This adds support to render Curves attributes in EEVEE. Each attribute is stored in a texture derived from a VBO. As the shading group needs the textures to be valid upon creation, the attributes are created and setup during its very creation, instead of doing it lazily via create_requested which we cannot rely on anyway as contrary to the mesh batch, we do cannot really tell if attributes need to be updated or else via some `DRW_batch_requested`. Since point attributes need refinement, and since attributes are all cast to vec4/float4 to account for differences in type conversions between Blender and OpenGL, the refinement shader for points is used as is. The point attributes are stored for each subdivision level in CurvesEvalFinalCache. Each subdivision level also keeps track of the attributes already in use so they are properly updated when needed. Some basic garbage collection was added similar to what is done for meshes: if the attributes used over time have been different from the currently used attributes for too long, then the buffers are freed, ensuring that stale attributesare removed. This adds `CurvesInfos` to the shader creation info, which stores the scope in which the attributes are defined. Scopes are stored as booleans, in an array indexed by attribute loading order which is also the order in which the attributes were added to the material. A mapping is necessary between the indices used for the scoping, and the ones used in the Curves cache, as this may contain stale attributes which have not been garbage collected yet. Common utilities with the mesh code for handling requested attributes were moved to a separate file. Differential Revision: https://developer.blender.org/D14916
192 lines
6.0 KiB
C++
192 lines
6.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. */
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/** \file
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* \ingroup EEVEE
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*
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* This file is only there to handle ShaderCreateInfos.
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*/
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#include "GPU_shader.h"
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#include "BLI_string_ref.hh"
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#include "gpu_shader_create_info.hh"
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#include "eevee_private.h"
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using blender::gpu::shader::StageInterfaceInfo;
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static StageInterfaceInfo *stage_interface = nullptr;
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void eevee_shader_extra_init()
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{
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if (stage_interface != nullptr) {
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return;
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}
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using namespace blender::gpu::shader;
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stage_interface = new StageInterfaceInfo("ShaderStageInterface", "");
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stage_interface->smooth(Type::VEC3, "worldPosition");
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stage_interface->smooth(Type::VEC3, "viewPosition");
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stage_interface->smooth(Type::VEC3, "worldNormal");
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stage_interface->smooth(Type::VEC3, "viewNormal");
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stage_interface->flat(Type::INT, "resourceIDFrag");
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}
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void eevee_shader_extra_exit()
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{
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delete stage_interface;
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}
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void eevee_shader_material_create_info_amend(GPUMaterial *gpumat,
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GPUCodegenOutput *codegen_,
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char *frag,
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char *vert,
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char *geom,
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char *defines)
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{
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using namespace blender::gpu::shader;
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uint64_t options = GPU_material_uuid_get(gpumat);
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const bool is_background = (options & (VAR_WORLD_PROBE | VAR_WORLD_BACKGROUND)) != 0;
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const bool is_volume = (options & (VAR_MAT_VOLUME)) != 0;
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const bool is_hair = (options & (VAR_MAT_HAIR)) != 0;
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const bool is_mesh = (options & (VAR_MAT_MESH)) != 0;
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const bool is_point_cloud = (options & (VAR_MAT_POINTCLOUD)) != 0;
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GPUCodegenOutput &codegen = *codegen_;
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ShaderCreateInfo &info = *reinterpret_cast<ShaderCreateInfo *>(codegen.create_info);
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info.legacy_resource_location(true);
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info.auto_resource_location(true);
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if (GPU_material_flag_get(gpumat, GPU_MATFLAG_SUBSURFACE)) {
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info.define("USE_SSS");
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}
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if (GPU_material_flag_get(gpumat, GPU_MATFLAG_SHADER_TO_RGBA)) {
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info.define("USE_SHADER_TO_RGBA");
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}
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if (GPU_material_flag_get(gpumat, GPU_MATFLAG_BARYCENTRIC) && !is_volume && !is_hair &&
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!is_point_cloud && !is_background) {
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info.define("USE_BARYCENTRICS");
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info.builtins(BuiltinBits::BARYCENTRIC_COORD);
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}
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if (GPU_material_flag_get(gpumat, GPU_MATFLAG_BARYCENTRIC) && is_hair) {
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info.define("USE_BARYCENTRICS");
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}
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std::stringstream attr_load;
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const bool do_fragment_attrib_load = is_background || is_volume;
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if (is_hair && !info.vertex_out_interfaces_.is_empty()) {
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/** Hair attributes come from sampler buffer. Transfer attributes to sampler. */
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for (auto &input : info.vertex_inputs_) {
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info.sampler(0, ImageType::FLOAT_BUFFER, input.name, Frequency::BATCH);
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}
