Eevee: Remove some of the non-necessary uniforms

The remaining ones are from the attributes linear/srgb switches and from
nodes that should be pruned before running their _gpu function.
This commit is contained in:
2018-08-03 18:53:36 +02:00
parent 05c0992c9b
commit 82352565b7
13 changed files with 92 additions and 30 deletions

View File

@@ -360,7 +360,9 @@ static char *eevee_get_volume_defines(int options)
**/
static void add_standard_uniforms(
DRWShadingGroup *shgrp, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
int *ssr_id, float *refract_depth, bool use_ssrefraction, bool use_alpha_blend)
int *ssr_id, float *refract_depth,
bool use_diffuse, bool use_glossy, bool use_refract,
bool use_ssrefraction, bool use_alpha_blend)
{
LightCache *lcache = vedata->stl->g_data->light_cache;
@@ -377,13 +379,13 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_block(shgrp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(shgrp, "clip_block", sldata->clip_ubo);
/* TODO if glossy or diffuse bsdf */
if (true) {
if (use_diffuse || use_glossy || use_refract) {
DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex);
DRW_shgroup_uniform_texture_ref(shgrp, "shadowCubeTexture", &sldata->shadow_cube_pool);
DRW_shgroup_uniform_texture_ref(shgrp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
DRW_shgroup_uniform_texture_ref(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
}
if ((use_diffuse || use_glossy) && !use_refract) {
if ((vedata->stl->effects->enabled_effects & EFFECT_GTAO) != 0) {
DRW_shgroup_uniform_texture_ref(shgrp, "horizonBuffer", &vedata->stl->effects->gtao_horizons);
}
@@ -392,15 +394,13 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_texture_ref(shgrp, "horizonBuffer", &vedata->txl->maxzbuffer);
}
}
/* TODO if diffuse bsdf */
if (true) {
if (use_diffuse) {
DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex);
}
/* TODO if glossy bsdf */
if (true) {
if (use_glossy || use_refract) {
DRW_shgroup_uniform_texture_ref(shgrp, "probeCubes", &lcache->cube_tx.tex);
}
if (use_glossy) {
DRW_shgroup_uniform_texture_ref(shgrp, "probePlanars", &vedata->txl->planar_pool);
DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
}
@@ -851,7 +851,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
}
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, use_blend);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, use_blend);
return shgrp;
}
@@ -888,7 +888,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
* EDIT: THIS IS NOT THE CASE FOR HAIRS !!! DUMMY!!! */
if (!is_hair) {
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, false);
}
}
@@ -896,7 +896,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(ob, psys, md,
vedata->psl->default_pass[options],
e_data.default_lit[options]);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, false);
return shgrp;
}
else {
@@ -928,7 +928,7 @@ static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get(
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass);
/* XXX / WATCH: This creates non persistent binds for the ubos and textures.
* But it's currently OK because the following shgroups does not add any bind. */
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, false);
}
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass);
@@ -1116,6 +1116,7 @@ static void material_opaque(
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_LampsInfo *linfo = sldata->lamps;
bool use_diffuse, use_glossy, use_refract;
float *color_p = &ma->r;
float *metal_p = &ma->metallic;
@@ -1123,7 +1124,7 @@ static void material_opaque(
float *rough_p = &ma->roughness;
const bool use_gpumat = (ma->use_nodes && ma->nodetree);
const bool use_refract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
const bool use_ssrefract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
((effects->enabled_effects & EFFECT_REFRACT) != 0);
const bool use_sss = ((ma->blend_flag & MA_BL_SS_SUBSURFACE) != 0) &&
((effects->enabled_effects & EFFECT_SSS) != 0);
@@ -1138,7 +1139,7 @@ static void material_opaque(
/* This will have been created already, just perform a lookup. */
*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
scene, ma, vedata, false, false, use_refract, use_sss, use_translucency, linfo->shadow_method) : NULL;
scene, ma, vedata, false, false, use_ssrefract, use_sss, use_translucency, linfo->shadow_method) : NULL;
*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
return;
@@ -1151,7 +1152,7 @@ static void material_opaque(
/* Shading */
*gpumat = EEVEE_material_mesh_get(
scene, ma, vedata, false, false, use_refract,
