GPU: Remove residue of OpenSubdiv

Was done more like a hack on top of old drawing pipeline.
Should be re-implemented to fit new draw manager closer.
This commit is contained in:
2018-09-12 14:30:28 +02:00
parent 721c691a27
commit 39fabaddfd
7 changed files with 3 additions and 151 deletions

View File

@@ -293,7 +293,7 @@ GPUShader *DRW_shader_create_with_transform_feedback(
const char *vert, const char *geom, const char *defines,
const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count)
{
return GPU_shader_create_ex(vert, NULL, geom, NULL, defines, GPU_SHADER_FLAGS_NONE,
return GPU_shader_create_ex(vert, NULL, geom, NULL, defines,
prim_type, varying_names, varying_count, __func__);
}

View File

@@ -255,8 +255,4 @@ if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
endif()
if(WITH_OPENSUBDIV)
add_definitions(-DWITH_OPENSUBDIV)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")

View File

@@ -44,12 +44,6 @@ struct GPUUniformBuffer;
* - only for fragment shaders now
* - must call texture bind before setting a texture as uniform! */
enum {
GPU_SHADER_FLAGS_NONE = 0,
GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV = (1 << 0),
GPU_SHADER_FLAGS_NEW_SHADING = (1 << 1),
};
typedef enum GPUShaderTFBType {
GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */
GPU_SHADER_TFB_POINTS = 1,
@@ -70,7 +64,6 @@ GPUShader *GPU_shader_create_ex(
const char *geocode,
const char *libcode,
const char *defines,
const int flags,
const GPUShaderTFBType tf_type,
const char **tf_names,
const int tf_count,

View File

@@ -636,21 +636,10 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds,
BLI_dynstr_append(ds, ";\n");
}
else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
#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);
#ifdef WITH_OPENSUBDIV
if (skip_opensubdiv) {
BLI_dynstr_appendf(ds, "#endif\n");
}
#endif
}
}
}
@@ -774,12 +763,6 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
char *code;
int builtins;
#ifdef WITH_OPENSUBDIV
GPUNode *node;
GPUInput *input;
#endif
#if 0
BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
#endif
@@ -819,36 +802,6 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
if (builtins & GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
/* 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);

View File

@@ -85,13 +85,6 @@
# include "smoke_API.h"
#endif
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
# include "BKE_editmesh.h"
# include "gpu_codegen.h"
#endif
extern Material defmaterial; /* from material.c */
//* Checking powers of two for images since OpenGL ES requires it */

View File

@@ -58,10 +58,6 @@
#include "gpu_codegen.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_DerivedMesh.h"
#endif
/* Structs */
#define MAX_COLOR_BAND 128
@@ -108,8 +104,6 @@ struct GPUMaterial {
int objectinfoloc;
bool is_opensubdiv;
/* XXX: Should be in Material. But it depends on the output node
* used and since the output selection is difference for GPUMaterial...
*/

View File

@@ -246,9 +246,7 @@ static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
}
}
static void gpu_shader_standard_defines(
char defines[MAX_DEFINE_LENGTH],
bool use_opensubdiv)
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
{
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))
@@ -258,28 +256,6 @@ static void gpu_shader_standard_defines(
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_INTEL\n");
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Check whether we actually compiling shader for
* the OpenSubdiv mesh.
*/
if (use_opensubdiv) {
strcat(defines, "#define USE_OPENSUBDIV\n");
/* TODO(sergey): not strictly speaking a define, but this is
* a global typedef which we don't have better place to define
* in yet.
*/
strcat(defines,
"struct VertexData {\n"
" vec4 position;\n"
" vec3 normal;\n"
" vec2 uv;"
"};\n");
}
#else
UNUSED_VARS(use_opensubdiv);
#endif
return;
}
@@ -297,7 +273,6 @@ GPUShader *GPU_shader_create(
geocode,
libcode,
defines,
GPU_SHADER_FLAGS_NONE,
GPU_SHADER_TFB_NONE,
NULL,
0,
@@ -357,18 +332,11 @@ GPUShader *GPU_shader_create_ex(
const char *geocode,
const char *libcode,
const char *defines,
const int flags,
const GPUShaderTFBType tf_type,
const char **tf_names,
const int tf_count,
const char *shname)
{
#ifdef WITH_OPENSUBDIV
bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
#else
UNUSED_VARS(flags);
bool use_opensubdiv = false;
#endif
GLint status;
GLchar log[5000];
GLsizei length = 0;
@@ -404,9 +372,7 @@ GPUShader *GPU_shader_create_ex(
return NULL;
}
gpu_shader_standard_defines(
standard_defines,
use_opensubdiv);
gpu_shader_standard_defines(standard_defines);
gpu_shader_standard_extensions(standard_extensions);
if (vertexcode) {
@@ -446,19 +412,6 @@ GPUShader *GPU_shader_create_ex(
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Move to fragment shader source code generation. */
if (use_opensubdiv) {
source[num_source++] = (
"#ifdef USE_OPENSUBDIV\n"
"in block {\n"
" VertexData v;\n"
"} inpt;\n"
"#endif\n"
);
}
#endif
if (defines) source[num_source++] = defines;
if (libcode) source[num_source++] = libcode;
source[num_source++] = fragcode;
@@ -508,13 +461,6 @@ GPUShader *GPU_shader_create_ex(
}
}
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
glBindAttribLocation(shader->program, 0, "position");
glBindAttribLocation(shader->program, 1, "normal");
}
#endif
if (tf_names != NULL) {
glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
/* Primitive type must be setup */
@@ -538,29 +484,6 @@ GPUShader *GPU_shader_create_ex(
shader->interface = GPU_shaderinterface_create(shader->program);
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Find a better place for this. */
if (use_opensubdiv) {
if (GLEW_VERSION_4_1) {
glProgramUniform1i(
shader->program,
GPU_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location,
30); /* GL_TEXTURE30 */
glProgramUniform1i(
shader->program,
GPU_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location,
31); /* GL_TEXTURE31 */
}
else {
glUseProgram(shader->program);
glUniform1i(GPU_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location, 30);
glUniform1i(GPU_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location, 31);
glUseProgram(0);
}
}
#endif
return shader;
}