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blender-archive/source/blender/gpu/intern/gpu_codegen.c
Antonis Ryakiotakis 78411dc7d7 Fix T44755 set_value node output in node tree not properly converted to
color in GLSL

Issue here is that intermediate result was clipped as an optimization in
such nodes and thus not converted to the correct type properly. Now only
clip those values if types match.
This keeps both the optimization and the conversion. I looked at
converting uniform types always but it's more involved to compare types
at conversion time for such links because the type was getting
overridden during link duplication.
2015-05-19 15:37:08 +02:00

1490 lines
36 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_codegen.c
* \ingroup gpu
*
* Convert material node-trees to GLSL.
*/
#include "MEM_guardedalloc.h"
#include "DNA_customdata_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
#include "GPU_glew.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
#include "BLI_sys_types.h" /* for intptr_t support */
#include "gpu_codegen.h"
#include <string.h>
#include <stdarg.h>
extern char datatoc_gpu_shader_material_glsl[];
extern char datatoc_gpu_shader_vertex_glsl[];
extern char datatoc_gpu_shader_vertex_world_glsl[];
static char *glsl_material_library = NULL;
/* type definitions and constants */
enum {
MAX_FUNCTION_NAME = 64
};
enum {
MAX_PARAMETER = 32
};
typedef enum {
FUNCTION_QUAL_IN,
FUNCTION_QUAL_OUT,
FUNCTION_QUAL_INOUT
} GPUFunctionQual;
typedef struct GPUFunction {
char name[MAX_FUNCTION_NAME];
GPUType paramtype[MAX_PARAMETER];
GPUFunctionQual paramqual[MAX_PARAMETER];
int totparam;
} GPUFunction;
/* Indices match the GPUType enum */
static const char *GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"};
/* GLSL code parsing for finding function definitions.
* These are stored in a hash for lookup when creating a material. */
static GHash *FUNCTION_HASH = NULL;
#if 0
static char *FUNCTION_PROTOTYPES = NULL;
static GPUShader *FUNCTION_LIB = NULL;
#endif
static int gpu_str_prefix(const char *str, const char *prefix)
{
while (*str && *prefix) {
if (*str != *prefix)
return 0;
str++;
prefix++;
}
return (*prefix == '\0');
}
static char *gpu_str_skip_token(char *str, char *token, int max)
{
int len = 0;
/* skip a variable/function name */
while (*str) {
if (ELEM(*str, ' ', '(', ')', ',', '\t', '\n', '\r'))
break;
else {
if (token && len < max-1) {
*token = *str;
token++;
len++;
}
str++;
}
}
if (token)
*token = '\0';
/* skip the next special characters:
* note the missing ')' */
while (*str) {
if (ELEM(*str, ' ', '(', ',', '\t', '\n', '\r'))
str++;
else
break;
}
return str;
}
static void gpu_parse_functions_string(GHash *hash, char *code)
{
GPUFunction *function;
GPUType type;
GPUFunctionQual qual;
int i;
while ((code = strstr(code, "void "))) {
function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
code = gpu_str_skip_token(code, NULL, 0);
code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
/* get parameters */
while (*code && *code != ')') {
/* test if it's an input or output */
qual = FUNCTION_QUAL_IN;
if (gpu_str_prefix(code, "out "))
qual = FUNCTION_QUAL_OUT;
if (gpu_str_prefix(code, "inout "))
qual = FUNCTION_QUAL_INOUT;
if ((qual != FUNCTION_QUAL_IN) || gpu_str_prefix(code, "in "))
code = gpu_str_skip_token(code, NULL, 0);
/* test for type */
type = GPU_NONE;
for (i = 1; i <= 16; i++) {
if (GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
type = i;
break;
}
}
if (!type && gpu_str_prefix(code, "sampler2DShadow"))
type= GPU_SHADOW2D;
if (!type && gpu_str_prefix(code, "sampler2D"))
type= GPU_TEX2D;
if (type) {
/* add parameter */
code = gpu_str_skip_token(code, NULL, 0);
code = gpu_str_skip_token(code, NULL, 0);
function->paramqual[function->totparam]= qual;
function->paramtype[function->totparam]= type;
function->totparam++;
}
else {
fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
break;
}
}
if (function->name[0] == '\0' || function->totparam == 0) {
