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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,
2010-02-12 13:34:04 +00:00
* 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 "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.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.
2015-07-20 16:08:06 +02:00
extern char datatoc_gpu_shader_geometry_glsl[];
static char *glsl_material_library = NULL;
/* 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 */
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static const char *GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"};
/* 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 <= 16; 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) {
/* 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 || 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 (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);
}
}
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, "%f", 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
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);
}
static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
{
GPUNode *node;
GPUInput *input;
const char *name;
int builtins = 0;
/* 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, "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_VEC_UNIFORM) {
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 {
/* for others use const so the compiler can do folding */
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
}
}
}
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",
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input->texid, input->texid);
}
}
}
/* declare temporary variables for node output storage */
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for (output = node->outputs.first; output; output = output->next) {
BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
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GPU_DATATYPE_STR[output->type], output->id);
}
}
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) {
2013-06-25 10:44:30 +00:00
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_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_append(ds, "\n\tgl_FragColor = ");
codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
BLI_dynstr_append(ds, ";\n");
}
static char *code_generate_fragment(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_print_uniforms_functions(ds, nodes);
#if 0
if (G.debug & G_DEBUG)
BLI_dynstr_appendf(ds, "/* %s */\n", name);
#endif
BLI_dynstr_append(ds, "void main()\n{\n");
2013-06-25 10:44:30 +00:00
if (builtins & GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\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");
/* 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 char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
{
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
GPUInput *input;
char *code;
char *vertcode = NULL;
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) {
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 = ELEM(input->attribtype, CD_MTFACE, CD_TANGENT);
if (skip_opensubdiv) {
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
}
#endif
BLI_dynstr_appendf(ds, "%s %s att%d;\n",
GLEW_VERSION_3_0 ? "in" : "attribute",
GPU_DATATYPE_STR[input->type], input->attribid);
BLI_dynstr_appendf(ds, "%s %s var%d;\n",
GLEW_VERSION_3_0 ? "out" : "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
}
}
}
BLI_dynstr_append(ds, "\n");
switch (type) {
case GPU_MATERIAL_TYPE_MESH:
vertcode = datatoc_gpu_shader_vertex_glsl;
break;
case GPU_MATERIAL_TYPE_WORLD:
vertcode = datatoc_gpu_shader_vertex_world_glsl;
break;
default:
fprintf(stderr, "invalid material type, set one after GPU_material_construct_begin\n");
break;
}
BLI_dynstr_append(ds, vertcode);
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 */
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
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
#endif
2016-01-10 07:12:10 +11:00
BLI_dynstr_appendf(
ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n",
input->attribid, input->attribid);
BLI_dynstr_appendf(
ds, "\tvar%d.w = att%d.w;\n",
input->attribid, 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
BLI_dynstr_appendf(ds, "#endif\n");
#endif
}
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
else {
#ifdef WITH_OPENSUBDIV
bool is_mtface = input->attribtype == CD_MTFACE;
if (is_mtface) {
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
}
#endif
BLI_dynstr_appendf(ds, "\tvar%d = att%d;\n", input->attribid, 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 (is_mtface) {
BLI_dynstr_appendf(ds, "#endif\n");
}
#endif
}
}
/* unfortunately special handling is needed here because we abuse gl_Color/gl_SecondaryColor flat shading */
