This is to make the codegen and shading nodes object type agnostic. This
is essential for flexibility of the engine to use the nodetree as it see
fits.
The essential volume attributes struct properties are moved to the
`GPUMaterialAttribute` which see its final input name set on creation.
The binding process is centralized into `draw_volume.cc` to avoid
duplicating the code between multiple engines. It mimics the hair attributes
process.
Volume object grid transforms and other per object uniforms are packed into
one UBO per object. The grid transform is now based on object which simplify
the matrix preparations.
This also gets rid of the double transforms and use object info orco factors
for volume objects.
Tagging @brecht because he did the initial implementation of Volume Grids.
- Add name support to storage buffers
- Delete view functions for TextureFromPool
- Add support for different size acquire and assert on mulitple acquire
- Allow multiple release
This means textures need to have the number of mipmap levels specified
upfront. It does not mean the data is immutable.
There is fallback code for OpenGL < 4.2.
Immutable storage will enables texture views in the future.
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
- Fix assert on size.
- Fix void * casting.
- Pass extent by values.
- Add swap function to avoid letting the types copyable.
- Add back the GPUTexture * operator on TextureFromPool.
This adds wrapper classes that make it easier to use GPU objects in C++.
####Motivations:####
- Easier handling of GPU objects.
- EEVEE rewrite already makes use of similar wrappers.
- There is the ongoing effort to use more C++ in the codebase
and lans to port more engines to it.
- The shader code refactor will make use of many UBOs with shared
struct declaration. This helps managing them.
- Safer handling of `TextureFromPool` which can't be bound as normal
texture (only texture ref) and can be better tracked in the future.
####Considerations:####
- I chose the `blender::draw` namespace because `blender::gpu` already has private classes (i.e: `gpu::Texture`).
- Theses are wrappers that manage a GPU object internally. They might be confused with actual `Texture`. However, the name `TextureWrapper` is a bit too much verbose in my opinion. I'm open to suggestion about better name.
Reviewed By: jbakker
Differential Revision: http://developer.blender.org/D13805