Cleanup: split off code from gpu_codegen.c into smaller files

This commit is contained in:
2020-02-12 12:48:44 +01:00
parent 6701db773e
commit 007f1b74a6
13 changed files with 1759 additions and 1685 deletions

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@@ -118,6 +118,7 @@ int BLI_str_index_in_array_n(const char *__restrict str,
int BLI_str_index_in_array(const char *__restrict str, const char **__restrict str_array)
ATTR_NONNULL();
bool BLI_str_startswith(const char *__restrict str, const char *__restrict start) ATTR_NONNULL();
bool BLI_str_endswith(const char *__restrict str, const char *__restrict end) ATTR_NONNULL();
bool BLI_strn_endswith(const char *__restrict str, const char *__restrict end, size_t length)
ATTR_NONNULL();

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@@ -900,6 +900,24 @@ int BLI_str_index_in_array(const char *__restrict str, const char **__restrict s
return -1;
}
/**
* Find if a string starts with another string.
*
* \param str: The string to search within.
* \param start: The string we look for at the start.
* \return If str starts with start.
*/
bool BLI_str_startswith(const char *__restrict str, const char *__restrict start)
{
for (; *str && *start; str++, start++) {
if (*str != *start) {
return false;
}
}
return (*start == '\0');
}
bool BLI_strn_endswith(const char *__restrict str, const char *__restrict end, size_t slength)
{
size_t elength = strlen(end);

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@@ -46,8 +46,10 @@
#endif
#include "GPU_buffers.h"
#include "GPU_material.h"
#include "intern/gpu_codegen.h"
#include "intern/gpu_node_graph.h"
/* -------------------------------------------------------------------- */
/** \name Uniform Buffer Object (DRW_uniformbuffer)

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@@ -69,7 +69,9 @@ set(SRC
intern/gpu_immediate_util.c
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_material_library.c
intern/gpu_matrix.c
intern/gpu_node_graph.c
intern/gpu_platform.c
intern/gpu_primitive.c
intern/gpu_select.c
@@ -121,6 +123,7 @@ set(SRC
intern/gpu_context_private.h
intern/gpu_material_library.h
intern/gpu_matrix_private.h
intern/gpu_node_graph.h
intern/gpu_primitive_private.h
intern/gpu_private.h
intern/gpu_select_private.h

File diff suppressed because it is too large Load Diff

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@@ -19,143 +19,21 @@
/** \file
* \ingroup gpu
*
* Generate shader code from the intermediate node graph.
*/
#ifndef __GPU_CODEGEN_H__
#define __GPU_CODEGEN_H__
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
#include "GPU_material.h"
#include "GPU_glew.h"
struct GPUNode;
struct GPUMaterial;
struct GPUNodeGraph;
struct GPUOutput;
struct GPUShader;
struct GPUVertAttrLayers;
struct GSet;
struct ListBase;
/* Pass Generation
* - Takes a list of nodes and a desired output, and makes a pass. This
* will take ownership of the nodes and free them early if unused or
* at the end if used.
*/
typedef enum eGPUDataSource {
GPU_SOURCE_OUTPUT,
GPU_SOURCE_CONSTANT,
GPU_SOURCE_UNIFORM,
GPU_SOURCE_ATTR,
GPU_SOURCE_BUILTIN,
GPU_SOURCE_STRUCT,
GPU_SOURCE_TEX,
} eGPUDataSource;
typedef enum {
GPU_NODE_LINK_NONE = 0,
GPU_NODE_LINK_ATTR,
GPU_NODE_LINK_BUILTIN,
GPU_NODE_LINK_COLORBAND,
GPU_NODE_LINK_CONSTANT,
GPU_NODE_LINK_IMAGE_BLENDER,
GPU_NODE_LINK_IMAGE_TILEMAP,
GPU_NODE_LINK_OUTPUT,
GPU_NODE_LINK_UNIFORM,
} GPUNodeLinkType;
struct GPUNode {
struct GPUNode *next, *prev;
const char *name;
/* Internal flag to mark nodes during pruning */
bool tag;
ListBase inputs;
ListBase outputs;
};
struct GPUNodeLink {
GPUNodeStack *socket;
GPUNodeLinkType link_type;
int users; /* Refcount */
union {
/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
float *data;
/* GPU_NODE_LINK_BUILTIN */
eGPUBuiltin builtin;
/* GPU_NODE_LINK_COLORBAND */
struct GPUTexture **coba;
/* GPU_NODE_LINK_OUTPUT */
struct GPUOutput *output;
/* GPU_NODE_LINK_ATTR */
struct {
const char *attr_name;
CustomDataType attr_type;
};
/* GPU_NODE_LINK_IMAGE_BLENDER | GPU_NODE_LINK_IMAGE_TILEMAP */
struct {
struct Image *ima;
struct ImageUser *iuser;
};
};
};
typedef struct GPUOutput {
struct GPUOutput *next, *prev;
GPUNode *node;
eGPUType type; /* data type = length of vector/matrix */
GPUNodeLink *link; /* output link */
int id; /* unique id as created by code generator */
} GPUOutput;
typedef struct GPUInput {
struct GPUInput *next, *prev;
GPUNode *node;
eGPUType type; /* datatype */
GPUNodeLink *link;
int id; /* unique id as created by code generator */
eGPUDataSource source; /* data source */
int shaderloc; /* id from opengl */
char shadername[32]; /* name in shader */
/* Content based on eGPUDataSource */
union {
/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
float vec[16]; /* vector data */
/* GPU_SOURCE_BUILTIN */
eGPUBuiltin builtin; /* builtin uniform */
/* GPU_SOURCE_TEX */
struct {
struct GPUTexture **coba; /* input texture, only set at runtime */
struct Image *ima; /* image */
struct ImageUser *iuser; /* image user */
bool bindtex; /* input is responsible for binding the texture? */
int texid; /* number for multitexture, starting from zero */
eGPUType textype; /* texture type (2D, 1D Array ...) */
};
/* GPU_SOURCE_ATTR */
struct {
/** Attribute name. */
char attr_name[MAX_CUSTOMDATA_LAYER_NAME];
/** ID for vertex attributes. */
int attr_id;
/** This is the first one that is bound. */
bool attr_first;
/** Attribute type. */
CustomDataType attr_type;
};
};
} GPUInput;
struct GPUPass {
typedef struct GPUPass {
struct GPUPass *next;
struct GPUShader *shader;
@@ -171,42 +49,23 @@ struct GPUPass {
int len;
} binary;
bool compiled; /* Did we already tried to compile the attached GPUShader. */
};
} GPUPass;
typedef struct GPUPass GPUPass;
/* Pass */
GPUPass *GPU_generate_pass(GPUMaterial *material,
GPUNodeLink *frag_outlink,
struct GPUVertAttrLayers *attrs,
ListBase *nodes,
int *builtins,
GPUPass *GPU_generate_pass(struct GPUMaterial *material,
struct GPUNodeGraph *graph,
const char *vert_code,
const char *geom_code,
const char *frag_lib,
const char *defines);
struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs, ListBase *nodes);
bool GPU_pass_compile(GPUPass *pass, const char *shname);
void GPU_pass_release(GPUPass *pass);
void GPU_pass_free_nodes(ListBase *nodes);
void GPU_inputs_free(ListBase *inputs);
/* Module */
void gpu_codegen_init(void);
void gpu_codegen_exit(void);
/* Material calls */
const char *GPU_builtin_name(eGPUBuiltin builtin);
void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
int size,
float *pixels,
float *row);
struct GSet *gpu_material_used_libraries(struct GPUMaterial *material);
#endif
#endif /* __GPU_CODEGEN_H__ */

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@@ -29,6 +29,7 @@
#include "BKE_global.h"
#include "intern/gpu_codegen.h"
#include "intern/gpu_material_library.h"
#include "intern/gpu_private.h"
/**
@@ -50,6 +51,7 @@ void GPU_init(void)
gpu_extensions_init(); /* must come first */
gpu_codegen_init();
gpu_material_library_init();
gpu_framebuffer_module_init();
if (G.debug & G_DEBUG_GPU) {
@@ -80,6 +82,7 @@ void GPU_exit(void)
}
gpu_framebuffer_module_exit();
gpu_material_library_exit();
gpu_codegen_exit();
gpu_extensions_exit();