scene, ma, vedata, false, false, use_ssrefract,
use_sss, use_translucency, linfo->shadow_method);
GPUMaterialStatus status_mat_surface = GPU_material_status(*gpumat);
@@ -1167,7 +1168,7 @@ static void material_opaque(
* the surface shader. */
status_mat_surface = status_mat_depth;
}
else if (use_refract) {
else if (use_ssrefract) {
*shgrp_depth = DRW_shgroup_material_create(
*gpumat_depth, (do_cull) ? psl->refract_depth_pass_cull : psl->refract_depth_pass);
*shgrp_depth_clip = DRW_shgroup_material_create(
@@ -1181,8 +1182,14 @@ static void material_opaque(
}
if (*shgrp_depth != NULL) {
add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false, false);
add_standard_uniforms(*shgrp_depth_clip, sldata, vedata, NULL, NULL, false, false);
use_diffuse = GPU_material_flag_get(*gpumat_depth, GPU_MATFLAG_DIFFUSE);
use_glossy = GPU_material_flag_get(*gpumat_depth, GPU_MATFLAG_GLOSSY);
use_refract = GPU_material_flag_get(*gpumat_depth, GPU_MATFLAG_REFRACT);
add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL,
use_diffuse, use_glossy, use_refract, false, false);
add_standard_uniforms(*shgrp_depth_clip, sldata, vedata, NULL, NULL,
use_diffuse, use_glossy, use_refract, false, false);
if (ma->blend_method == MA_BM_CLIP) {
DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1);
@@ -1200,13 +1207,18 @@ static void material_opaque(
{
static int no_ssr = -1;
static int first_ssr = 1;
int *ssr_id = (((effects->enabled_effects & EFFECT_SSR) != 0) && !use_refract) ? &first_ssr : &no_ssr;
int *ssr_id = (((effects->enabled_effects & EFFECT_SSR) != 0) && !use_ssrefract) ? &first_ssr : &no_ssr;
use_diffuse = GPU_material_flag_get(*gpumat, GPU_MATFLAG_DIFFUSE);
use_glossy = GPU_material_flag_get(*gpumat, GPU_MATFLAG_GLOSSY);
use_refract = GPU_material_flag_get(*gpumat, GPU_MATFLAG_REFRACT);
*shgrp = DRW_shgroup_material_create(
*gpumat,
(use_refract) ? psl->refract_pass :
(use_ssrefract) ? psl->refract_pass :
(use_sss) ? psl->sss_pass : psl->material_pass);
add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract, false);
add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth,
use_diffuse, use_glossy, use_refract, use_ssrefract, false);
if (use_sss) {
struct GPUTexture *sss_tex_profile = NULL;
@@ -1237,7 +1249,6 @@ static void material_opaque(
}
case GPU_MAT_QUEUED:
{
/* TODO Bypass probe compilation. */
color_p = compile_col;
metal_p = spec_p = rough_p = ½
break;
@@ -1264,7 +1275,7 @@ static void material_opaque(
/* Fallback default depth prepass */
if (*shgrp_depth == NULL) {
if (use_refract) {
if (use_ssrefract) {
*shgrp_depth = (do_cull) ? stl->g_data->refract_depth_shgrp_cull : stl->g_data->refract_depth_shgrp;
*shgrp_depth_clip = (do_cull) ? stl->g_data->refract_depth_shgrp_clip_cull : stl->g_data->refract_depth_shgrp_clip;
}
@@ -1292,7 +1303,7 @@ static void material_transparent(
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_LampsInfo *linfo = sldata->lamps;
const bool use_refract = (
const bool use_ssrefract = (
((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
((stl->effects->enabled_effects & EFFECT_REFRACT) != 0)
);
@@ -1308,7 +1319,7 @@ static void material_transparent(
/* Shading */
*gpumat = EEVEE_material_mesh_get(
scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract,
scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_ssrefract,
false, false, linfo->shadow_method);
switch (GPU_material_status(*gpumat)) {
@@ -1318,7 +1329,13 @@ static void material_transparent(
bool use_blend = (ma->blend_method & MA_BM_BLEND) != 0;
*shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract, use_blend);
bool use_diffuse = GPU_material_flag_get(*gpumat, GPU_MATFLAG_DIFFUSE);
bool use_glossy = GPU_material_flag_get(*gpumat, GPU_MATFLAG_GLOSSY);
bool use_refract = GPU_material_flag_get(*gpumat, GPU_MATFLAG_REFRACT);
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth,
use_diffuse, use_glossy, use_refract, use_ssrefract, use_blend);
break;
}
case GPU_MAT_QUEUED:
@@ -1643,11 +1660,17 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
switch (GPU_material_status(gpumat)) {
case GPU_MAT_SUCCESS:
{
bool use_diffuse = GPU_material_flag_get(gpumat, GPU_MATFLAG_DIFFUSE);
bool use_glossy = GPU_material_flag_get(gpumat, GPU_MATFLAG_GLOSSY);
bool use_refract = GPU_material_flag_get(gpumat, GPU_MATFLAG_REFRACT);
shgrp = DRW_shgroup_material_hair_create(
ob, psys, md,
psl->material_pass,
gpumat);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL,
use_diffuse, use_glossy, use_refract, false, false);
break;
}
case GPU_MAT_QUEUED:

