Commit Graph

182 Commits

Author SHA1 Message Date
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
7475f7b0de GPUShader: Expose create_info getter
This allows to check if a create_info extists based on its name.
2022-02-01 19:05:22 +01:00
5b299e5999 D13910: Workbench: Port shaders to use GPUShaderCreateInfo
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
2022-01-26 12:46:37 +01:00
c5980ada4f GPU: Add GPU_shader_create_from_info_name
This function will be used as the way to build shaders from
create_infos. The previous used method was using a private function.
2022-01-25 14:22:44 +01:00
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
f5e90a943f Remove GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00
8a772645e2 Remove GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00
1b57dcf320 Remove GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00
6669431846 Remove GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00
e12a707692 Remove GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR.
Shader isn't used and not accessible via the py-api.
2022-01-10 12:51:21 +01:00
f813aab787 Remove GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA.
Shader isn't used and isn't accessible via py-api.
2022-01-10 12:51:21 +01:00
3488339475 Cleanup: Consistent naming GPU_SHADER_2D_AREA_BORDERS. 2022-01-10 12:51:21 +01:00
227fd753df GPU: Remove unused UV shaders.
The UV shaders have been migrated to the overlay engine and aren't
accessible via the python API.
2022-01-10 12:51:21 +01:00
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
7c76bdca1b Cleanup: move public doc-strings into headers for 'gpu'
Ref T92709
2021-12-09 20:01:47 +11:00
00734d5724 Fix T92807: Incorrect display planar tracking.
Issue introduced in {7e66616b7e15} where the shader was replaced with a
2d image shader. This patch reverts several commits that removed the 3d
image shader.
2021-11-05 14:51:55 +01:00
d0493796a6 Cleanup: Remove hardcoded values and rename keyframe shape shaders
No functional change.

The shader is complicated by itself, having hardcoded values makes it
even more cryptic.

I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.

Differential Revision: https://developer.blender.org/D12615
2021-09-23 17:41:11 +02:00
Jon Denning
e0394761b9 GPUShader: Expose name for debugging & identifying shaders
Added optional `name` argument to `GPUShader` constructor
(defaults to `pyGPUShader`), and added `name` getter to `GPUShader`.

Ref D12393

Reviewed By: campbellbarton, jbakker
2021-09-13 16:16:45 +10:00
2ff490f9e3 Fix: Crash Requesting GPU_SHADER_GPENCIL_FILL builtin shader.
Shader doesn't have any shader code. Requesting the shader
would crash blender. Solved by removing the enum_value.
2021-06-28 08:55:13 +02:00
Jeroen Bakker
87055dc71b GPU: Compute Pipeline.
With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.

NOTE: As this is an OpenGL4.3 feature it must always have a fallback.

Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.

This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.

An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D10913
2021-05-26 16:49:30 +02:00
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
b347c4e9ca Cleanup: remove redundant struct declarations 2020-12-16 16:25:56 +11:00
6fdcca8de6 Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057
2020-11-03 16:35:44 +03:00
1858535a10 GPUShader: Add meaningful debug names to builtin shaders
This makes the debugging easier.
2020-09-16 01:40:45 +02:00
2115232a16 Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fix
No functional changes
2020-09-04 21:04:16 +02:00
220fbdf593 GPUShader: Make GPUShader* an opaque pointer to blender::gpu::Shader
This avoids the misleading inheritance.

Also cleanup by setting the blender::gpu::Shader as active shader to
avoid some casting.
2020-08-21 14:16:42 +02:00
7edd8a7738 GPUUniformBuf: Rename struct and change API a bit
This follows the GPU module naming of other buffers.
We pass name to distinguish each GPUUniformBuf in debug mode.
Also remove DRW_uniform_buffer interface.
2020-08-21 14:16:42 +02:00
19d72175ba GPUShaderInterface: GL backend isolation 2020-08-20 16:11:14 +02:00
e8c48ce075 GPUShader: Improve auto name
Use macro to get calling function name. Helps debugging shaders.
2020-08-18 21:30:10 +02:00
216d78687d GPUShader: GL backend isolation 2020-08-18 21:30:09 +02:00
985070b1ce GPUShader: Add more uniform functions 2020-08-13 14:20:24 +02:00
7283e6fb73 Merge branch 'blender-v2.90-release' into master 2020-08-07 10:04:57 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
19175f4757 GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle 2020-07-30 13:28:50 +02:00
dcf6e12a60 Cleanup: GPUShader: Remove unused builtin shader 2020-07-18 03:43:51 +02:00
7534bbfa34 GPUShaderInterface: Add Builtin Uniform blocks query
This makes the query of theses mandatory uniforms faster.
2020-06-04 14:17:06 +02:00
a1f9eebc0b DRW: Remove automatic bind locations and use hardcoded locations for textures
This cleanup use the recent changes in shader interface to allow querying
the binding location a texture should use.

This should aleviate all issue we have with texture state change recompiling
the shaders at drawtime.

All binds are now treated like persistent binds and will stick until a new
shading group bind a different shader. The only difference is that you can
still change it with a new subgroup or same shader shgroup.

Since unbinding can be heavy we only do it when using `--debug-gpu`.
2020-06-02 23:44:22 +02:00
b82cb0ad32 Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure 2020-06-02 16:46:38 +02:00
d388c1c524 Cleanup: sort file lists 2020-05-03 13:45:40 +10:00
d712f1f83a GPU: Add Polyline shader (wide line emulation)
This new shader is able to emulate smooth wide lines drawing using a
geometry shader.

This shader needs viewportSize and lineWidth uniforms to be set.

There is multiple variants to replace the usage of wide lines for most
shaders.

This patch only fix the gizmo_types files and the navigation gizmo.
Other areas could be fixed afterward, I just limited the patch size.

Fix T57570.

Reviewed By: billreynish

Differential Revision: https://developer.blender.org/D7487
2020-04-23 23:07:48 +02:00
21c658b718 GPUShader: Implement workaround for gizmo drawing on sRGB framebuffer
This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.

This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.

The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.

Related to T74139

Reviewed By: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D7261
2020-04-14 20:44:56 +02:00
a7110618ff Cleanup: GPUShader: Remove unused shaders 2020-03-27 20:00:27 +01:00
Jeroen Bakker
fd48ff1296 Fix T73931: Stereo Viewport Color Management
Stereoscopic viewport didn't support Color Manangement due recent
changes in the color management pipeline. In order to solve the issue we
will migrate the strereo rendering into the GPUViewport. This will share
some textures and reduce required GPU memory.

Reviewed By: fclem, dfelinto

Differential Revision: https://developer.blender.org/D6922
2020-03-19 08:26:48 +01:00
322dc72316 Cleanup: refactor GPU material attribute and texture requests 2020-02-15 21:09:29 +01:00
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00
249f4423ee Cleanup: doxygen comments
Also correct some outdated symbol references,
add missing 'name' commands.
2019-11-25 01:51:11 +11:00
deb5416a1a GPU: Vertex Format: ADd function for safe GLSL attrib name
This remove code duplication and use base63 encoding of the hash.
Use mumur hash to have more randomness.
2019-08-14 23:59:33 +02:00