The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
234 lines
6.0 KiB
C++
234 lines
6.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation */
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/** \file
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* \ingroup gpu
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*
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* Intermediate node graph for generating GLSL shaders.
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*/
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#pragma once
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "BLI_ghash.h"
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#include "GPU_material.h"
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#include "GPU_shader.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct GPUNode;
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struct GPUOutput;
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struct ListBase;
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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_ATTR,
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GPU_SOURCE_UNIFORM_ATTR,
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GPU_SOURCE_LAYER_ATTR,
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GPU_SOURCE_STRUCT,
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GPU_SOURCE_TEX,
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GPU_SOURCE_TEX_TILED_MAPPING,
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GPU_SOURCE_FUNCTION_CALL,
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GPU_SOURCE_CRYPTOMATTE,
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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_ATTR,
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GPU_NODE_LINK_UNIFORM_ATTR,
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GPU_NODE_LINK_LAYER_ATTR,
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GPU_NODE_LINK_COLORBAND,
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GPU_NODE_LINK_CONSTANT,
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GPU_NODE_LINK_IMAGE,
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GPU_NODE_LINK_IMAGE_TILED,
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GPU_NODE_LINK_IMAGE_TILED_MAPPING,
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GPU_NODE_LINK_IMAGE_SKY,
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GPU_NODE_LINK_OUTPUT,
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GPU_NODE_LINK_UNIFORM,
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GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN,
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} GPUNodeLinkType;
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typedef enum {
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GPU_NODE_TAG_NONE = 0,
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GPU_NODE_TAG_SURFACE = (1 << 0),
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GPU_NODE_TAG_VOLUME = (1 << 1),
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GPU_NODE_TAG_DISPLACEMENT = (1 << 2),
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GPU_NODE_TAG_THICKNESS = (1 << 3),
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GPU_NODE_TAG_AOV = (1 << 4),
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GPU_NODE_TAG_FUNCTION = (1 << 5),
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GPU_NODE_TAG_COMPOSITOR = (1 << 6),
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} eGPUNodeTag;
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ENUM_OPERATORS(eGPUNodeTag, GPU_NODE_TAG_COMPOSITOR)
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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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eGPUNodeTag 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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const float *data;
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/* GPU_NODE_LINK_COLORBAND */
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struct GPUTexture **colorband;
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/* GPU_NODE_LINK_OUTPUT */
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struct GPUOutput *output;
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/* GPU_NODE_LINK_ATTR */
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struct GPUMaterialAttribute *attr;
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/* GPU_NODE_LINK_UNIFORM_ATTR */
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struct GPUUniformAttr *uniform_attr;
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/* GPU_NODE_LINK_LAYER_ATTR */
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struct GPULayerAttr *layer_attr;
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/* GPU_NODE_LINK_IMAGE_BLENDER */
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struct GPUMaterialTexture *texture;
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/* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
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const char *function_name;
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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; /* data-type. */
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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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/* 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_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
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struct GPUMaterialTexture *texture;
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/* GPU_SOURCE_ATTR */
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struct GPUMaterialAttribute *attr;
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/* GPU_SOURCE_UNIFORM_ATTR */
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struct GPUUniformAttr *uniform_attr;
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/* GPU_SOURCE_LAYER_ATTR */
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struct GPULayerAttr *layer_attr;
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/* GPU_SOURCE_FUNCTION_CALL */
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char function_call[64];
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};
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} GPUInput;
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typedef struct GPUNodeGraphOutputLink {
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struct GPUNodeGraphOutputLink *next, *prev;
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int hash;
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GPUNodeLink *outlink;
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} GPUNodeGraphOutputLink;
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typedef struct GPUNodeGraphFunctionLink {
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struct GPUNodeGraphFunctionLink *next, *prev;
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char name[16];
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GPUNodeLink *outlink;
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} GPUNodeGraphFunctionLink;
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typedef struct GPUNodeGraph {
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/* Nodes */
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ListBase nodes;
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/* Main Outputs. */
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GPUNodeLink *outlink_surface;
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GPUNodeLink *outlink_volume;
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GPUNodeLink *outlink_displacement;
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GPUNodeLink *outlink_thickness;
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/* List of GPUNodeGraphOutputLink */
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ListBase outlink_aovs;
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/* List of GPUNodeGraphFunctionLink */
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ListBase material_functions;
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/* List of GPUNodeGraphOutputLink */
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ListBase outlink_compositor;
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/* Requested attributes and textures. */
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ListBase attributes;
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ListBase textures;
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/* The list of uniform attributes. */
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GPUUniformAttrList uniform_attrs;
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/* The list of layer attributes. */
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ListBase layer_attrs;
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/** Set of all the GLSL lib code blocks . */
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GSet *used_libraries;
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} GPUNodeGraph;
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/* Node Graph */
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void gpu_nodes_tag(GPUNodeLink *link, eGPUNodeTag tag);
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void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
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void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph);
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/**
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* Optimize node graph for optimized material shader path.
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* Once the base material has been generated, we can modify the shader
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* node graph to create one which will produce an optimally performing shader.
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* This currently involves baking uniform data into constant data to enable
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* aggressive constant folding by the compiler in order to reduce complexity and
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* shader core memory pressure.
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*
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* NOTE: Graph optimizations will produce a shader which needs to be re-compiled
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* more frequently, however, the default material pass will always exist to fall
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* back on. */
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void gpu_node_graph_optimize(GPUNodeGraph *graph);
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/**
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* Free intermediate node graph.
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*/
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void gpu_node_graph_free_nodes(GPUNodeGraph *graph);
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/**
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* Free both node graph and requested attributes and textures.
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*/
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void gpu_node_graph_free(GPUNodeGraph *graph);
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/* Material calls */
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struct GPUNodeGraph *gpu_material_node_graph(struct GPUMaterial *material);
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/**
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* Returns the address of the future pointer to coba_tex.
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*/
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struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
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int size,
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float *pixels,
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float *row);
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/**
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* Returns the address of the future pointer to sky_tex
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*/
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struct GPUTexture **gpu_material_sky_texture_layer_set(
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struct GPUMaterial *mat, int width, int height, const float *pixels, float *row);
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#ifdef __cplusplus
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}
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#endif
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