Commit Graph

8 Commits

Author SHA1 Message Date
a5644f9a28 Cleanup: GPUBuiltinShader: Remove old shader interfaces
This leaves some of the unresolved case where we still need both
implementation.
2022-05-02 01:31:24 +02:00
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
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
1c91b6ee29 UVEdit: Port texpaint_loop_wire to batch request
This removes code duplication and put an end to the old "create at request"
batch creation.

Also it uses the same vbo as the uv layer used for shading. Reducing VRAM
usage.

Also fixes the modified uv display in uv edit mode.
2019-01-11 16:00:23 +01:00
8adec78ca5 Cleanup: remove GLSL version checks 2017-05-17 10:46:42 +10:00
2df27995f9 OpenGL: new built-in point shader, clean up other shader names
Smooth round point with outline (uniform color) and fill (varying color).

Updated shader naming scheme: a shader that doesn't deal with color does not have to say "no color". Vertex shaders do not have to say "uniform color" since their frag counterpart actually has the uniform. Each name should describe what that shader *does*, not what it *doesn't do*.
2016-10-15 02:30:59 -04:00