OCIO: Port shader creation logic to use GPUShaderCreateInfo

This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).

This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.

This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.

Reviewed by: brecht, jbakker

Differential Revision: https://developer.blender.org/D14123
This commit is contained in:
2022-02-17 17:03:23 +01:00
parent ef0e21f0ae
commit 7f7c614ecd
7 changed files with 326 additions and 200 deletions

View File

@@ -469,12 +469,21 @@ if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
endif()
if(WITH_OPENCOLORIO)
add_definitions(-DWITH_OCIO)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
target_link_libraries(bf_gpu PUBLIC
bf_draw_shaders
bf_gpu_shaders
)
if(WITH_OPENCOLORIO)
target_link_libraries(bf_gpu PUBLIC bf_ocio_shaders)
endif()
if(CXX_WARN_NO_SUGGEST_OVERRIDE)
target_compile_options(bf_gpu PRIVATE $<$<COMPILE_LANGUAGE:CXX>:-Wsuggest-override>)
endif()

View File

@@ -37,6 +37,9 @@ extern "C" {
#define SHADER_SOURCE(datatoc, filename, filepath) extern char datatoc[];
#include "glsl_draw_source_list.h"
#include "glsl_gpu_source_list.h"
#ifdef WITH_OCIO
# include "glsl_ocio_source_list.h"
#endif
#undef SHADER_SOURCE
}
@@ -360,6 +363,9 @@ void gpu_shader_dependency_init()
g_sources->add_new(filename, new GPUSource(filepath, filename, datatoc));
#include "glsl_draw_source_list.h"
#include "glsl_gpu_source_list.h"
#ifdef WITH_OCIO
# include "glsl_ocio_source_list.h"
#endif
#undef SHADER_SOURCE
int errors = 0;