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@@ -52,6 +52,7 @@
#include "DRW_engine.h"
#include "gpu_codegen.h"
#include "gpu_node_graph.h"
/* Structs */
#define MAX_COLOR_BAND 128
@@ -70,15 +71,11 @@ struct GPUMaterial {
const void *engine_type; /* attached engine type */
int options; /* to identify shader variations (shadow, probe, world background...) */
/* for creating the material */
ListBase nodes;
GPUNodeLink *outlink;
/* Nodes */
GPUNodeGraph graph;
/* for binding the material */
GPUPass *pass;
ListBase inputs; /* GPUInput */
GPUVertAttrLayers attrs;
int builtins;
/* XXX: Should be in Material. But it depends on the output node
* used and since the output selection is different for GPUMaterial...
@@ -169,8 +166,7 @@ static void gpu_material_free_single(GPUMaterial *material)
/* Cancel / wait any pending lazy compilation. */
DRW_deferred_shader_remove(material);
GPU_pass_free_nodes(&material->nodes);
GPU_inputs_free(&material->inputs);
gpu_node_graph_free(&material->graph);
if (material->pass != NULL) {
GPU_pass_release(material->pass);
@@ -203,7 +199,7 @@ void GPU_material_free(ListBase *gpumaterial)
eGPUBuiltin GPU_get_material_builtins(GPUMaterial *material)
{
return material->builtins;
return material->graph.builtins;
}
Scene *GPU_material_scene(GPUMaterial *material)
@@ -218,7 +214,7 @@ GPUPass *GPU_material_get_pass(GPUMaterial *material)
ListBase *GPU_material_get_inputs(GPUMaterial *material)
{
return &material->inputs;
return &material->graph.inputs;
}
/* Return can be NULL if it's a world material. */
@@ -573,19 +569,19 @@ struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void)
void GPU_material_vertex_attrs(GPUMaterial *material, GPUVertAttrLayers *r_attrs)
{
*r_attrs = material->attrs;
*r_attrs = material->graph.attrs;
}
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link)
{
if (!material->outlink) {
material->outlink = link;
if (!material->graph.outlink) {
material->graph.outlink = link;
}
}
void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
{
BLI_addtail(&material->nodes, node);
BLI_addtail(&material->graph.nodes, node);
}
GSet *gpu_material_used_libraries(GPUMaterial *material)
@@ -682,7 +678,7 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
SET_FLAG_FROM_TEST(mat->domain, has_surface_output, GPU_DOMAIN_SURFACE);
SET_FLAG_FROM_TEST(mat->domain, has_volume_output, GPU_DOMAIN_VOLUME);
if (mat->outlink) {
if (mat->graph.outlink) {
/* HACK: this is only for eevee. We add the define here after the nodetree evaluation. */
if (GPU_material_flag_get(mat, GPU_MATFLAG_SSS)) {
defines = BLI_string_joinN(defines,
@@ -691,15 +687,7 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
"#endif\n");
}
/* Create source code and search pass cache for an already compiled version. */
mat->pass = GPU_generate_pass(mat,
mat->outlink,
&mat->attrs,
&mat->nodes,
&mat->builtins,
vert_code,
geom_code,
frag_lib,
defines);
mat->pass = GPU_generate_pass(mat, &mat->graph, vert_code, geom_code, frag_lib, defines);
if (GPU_material_flag_get(mat, GPU_MATFLAG_SSS)) {
MEM_freeN((char *)defines);
@@ -714,7 +702,7 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
if (sh != NULL) {
/* We had a cache hit and the shader is already compiled. */
mat->status = GPU_MAT_SUCCESS;
GPU_nodes_extract_dynamic_inputs(sh, &mat->inputs, &mat->nodes);
gpu_node_graph_extract_dynamic_inputs(sh, &mat->graph);
}
else {
mat->status = GPU_MAT_QUEUED;
@@ -760,12 +748,12 @@ void GPU_material_compile(GPUMaterial *mat)
GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) {
mat->status = GPU_MAT_SUCCESS;
GPU_nodes_extract_dynamic_inputs(sh, &mat->inputs, &mat->nodes);
gpu_node_graph_extract_dynamic_inputs(sh, &mat->graph);
}
}
else {
mat->status = GPU_MAT_FAILED;
GPU_pass_free_nodes(&mat->nodes);
gpu_node_graph_free(&mat->graph);
GPU_pass_release(mat->pass);
mat->pass = NULL;
}

