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:
@@ -2,6 +2,8 @@
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/* NOTE: To be used with UNIFORM_RESOURCE_ID and INSTANCED_ATTR as define. */
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#ifndef DRW_SHADER_SHARED_H
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in vec4 pos; /* Position and radius. */
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/* ---- Instanced attribs ---- */
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@@ -9,6 +11,8 @@ in vec4 pos; /* Position and radius. */
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in vec3 pos_inst;
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in vec3 nor;
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#endif
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mat3 pointcloud_get_facing_matrix(vec3 p)
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{
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mat3 facing_mat;
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