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info.vertex_inputs_.clear();
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}
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else if (do_fragment_attrib_load && !info.vertex_out_interfaces_.is_empty()) {
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/* Codegen outputs only one interface. */
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const StageInterfaceInfo &iface = *info.vertex_out_interfaces_.first();
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/* Globals the attrib_load() can write to when it is in the fragment shader. */
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attr_load << "struct " << iface.name << " {\n";
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for (const auto &inout : iface.inouts) {
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attr_load << " " << inout.type << " " << inout.name << ";\n";
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}
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attr_load << "};\n";
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attr_load << iface.name << " " << iface.instance_name << ";\n";
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if (!is_volume) {
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/* Global vars just to make code valid. Only Orco is supported. */
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for (const ShaderCreateInfo::VertIn &in : info.vertex_inputs_) {
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attr_load << in.type << " " << in.name << ";\n";
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}
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}
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info.vertex_out_interfaces_.clear();
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}
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if (is_volume) {
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/** Volume grid attributes come from 3D textures. Transfer attributes to samplers. */
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for (auto &input : info.vertex_inputs_) {
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info.sampler(0, ImageType::FLOAT_3D, input.name, Frequency::BATCH);
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}
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info.additional_info("draw_volume_infos");
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/* Do not add twice. */
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if (!GPU_material_flag_get(gpumat, GPU_MATFLAG_OBJECT_INFO)) {
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info.additional_info("draw_object_infos");
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}
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info.vertex_inputs_.clear();
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}
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if (is_hair) {
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info.additional_info("draw_curves_infos");
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}
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if (!is_volume) {
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info.define("EEVEE_GENERATED_INTERFACE");
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info.vertex_out(*stage_interface);
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}
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attr_load << "void attrib_load()\n";
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attr_load << "{\n";
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attr_load << ((codegen.attr_load) ? codegen.attr_load : "");
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attr_load << "}\n\n";
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std::stringstream vert_gen, frag_gen, geom_gen;
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if (do_fragment_attrib_load) {
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frag_gen << attr_load.str();
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}
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else {
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vert_gen << attr_load.str();
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}
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{
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vert_gen << vert;
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info.vertex_source_generated = vert_gen.str();
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/* Everything is in generated source. */
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info.vertex_source(is_volume ? "eevee_empty_volume.glsl" : "eevee_empty.glsl");
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}
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{
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frag_gen << frag;
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if (codegen.material_functions) {
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frag_gen << codegen.material_functions;
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}
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frag_gen << "Closure nodetree_exec()\n";
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frag_gen << "{\n";
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if (is_volume) {
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frag_gen << ((codegen.volume) ? codegen.volume : "return CLOSURE_DEFAULT;\n");
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}
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else {
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frag_gen << ((codegen.surface) ? codegen.surface : "return CLOSURE_DEFAULT;\n");
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}
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frag_gen << "}\n\n";
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if (codegen.displacement && (is_hair || is_mesh)) {
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info.define("EEVEE_DISPLACEMENT_BUMP");
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frag_gen << "vec3 displacement_exec()\n";
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frag_gen << "{\n";
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frag_gen << codegen.displacement;
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frag_gen << "}\n\n";
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}
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info.fragment_source_generated = frag_gen.str();
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/* Everything is in generated source. */
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info.fragment_source(is_volume ? "eevee_empty_volume.glsl" : "eevee_empty.glsl");
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}
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if (geom) {
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geom_gen << geom;
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info.geometry_source_generated = geom_gen.str();
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info.geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3);
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/* Everything is in generated source. */
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info.geometry_source("eevee_empty.glsl");
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}
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if (defines) {
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info.typedef_source_generated += blender::StringRefNull(defines);
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}
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}
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