GPU: Cleanups: Remove GPUMatType, Vectorize / MADD some operations

This commit is contained in:
2018-11-07 22:16:03 +01:00
parent 4f709152f4
commit bdd44564c9
5 changed files with 14 additions and 36 deletions

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@@ -117,11 +117,6 @@ typedef enum GPUBuiltin {
GPU_BARYCENTRIC_DIST = (1 << 20),
} GPUBuiltin;
typedef enum GPUMatType {
GPU_MATERIAL_TYPE_MESH = 1,
GPU_MATERIAL_TYPE_WORLD = 2,
} GPUMatType;
typedef enum GPUMatFlag {
GPU_MATFLAG_DIFFUSE = (1 << 0),
GPU_MATFLAG_GLOSSY = (1 << 1),
@@ -187,7 +182,6 @@ void GPU_material_free(struct ListBase *gpumaterial);
void GPU_materials_free(struct Main *bmain);
struct Scene *GPU_material_scene(GPUMaterial *material);
GPUMatType GPU_Material_get_type(GPUMaterial *material);
struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
struct ListBase *GPU_material_get_inputs(GPUMaterial *material);
GPUMaterialStatus GPU_material_status(GPUMaterial *mat);

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@@ -70,9 +70,6 @@ struct GPUMaterial {
Scene *scene; /* DEPRECATED was only useful for lamps */
Material *ma;
/* material for mesh surface, worlds or something else.
* some code generation is done differently depending on the use case */
int type; /* DEPRECATED */
GPUMaterialStatus status;
const void *engine_type; /* attached engine type */
@@ -228,11 +225,6 @@ Scene *GPU_material_scene(GPUMaterial *material)
return material->scene;
}
GPUMatType GPU_Material_get_type(GPUMaterial *material)
{
return material->type;
}
GPUPass *GPU_material_get_pass(GPUMaterial *material)
{
return material->pass;

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@@ -204,7 +204,7 @@ void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
void point_texco_remap_square(vec3 vin, out vec3 vout)
{
vout = vec3(vin - vec3(0.5, 0.5, 0.5)) * 2.0;
vout = vin * 2.0 - 1.0;
}
void point_texco_clamp(vec3 vin, sampler2D ima, out vec3 vout)
@@ -1462,16 +1462,20 @@ void node_wireframe_screenspace(float size, vec2 barycentric, out float fac)
/* background */
void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec)
{
#ifdef MESH_SHADER
worldvec = worldPosition;
#else
vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
# if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
worldvec = (ViewMatrixInverse * co).xyz;
#else
# else
worldvec = (ModelViewMatrixInverse * co).xyz;
# endif
#endif
}
@@ -2229,9 +2233,7 @@ void node_tex_image_box(vec3 texco,
float limit = 0.5 + 0.5 * blend;
vec3 weight;
weight.x = N.x / (N.x + N.y);
weight.y = N.y / (N.y + N.z);
weight.z = N.z / (N.x + N.z);
weight = N.xyz / (N.xyx + N.yzz);
weight = clamp((weight - 0.5 * (1.0 - blend)) / max(1e-8, blend), 0.0, 1.0);
/* test for mixes between two textures */

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@@ -103,8 +103,7 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
sss_scale = in[2].link;
}
else {
float one[3] = {1.0f, 1.0f, 1.0f};
GPU_link(mat, "set_rgb", GPU_constant((float *)one), &sss_scale);
GPU_link(mat, "set_rgb_one", &sss_scale);
}
bool use_diffuse = socket_not_one(4) && socket_not_one(15);

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@@ -46,22 +46,13 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *node, bNodeExecDat
{
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, "");
GPUMatType type = GPU_Material_get_type(mat);
GPU_link(mat, "generated_from_orco", orco, &orco);
if (type == GPU_MATERIAL_TYPE_WORLD) {
return GPU_stack_link(mat, node, "node_tex_coord_background", in, out,
GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface);
}
else {
return GPU_stack_link(mat, node, "node_tex_coord", in, out,
GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface);
}
return GPU_stack_link(mat, node, "node_tex_coord", in, out,
GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface);
}
/* node type definition */