Revert "GPUShaderCreateInfo for interface abstraction"

This reverts commit 8fb2ff458b.
Missing some files.
This commit is contained in:
2022-01-17 14:34:28 +01:00
parent 8fb2ff458b
commit edee5a947b
151 changed files with 812 additions and 5214 deletions

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@@ -3,6 +3,10 @@
#define CAVITY_BUFFER_RANGE 4.0
#ifdef WORKBENCH_ENCODE_NORMALS
# define WB_Normal vec2
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
vec3 workbench_normal_decode(vec4 enc)
@@ -18,7 +22,7 @@ vec3 workbench_normal_decode(vec4 enc)
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
vec2 workbench_normal_encode(bool front_face, vec3 n)
WB_Normal workbench_normal_encode(bool front_face, vec3 n)
{
n = normalize(front_face ? n : -n);
float p = sqrt(n.z * 8.0 + 8.0);
@@ -26,6 +30,13 @@ vec2 workbench_normal_encode(bool front_face, vec3 n)
return n.xy;
}
#else
# define WB_Normal vec3
/* Well just do nothing... */
# define workbench_normal_encode(f, a) (a)
# define workbench_normal_decode(a) (a.xyz)
#endif /* WORKBENCH_ENCODE_NORMALS */
/* Encoding into the alpha of a RGBA16F texture. (10bit mantissa) */
#define TARGET_BITCOUNT 8u
#define METALLIC_BITS 3u /* Metallic channel is less important. */

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@@ -1,5 +1,3 @@
#ifndef WORKBENCH_SHADER_SHARED_H
struct LightData {
vec4 direction;
vec4 specular_color;
@@ -39,10 +37,9 @@ struct WorldData {
int _pad2;
};
# define viewport_size_inv viewport_size.zw
#define viewport_size_inv viewport_size.zw
layout(std140) uniform world_block
{
WorldData world_data;
};
#endif

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@@ -4,8 +4,6 @@
#pragma BLENDER_REQUIRE(workbench_cavity_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_curvature_lib.glsl)
#ifndef DRW_SHADER_SHARED_H
uniform sampler2D depthBuffer;
uniform sampler2D normalBuffer;
uniform usampler2D objectIdBuffer;
@@ -14,8 +12,6 @@ in vec4 uvcoordsvar;
out vec4 fragColor;
#endif
void main()
{
float cavity = 0.0, edges = 0.0, curvature = 0.0;

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@@ -1,28 +0,0 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
.fragment_out(0, Type::VEC4, "fragColor")
.sampler(0, ImageType::FLOAT_2D, "depthBuffer")
.sampler(1, ImageType::FLOAT_2D, "normalBuffer")
.sampler(2, ImageType::UINT_2D, "objectIdBuffer")
.uniform_buf(3, "vec4", "samples_coords[512]")
.fragment_source("workbench_effect_cavity_frag.glsl")
.additional_info("draw_fullscreen")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(workbench_effect_cavity)
.do_static_compilation(true)
.define("USE_CAVITY")
.additional_info("workbench_effect_cavity_common");
GPU_SHADER_CREATE_INFO(workbench_effect_curvature)
.do_static_compilation(true)
.define("USE_CURVATURE")
.additional_info("workbench_effect_cavity_common");
GPU_SHADER_CREATE_INFO(workbench_effect_cavity_curvature)
.do_static_compilation(true)
.define("USE_CAVITY")
.define("USE_CURVATURE")
.additional_info("workbench_effect_cavity_common");

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@@ -25,14 +25,12 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
return true;
}
#ifndef WORKBENCH_SHADER_SHARED_H
uniform sampler2DArray imageTileArray;
uniform sampler1DArray imageTileData;
uniform sampler2D imageTexture;
uniform float imageTransparencyCutoff = 0.1;
uniform bool imagePremult;
#endif
vec3 workbench_image_color(vec2 uvs)
{

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@@ -4,11 +4,9 @@
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
#ifndef WORKBENCH_SHADER_SHARED_H
layout(location = 0) out vec4 materialData;
layout(location = 1) out vec2 normalData;
layout(location = 1) out WB_Normal normalData;
layout(location = 2) out uint objectId;
#endif
uniform bool useMatcap = false;

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@@ -5,10 +5,8 @@
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
#ifndef WORKBENCH_SHADER_SHARED_H
uniform samplerBuffer ac; /* active color layer */
uniform samplerBuffer au; /* active texture layer */
#endif
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
@@ -73,10 +71,8 @@ void main()
normal_interp = normalize(normal_world_to_view(nor));
#ifndef WORKBENCH_SHADER_SHARED_H
# ifdef OPAQUE_MATERIAL
#ifdef OPAQUE_MATERIAL
float metallic, roughness;
# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);

