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
61 lines
2.0 KiB
C++
61 lines
2.0 KiB
C++
/*
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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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/** \file
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* \ingroup gpu
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*
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* Uniform buffers API. Used to handle many uniforms update at once.
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* Make sure that the data structure is compatible with what the implementation expect.
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* (see "7.6.2.2 Standard Uniform Block Layout" from the OpenGL spec for more info about std140
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* layout)
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* Rule of thumb: Padding to 16bytes, don't use vec3, don't use arrays of anything that is not vec4
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* aligned .
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*/
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#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ListBase;
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/** Opaque type hiding blender::gpu::UniformBuf. */
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typedef struct GPUUniformBuf GPUUniformBuf;
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GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name);
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GPUUniformBuf *GPU_uniformbuf_create_from_list(struct ListBase *inputs, const char *name);
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#define GPU_uniformbuf_create(size) GPU_uniformbuf_create_ex(size, NULL, __func__);
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void GPU_uniformbuf_free(GPUUniformBuf *ubo);
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void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data);
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void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot);
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void GPU_uniformbuf_unbind(GPUUniformBuf *ubo);
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void GPU_uniformbuf_unbind_all(void);
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#define GPU_UBO_BLOCK_NAME "nodeTree"
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#define GPU_ATTRIBUTE_UBO_BLOCK_NAME "uniformAttrs"
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#ifdef __cplusplus
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}
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#endif
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