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@@ -0,0 +1,882 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU material library parsing and code generation.
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
#include "BLI_string.h"
#include "gpu_material_library.h"
/* List of all gpu_shader_material_*.glsl files used by GLSL materials. These
* will be parsed to make all functions in them available to use for GPU_link().
*
* If a file uses functions from another file, it must be added to the list of
* dependencies, and be placed after that file in the list. */
extern char datatoc_gpu_shader_material_add_shader_glsl[];
extern char datatoc_gpu_shader_material_ambient_occlusion_glsl[];
extern char datatoc_gpu_shader_material_anisotropic_glsl[];
extern char datatoc_gpu_shader_material_attribute_glsl[];
extern char datatoc_gpu_shader_material_background_glsl[];
extern char datatoc_gpu_shader_material_bevel_glsl[];
extern char datatoc_gpu_shader_material_blackbody_glsl[];
extern char datatoc_gpu_shader_material_bright_contrast_glsl[];
extern char datatoc_gpu_shader_material_bump_glsl[];
extern char datatoc_gpu_shader_material_camera_glsl[];
extern char datatoc_gpu_shader_material_clamp_glsl[];
extern char datatoc_gpu_shader_material_color_ramp_glsl[];
extern char datatoc_gpu_shader_material_color_util_glsl[];
extern char datatoc_gpu_shader_material_combine_hsv_glsl[];
extern char datatoc_gpu_shader_material_combine_rgb_glsl[];
extern char datatoc_gpu_shader_material_combine_xyz_glsl[];
extern char datatoc_gpu_shader_material_diffuse_glsl[];
extern char datatoc_gpu_shader_material_displacement_glsl[];
extern char datatoc_gpu_shader_material_eevee_specular_glsl[];
extern char datatoc_gpu_shader_material_emission_glsl[];
extern char datatoc_gpu_shader_material_fractal_noise_glsl[];
extern char datatoc_gpu_shader_material_fresnel_glsl[];
extern char datatoc_gpu_shader_material_gamma_glsl[];
extern char datatoc_gpu_shader_material_geometry_glsl[];
extern char datatoc_gpu_shader_material_glass_glsl[];
extern char datatoc_gpu_shader_material_glossy_glsl[];
extern char datatoc_gpu_shader_material_hair_info_glsl[];
extern char datatoc_gpu_shader_material_hash_glsl[];
extern char datatoc_gpu_shader_material_holdout_glsl[];
extern char datatoc_gpu_shader_material_hue_sat_val_glsl[];
extern char datatoc_gpu_shader_material_invert_glsl[];
extern char datatoc_gpu_shader_material_layer_weight_glsl[];
extern char datatoc_gpu_shader_material_light_falloff_glsl[];
extern char datatoc_gpu_shader_material_light_path_glsl[];
extern char datatoc_gpu_shader_material_mapping_glsl[];
extern char datatoc_gpu_shader_material_map_range_glsl[];
extern char datatoc_gpu_shader_material_math_glsl[];
extern char datatoc_gpu_shader_material_math_util_glsl[];
extern char datatoc_gpu_shader_material_mix_rgb_glsl[];
extern char datatoc_gpu_shader_material_mix_shader_glsl[];
extern char datatoc_gpu_shader_material_noise_glsl[];
extern char datatoc_gpu_shader_material_normal_glsl[];
extern char datatoc_gpu_shader_material_normal_map_glsl[];
extern char datatoc_gpu_shader_material_object_info_glsl[];
extern char datatoc_gpu_shader_material_output_material_glsl[];
extern char datatoc_gpu_shader_material_output_world_glsl[];
extern char datatoc_gpu_shader_material_particle_info_glsl[];
extern char datatoc_gpu_shader_material_principled_glsl[];
extern char datatoc_gpu_shader_material_refraction_glsl[];
extern char datatoc_gpu_shader_material_rgb_curves_glsl[];
extern char datatoc_gpu_shader_material_rgb_to_bw_glsl[];
extern char datatoc_gpu_shader_material_separate_hsv_glsl[];
extern char datatoc_gpu_shader_material_separate_rgb_glsl[];
extern char datatoc_gpu_shader_material_separate_xyz_glsl[];
extern char datatoc_gpu_shader_material_set_glsl[];
extern char datatoc_gpu_shader_material_shader_to_rgba_glsl[];
extern char datatoc_gpu_shader_material_squeeze_glsl[];
extern char datatoc_gpu_shader_material_subsurface_scattering_glsl[];
extern char datatoc_gpu_shader_material_tangent_glsl[];
extern char datatoc_gpu_shader_material_tex_brick_glsl[];
extern char datatoc_gpu_shader_material_tex_checker_glsl[];
extern char datatoc_gpu_shader_material_tex_environment_glsl[];
extern char datatoc_gpu_shader_material_tex_gradient_glsl[];
extern char datatoc_gpu_shader_material_tex_image_glsl[];
extern char datatoc_gpu_shader_material_tex_magic_glsl[];
extern char datatoc_gpu_shader_material_tex_musgrave_glsl[];
extern char datatoc_gpu_shader_material_tex_noise_glsl[];
extern char datatoc_gpu_shader_material_tex_sky_glsl[];
extern char datatoc_gpu_shader_material_texture_coordinates_glsl[];
extern char datatoc_gpu_shader_material_tex_voronoi_glsl[];
extern char datatoc_gpu_shader_material_tex_wave_glsl[];
extern char datatoc_gpu_shader_material_tex_white_noise_glsl[];
extern char datatoc_gpu_shader_material_toon_glsl[];
extern char datatoc_gpu_shader_material_translucent_glsl[];
extern char datatoc_gpu_shader_material_transparent_glsl[];
extern char datatoc_gpu_shader_material_uv_map_glsl[];
extern char datatoc_gpu_shader_material_vector_curves_glsl[];
extern char datatoc_gpu_shader_material_vector_displacement_glsl[];
extern char datatoc_gpu_shader_material_vector_math_glsl[];
extern char datatoc_gpu_shader_material_velvet_glsl[];
extern char datatoc_gpu_shader_material_vertex_color_glsl[];
extern char datatoc_gpu_shader_material_volume_absorption_glsl[];
extern char datatoc_gpu_shader_material_volume_info_glsl[];
extern char datatoc_gpu_shader_material_volume_principled_glsl[];
extern char datatoc_gpu_shader_material_volume_scatter_glsl[];
extern char datatoc_gpu_shader_material_wireframe_glsl[];
extern char datatoc_gpu_shader_material_world_normals_glsl[];
static GPUMaterialLibrary gpu_shader_material_math_util_library = {
.code = datatoc_gpu_shader_material_math_util_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_color_util_library = {
.code = datatoc_gpu_shader_material_color_util_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_hash_library = {
.code = datatoc_gpu_shader_material_hash_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_noise_library = {
.code = datatoc_gpu_shader_material_noise_glsl,
.dependencies = {&gpu_shader_material_hash_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_fractal_noise_library = {
.code = datatoc_gpu_shader_material_fractal_noise_glsl,
.dependencies = {&gpu_shader_material_noise_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_add_shader_library = {
.code = datatoc_gpu_shader_material_add_shader_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_ambient_occlusion_library = {
.code = datatoc_gpu_shader_material_ambient_occlusion_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_glossy_library = {
.code = datatoc_gpu_shader_material_glossy_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_anisotropic_library = {
.code = datatoc_gpu_shader_material_anisotropic_glsl,
.dependencies = {&gpu_shader_material_glossy_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_attribute_library = {
.code = datatoc_gpu_shader_material_attribute_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_background_library = {
.code = datatoc_gpu_shader_material_background_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_bevel_library = {
.code = datatoc_gpu_shader_material_bevel_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_blackbody_library = {
.code = datatoc_gpu_shader_material_blackbody_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_bright_contrast_library = {
.code = datatoc_gpu_shader_material_bright_contrast_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_bump_library = {
.code = datatoc_gpu_shader_material_bump_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_camera_library = {
.code = datatoc_gpu_shader_material_camera_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_clamp_library = {
.code = datatoc_gpu_shader_material_clamp_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_color_ramp_library = {
.code = datatoc_gpu_shader_material_color_ramp_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_combine_hsv_library = {
.code = datatoc_gpu_shader_material_combine_hsv_glsl,
.dependencies = {&gpu_shader_material_color_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_combine_rgb_library = {
.code = datatoc_gpu_shader_material_combine_rgb_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_combine_xyz_library = {
.code = datatoc_gpu_shader_material_combine_xyz_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_diffuse_library = {
.code = datatoc_gpu_shader_material_diffuse_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_displacement_library = {
.code = datatoc_gpu_shader_material_displacement_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_eevee_specular_library = {
.code = datatoc_gpu_shader_material_eevee_specular_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_emission_library = {
.code = datatoc_gpu_shader_material_emission_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_fresnel_library = {
.code = datatoc_gpu_shader_material_fresnel_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_gamma_library = {
.code = datatoc_gpu_shader_material_gamma_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tangent_library = {
.code = datatoc_gpu_shader_material_tangent_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_geometry_library = {
.code = datatoc_gpu_shader_material_geometry_glsl,
.dependencies = {&gpu_shader_material_tangent_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_glass_library = {
.code = datatoc_gpu_shader_material_glass_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_hair_info_library = {
.code = datatoc_gpu_shader_material_hair_info_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_holdout_library = {
.code = datatoc_gpu_shader_material_holdout_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_hue_sat_val_library = {
.code = datatoc_gpu_shader_material_hue_sat_val_glsl,
.dependencies = {&gpu_shader_material_color_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_invert_library = {
.code = datatoc_gpu_shader_material_invert_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_layer_weight_library = {
.code = datatoc_gpu_shader_material_layer_weight_glsl,
.dependencies = {&gpu_shader_material_fresnel_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_light_falloff_library = {
.code = datatoc_gpu_shader_material_light_falloff_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_light_path_library = {
.code = datatoc_gpu_shader_material_light_path_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_mapping_library = {
.code = datatoc_gpu_shader_material_mapping_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_map_range_library = {
.code = datatoc_gpu_shader_material_map_range_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_math_library = {
.code = datatoc_gpu_shader_material_math_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_mix_rgb_library = {
.code = datatoc_gpu_shader_material_mix_rgb_glsl,
.dependencies = {&gpu_shader_material_color_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_mix_shader_library = {
.code = datatoc_gpu_shader_material_mix_shader_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_normal_library = {
.code = datatoc_gpu_shader_material_normal_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_normal_map_library = {
.code = datatoc_gpu_shader_material_normal_map_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_object_info_library = {
.code = datatoc_gpu_shader_material_object_info_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_output_material_library = {
.code = datatoc_gpu_shader_material_output_material_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_output_world_library = {
.code = datatoc_gpu_shader_material_output_world_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_particle_info_library = {
.code = datatoc_gpu_shader_material_particle_info_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_principled_library = {
.code = datatoc_gpu_shader_material_principled_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_refraction_library = {
.code = datatoc_gpu_shader_material_refraction_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_rgb_curves_library = {
.code = datatoc_gpu_shader_material_rgb_curves_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_rgb_to_bw_library = {
.code = datatoc_gpu_shader_material_rgb_to_bw_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_separate_hsv_library = {