fprintf(stderr, "GPU functions parse error.\n");
MEM_freeN(function);
break;
}
BLI_ghash_insert(hash, function->name, function);
}
}
#if 0
static char *gpu_generate_function_prototyps(GHash *hash)
{
DynStr *ds = BLI_dynstr_new();
GHashIterator *ghi;
GPUFunction *function;
char *name, *prototypes;
int a;
/* automatically generate function prototypes to add to the top of the
* generated code, to avoid have to add the actual code & recompile all */
ghi = BLI_ghashIterator_new(hash);
for (; !BLI_ghashIterator_done(ghi); BLI_ghashIterator_step(ghi)) {
name = BLI_ghashIterator_getValue(ghi);
function = BLI_ghashIterator_getValue(ghi);
BLI_dynstr_appendf(ds, "void %s(", name);
for (a = 0; a < function->totparam; a++) {
if (function->paramqual[a] == FUNCTION_QUAL_OUT)
BLI_dynstr_append(ds, "out ");
else if (function->paramqual[a] == FUNCTION_QUAL_INOUT)
BLI_dynstr_append(ds, "inout ");
if (function->paramtype[a] == GPU_TEX2D)
BLI_dynstr_append(ds, "sampler2D");
else if (function->paramtype[a] == GPU_SHADOW2D)
BLI_dynstr_append(ds, "sampler2DShadow");
else
BLI_dynstr_append(ds, GPU_DATATYPE_STR[function->paramtype[a]]);
# if 0
BLI_dynstr_appendf(ds, " param%d", a);
# endif
if (a != function->totparam-1)
BLI_dynstr_append(ds, ", ");
}
BLI_dynstr_append(ds, ");\n");
}
BLI_dynstr_append(ds, "\n");
prototypes = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return prototypes;
}
#endif
static GPUFunction *gpu_lookup_function(const char *name)
{
if (!FUNCTION_HASH) {
FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
}
return BLI_ghash_lookup(FUNCTION_HASH, (const void *)name);
}
void gpu_codegen_init(void)
{
GPU_code_generate_glsl_lib();
}
void gpu_codegen_exit(void)
{
extern Material defmaterial; /* render module abuse... */
if (defmaterial.gpumaterial.first)
GPU_material_free(&defmaterial.gpumaterial);
if (FUNCTION_HASH) {
BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN);
FUNCTION_HASH = NULL;
}
GPU_shader_free_builtin_shaders();
if (glsl_material_library) {
MEM_freeN(glsl_material_library);
glsl_material_library = NULL;
}
#if 0
if (FUNCTION_PROTOTYPES) {
MEM_freeN(FUNCTION_PROTOTYPES);
FUNCTION_PROTOTYPES = NULL;
}
if (FUNCTION_LIB) {
GPU_shader_free(FUNCTION_LIB);
FUNCTION_LIB = NULL;
}
#endif
}
/* GLSL code generation */
static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *tmp, int id)
{
char name[1024];
BLI_snprintf(name, sizeof(name), "%s%d", tmp, id);
if (from == to) {
BLI_dynstr_append(ds, name);
}
else if (to == GPU_FLOAT) {
if (from == GPU_VEC4 || from == GPU_VEC3)
BLI_dynstr_appendf(ds, "(%s.r + %s.g + %s.b) / 3.0", name, name, name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "%s.r", name);
}
else if (to == GPU_VEC2) {
if (from == GPU_VEC4)
BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, %s.a)", name, name, name, name);
else if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, 1.0)", name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec2(%s, 1.0)", name);
}
else if (to == GPU_VEC3) {
if (from == GPU_VEC4)
BLI_dynstr_appendf(ds, "%s.rgb", name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
}
else {
if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
}
}
static void codegen_print_datatype(DynStr *ds, const GPUType type, float *data)
{
int i;
BLI_dynstr_appendf(ds, "%s(", GPU_DATATYPE_STR[type]);
for (i = 0; i < type; i++) {
BLI_dynstr_appendf(ds, "%f", data[i]);
if (i == type - 1)
BLI_dynstr_append(ds, ")");
else
BLI_dynstr_append(ds, ", ");
}
}
static int codegen_input_has_texture(GPUInput *input)
{
if (input->link)
return 0;
else if (input->ima || input->prv)
return 1;
else
return input->tex != NULL;
}
const char *GPU_builtin_name(GPUBuiltin builtin)
{
if (builtin == GPU_VIEW_MATRIX)
return "unfviewmat";
else if (builtin == GPU_OBJECT_MATRIX)
return "unfobmat";
else if (builtin == GPU_INVERSE_VIEW_MATRIX)
return "unfinvviewmat";
else if (builtin == GPU_INVERSE_OBJECT_MATRIX)
return "unfinvobmat";
else if (builtin == GPU_VIEW_POSITION)
return "varposition";
else if (builtin == GPU_VIEW_NORMAL)
