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:
@@ -1,4 +1,4 @@
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#ifndef USE_GPU_SHADER_CREATE_INFO
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uniform mat4 ProjectionMatrix;
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uniform int PrimitiveIdBase;
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@@ -19,6 +19,7 @@ out vec3 varposition;
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uniform bool osd_flat_shading;
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uniform int osd_fvar_count;
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#endif
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#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
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{ \
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@@ -38,8 +39,10 @@ uniform int osd_fvar_count;
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result = vec3(tmp, 0); \
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}
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#ifndef USE_GPU_SHADER_CREATE_INFO
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uniform samplerBuffer FVarDataBuffer;
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uniform isamplerBuffer FVarDataOffsetBuffer;
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#endif
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out block
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{
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