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
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@@ -434,6 +434,7 @@ bool GLContext::clear_texture_support = false;
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bool GLContext::copy_image_support = false;
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bool GLContext::debug_layer_support = false;
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bool GLContext::direct_state_access_support = false;
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bool GLContext::explicit_location_support = false;
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bool GLContext::fixed_restart_index_support = false;
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bool GLContext::multi_bind_support = false;
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bool GLContext::multi_draw_indirect_support = false;
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@@ -492,6 +493,7 @@ void GLBackend::capabilities_init()
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GLContext::copy_image_support = GLEW_ARB_copy_image;
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GLContext::debug_layer_support = GLEW_VERSION_4_3 || GLEW_KHR_debug || GLEW_ARB_debug_output;
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GLContext::direct_state_access_support = GLEW_ARB_direct_state_access;
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GLContext::explicit_location_support = GLEW_VERSION_4_3;
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GLContext::fixed_restart_index_support = GLEW_ARB_ES3_compatibility;
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GLContext::multi_bind_support = GLEW_ARB_multi_bind;
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GLContext::multi_draw_indirect_support = GLEW_ARB_multi_draw_indirect;
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