return "varnormal";
else if (builtin == GPU_OBCOLOR)
return "unfobcolor";
else if (builtin == GPU_AUTO_BUMPSCALE)
return "unfobautobumpscale";
else if (builtin == GPU_CAMERA_TEXCO_FACTORS)
return "unfcameratexfactors";
else
return "";
}
/* assign only one texid per buffer to avoid sampling the same texture twice */
static void codegen_set_texid(GHash *bindhash, GPUInput *input, int *texid, void *key)
{
if (BLI_ghash_haskey(bindhash, key)) {
/* Reuse existing texid */
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, key));
}
else {
/* Allocate new texid */
input->texid = *texid;
(*texid)++;
input->bindtex = true;
BLI_ghash_insert(bindhash, key, SET_INT_IN_POINTER(input->texid));
}
}
static void codegen_set_unique_ids(ListBase *nodes)
{
GHash *bindhash, *definehash;
GPUNode *node;
GPUInput *input;
GPUOutput *output;
int id = 1, texid = 0;
bindhash = BLI_ghash_ptr_new("codegen_set_unique_ids1 gh");
definehash = BLI_ghash_ptr_new("codegen_set_unique_ids2 gh");
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
/* set id for unique names of uniform variables */
input->id = id++;
input->bindtex = false;
input->definetex = false;
/* set texid used for settings texture slot with multitexture */
if (codegen_input_has_texture(input) &&
((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)))
{
/* assign only one texid per buffer to avoid sampling
* the same texture twice */
if (input->link) {
/* input is texture from buffer */
codegen_set_texid(bindhash, input, &texid, input->link);
}
else if (input->ima) {
/* input is texture from image */
codegen_set_texid(bindhash, input, &texid, input->ima);
}
else if (input->prv) {
/* input is texture from preview render */
codegen_set_texid(bindhash, input, &texid, input->prv);
}
else if (input->tex) {
/* input is user created texture, check tex pointer */
codegen_set_texid(bindhash, input, &texid, input->tex);
}
/* make sure this pixel is defined exactly once */
if (input->source == GPU_SOURCE_TEX_PIXEL) {
if (input->ima) {
if (!BLI_ghash_haskey(definehash, input->ima)) {
input->definetex = true;
BLI_ghash_insert(definehash, input->ima, SET_INT_IN_POINTER(input->texid));
}
}
else {
if (!BLI_ghash_haskey(definehash, input->link)) {
input->definetex = true;
BLI_ghash_insert(definehash, input->link, SET_INT_IN_POINTER(input->texid));
}
}
}
}
}
for (output = node->outputs.first; output; output = output->next)
/* set id for unique names of tmp variables storing output */
output->id = id++;
}
BLI_ghash_free(bindhash, NULL, NULL);
BLI_ghash_free(definehash, NULL, NULL);
}
static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
{
GPUNode *node;
GPUInput *input;
const char *name;
int builtins = 0;
/* print uniforms */
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) {
/* create exactly one sampler for each texture */
if (codegen_input_has_texture(input) && input->bindtex)
BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
(input->textype == GPU_TEX2D) ? "sampler2D" : "sampler2DShadow",
input->texid);
}
else if (input->source == GPU_SOURCE_BUILTIN) {
/* only define each builting uniform/varying once */
if (!(builtins & input->builtin)) {
builtins |= input->builtin;
name = GPU_builtin_name(input->builtin);
if (gpu_str_prefix(name, "unf")) {
BLI_dynstr_appendf(ds, "uniform %s %s;\n",
GPU_DATATYPE_STR[input->type], name);
}
else {
BLI_dynstr_appendf(ds, "varying %s %s;\n",
GPU_DATATYPE_STR[input->type], name);
}
}
}
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
if (input->dynamicvec) {
/* only create uniforms for dynamic vectors */
BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
GPU_DATATYPE_STR[input->type], input->id);
}
else {
/* for others use const so the compiler can do folding */
BLI_dynstr_appendf(ds, "const %s cons%d = ",
GPU_DATATYPE_STR[input->type], input->id);
codegen_print_datatype(ds, input->type, input->vec);
BLI_dynstr_append(ds, ";\n");
}
}
else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
BLI_dynstr_appendf(ds, "varying %s var%d;\n",