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@@ -1,136 +0,0 @@
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Object Type
* \{ */
GPU_SHADER_CREATE_INFO(workbench_mesh)
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC3, "nor")
.vertex_in(2, Type::VEC4, "ac")
.vertex_in(3, Type::VEC2, "au")
.vertex_source("workbench_prepass_vert.glsl")
.additional_info("draw_mesh");
GPU_SHADER_CREATE_INFO(workbench_hair)
.sampler(0, ImageType::FLOAT_BUFFER, "ac", Frequency::BATCH)
.sampler(1, ImageType::FLOAT_BUFFER, "au", Frequency::BATCH)
.vertex_source("workbench_prepass_hair_vert.glsl")
.additional_info("draw_hair");
GPU_SHADER_CREATE_INFO(workbench_pointcloud)
.vertex_source("workbench_prepass_pointcloud_vert.glsl")
.additional_info("draw_pointcloud");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Texture Type
* \{ */
GPU_SHADER_CREATE_INFO(workbench_texture_none).define("TEXTURE_NONE");
GPU_SHADER_CREATE_INFO(workbench_texture_single)
.sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
.push_constant(1, Type::BOOL, "imagePremult")
.push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
.define("V3D_SHADING_TEXTURE_COLOR");
GPU_SHADER_CREATE_INFO(workbench_texture_tile)
.sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
.sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
.push_constant(1, Type::BOOL, "imagePremult")
.push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
.define("TEXTURE_IMAGE_ARRAY");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Lighting Type
* \{ */
GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("V3D_LIGHTING_STUDIO");
GPU_SHADER_CREATE_INFO(workbench_lighting_matcap).define("V3D_LIGHTING_MATCAP");
GPU_SHADER_CREATE_INFO(workbench_lighting_flat).define("V3D_LIGHTING_FLAT");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Material Interface
* \{ */
GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
.smooth(Type::VEC3, "normal_interp")
.smooth(Type::VEC3, "color_interp")
.smooth(Type::FLOAT, "alpha_interp")
.smooth(Type::VEC2, "uv_interp")
.flat(Type::INT, "object_id")
.flat(Type::FLOAT, "roughness")
.flat(Type::FLOAT, "metallic");
GPU_SHADER_CREATE_INFO(workbench_material).vertex_out(workbench_material_iface);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pipeline Type
* \{ */
GPU_SHADER_CREATE_INFO(workbench_transparent_accum)
/* Note: Blending will be skipped on objectId because output is a
non-normalized integer buffer. */
.fragment_out(0, Type::VEC4, "transparentAccum")
.fragment_out(1, Type::VEC4, "revealageAccum")
.fragment_out(2, Type::UINT, "objectId")
.uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
.typedef_source("workbench_shader_shared.h")
.fragment_source("workbench_transparent_accum_frag.glsl")
.additional_info("workbench_material");
GPU_SHADER_CREATE_INFO(workbench_opaque)
.fragment_out(0, Type::VEC4, "materialData")
.fragment_out(1, Type::VEC2, "normalData")
.fragment_out(2, Type::UINT, "objectId")
.uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
.typedef_source("workbench_shader_shared.h")
.fragment_source("workbench_prepass_frag.glsl")
.additional_info("workbench_material");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Variations Declaration
* \{ */
#define WORKBENCH_SURFACETYPE_VARIATIONS(prefix, ...) \
GPU_SHADER_CREATE_INFO(prefix##_mesh) \
.additional_info("workbench_mesh", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(prefix##_hair) \
.additional_info("workbench_hair", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(prefix##_ptcloud) \
.additional_info("workbench_pointcloud", __VA_ARGS__) \
.do_static_compilation(true);
#define WORKBENCH_PIPELINE_VARIATIONS(prefix, ...) \
WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_studio, \
"workbench_transparent_accum", \
"workbench_lighting_studio", \
__VA_ARGS__) \
WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_matcap, \
"workbench_transparent_accum", \
"workbench_lighting_matcap", \
__VA_ARGS__) \
WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_flat, \
"workbench_transparent_accum", \
"workbench_lighting_flat", \
__VA_ARGS__) \
WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_opaque, "workbench_opaque", __VA_ARGS__)
WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_none, "workbench_texture_none")
WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_single, "workbench_texture_single")
WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_tile, "workbench_texture_tile")
/** \} */

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@@ -21,10 +21,8 @@ void main()
uv_interp = vec2(0.0);
#ifndef WORKBENCH_SHADER_SHARED_H
# ifdef OPAQUE_MATERIAL
#ifdef OPAQUE_MATERIAL
float metallic, roughness;
# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);

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@@ -5,12 +5,10 @@
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
#ifndef WORKBENCH_SHADER_SHARED_H
in vec3 pos;
in vec3 nor;
in vec4 ac; /* active color */
in vec2 au; /* active texture layer */
#endif
void main()
{
@@ -25,10 +23,8 @@ void main()
normal_interp = normalize(normal_object_to_view(nor));
#ifndef WORKBENCH_SHADER_SHARED_H
# ifdef OPAQUE_MATERIAL
#ifdef OPAQUE_MATERIAL
float metallic, roughness;
# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);

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@@ -1,17 +1,15 @@
#ifndef WORKBENCH_SHADER_SHARED_H
IN_OUT ShaderStageInterface
{
vec3 normal_interp;
vec3 color_interp;
float alpha_interp;
vec2 uv_interp;
# ifdef TRANSPARENT_MATERIAL
#ifdef TRANSPARENT_MATERIAL
flat float roughness;
flat float metallic;
# else
#else
flat float packed_rough_metal;
# endif
#endif
flat int object_id;
};
#endif

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@@ -6,7 +6,6 @@
#pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl)
#ifndef WORKBENCH_SHADER_SHARED_H
/* Revealage is actually stored in transparentAccum alpha channel.
* This is a workaround to older hardware not having separate blend equation per render target. */
layout(location = 0) out vec4 transparentAccum;
@@ -14,7 +13,6 @@ layout(location = 1) out vec4 revealageAccum;
/* NOTE: Blending will be skipped on objectId because output is a non-normalized integer buffer. */
layout(location = 2) out uint objectId;
#endif
/* Special function only to be used with calculate_transparent_weight(). */
float linear_zdepth(float depth, vec4 viewvecs[2], mat4 proj_mat)