.code = datatoc_gpu_shader_material_separate_hsv_glsl,
.dependencies = {&gpu_shader_material_color_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_separate_rgb_library = {
.code = datatoc_gpu_shader_material_separate_rgb_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_separate_xyz_library = {
.code = datatoc_gpu_shader_material_separate_xyz_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_set_library = {
.code = datatoc_gpu_shader_material_set_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_shader_to_rgba_library = {
.code = datatoc_gpu_shader_material_shader_to_rgba_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_squeeze_library = {
.code = datatoc_gpu_shader_material_squeeze_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_subsurface_scattering_library = {
.code = datatoc_gpu_shader_material_subsurface_scattering_glsl,
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_brick_library = {
.code = datatoc_gpu_shader_material_tex_brick_glsl,
.dependencies = {&gpu_shader_material_math_util_library,
&gpu_shader_material_hash_library,
NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_checker_library = {
.code = datatoc_gpu_shader_material_tex_checker_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_environment_library = {
.code = datatoc_gpu_shader_material_tex_environment_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_gradient_library = {
.code = datatoc_gpu_shader_material_tex_gradient_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_image_library = {
.code = datatoc_gpu_shader_material_tex_image_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_magic_library = {
.code = datatoc_gpu_shader_material_tex_magic_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_musgrave_library = {
.code = datatoc_gpu_shader_material_tex_musgrave_glsl,
.dependencies = {&gpu_shader_material_noise_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_noise_library = {
.code = datatoc_gpu_shader_material_tex_noise_glsl,
.dependencies = {&gpu_shader_material_fractal_noise_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_sky_library = {
.code = datatoc_gpu_shader_material_tex_sky_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_texture_coordinates_library = {
.code = datatoc_gpu_shader_material_texture_coordinates_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_voronoi_library = {
.code = datatoc_gpu_shader_material_tex_voronoi_glsl,
.dependencies = {&gpu_shader_material_math_util_library,
&gpu_shader_material_hash_library,
NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_wave_library = {
.code = datatoc_gpu_shader_material_tex_wave_glsl,
.dependencies = {&gpu_shader_material_fractal_noise_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_white_noise_library = {
.code = datatoc_gpu_shader_material_tex_white_noise_glsl,
.dependencies = {&gpu_shader_material_hash_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_toon_library = {
.code = datatoc_gpu_shader_material_toon_glsl,
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_translucent_library = {
.code = datatoc_gpu_shader_material_translucent_glsl,
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_transparent_library = {
.code = datatoc_gpu_shader_material_transparent_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_uv_map_library = {
.code = datatoc_gpu_shader_material_uv_map_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_vector_curves_library = {
.code = datatoc_gpu_shader_material_vector_curves_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_vector_displacement_library = {
.code = datatoc_gpu_shader_material_vector_displacement_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_vector_math_library = {
.code = datatoc_gpu_shader_material_vector_math_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_velvet_library = {
.code = datatoc_gpu_shader_material_velvet_glsl,
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_vertex_color_library = {
.code = datatoc_gpu_shader_material_vertex_color_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_volume_absorption_library = {
.code = datatoc_gpu_shader_material_volume_absorption_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_volume_info_library = {
.code = datatoc_gpu_shader_material_volume_info_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_volume_principled_library = {
.code = datatoc_gpu_shader_material_volume_principled_glsl,
.dependencies = {&gpu_shader_material_blackbody_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_volume_scatter_library = {
.code = datatoc_gpu_shader_material_volume_scatter_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_wireframe_library = {
.code = datatoc_gpu_shader_material_wireframe_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_world_normals_library = {
.code = datatoc_gpu_shader_material_world_normals_glsl,
.dependencies = {&gpu_shader_material_texture_coordinates_library, NULL},
};
static GPUMaterialLibrary *gpu_material_libraries[] = {
&gpu_shader_material_math_util_library,
&gpu_shader_material_color_util_library,
&gpu_shader_material_hash_library,
&gpu_shader_material_noise_library,
&gpu_shader_material_fractal_noise_library,
&gpu_shader_material_add_shader_library,
&gpu_shader_material_ambient_occlusion_library,
&gpu_shader_material_glossy_library,
&gpu_shader_material_anisotropic_library,
&gpu_shader_material_attribute_library,
&gpu_shader_material_background_library,
&gpu_shader_material_bevel_library,
&gpu_shader_material_blackbody_library,
&gpu_shader_material_bright_contrast_library,
&gpu_shader_material_bump_library,
&gpu_shader_material_camera_library,
&gpu_shader_material_clamp_library,
&gpu_shader_material_color_ramp_library,
&gpu_shader_material_combine_hsv_library,
&gpu_shader_material_combine_rgb_library,
&gpu_shader_material_combine_xyz_library,
&gpu_shader_material_diffuse_library,
&gpu_shader_material_displacement_library,
&gpu_shader_material_eevee_specular_library,
&gpu_shader_material_emission_library,
&gpu_shader_material_fresnel_library,
&gpu_shader_material_gamma_library,
&gpu_shader_material_tangent_library,
&gpu_shader_material_geometry_library,
&gpu_shader_material_glass_library,
&gpu_shader_material_hair_info_library,
&gpu_shader_material_holdout_library,
&gpu_shader_material_hue_sat_val_library,
&gpu_shader_material_invert_library,
&gpu_shader_material_layer_weight_library,
&gpu_shader_material_light_falloff_library,
&gpu_shader_material_light_path_library,
&gpu_shader_material_mapping_library,
&gpu_shader_material_map_range_library,
&gpu_shader_material_math_library,
&gpu_shader_material_mix_rgb_library,
&gpu_shader_material_mix_shader_library,
&gpu_shader_material_normal_library,
&gpu_shader_material_normal_map_library,
&gpu_shader_material_object_info_library,
&gpu_shader_material_output_material_library,
&gpu_shader_material_output_world_library,
&gpu_shader_material_particle_info_library,
&gpu_shader_material_principled_library,
&gpu_shader_material_refraction_library,
&gpu_shader_material_rgb_curves_library,
&gpu_shader_material_rgb_to_bw_library,
&gpu_shader_material_separate_hsv_library,
&gpu_shader_material_separate_rgb_library,
&gpu_shader_material_separate_xyz_library,
&gpu_shader_material_set_library,
&gpu_shader_material_shader_to_rgba_library,
&gpu_shader_material_squeeze_library,
&gpu_shader_material_subsurface_scattering_library,
&gpu_shader_material_tex_brick_library,
&gpu_shader_material_tex_checker_library,
&gpu_shader_material_tex_environment_library,
&gpu_shader_material_tex_gradient_library,
&gpu_shader_material_tex_image_library,
&gpu_shader_material_tex_magic_library,
&gpu_shader_material_tex_musgrave_library,
&gpu_shader_material_tex_noise_library,
&gpu_shader_material_tex_sky_library,
&gpu_shader_material_texture_coordinates_library,
&gpu_shader_material_tex_voronoi_library,
&gpu_shader_material_tex_wave_library,
&gpu_shader_material_tex_white_noise_library,
&gpu_shader_material_toon_library,
&gpu_shader_material_translucent_library,
&gpu_shader_material_transparent_library,
&gpu_shader_material_uv_map_library,
&gpu_shader_material_vector_curves_library,
&gpu_shader_material_vector_displacement_library,
&gpu_shader_material_vector_math_library,
&gpu_shader_material_velvet_library,
&gpu_shader_material_vertex_color_library,
&gpu_shader_material_volume_absorption_library,
&gpu_shader_material_volume_info_library,
&gpu_shader_material_volume_principled_library,
&gpu_shader_material_volume_scatter_library,
&gpu_shader_material_wireframe_library,
&gpu_shader_material_world_normals_library,
NULL};
/* GLSL code parsing for finding function definitions.
* These are stored in a hash for lookup when creating a material. */
static GHash *FUNCTION_HASH = NULL;
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 {
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;
}
/* Indices match the eGPUType enum */
static const char *GPU_DATATYPE_STR[17] = {
"",
"float",
"vec2",
"vec3",
"vec4",
NULL,
NULL,
NULL,
NULL,
"mat3",
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
"mat4",
};
const char *gpu_data_type_to_string(const eGPUType type)
{
return GPU_DATATYPE_STR[type];
}
static void gpu_parse_material_library(GHash *hash, GPUMaterialLibrary *library)
{
GPUFunction *function;
eGPUType type;
GPUFunctionQual qual;
int i;
char *code = library->code;
while ((code = strstr(code, "void "))) {
function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
function->library = library;
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 (BLI_str_startswith(code, "out ")) {
qual = FUNCTION_QUAL_OUT;
}
if (BLI_str_startswith(code, "inout ")) {
qual = FUNCTION_QUAL_INOUT;
}
if ((qual != FUNCTION_QUAL_IN) || BLI_str_startswith(code, "in ")) {
code = gpu_str_skip_token(code, NULL, 0);
}
/* test for type */
type = GPU_NONE;
for (i = 1; i < ARRAY_SIZE(GPU_DATATYPE_STR); i++) {
if (GPU_DATATYPE_STR[i] && BLI_str_startswith(code, GPU_DATATYPE_STR[i])) {
type = i;
break;
}
}
if (!type && BLI_str_startswith(code, "samplerCube")) {
type = GPU_TEXCUBE;
}
if (!type && BLI_str_startswith(code, "sampler2DShadow")) {
type = GPU_SHADOW2D;
}
if (!type && BLI_str_startswith(code, "sampler1DArray")) {
type = GPU_TEX1D_ARRAY;
}
if (!type && BLI_str_startswith(code, "sampler2DArray")) {
type = GPU_TEX2D_ARRAY;
}
if (!type && BLI_str_startswith(code, "sampler2D")) {
type = GPU_TEX2D;
}
if (!type && BLI_str_startswith(code, "sampler3D")) {
type = GPU_TEX3D;
}
if (!type && BLI_str_startswith(code, "Closure")) {
type = GPU_CLOSURE;
}
if (type) {
/* add parameter */
code = gpu_str_skip_token(code, NULL, 0);
code = gpu_str_skip_token(code, NULL, 0);
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);
}
}
/* Module */
void gpu_material_library_init(void)
{
/* Only parse GLSL shader files once. */
if (FUNCTION_HASH) {
return;
}
FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
for (int i = 0; gpu_material_libraries[i]; i++) {
gpu_parse_material_library(FUNCTION_HASH, gpu_material_libraries[i]);
}
}
void gpu_material_library_exit(void)
{
if (FUNCTION_HASH) {
BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN);
FUNCTION_HASH = NULL;
}
}
/* Code Generation */
static void gpu_material_use_library_with_dependencies(GSet *used_libraries,
GPUMaterialLibrary *library)
{
if (BLI_gset_add(used_libraries, library->code)) {
for (int i = 0; library->dependencies[i]; i++) {
gpu_material_use_library_with_dependencies(used_libraries, library->dependencies[i]);
}
}
}
GPUFunction *gpu_material_library_use_function(GSet *used_libraries, const char *name)
{
GPUFunction *function = BLI_ghash_lookup(FUNCTION_HASH, (const void *)name);
if (function) {
gpu_material_use_library_with_dependencies(used_libraries, function->library);
}
return function;
}
char *gpu_material_library_generate_code(GSet *used_libraries, const char *frag_lib)
{
DynStr *ds = BLI_dynstr_new();
if (frag_lib) {
BLI_dynstr_append(ds, frag_lib);
}
/* Always include those because they may be needed by the execution function. */
gpu_material_use_library_with_dependencies(used_libraries,
&gpu_shader_material_world_normals_library);
/* Add library code in order, for dependencies. */
for (int i = 0; gpu_material_libraries[i]; i++) {
GPUMaterialLibrary *library = gpu_material_libraries[i];
if (BLI_gset_haskey(used_libraries, library->code)) {
BLI_dynstr_append(ds, library->code);
}
}
char *result = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return result;
}