else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
if (input->oglbuiltin == GPU_MATCAP_NORMAL) {
/* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
* between shader stages and we want the full range of the normal */
BLI_dynstr_appendf(ds, "\tvec3 matcapcol = vec3(0.5) * varnormal + vec3(0.5);\n");
BLI_dynstr_appendf(ds, "\tgl_FrontSecondaryColor = vec4(matcapcol, 1.0);\n");
}
else if (input->oglbuiltin == GPU_COLOR) {
BLI_dynstr_appendf(ds, "\tgl_FrontColor = gl_Color;\n");
}
}
BLI_dynstr_append(ds, "}\n");
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
#if 0
if (G.debug & G_DEBUG) printf("%s\n", code);
#endif
return code;
}
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
static char *code_generate_geometry(ListBase *nodes, bool use_opensubdiv)
{
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
GPUInput *input;
char *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) {
if (input->attribtype == CD_MTFACE) {
BLI_dynstr_appendf(ds, "%s %s var%d%s;\n",
GLEW_VERSION_3_0 ? "in" : "varying",
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
GPU_DATATYPE_STR[input->type],
input->attribid,
GLEW_VERSION_3_0 ? "[]" : "");
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
BLI_dynstr_appendf(ds, "uniform int fvar%d_offset;\n",
input->attribid);
}
}
}
}
BLI_dynstr_append(ds, datatoc_gpu_shader_geometry_glsl);
/* Generate varying assignments. */
/* TODO(sergey): Disabled for now, needs revisit. */
#if 0
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
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_MTFACE) {
BLI_dynstr_appendf(ds,
"\tINTERP_FACE_VARYING_2(var%d, "
"fvar%d_offset, st);\n",
input->attribid,
input->attribid);
}
}
}
}
#endif
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
BLI_dynstr_append(ds, "}\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
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
//if (G.debug & G_DEBUG) printf("%s\n", code);
return code;
}
#else
UNUSED_VARS(nodes, use_opensubdiv);
#endif
return NULL;
}
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(GPUPass *pass)
{
return pass->shader;
}
static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
{
GPUShader *shader = pass->shader;
GPUNode *node;
GPUInput *next, *input;
ListBase *inputs = &pass->inputs;
int extract, z;
memset(inputs, 0, sizeof(*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) {
#ifdef WITH_OPENSUBDIV
/* We do need mtface attributes for later, so we can
* update face-varuing variables offset in the texture
* buffer for proper sampling from the shader.
*
* We don't do anything about attribute itself, we
* only use it to learn which uniform name is to be
* updated.
*
* TODO(sergey): We can add ad extra uniform input
* for the offset, which will be purely internal and
* which would avoid having such an exceptions.
*/
if (input->attribtype != CD_MTFACE) {
continue;
}
#else
continue;
#endif
}
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->dynamicvec)
extract = 1;
if (extract)
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
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 (input->source == GPU_SOURCE_ATTRIB &&
input->attribtype == CD_MTFACE)
{
extract = 1;
}
#endif
/* extract nodes */
if (extract) {
BLI_remlink(&node->inputs, input);
BLI_addtail(inputs, input);
}
}
}
GPU_shader_unbind();
}
void GPU_pass_bind(GPUPass *pass, double time, int mipmap)
{
GPUInput *input;
GPUShader *shader = pass->shader;
ListBase *inputs = &pass->inputs;
if (!shader)
return;
GPU_shader_bind(shader);
/* create the textures */
for (input = inputs->first; input; input = input->next) {
if (input->ima)
input->tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, mipmap);
else if (input->prv)
input->tex = GPU_texture_from_preview(input->prv, mipmap);
}
/* bind the textures, in second loop so texture binding during
* create doesn't overwrite already bound textures */
for (input = inputs->first; input; input = input->next) {
if (input->tex && input->bindtex) {
GPU_texture_bind(input->tex, input->texid);
GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
}
}
}
void GPU_pass_update_uniforms(GPUPass *pass)
{
GPUInput *input;
GPUShader *shader = pass->shader;
ListBase *inputs = &pass->inputs;
if (!shader)
return;
/* pass dynamic inputs to opengl, others were removed */
for (input = inputs->first; input; input = input->next) {
if (!(input->ima || input->tex || input->prv)) {
if (input->dynamictype == GPU_DYNAMIC_MAT_HARD) {
// The hardness is actually a short pointer, so we convert it here
2016-01-10 07:12:10 +11:00
float val = (float)(*(short *)input->dynamicvec);
GPU_shader_uniform_vector(shader, input->shaderloc, 1, 1, &val);
}
else {
GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