View File

@@ -124,6 +124,11 @@ typedef enum GPUMatType {
GPU_MATERIAL_TYPE_WORLD = 2,
} GPUMatType;
typedef enum GPUMatFlag {
GPU_MATFLAG_DIFFUSE = (1 << 0),
GPU_MATFLAG_GLOSSY = (1 << 1),
GPU_MATFLAG_REFRACT = (1 << 2),
} GPUMatFlag;
typedef enum GPUBlendMode {
GPU_BLEND_SOLID = 0,
@@ -270,6 +275,9 @@ bool GPU_material_do_color_management(GPUMaterial *mat);
bool GPU_material_use_domain_surface(GPUMaterial *mat);
bool GPU_material_use_domain_volume(GPUMaterial *mat);
void GPU_material_flag_set(GPUMaterial *mat, GPUMatFlag flag);
bool GPU_material_flag_get(GPUMaterial *mat, GPUMatFlag flag);
void GPU_pass_cache_init(void);
void GPU_pass_cache_garbage_collect(void);
void GPU_pass_cache_free(void);

View File

@@ -109,6 +109,9 @@ struct GPUMaterial {
*/
int domain;
/* Only used by Eevee to know which bsdf are used. */
int flag;
/* Used by 2.8 pipeline */
GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */
@@ -564,6 +567,16 @@ bool GPU_material_use_domain_volume(GPUMaterial *mat)
return (mat->domain & GPU_DOMAIN_VOLUME);
}
void GPU_material_flag_set(GPUMaterial *mat, GPUMatFlag flag)
{
mat->flag |= flag;
}
bool GPU_material_flag_get(GPUMaterial *mat, GPUMatFlag flag)
{
return (mat->flag & flag);
}
GPUMaterial *GPU_material_from_nodetree_find(
ListBase *gpumaterials, const void *engine_type, int options)
{

View File

@@ -1102,7 +1102,7 @@ void node_bsdf_anisotropic(
vec4 color, float roughness, float anisotropy, float rotation, vec3 N, vec3 T,
out Closure result)
{
node_bsdf_diffuse(color, 0.0, N, result);
node_bsdf_glossy(color, roughness, N, -1, result);
}
void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, float ssr_id, out Closure result)

View File

@@ -54,6 +54,8 @@ static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *node, bNode
if (!in[4].link)
GPU_link(mat, "world_normals_get", &in[4].link);
GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
return GPU_stack_link(mat, node, "node_bsdf_anisotropic", in, out);
}

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@@ -46,6 +46,8 @@ static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat, bNode *node, bNodeExec
if (!in[2].link)
GPU_link(mat, "world_normals_get", &in[2].link);
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
return GPU_stack_link(mat, node, "node_bsdf_diffuse", in, out);
}

View File

@@ -52,6 +52,8 @@ static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *node, bNodeExecDa
if (!in[3].link)
GPU_link(mat, "world_normals_get", &in[3].link);
GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT);
return GPU_stack_link(mat, node, "node_bsdf_glass", in, out, GPU_uniform(&node->ssr_id));
}

View File

@@ -51,6 +51,8 @@ static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *node, bNodeExecD
if (!in[2].link)
GPU_link(mat, "world_normals_get", &in[2].link);
GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_uniform(&node->ssr_id));
}

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@@ -117,6 +117,8 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
GPU_link(mat, "set_rgb", GPU_uniform((float *)one), &sss_scale);
}
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT);
return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION),
GPU_uniform(&node->ssr_id), GPU_uniform(&node->sss_id), sss_scale);
}

View File

@@ -52,6 +52,8 @@ static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat, bNode *node, bNodeE
if (!in[3].link)
GPU_link(mat, "world_normals_get", &in[3].link);
GPU_material_flag_set(mat, GPU_MATFLAG_REFRACT);
return GPU_stack_link(mat, node, "node_bsdf_refraction", in, out);
}

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@@ -45,6 +45,8 @@ static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, bNode *node, bNode
if (!in[1].link)
GPU_link(mat, "world_normals_get", &in[1].link);
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
return GPU_stack_link(mat, node, "node_bsdf_translucent", in, out);
}

View File

@@ -46,6 +46,8 @@ static int node_shader_gpu_bsdf_velvet(GPUMaterial *mat, bNode *node, bNodeExecD
if (!in[2].link)
GPU_link(mat, "world_normals_get", &in[2].link);
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
return GPU_stack_link(mat, node, "node_bsdf_velvet", in, out);
}

View File

@@ -54,6 +54,8 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node,
if (!in[5].link)
GPU_link(mat, "world_normals_get", &in[5].link);
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
if (node->sss_id == 1) {
bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
bNodeSocketValueRGBA *socket_data = socket->default_value;