View File

@@ -20,634 +20,50 @@
/** \file
* \ingroup gpu
*
* List of all gpu_shader_material_*.glsl files used by GLSL materials. These
* will be parsed to make all functions in them available to use for GPU_link().
*
* If a file uses functions from another file, it must be added to the list of
* dependencies, and be placed after that file in the list. */
* Parsing of and code generation using GLSL shaders in gpu/shaders/material. */
#ifndef __GPU_MATERIAL_LIBRARY_H__
#define __GPU_MATERIAL_LIBRARY_H__
#include "GPU_material.h"
#define MAX_FUNCTION_NAME 64
#define MAX_PARAMETER 32
struct GSet;
typedef struct GPUMaterialLibrary {
char *code;
struct GPUMaterialLibrary *dependencies[8];
} GPUMaterialLibrary;
extern char datatoc_gpu_shader_material_add_shader_glsl[];
extern char datatoc_gpu_shader_material_ambient_occlusion_glsl[];
extern char datatoc_gpu_shader_material_anisotropic_glsl[];
extern char datatoc_gpu_shader_material_attribute_glsl[];
extern char datatoc_gpu_shader_material_background_glsl[];
extern char datatoc_gpu_shader_material_bevel_glsl[];
extern char datatoc_gpu_shader_material_blackbody_glsl[];
extern char datatoc_gpu_shader_material_bright_contrast_glsl[];
extern char datatoc_gpu_shader_material_bump_glsl[];
extern char datatoc_gpu_shader_material_camera_glsl[];
extern char datatoc_gpu_shader_material_clamp_glsl[];
extern char datatoc_gpu_shader_material_color_ramp_glsl[];
extern char datatoc_gpu_shader_material_color_util_glsl[];
extern char datatoc_gpu_shader_material_combine_hsv_glsl[];
extern char datatoc_gpu_shader_material_combine_rgb_glsl[];
extern char datatoc_gpu_shader_material_combine_xyz_glsl[];
extern char datatoc_gpu_shader_material_diffuse_glsl[];
extern char datatoc_gpu_shader_material_displacement_glsl[];
extern char datatoc_gpu_shader_material_eevee_specular_glsl[];
extern char datatoc_gpu_shader_material_emission_glsl[];
extern char datatoc_gpu_shader_material_fractal_noise_glsl[];
extern char datatoc_gpu_shader_material_fresnel_glsl[];
extern char datatoc_gpu_shader_material_gamma_glsl[];
extern char datatoc_gpu_shader_material_geometry_glsl[];
extern char datatoc_gpu_shader_material_glass_glsl[];
extern char datatoc_gpu_shader_material_glossy_glsl[];
extern char datatoc_gpu_shader_material_hair_info_glsl[];
extern char datatoc_gpu_shader_material_hash_glsl[];
extern char datatoc_gpu_shader_material_holdout_glsl[];
extern char datatoc_gpu_shader_material_hue_sat_val_glsl[];
extern char datatoc_gpu_shader_material_invert_glsl[];
extern char datatoc_gpu_shader_material_layer_weight_glsl[];
extern char datatoc_gpu_shader_material_light_falloff_glsl[];
extern char datatoc_gpu_shader_material_light_path_glsl[];
extern char datatoc_gpu_shader_material_mapping_glsl[];
extern char datatoc_gpu_shader_material_map_range_glsl[];
extern char datatoc_gpu_shader_material_math_glsl[];
extern char datatoc_gpu_shader_material_math_util_glsl[];
extern char datatoc_gpu_shader_material_mix_rgb_glsl[];
extern char datatoc_gpu_shader_material_mix_shader_glsl[];
extern char datatoc_gpu_shader_material_noise_glsl[];
extern char datatoc_gpu_shader_material_normal_glsl[];
extern char datatoc_gpu_shader_material_normal_map_glsl[];
extern char datatoc_gpu_shader_material_object_info_glsl[];
extern char datatoc_gpu_shader_material_output_material_glsl[];
extern char datatoc_gpu_shader_material_output_world_glsl[];
extern char datatoc_gpu_shader_material_particle_info_glsl[];
extern char datatoc_gpu_shader_material_principled_glsl[];
extern char datatoc_gpu_shader_material_refraction_glsl[];
extern char datatoc_gpu_shader_material_rgb_curves_glsl[];
extern char datatoc_gpu_shader_material_rgb_to_bw_glsl[];
extern char datatoc_gpu_shader_material_separate_hsv_glsl[];
extern char datatoc_gpu_shader_material_separate_rgb_glsl[];
extern char datatoc_gpu_shader_material_separate_xyz_glsl[];
extern char datatoc_gpu_shader_material_set_glsl[];
extern char datatoc_gpu_shader_material_shader_to_rgba_glsl[];
extern char datatoc_gpu_shader_material_squeeze_glsl[];
extern char datatoc_gpu_shader_material_subsurface_scattering_glsl[];
extern char datatoc_gpu_shader_material_tangent_glsl[];
extern char datatoc_gpu_shader_material_tex_brick_glsl[];
extern char datatoc_gpu_shader_material_tex_checker_glsl[];
extern char datatoc_gpu_shader_material_tex_environment_glsl[];
extern char datatoc_gpu_shader_material_tex_gradient_glsl[];
extern char datatoc_gpu_shader_material_tex_image_glsl[];
extern char datatoc_gpu_shader_material_tex_magic_glsl[];
extern char datatoc_gpu_shader_material_tex_musgrave_glsl[];
extern char datatoc_gpu_shader_material_tex_noise_glsl[];
extern char datatoc_gpu_shader_material_tex_sky_glsl[];
extern char datatoc_gpu_shader_material_texture_coordinates_glsl[];
extern char datatoc_gpu_shader_material_tex_voronoi_glsl[];
extern char datatoc_gpu_shader_material_tex_wave_glsl[];
extern char datatoc_gpu_shader_material_tex_white_noise_glsl[];
extern char datatoc_gpu_shader_material_toon_glsl[];
extern char datatoc_gpu_shader_material_translucent_glsl[];
extern char datatoc_gpu_shader_material_transparent_glsl[];
extern char datatoc_gpu_shader_material_uv_map_glsl[];
extern char datatoc_gpu_shader_material_vector_curves_glsl[];
extern char datatoc_gpu_shader_material_vector_displacement_glsl[];
extern char datatoc_gpu_shader_material_vector_math_glsl[];
extern char datatoc_gpu_shader_material_velvet_glsl[];
extern char datatoc_gpu_shader_material_vertex_color_glsl[];
extern char datatoc_gpu_shader_material_volume_absorption_glsl[];
extern char datatoc_gpu_shader_material_volume_info_glsl[];
extern char datatoc_gpu_shader_material_volume_principled_glsl[];
extern char datatoc_gpu_shader_material_volume_scatter_glsl[];
extern char datatoc_gpu_shader_material_wireframe_glsl[];
extern char datatoc_gpu_shader_material_world_normals_glsl[];
typedef enum {
FUNCTION_QUAL_IN,
FUNCTION_QUAL_OUT,
FUNCTION_QUAL_INOUT,
} GPUFunctionQual;
static GPUMaterialLibrary gpu_shader_material_math_util_library = {
.code = datatoc_gpu_shader_material_math_util_glsl,
.dependencies = {NULL},
};
typedef struct GPUFunction {
char name[MAX_FUNCTION_NAME];
eGPUType paramtype[MAX_PARAMETER];
GPUFunctionQual paramqual[MAX_PARAMETER];
int totparam;
GPUMaterialLibrary *library;
} GPUFunction;
static GPUMaterialLibrary gpu_shader_material_color_util_library = {
.code = datatoc_gpu_shader_material_color_util_glsl,
.dependencies = {NULL},
};
/* Module */
static GPUMaterialLibrary gpu_shader_material_hash_library = {
.code = datatoc_gpu_shader_material_hash_glsl,
.dependencies = {NULL},
};
void gpu_material_library_init(void);
void gpu_material_library_exit(void);
static GPUMaterialLibrary gpu_shader_material_noise_library = {
.code = datatoc_gpu_shader_material_noise_glsl,
.dependencies = {&gpu_shader_material_hash_library, NULL},
};
/* Code Generation */
static GPUMaterialLibrary gpu_shader_material_fractal_noise_library = {
.code = datatoc_gpu_shader_material_fractal_noise_glsl,
.dependencies = {&gpu_shader_material_noise_library, NULL},
};
GPUFunction *gpu_material_library_use_function(struct GSet *used_libraries, const char *name);
char *gpu_material_library_generate_code(struct GSet *used_libraries, const char *frag_lib);
static GPUMaterialLibrary gpu_shader_material_add_shader_library = {
.code = datatoc_gpu_shader_material_add_shader_glsl,
.dependencies = {NULL},
};
/* Code Parsing */
static GPUMaterialLibrary gpu_shader_material_ambient_occlusion_library = {
.code = datatoc_gpu_shader_material_ambient_occlusion_glsl,
.dependencies = {NULL},
};
char *gpu_str_skip_token(char *str, char *token, int max);
const char *gpu_data_type_to_string(const eGPUType type);
static GPUMaterialLibrary gpu_shader_material_glossy_library = {
.code = datatoc_gpu_shader_material_glossy_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_anisotropic_library = {
.code = datatoc_gpu_shader_material_anisotropic_glsl,
.dependencies = {&gpu_shader_material_glossy_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_attribute_library = {
.code = datatoc_gpu_shader_material_attribute_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_background_library = {
.code = datatoc_gpu_shader_material_background_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_bevel_library = {
.code = datatoc_gpu_shader_material_bevel_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_blackbody_library = {
.code = datatoc_gpu_shader_material_blackbody_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_bright_contrast_library = {
.code = datatoc_gpu_shader_material_bright_contrast_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_bump_library = {
.code = datatoc_gpu_shader_material_bump_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_camera_library = {
.code = datatoc_gpu_shader_material_camera_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_clamp_library = {
.code = datatoc_gpu_shader_material_clamp_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_color_ramp_library = {
.code = datatoc_gpu_shader_material_color_ramp_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_combine_hsv_library = {
.code = datatoc_gpu_shader_material_combine_hsv_glsl,
.dependencies = {&gpu_shader_material_color_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_combine_rgb_library = {
.code = datatoc_gpu_shader_material_combine_rgb_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_combine_xyz_library = {
.code = datatoc_gpu_shader_material_combine_xyz_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_diffuse_library = {
.code = datatoc_gpu_shader_material_diffuse_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_displacement_library = {
.code = datatoc_gpu_shader_material_displacement_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_eevee_specular_library = {
.code = datatoc_gpu_shader_material_eevee_specular_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_emission_library = {
.code = datatoc_gpu_shader_material_emission_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_fresnel_library = {
.code = datatoc_gpu_shader_material_fresnel_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_gamma_library = {
.code = datatoc_gpu_shader_material_gamma_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tangent_library = {
.code = datatoc_gpu_shader_material_tangent_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_geometry_library = {
.code = datatoc_gpu_shader_material_geometry_glsl,
.dependencies = {&gpu_shader_material_tangent_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_glass_library = {
.code = datatoc_gpu_shader_material_glass_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_hair_info_library = {
.code = datatoc_gpu_shader_material_hair_info_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_holdout_library = {
.code = datatoc_gpu_shader_material_holdout_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_hue_sat_val_library = {
.code = datatoc_gpu_shader_material_hue_sat_val_glsl,
.dependencies = {&gpu_shader_material_color_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_invert_library = {
