- Fix image.format conversion to string
- Fix warnings about ARB_conservative_depth not found even if GL > 4.2
- Add `array(type)` define for portable array definition
Thanks to the new `ShaderCreateInfo` we now include source files without
any modification. This let us query which are the source files passed to the
`print_log` function. The log will now include a file with row and column
number which is interpreted as a link in most IDE.
DEBUG_CONTEXT_LINES will add more lines around the error lines for more
context. This is also useful if the error line is imprecise (because of
driver bugs) and the reported line is not sufficient to know the location
of the error.
The DEBUG_DEPENDENCIES option will display the list of included files in
the shader sources. Note that it will not print generated source.
This commit also fixes some issues with unhelpful logs, bogus row & column
numbers, other error format, and bug if row was 0.
Detected on `amdgpu-pro` libGL implementation. The workaround is to not
use explicit location for vertex attributes. This is not a real problem
as we don't rely on them for now.
Using opt-in instead of opt-out to make code easier to read.
Add combined flag enum.
Making restrict an inverse flag option because it is so rare to
use it.
This adds the possibility to use the `gpu_BaryCoord[NoPersp]`
builtin to support barycentric coordinates without geometry shader.
The `BuiltinBits::LAYER` builtin needs to be manually added
to the `GPUShaderCreateInfo` in order to use this feature.
Note: This is only available for shaders using `GPUShaderCreateInfo`.
A geometry shader fallback is generated if the extension
`AMD_shader_explicit_vertex_parameter` is not available.
`NV_fragment_shader_barycentric` was not considered because it is not
present inside the `glew.h` with use and seems to only be available
with vulkan.
This adds the possibility to use the `gpu_Layer` builtin to
support layered rendering without geometry shader.
The `BuiltinBits::LAYER` builtin needs to be manually added
to the `GPUShaderCreateInfo` in order to use this feature.
Note: This is only available for shaders using `GPUShaderCreateInfo`.
A geometry shader fallback is generated if the extension
`AMD_shader_explicit_vertex_parameter` is not available.
The GLSL defines used to make the uniform names unusable for local variable
is being interpreted as recursive on some implementation.
This avoids it by create a second macro avoiding the recursion.
Also adds a few things to GPUShader for easily create shaders.
Heavy usage of macros to compose the createInfo and avoid
duplications and copy paste bugs.
This makes the link between the shader request functions
(in workbench_shader.cc) and the actual createInfo a bit
obscure since the names are composed and not searchable.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13910
In order to use a workaround builtin uniform, we need to count it
just like other uniforms and give it some space in the name buffer.
This also fixes extensions being added after the uniform declaration.
All `#extension` directives are now part of the gl backend.
This makes optionnal the use of a different interface for the geometry
shader stage output. When the vertex and geometry interface instance name
matches, a `_in` and `_out` suffix is added to the end of the instance name.
This makes it easier to have optional geometry shader stages.
# Conflicts:
# source/blender/gpu/intern/gpu_shader_create_info.hh
This patch migrates the draw manager hair refine compute shader to use
GPUShaderCreateInfo.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13915
Fixes T93680
For current drivers of Intel HD Graphics 4400 and 4600, various Program Introspection functions appear broken and return incorrect values, causing crashes in the current handling of SSBOs. Disable use of this feature on those devices. Add checks to features that use SSBOs (Hair and Subdivision Modifier).
Reviewed By: fclem, jbakker
Maniphest Tasks: T93680
Differential Revision: https://developer.blender.org/D13806
This merge the description into one struct only that can be more easily
copied during `finalize()`.
The in and out layout parameters are better named and extended with the
invocation count (with fallback support)
Cause was incorrect logic when generating the resource layout. It the
explicit_location_support setting was ignored and the binding were
generated for image, uniform buffers and storage buffers.
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