GPUShaderCreateInfo for interface abstraction
This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
This commit is contained in:
@@ -70,6 +70,7 @@
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#include "GPU_framebuffer.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_shader_shared.h"
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#include "GPU_state.h"
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#include "GPU_uniform_buffer.h"
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#include "GPU_viewport.h"
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@@ -2756,11 +2757,15 @@ void DRW_draw_depth_object(
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GPU_framebuffer_clear_depth(depth_fb, 1.0f);
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GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
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const float(*world_clip_planes)[4] = NULL;
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if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
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struct GPUClipPlanes planes;
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const bool use_clipping_planes = RV3D_CLIPPING_ENABLED(v3d, rv3d);
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if (use_clipping_planes) {
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GPU_clip_distances(6);
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ED_view3d_clipping_local(rv3d, object->obmat);
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world_clip_planes = rv3d->clip_local;
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for (int i = 0; i < 6; i++) {
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copy_v4_v4(planes.world[i], rv3d->clip_local[i]);
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}
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copy_m4_m4(planes.ModelMatrix, object->obmat);
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}
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drw_batch_cache_validate(object);
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@@ -2782,14 +2787,19 @@ void DRW_draw_depth_object(
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BLI_task_graph_work_and_wait(task_graph);
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BLI_task_graph_free(task_graph);
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const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED :
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GPU_SHADER_CFG_DEFAULT;
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const eGPUShaderConfig sh_cfg = use_clipping_planes ? GPU_SHADER_CFG_CLIPPED :
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GPU_SHADER_CFG_DEFAULT;
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GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
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if (world_clip_planes != NULL) {
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GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes);
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GPUUniformBuf *ubo = NULL;
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if (use_clipping_planes) {
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ubo = GPU_uniformbuf_create_ex(sizeof(struct GPUClipPlanes), &planes, __func__);
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GPU_batch_uniformbuf_bind(batch, "clipPlanes", ubo);
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}
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GPU_batch_draw(batch);
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GPU_uniformbuf_free(ubo);
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} break;
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case OB_CURVE:
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case OB_SURF:
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