.code = datatoc_gpu_shader_material_invert_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_layer_weight_library = {
.code = datatoc_gpu_shader_material_layer_weight_glsl,
.dependencies = {&gpu_shader_material_fresnel_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_light_falloff_library = {
.code = datatoc_gpu_shader_material_light_falloff_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_light_path_library = {
.code = datatoc_gpu_shader_material_light_path_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_mapping_library = {
.code = datatoc_gpu_shader_material_mapping_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_map_range_library = {
.code = datatoc_gpu_shader_material_map_range_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_math_library = {
.code = datatoc_gpu_shader_material_math_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_mix_rgb_library = {
.code = datatoc_gpu_shader_material_mix_rgb_glsl,
.dependencies = {&gpu_shader_material_color_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_mix_shader_library = {
.code = datatoc_gpu_shader_material_mix_shader_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_normal_library = {
.code = datatoc_gpu_shader_material_normal_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_normal_map_library = {
.code = datatoc_gpu_shader_material_normal_map_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_object_info_library = {
.code = datatoc_gpu_shader_material_object_info_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_output_material_library = {
.code = datatoc_gpu_shader_material_output_material_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_output_world_library = {
.code = datatoc_gpu_shader_material_output_world_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_particle_info_library = {
.code = datatoc_gpu_shader_material_particle_info_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_principled_library = {
.code = datatoc_gpu_shader_material_principled_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_refraction_library = {
.code = datatoc_gpu_shader_material_refraction_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_rgb_curves_library = {
.code = datatoc_gpu_shader_material_rgb_curves_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_rgb_to_bw_library = {
.code = datatoc_gpu_shader_material_rgb_to_bw_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_separate_hsv_library = {
.code = datatoc_gpu_shader_material_separate_hsv_glsl,
.dependencies = {&gpu_shader_material_color_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_separate_rgb_library = {
.code = datatoc_gpu_shader_material_separate_rgb_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_separate_xyz_library = {
.code = datatoc_gpu_shader_material_separate_xyz_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_set_library = {
.code = datatoc_gpu_shader_material_set_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_shader_to_rgba_library = {
.code = datatoc_gpu_shader_material_shader_to_rgba_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_squeeze_library = {
.code = datatoc_gpu_shader_material_squeeze_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_subsurface_scattering_library = {
.code = datatoc_gpu_shader_material_subsurface_scattering_glsl,
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_brick_library = {
.code = datatoc_gpu_shader_material_tex_brick_glsl,
.dependencies = {&gpu_shader_material_math_util_library,
&gpu_shader_material_hash_library,
NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_checker_library = {
.code = datatoc_gpu_shader_material_tex_checker_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_environment_library = {
.code = datatoc_gpu_shader_material_tex_environment_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_gradient_library = {
.code = datatoc_gpu_shader_material_tex_gradient_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_image_library = {
.code = datatoc_gpu_shader_material_tex_image_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_magic_library = {
.code = datatoc_gpu_shader_material_tex_magic_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_musgrave_library = {
.code = datatoc_gpu_shader_material_tex_musgrave_glsl,
.dependencies = {&gpu_shader_material_noise_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_noise_library = {
.code = datatoc_gpu_shader_material_tex_noise_glsl,
.dependencies = {&gpu_shader_material_fractal_noise_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_sky_library = {
.code = datatoc_gpu_shader_material_tex_sky_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_texture_coordinates_library = {
.code = datatoc_gpu_shader_material_texture_coordinates_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_voronoi_library = {
.code = datatoc_gpu_shader_material_tex_voronoi_glsl,
.dependencies = {&gpu_shader_material_math_util_library,
&gpu_shader_material_hash_library,
NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_wave_library = {
.code = datatoc_gpu_shader_material_tex_wave_glsl,
.dependencies = {&gpu_shader_material_fractal_noise_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_tex_white_noise_library = {
.code = datatoc_gpu_shader_material_tex_white_noise_glsl,
.dependencies = {&gpu_shader_material_hash_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_toon_library = {
.code = datatoc_gpu_shader_material_toon_glsl,
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_translucent_library = {
.code = datatoc_gpu_shader_material_translucent_glsl,
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_transparent_library = {
.code = datatoc_gpu_shader_material_transparent_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_uv_map_library = {
.code = datatoc_gpu_shader_material_uv_map_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_vector_curves_library = {
.code = datatoc_gpu_shader_material_vector_curves_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_vector_displacement_library = {
.code = datatoc_gpu_shader_material_vector_displacement_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_vector_math_library = {
.code = datatoc_gpu_shader_material_vector_math_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_velvet_library = {
.code = datatoc_gpu_shader_material_velvet_glsl,
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_vertex_color_library = {
.code = datatoc_gpu_shader_material_vertex_color_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_volume_absorption_library = {
.code = datatoc_gpu_shader_material_volume_absorption_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_volume_info_library = {
.code = datatoc_gpu_shader_material_volume_info_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_volume_principled_library = {
.code = datatoc_gpu_shader_material_volume_principled_glsl,
.dependencies = {&gpu_shader_material_blackbody_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_volume_scatter_library = {
.code = datatoc_gpu_shader_material_volume_scatter_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_wireframe_library = {
.code = datatoc_gpu_shader_material_wireframe_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_world_normals_library = {
.code = datatoc_gpu_shader_material_world_normals_glsl,
.dependencies = {&gpu_shader_material_texture_coordinates_library, NULL},
};
static GPUMaterialLibrary *gpu_material_libraries[] = {
&gpu_shader_material_math_util_library,
&gpu_shader_material_color_util_library,
&gpu_shader_material_hash_library,
&gpu_shader_material_noise_library,
&gpu_shader_material_fractal_noise_library,
&gpu_shader_material_add_shader_library,
&gpu_shader_material_ambient_occlusion_library,
&gpu_shader_material_glossy_library,
&gpu_shader_material_anisotropic_library,
&gpu_shader_material_attribute_library,
&gpu_shader_material_background_library,
&gpu_shader_material_bevel_library,
&gpu_shader_material_blackbody_library,
&gpu_shader_material_bright_contrast_library,
&gpu_shader_material_bump_library,
&gpu_shader_material_camera_library,
&gpu_shader_material_clamp_library,
&gpu_shader_material_color_ramp_library,
&gpu_shader_material_combine_hsv_library,
&gpu_shader_material_combine_rgb_library,
&gpu_shader_material_combine_xyz_library,
&gpu_shader_material_diffuse_library,
&gpu_shader_material_displacement_library,
&gpu_shader_material_eevee_specular_library,
&gpu_shader_material_emission_library,
&gpu_shader_material_fresnel_library,
&gpu_shader_material_gamma_library,
&gpu_shader_material_tangent_library,
&gpu_shader_material_geometry_library,
&gpu_shader_material_glass_library,
&gpu_shader_material_hair_info_library,
&gpu_shader_material_holdout_library,
&gpu_shader_material_hue_sat_val_library,
&gpu_shader_material_invert_library,
&gpu_shader_material_layer_weight_library,
&gpu_shader_material_light_falloff_library,
&gpu_shader_material_light_path_library,
&gpu_shader_material_mapping_library,
&gpu_shader_material_map_range_library,
&gpu_shader_material_math_library,
&gpu_shader_material_mix_rgb_library,
&gpu_shader_material_mix_shader_library,
&gpu_shader_material_normal_library,
&gpu_shader_material_normal_map_library,
&gpu_shader_material_object_info_library,
&gpu_shader_material_output_material_library,
&gpu_shader_material_output_world_library,
&gpu_shader_material_particle_info_library,
&gpu_shader_material_principled_library,
&gpu_shader_material_refraction_library,
&gpu_shader_material_rgb_curves_library,
&gpu_shader_material_rgb_to_bw_library,
&gpu_shader_material_separate_hsv_library,
&gpu_shader_material_separate_rgb_library,
&gpu_shader_material_separate_xyz_library,
&gpu_shader_material_set_library,
&gpu_shader_material_shader_to_rgba_library,
&gpu_shader_material_squeeze_library,
&gpu_shader_material_subsurface_scattering_library,
&gpu_shader_material_tex_brick_library,
&gpu_shader_material_tex_checker_library,
&gpu_shader_material_tex_environment_library,
&gpu_shader_material_tex_gradient_library,
&gpu_shader_material_tex_image_library,
&gpu_shader_material_tex_magic_library,
&gpu_shader_material_tex_musgrave_library,
&gpu_shader_material_tex_noise_library,
&gpu_shader_material_tex_sky_library,
&gpu_shader_material_texture_coordinates_library,
&gpu_shader_material_tex_voronoi_library,
&gpu_shader_material_tex_wave_library,
&gpu_shader_material_tex_white_noise_library,
&gpu_shader_material_toon_library,
&gpu_shader_material_translucent_library,
&gpu_shader_material_transparent_library,
&gpu_shader_material_uv_map_library,
&gpu_shader_material_vector_curves_library,
&gpu_shader_material_vector_displacement_library,
&gpu_shader_material_vector_math_library,
&gpu_shader_material_velvet_library,
&gpu_shader_material_vertex_color_library,
&gpu_shader_material_volume_absorption_library,
&gpu_shader_material_volume_info_library,
&gpu_shader_material_volume_principled_library,
&gpu_shader_material_volume_scatter_library,
&gpu_shader_material_wireframe_library,
&gpu_shader_material_world_normals_library,
NULL};
#endif
#endif /* __ __GPU_MATERIAL_LIBRARY_H__ */

