Commit Graph

36 Commits

Author SHA1 Message Date
75f0aaab3d Cleanup: remove redundant GPU headers 2022-06-22 14:59:42 +10:00
a652568570 Cleanup: use 'num' / 'size' suffix instead of 'sz'
GPU code used `sz` as an abbreviation for size, as well as a few other
places. Use size where this represents a size in bytes, see: T85728.
2022-05-11 13:40:09 +10:00
c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00
9d3f35a0bf Revert "Revert "GPUShaderCreateInfo for interface abstraction""
This reverts commit edee5a947b.

Fixes compilation error (Missing file BLI_float2.hh)
2022-01-17 14:46:32 +01:00
edee5a947b Revert "GPUShaderCreateInfo for interface abstraction"
This reverts commit 8fb2ff458b.
Missing some files.
2022-01-17 14:34:28 +01:00
Jeroen Bakker
8fb2ff458b 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
2022-01-17 14:32:28 +01:00
7c76bdca1b Cleanup: move public doc-strings into headers for 'gpu'
Ref T92709
2021-12-09 20:01:47 +11:00
c1a477b497 Cleanup: use C++ comments or 'if 0' for commented code 2021-08-03 15:27:20 +10:00
39b86a989d Cleanup: use const arrays 2021-03-04 16:58:03 +11:00
daf7f42364 Fix line width broken for consecutive line draw calls
D9054 did multiple consecutive `immBegin()`/`immEnd()` draw calls to draw
multiple lines at varying thickness. This would only work for the first line,
then they'd all get a 1px thickness (at least on macOS).

Issue was that `wide_line_workaround_end()` called `immBindShader()` directly
to restore the old shader (which the workaround overrides). However this
doesn't set `imm->builtin_shader_bound` which has to be done for the workaround
to work on the next `immBegin()` call. Instead `immBindBuiltinProgram()` can be
called.

Differential Revision: https://developer.blender.org/D10520

Reviewed by: Clément Foucault
2021-02-24 11:16:51 +01:00
797dfa6a0a Merge branch 'blender-v2.91-release'
Conflicts:
	source/blender/editors/render/render_opengl.c
	source/blender/sequencer/intern/effects.c
2020-11-17 04:10:51 +01:00
82b8c15684 Fix T81827: MacOS lines that should be thick are green instead
The issue was the use of alpha values of 0 when there were no blending
enabled.

This patch just disables the smoothing of the wires in this case.
2020-11-17 01:31:32 +01:00
16732def37 Cleanup: Clang-Tidy modernize-use-nullptr
Replace `NULL` with `nullptr` in C++ code.

No functional changes.
2020-11-06 18:08:25 +01:00
a331d5c992 Cleanup: Clang-Tidy, modernize-redundant-void-arg 2020-11-06 13:40:46 +01:00
17a2820da8 Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19 14:34:32 +10:00
649b0ccac8 GPUImmediate: Add system wide workaround for wide line
This makes wide line supported on MacOS and other implementation that
does not support wide line by default.

This workaround works for all Line types but only if using one of the 5
default shaders.

The workaround is completely isolated and invisible to the outside. It has
no side effect.

Note: This does not affect the GPUBatch drawing.
2020-09-18 22:41:49 +02:00
2e4569abbc Fix remaining GL calls/type preventing from building due to recent cleanup 2020-09-12 19:48:52 +02:00
48a99fab2b GPUImmediate: Fix wrong resize of immBatchAtMost 2020-09-10 15:55:14 +02:00
48690d967a GPUContext: Move GPUContext to gpu::Context for more consistency
This makes the GPUContext follow the same naming convention as the rest
of the module.

Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
2020-09-08 04:15:50 +02:00
ccc512cc61 GPUImmediate: Make activation / deactivation implicit
This avoids unecessary complexity.

Also makes the GPUImmediate threadsafe by using a threadlocal imm variable.
2020-09-08 04:15:50 +02:00
bb2aeb4504 GPUVertBuf: Rename GPUVertBuf to VertBuf and add some getters
to avoid more typecasts.
2020-09-07 13:59:51 +02:00
7ffff04e49 GPUVertBuf: Make GPUVertBuf private to the GPU module
This is just a cleanup to isolate the internals of the vertbuf.
This adds some getters to avoid refactor of existing code.
2020-09-06 22:13:06 +02:00
a1df2fc443 Cleanup: GPU: Remove unused attr_binding and primitive code 2020-08-31 15:15:04 +02:00
1804eb57fd GPUImmediate: GL backend isolation
This is part of the Vulkan backend task T68990.

This is mostly a cleanup, however, there is a small change:
We don't use a special Vertex Array binding function for Immediate
anymore and just reuse the one for batches.
This might create a bit more state changes but this could be fixed
easily if it causes perf regression.

# Conflicts:
#	source/blender/gpu/intern/gpu_context.cc
2020-08-31 15:14:47 +02:00
a54fb081ba Cleanup: GPU_immediate: Change assert to BLI_assert 2020-08-31 15:10:38 +02:00
19d72175ba GPUShaderInterface: GL backend isolation 2020-08-20 16:11:14 +02:00
14fcd46ca7 GPU: Use GPUShader setters for uniforms removing uses of ShaderInterface 2020-08-20 16:11:14 +02:00
536c2e0ec9 GPUState: Only apply state before drawing 2020-08-18 21:30:10 +02:00
216d78687d GPUShader: GL backend isolation 2020-08-18 21:30:09 +02:00
9443da6166 GPUBatch: Merge phase and ownership flags and cleanup there usage
Also add new flags to communicate specific behavior to future backend.
2020-08-13 14:20:24 +02:00
854c999d82 GPUShader: Change shader state tracking to be part of the GPUContext
This remove the use of batch->program and replace it with batch->shader.

This will allow GL abstraction latter.
2020-08-13 14:20:23 +02:00
f1b1a0745f Cleanup: GPU: Change gpu_context_private.h to C++ only header 2020-08-08 03:05:39 +02:00
8a8c3e0972 Merge branch 'blender-v2.90-release' into master 2020-08-06 19:01:07 +10:00
19175f4757 GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle 2020-07-30 13:28:50 +02:00
959529d4b8 GPU: Move gpu_vertex_format.c to C++ 2020-07-29 15:03:02 +02:00
c276ef61d4 GPU: Move gpu_immediate.c to C++ 2020-07-26 17:28:48 +02:00