRWShaderCompiler *comp = (DRWShaderCompiler *)WM_jobs_customdata_get(wm_job);
if (comp != NULL) {
BLI_spin_lock(&comp->list_lock);
DRWDeferredShader *dsh;
dsh = (DRWDeferredShader *)BLI_findptr(&comp->queue, mat, offsetof(DRWDeferredShader, mat));
if (dsh) {
BLI_remlink(&comp->queue, dsh);
}
/* Wait for compilation to finish */
if (comp->mat_compiling != NULL) {
if (comp->mat_compiling->mat == mat) {
BLI_mutex_lock(&comp->compilation_lock);
BLI_mutex_unlock(&comp->compilation_lock);
}
}
BLI_spin_unlock(&comp->list_lock);
if (dsh) {
drw_deferred_shader_free(dsh);
}
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines)
{
return GPU_shader_create(vert, frag, geom, NULL, defines);
}
GPUShader *DRW_shader_create_with_lib(
const char *vert, const char *geom, const char *frag, const char *lib, const char *defines)
{
GPUShader *sh;
char *vert_with_lib = NULL;
char *frag_with_lib = NULL;
char *geom_with_lib = NULL;
vert_with_lib = BLI_string_joinN(lib, vert);
frag_with_lib = BLI_string_joinN(lib, frag);
if (geom) {
geom_with_lib = BLI_string_joinN(lib, geom);
}
sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines);
MEM_freeN(vert_with_lib);
MEM_freeN(frag_with_lib);
if (geom) {
MEM_freeN(geom_with_lib);
}
return sh;
}
GPUShader *DRW_shader_create_with_transform_feedback(
const char *vert, const char *geom, const char *defines,
const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count)
{
return GPU_shader_create_ex(vert, NULL, geom, NULL, defines, GPU_SHADER_FLAGS_NONE,
prim_type, varying_names, varying_count);
}
GPUShader *DRW_shader_create_2D(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines);
}
GPUShader *DRW_shader_create_3D(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines);
}
GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines);
}
GPUShader *DRW_shader_create_3D_depth_only(void)
{
return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY);
}
GPUMaterial *DRW_shader_find_from_world(World *wo, const void *engine_type, int options)
{
GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
if (DRW_state_is_image_render()) {
if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
/* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
* with the shader code and we will resume the compilation from there. */
return NULL;
}
}
return mat;
}
GPUMaterial *DRW_shader_find_from_material(Material *ma, const void *engine_type, int options)
{
GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
if (DRW_state_is_image_render()) {
if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
/* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
* with the shader code and we will resume the compilation from there. */
return NULL;
}
}
return mat;
}
GPUMaterial *DRW_shader_create_from_world(
struct Scene *scene, World *wo, const void *engine_type, int options,
const char *vert, const char *geom, const char *frag_lib, const char *defines)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render()) {
mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
}
if (mat == NULL) {
mat = GPU_material_from_nodetree(
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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scene, wo->nodetree, &wo->gpumaterial, engine_type, options);
}
drw_deferred_shader_add(mat, vert, geom, frag_lib, defines);
return mat;
}
GPUMaterial *DRW_shader_create_from_material(
struct Scene *scene, Material *ma, const void *engine_type, int options,
const char *vert, const char *geom, const char *frag_lib, const char *defines)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render()) {
mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
}
if (mat == NULL) {
mat = GPU_material_from_nodetree(
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
scene, ma->nodetree, &ma->gpumaterial, engine_type, options);
}
drw_deferred_shader_add(mat, vert, geom, frag_lib, defines);
return mat;
}
void DRW_shader_free(GPUShader *shader)
{
GPU_shader_free(shader);
}