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@@ -0,0 +1,562 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Intermediate node graph for generating GLSL shaders.
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "gpu_material_library.h"
#include "gpu_node_graph.h"
/* Node Link Functions */
static GPUNodeLink *gpu_node_link_create(void)
{
GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
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_create(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 eGPUType type)
{
GPUInput *input;
GPUNode *outnode;
const char *name;
if (link->link_type == GPU_NODE_LINK_OUTPUT) {
outnode = link->output->node;
name = outnode->name;
input = outnode->inputs.first;
if ((STR_ELEM(name, "set_value", "set_rgb", "set_rgba")) && (input->type == type)) {
input = MEM_dupallocN(outnode->inputs.first);
if (input->link) {
input->link->users++;
}
BLI_addtail(&node->inputs, input);
return;
}
}
input = MEM_callocN(sizeof(GPUInput), "GPUInput");
input->node = node;
input->type = type;
switch (link->link_type) {
case GPU_NODE_LINK_BUILTIN:
input->source = GPU_SOURCE_BUILTIN;
input->builtin = link->builtin;
break;
case GPU_NODE_LINK_OUTPUT:
input->source = GPU_SOURCE_OUTPUT;
input->link = link;
link->users++;
break;
case GPU_NODE_LINK_COLORBAND:
input->source = GPU_SOURCE_TEX;
input->coba = link->coba;
break;
case GPU_NODE_LINK_IMAGE_BLENDER:
case GPU_NODE_LINK_IMAGE_TILEMAP:
input->source = GPU_SOURCE_TEX;
input->ima = link->ima;
input->iuser = link->iuser;
break;
case GPU_NODE_LINK_ATTR:
input->source = GPU_SOURCE_ATTR;
input->attr_type = link->attr_type;
BLI_strncpy(input->attr_name, link->attr_name, sizeof(input->attr_name));
break;
case GPU_NODE_LINK_CONSTANT:
input->source = (type == GPU_CLOSURE) ? GPU_SOURCE_STRUCT : GPU_SOURCE_CONSTANT;
break;
case GPU_NODE_LINK_UNIFORM:
input->source = GPU_SOURCE_UNIFORM;
break;
default:
break;
}
if (ELEM(input->source, GPU_SOURCE_CONSTANT, GPU_SOURCE_UNIFORM)) {
memcpy(input->vec, link->data, type * sizeof(float));
}
if (link->link_type != GPU_NODE_LINK_OUTPUT) {
MEM_freeN(link);
}
BLI_addtail(&node->inputs, input);
}
static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type)
{
switch (type) {
/* For now INT is supported as float. */
case SOCK_INT:
case SOCK_FLOAT:
return "set_value";
case SOCK_VECTOR:
return "set_rgb";
case SOCK_RGBA:
return "set_rgba";
default:
BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype");
return NULL;
}
}
/**
* Link stack uniform buffer.
* This is called for the input/output sockets that are note connected.
*/
static GPUNodeLink *gpu_uniformbuffer_link(GPUMaterial *mat,
bNode *node,
GPUNodeStack *stack,
const int index,
const eNodeSocketInOut in_out)
{
bNodeSocket *socket;
if (in_out == SOCK_IN) {
socket = BLI_findlink(&node->inputs, index);
}
else {
socket = BLI_findlink(&node->outputs, index);
}
BLI_assert(socket != NULL);
BLI_assert(socket->in_out == in_out);
if ((socket->flag & SOCK_HIDE_VALUE) == 0) {
GPUNodeLink *link;
switch (socket->type) {
case SOCK_FLOAT: {
bNodeSocketValueFloat *socket_data = socket->default_value;
link = GPU_uniform(&socket_data->value);
break;
}
case SOCK_VECTOR: {
bNodeSocketValueVector *socket_data = socket->default_value;
link = GPU_uniform(socket_data->value);
break;
}
case SOCK_RGBA: {
bNodeSocketValueRGBA *socket_data = socket->default_value;
link = GPU_uniform(socket_data->value);
break;
}
default:
return NULL;
break;
}
if (in_out == SOCK_IN) {
GPU_link(mat, gpu_uniform_set_function_from_type(socket->type), link, &stack->link);
}
return link;
}
return NULL;
}
static void gpu_node_input_socket(
GPUMaterial *material, bNode *bnode, GPUNode *node, GPUNodeStack *sock, const int index)
{
if (sock->link) {
gpu_node_input_link(node, sock->link, sock->type);
}
else if ((material != NULL) &&
(gpu_uniformbuffer_link(material, bnode, sock, index, SOCK_IN) != NULL)) {
gpu_node_input_link(node, sock->link, sock->type);
}
else {
gpu_node_input_link(node, GPU_constant(sock->vec), sock->type);
}
}
static void gpu_node_output(GPUNode *node, const eGPUType 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->link_type = GPU_NODE_LINK_OUTPUT;
output->link->output = output;
/* note: the caller owns the reference to the link, GPUOutput
* merely points to it, and if the node is destroyed it will
* set that pointer to NULL */
}
BLI_addtail(&node->outputs, output);
}
/* Creating Inputs */
GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
{
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_ATTR;
link->attr_name = name;
/* Fall back to the UV layer, which matches old behavior. */
if (type == CD_AUTO_FROM_NAME && name[0] == '\0') {
link->attr_type = CD_MTFACE;
}
else {
link->attr_type = type;
}
return link;
}
GPUNodeLink *GPU_constant(float *num)
{
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_CONSTANT;
link->data = num;
return link;
}
GPUNodeLink *GPU_uniform(float *num)
{
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_UNIFORM;
link->data = num;
return link;
}
GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser)
{
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_IMAGE_BLENDER;
link->ima = ima;
link->iuser = iuser;
return link;
}
GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *row)
{
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_COLORBAND;
link->coba = gpu_material_ramp_texture_row_set(mat, size, pixels, row);
MEM_freeN(pixels);
return link;
}
GPUNodeLink *GPU_builtin(eGPUBuiltin builtin)
{
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_BUILTIN;
link->builtin = builtin;
return link;
}
/* Creating Nodes */
bool GPU_link(GPUMaterial *mat, const char *name, ...)
{
GSet *used_libraries = gpu_material_used_libraries(mat);
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i;
function = gpu_material_library_use_function(used_libraries, name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return false;
}
node = gpu_node_create(name);
va_start(params, name);
for (i = 0; i < function->totparam; i++) {
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
linkptr = va_arg(params, GPUNodeLink **);
gpu_node_output(node, function->paramtype[i], linkptr);
}
else {
link = va_arg(params, GPUNodeLink *);
gpu_node_input_link(node, link, function->paramtype[i]);
}
}
va_end(params);
gpu_material_add_node(mat, node);
return true;
}
bool GPU_stack_link(GPUMaterial *material,
bNode *bnode,
const char *name,
GPUNodeStack *in,
GPUNodeStack *out,
...)
{
GSet *used_libraries = gpu_material_used_libraries(material);
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i, totin, totout;
function = gpu_material_library_use_function(used_libraries, name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return false;
}
node = gpu_node_create(name);
totin = 0;
totout = 0;
if (in) {
for (i = 0; !in[i].end; i++) {
if (in[i].type != GPU_NONE) {
gpu_node_input_socket(material, bnode, node, &in[i], i);
totin++;
}
}
}
if (out) {
for (i = 0; !out[i].end; i++) {
if (out[i].type != GPU_NONE) {
gpu_node_output(node, out[i].type, &out[i].link);
totout++;
}
}
}
va_start(params, out);
for (i = 0; i < function->totparam; i++) {
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
if (totout == 0) {
linkptr = va_arg(params, GPUNodeLink **);
gpu_node_output(node, function->paramtype[i], linkptr);
}
else {
totout--;
}
}
else {
if (totin == 0) {
link = va_arg(params, GPUNodeLink *);
if (link->socket) {
gpu_node_input_socket(NULL, NULL, node, link->socket, -1);
}
else {
gpu_node_input_link(node, link, function->paramtype[i]);
}
}
else {
totin--;
}
}
}
va_end(params);
gpu_material_add_node(material, node);
return true;
}
GPUNodeLink *GPU_uniformbuffer_link_out(GPUMaterial *mat,
bNode *node,
GPUNodeStack *stack,
const int index)
{
return gpu_uniformbuffer_link(mat, node, stack, index, SOCK_OUT);
}
/* Node Graph */
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);
}
}
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);
}
void gpu_node_graph_free(GPUNodeGraph *graph)
{
GPUNode *node;
while ((node = BLI_pophead(&graph->nodes))) {
gpu_node_free(node);
}
gpu_inputs_free(&graph->inputs);
graph->outlink = NULL;
graph->builtins = 0;
memset(&graph->attrs, 0, sizeof(graph->attrs));
}
/* Extract Dynamic Inputs */
void gpu_node_graph_extract_dynamic_inputs(GPUShader *shader, GPUNodeGraph *graph)
{
GPUNode *node;
GPUInput *next, *input;
if (!shader) {
return;
}
while ((node = BLI_pophead(&graph->nodes))) {
for (input = node->inputs.first; input; input = next) {
next = input->next;
/* attributes don't need to be bound, they already have
* an id that the drawing functions will use. Builtins have
* constant names. */
if (ELEM(input->source, GPU_SOURCE_ATTR, GPU_SOURCE_BUILTIN)) {
continue;
}
if (input->source == GPU_SOURCE_TEX) {
BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
}
else {
BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
}
if (input->source == GPU_SOURCE_TEX) {
if (input->bindtex) {
input->shaderloc = GPU_shader_get_uniform_ensure(shader, input->shadername);
/* extract nodes */
BLI_remlink(&node->inputs, input);
BLI_addtail(&graph->inputs, input);
}
}
}
gpu_node_free(node);
}
}
/* Prune Unused Nodes */
static void gpu_nodes_tag(GPUNodeLink *link)
{
GPUNode *node;
GPUInput *input;
if (!link->output) {
return;
}
node = link->output->node;
if (node->tag) {
return;
}
node->tag = true;
for (input = node->inputs.first; input; input = input->next) {
if (input->link) {
gpu_nodes_tag(input->link);
}
}
}
void gpu_node_graph_prune_unused(GPUNodeGraph *graph)
{
GPUNode *node, *next;
for (node = graph->nodes.first; node; node = node->next) {
node->tag = false;
}
gpu_nodes_tag(graph->outlink);
for (node = graph->nodes.first; node; node = next) {
next = node->next;
if (!node->tag) {
BLI_remlink(&graph->nodes, node);
gpu_node_free(node);
}
}
}

