208 lines
5.8 KiB
C++
208 lines
5.8 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_codegen.h
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* \ingroup gpu
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*/
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#ifndef __GPU_CODEGEN_H__
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#define __GPU_CODEGEN_H__
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "GPU_material.h"
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#include "GPU_glew.h"
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struct ListBase;
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struct GPUShader;
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struct GPUOutput;
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struct GPUNode;
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struct GPUVertexAttribs;
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struct PreviewImage;
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/* Pass Generation
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* - Takes a list of nodes and a desired output, and makes a pass. This
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* will take ownership of the nodes and free them early if unused or
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* at the end if used.
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*/
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typedef enum eGPUDataSource {
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GPU_SOURCE_OUTPUT,
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GPU_SOURCE_CONSTANT,
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GPU_SOURCE_UNIFORM,
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GPU_SOURCE_ATTRIB,
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GPU_SOURCE_BUILTIN,
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GPU_SOURCE_STRUCT,
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GPU_SOURCE_TEX,
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} eGPUDataSource;
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typedef enum {
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GPU_NODE_LINK_NONE = 0,
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GPU_NODE_LINK_ATTRIB,
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GPU_NODE_LINK_BUILTIN,
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GPU_NODE_LINK_COLORBAND,
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GPU_NODE_LINK_CONSTANT,
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GPU_NODE_LINK_IMAGE_BLENDER,
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GPU_NODE_LINK_OUTPUT,
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GPU_NODE_LINK_UNIFORM,
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} GPUNodeLinkType;
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struct GPUNode {
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struct GPUNode *next, *prev;
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const char *name;
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/* Internal flag to mark nodes during pruning */
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bool tag;
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ListBase inputs;
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ListBase outputs;
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};
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struct GPUNodeLink {
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GPUNodeStack *socket;
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GPUNodeLinkType link_type;
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int users; /* Refcount */
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union {
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/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
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float *data;
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/* GPU_NODE_LINK_BUILTIN */
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eGPUBuiltin builtin;
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/* GPU_NODE_LINK_COLORBAND */
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struct GPUTexture **coba;
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/* GPU_NODE_LINK_OUTPUT */
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struct GPUOutput *output;
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/* GPU_NODE_LINK_ATTRIB */
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struct {
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const char *attribname;
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CustomDataType attribtype;
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};
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/* GPU_NODE_LINK_IMAGE_BLENDER */
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struct {
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struct Image *ima;
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struct ImageUser *iuser;
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bool image_isdata;
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};
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};
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};
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typedef struct GPUOutput {
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struct GPUOutput *next, *prev;
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GPUNode *node;
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eGPUType type; /* data type = length of vector/matrix */
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GPUNodeLink *link; /* output link */
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int id; /* unique id as created by code generator */
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} GPUOutput;
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typedef struct GPUInput {
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struct GPUInput *next, *prev;
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GPUNode *node;
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eGPUType type; /* datatype */
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GPUNodeLink *link;
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int id; /* unique id as created by code generator */
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eGPUDataSource source; /* data source */
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int shaderloc; /* id from opengl */
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char shadername[32]; /* name in shader */
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/* Content based on eGPUDataSource */
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union {
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/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
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float vec[16]; /* vector data */
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/* GPU_SOURCE_BUILTIN */
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eGPUBuiltin builtin; /* builtin uniform */
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/* GPU_SOURCE_TEX */
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struct {
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struct GPUTexture **coba; /* input texture, only set at runtime */
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struct Image *ima; /* image */
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struct ImageUser *iuser; /* image user */
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bool image_isdata; /* image does not contain color data */
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bool bindtex; /* input is responsible for binding the texture? */
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int texid; /* number for multitexture, starting from zero */
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eGPUType textype; /* texture type (2D, 1D Array ...) */
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};
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/* GPU_SOURCE_ATTRIB */
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struct {
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char attribname[MAX_CUSTOMDATA_LAYER_NAME]; /* attribute name */
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int attribid; /* id for vertex attributes */
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bool attribfirst; /* this is the first one that is bound */
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CustomDataType attribtype; /* attribute type */
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};
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};
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} GPUInput;
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struct GPUPass {
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struct GPUPass *next;
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struct GPUShader *shader;
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char *fragmentcode;
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char *geometrycode;
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char *vertexcode;
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char *defines;
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uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
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uint32_t hash; /* Identity hash generated from all GLSL code. */
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bool compiled; /* Did we already tried to compile the attached GPUShader. */
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};
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typedef struct GPUPass GPUPass;
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GPUPass *GPU_generate_pass(
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GPUMaterial *material,
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GPUNodeLink *frag_outlink, struct GPUVertexAttribs *attribs,
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ListBase *nodes, int *builtins,
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const char *vert_code, const char *geom_code,
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const char *frag_lib, const char *defines);
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struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
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void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs, ListBase *nodes);
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void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs);
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void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
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void GPU_pass_compile(GPUPass *pass, const char *shname);
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void GPU_pass_release(GPUPass *pass);
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void GPU_pass_free_nodes(ListBase *nodes);
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void GPU_inputs_free(ListBase *inputs);
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void gpu_codegen_init(void);
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void gpu_codegen_exit(void);
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/* Material calls */
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const char *GPU_builtin_name(eGPUBuiltin builtin);
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void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
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struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat, int size, float *pixels, float *row);
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#endif
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