input->dynamicvec);
}
}
}
}
void GPU_pass_unbind(GPUPass *pass)
{
GPUInput *input;
GPUShader *shader = pass->shader;
ListBase *inputs = &pass->inputs;
if (!shader)
return;
for (input = inputs->first; input; input = input->next) {
if (input->tex && input->bindtex)
GPU_texture_unbind(input->tex);
if (input->ima || input->prv)
input->tex = NULL;
}
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")) &&
(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, link->ptr1, GPU_HDR_NONE, 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 {
/* 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 void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
{
GPUNodeLink *link;
if (sock->link) {
gpu_node_input_link(node, sock->link, sock->type);
}
else {
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);
}
static 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 */
static 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;
}
}
}
}
}
}
static void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
{
GPUNode *node;
GPUInput *input;
*builtin = 0;
for (node = nodes->first; node; node = node->next)
for (input = node->inputs.first; input; input = input->next)
if (input->source == GPU_SOURCE_BUILTIN)
*builtin |= input->builtin;
}
/* varargs linking */
GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
{
GPUNodeLink *link = GPU_node_link_create();
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;
}
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();
2016-01-10 07:12:10 +11:00
link->builtin = builtin;
return link;
}
GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin)
{
GPUNodeLink *link = GPU_node_link_create();
link->oglbuiltin = builtin;
return link;
}
2014-02-03 18:55:59 +11:00
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 0;
}
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 1;
}
2014-02-03 18:55:59 +11:00
bool GPU_stack_link(GPUMaterial *mat, 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 0;
}
node = GPU_node_begin(name);
totin = 0;
totout = 0;
if (in) {
for (i = 0; in[i].type != GPU_NONE; i++) {
gpu_node_input_socket(node, &in[i]);
totin++;
}
}
if (out) {
for (i = 0; out[i].type != GPU_NONE; i++) {
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) {
2016-01-10 07:12:10 +11:00
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(node, link->socket);
else
gpu_node_input_link(node, link, function->paramtype[i]);
}
else
totin--;
}
}
va_end(params);
gpu_material_add_node(mat, node);
return 1;
}
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;
}
/* 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);
}
static 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);
}
}
}
2016-01-10 07:12:10 +11:00
GPUPass *GPU_generate_pass(
ListBase *nodes, GPUNodeLink *outlink,
GPUVertexAttribs *attribs, int *builtins,
const GPUMatType type, const char *UNUSED(name), const bool use_opensubdiv)
{
GPUShader *shader;
GPUPass *pass;
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
char *vertexcode, *geometrycode, *fragmentcode;
#if 0
if (!FUNCTION_LIB) {
GPU_nodes_free(nodes);
return NULL;
}
#endif
/* prune unused nodes */
gpu_nodes_prune(nodes, outlink);
gpu_nodes_get_vertex_attributes(nodes, attribs);
gpu_nodes_get_builtin_flag(nodes, builtins);
/* generate code and compile with opengl */
fragmentcode = code_generate_fragment(nodes, outlink->output);
vertexcode = code_generate_vertex(nodes, type);
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
geometrycode = code_generate_geometry(nodes, use_opensubdiv);
shader = GPU_shader_create_ex(vertexcode,
fragmentcode,
geometrycode,
glsl_material_library,
NULL,
0,
0,
0,
use_opensubdiv ? GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV
: GPU_SHADER_FLAGS_NONE);
/* failed? */
if (!shader) {
if (fragmentcode)
MEM_freeN(fragmentcode);
if (vertexcode)
MEM_freeN(vertexcode);
memset(attribs, 0, sizeof(*attribs));
memset(builtins, 0, sizeof(*builtins));
gpu_nodes_free(nodes);
return NULL;
}
/* create pass */
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
pass->output = outlink->output;
pass->shader = shader;
pass->fragmentcode = fragmentcode;
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
pass->geometrycode = geometrycode;
pass->vertexcode = vertexcode;
pass->libcode = glsl_material_library;
/* extract dynamic inputs and throw away nodes */
gpu_nodes_extract_dynamic_inputs(pass, nodes);
gpu_nodes_free(nodes);
return pass;
}
void GPU_pass_free(GPUPass *pass)
{
GPU_shader_free(pass->shader);
gpu_inputs_free(&pass->inputs);
if (pass->fragmentcode)
MEM_freeN(pass->fragmentcode);
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 (pass->geometrycode)
MEM_freeN(pass->geometrycode);
if (pass->vertexcode)
MEM_freeN(pass->vertexcode);
MEM_freeN(pass);
}