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@@ -0,0 +1,182 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#ifndef __GPU_NODE_GRAPH_H__
#define __GPU_NODE_GRAPH_H__
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
#include "GPU_material.h"
#include "GPU_glew.h"
#include "GPU_shader.h"
struct GPUNode;
struct GPUOutput;
struct GPUShader;
struct GPUVertAttrLayers;
struct ListBase;
typedef enum eGPUDataSource {
GPU_SOURCE_OUTPUT,
GPU_SOURCE_CONSTANT,
GPU_SOURCE_UNIFORM,
GPU_SOURCE_ATTR,
GPU_SOURCE_BUILTIN,
GPU_SOURCE_STRUCT,
GPU_SOURCE_TEX,
} eGPUDataSource;
typedef enum {
GPU_NODE_LINK_NONE = 0,
GPU_NODE_LINK_ATTR,
GPU_NODE_LINK_BUILTIN,
GPU_NODE_LINK_COLORBAND,
GPU_NODE_LINK_CONSTANT,
GPU_NODE_LINK_IMAGE_BLENDER,
GPU_NODE_LINK_IMAGE_TILEMAP,
GPU_NODE_LINK_OUTPUT,
GPU_NODE_LINK_UNIFORM,
} GPUNodeLinkType;
struct GPUNode {
struct GPUNode *next, *prev;
const char *name;
/* Internal flag to mark nodes during pruning */
bool tag;
ListBase inputs;
ListBase outputs;
};
struct GPUNodeLink {
GPUNodeStack *socket;
GPUNodeLinkType link_type;
int users; /* Refcount */
union {
/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
float *data;
/* GPU_NODE_LINK_BUILTIN */
eGPUBuiltin builtin;
/* GPU_NODE_LINK_COLORBAND */
struct GPUTexture **coba;
/* GPU_NODE_LINK_OUTPUT */
struct GPUOutput *output;
/* GPU_NODE_LINK_ATTR */
struct {
const char *attr_name;
CustomDataType attr_type;
};
/* GPU_NODE_LINK_IMAGE_BLENDER | GPU_NODE_LINK_IMAGE_TILEMAP */
struct {
struct Image *ima;
struct ImageUser *iuser;
};
};
};
typedef struct GPUOutput {
struct GPUOutput *next, *prev;
GPUNode *node;
eGPUType type; /* data type = length of vector/matrix */
GPUNodeLink *link; /* output link */
int id; /* unique id as created by code generator */
} GPUOutput;
typedef struct GPUInput {
struct GPUInput *next, *prev;
GPUNode *node;
eGPUType type; /* datatype */
GPUNodeLink *link;
int id; /* unique id as created by code generator */
eGPUDataSource source; /* data source */
int shaderloc; /* id from opengl */
char shadername[32]; /* name in shader */
/* Content based on eGPUDataSource */
union {
/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
float vec[16]; /* vector data */
/* GPU_SOURCE_BUILTIN */
eGPUBuiltin builtin; /* builtin uniform */
/* GPU_SOURCE_TEX */
struct {
struct GPUTexture **coba; /* input texture, only set at runtime */
struct Image *ima; /* image */
struct ImageUser *iuser; /* image user */
bool bindtex; /* input is responsible for binding the texture? */
int texid; /* number for multitexture, starting from zero */
eGPUType textype; /* texture type (2D, 1D Array ...) */
};
/* GPU_SOURCE_ATTR */
struct {
/** Attribute name. */
char attr_name[MAX_CUSTOMDATA_LAYER_NAME];
/** ID for vertex attributes. */
int attr_id;
/** This is the first one that is bound. */
bool attr_first;
/** Attribute type. */
CustomDataType attr_type;
};
};
} GPUInput;
typedef struct GPUNodeGraph {
/* Nodes */
ListBase nodes;
/* Inputs and output. */
ListBase inputs;
GPUNodeLink *outlink;
/* Needed attributes. */
GPUVertAttrLayers attrs;
int builtins;
} GPUNodeGraph;
/* Node Graph */
void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
void gpu_node_graph_extract_dynamic_inputs(struct GPUShader *shader, GPUNodeGraph *graph);
void gpu_node_graph_free(GPUNodeGraph *graph);
/* Material calls */
void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
int size,
float *pixels,
float *row);
struct GSet *gpu_material_used_libraries(struct GPUMaterial *material);
#endif /* __GPU_NODE_GRAPH_H__ */

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@@ -26,8 +26,8 @@
#include "BLI_blenlib.h"
#include "gpu_codegen.h"
#include "gpu_context_private.h"
#include "gpu_node_graph.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"