GPU_DATATYPE_STR[input->type], input->attribid);
}
}
}
BLI_dynstr_append(ds, "\n");
return builtins;
}
static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
{
GPUNode *node;
GPUInput *input;
GPUOutput *output;
for (node = nodes->first; node; node = node->next) {
/* load pixels from textures */
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_TEX_PIXEL) {
if (codegen_input_has_texture(input) && input->definetex) {
BLI_dynstr_appendf(ds, "\tvec4 tex%d = texture2D(", input->texid);
BLI_dynstr_appendf(ds, "samp%d, gl_TexCoord[%d].st);\n",
input->texid, input->texid);
}
}
}
/* declare temporary variables for node output storage */
for (output = node->outputs.first; output; output = output->next)
BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
GPU_DATATYPE_STR[output->type], output->id);
}
BLI_dynstr_append(ds, "\n");
}
static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *finaloutput)
{
GPUNode *node;
GPUInput *input;
GPUOutput *output;
for (node = nodes->first; node; node = node->next) {
BLI_dynstr_appendf(ds, "\t%s(", node->name);
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_TEX) {
BLI_dynstr_appendf(ds, "samp%d", input->texid);
if (input->link)
BLI_dynstr_appendf(ds, ", gl_TexCoord[%d].st", input->texid);
}
else if (input->source == GPU_SOURCE_TEX_PIXEL) {
codegen_convert_datatype(ds, input->link->output->type, input->type,
"tmp", input->link->output->id);
}
else if (input->source == GPU_SOURCE_BUILTIN) {
if (input->builtin == GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "facingnormal");
else
BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
}
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
if (input->dynamicvec)
BLI_dynstr_appendf(ds, "unf%d", input->id);
else
BLI_dynstr_appendf(ds, "cons%d", input->id);
}
else if (input->source == GPU_SOURCE_ATTRIB) {
BLI_dynstr_appendf(ds, "var%d", input->attribid);
}
else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
if (input->oglbuiltin == GPU_MATCAP_NORMAL)
BLI_dynstr_append(ds, "gl_SecondaryColor");
else if (input->oglbuiltin == GPU_COLOR)
BLI_dynstr_append(ds, "gl_Color");
}
BLI_dynstr_append(ds, ", ");
}
for (output = node->outputs.first; output; output = output->next) {
BLI_dynstr_appendf(ds, "tmp%d", output->id);
if (output->next)
BLI_dynstr_append(ds, ", ");
}
BLI_dynstr_append(ds, ");\n");
}
BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
BLI_dynstr_append(ds, ";\n");
}
static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
{
DynStr *ds = BLI_dynstr_new();
char *code;
int builtins;
#if 0
BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
#endif
codegen_set_unique_ids(nodes);
builtins = codegen_print_uniforms_functions(ds, nodes);
#if 0
if (G.debug & G_DEBUG)
BLI_dynstr_appendf(ds, "/* %s */\n", name);
#endif
BLI_dynstr_append(ds, "void main(void)\n");
BLI_dynstr_append(ds, "{\n");
if (builtins & GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "\tvec3 facingnormal = (gl_FrontFacing)? varnormal: -varnormal;\n");
codegen_declare_tmps(ds, nodes);
codegen_call_functions(ds, nodes, output);
BLI_dynstr_append(ds, "}\n");
/* create shader */
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
#if 0
if (G.debug & G_DEBUG) printf("%s\n", code);
#endif
return code;
}
static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
{
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
GPUInput *input;
char *code;
char *vertcode;
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
BLI_dynstr_appendf(ds, "attribute %s att%d;\n",
GPU_DATATYPE_STR[input->type], input->attribid);
BLI_dynstr_appendf(ds, "varying %s var%d;\n",
GPU_DATATYPE_STR[input->type], input->attribid);
}
}
}
BLI_dynstr_append(ds, "\n");
switch (type) {
case GPU_MATERIAL_TYPE_MESH:
vertcode = datatoc_gpu_shader_vertex_glsl;
break;
case GPU_MATERIAL_TYPE_WORLD:
vertcode = datatoc_gpu_shader_vertex_world_glsl;
break;
default:
fprintf(stderr, "invalid material type, set one after GPU_material_construct_begin\n");
break;
}
BLI_dynstr_append(ds, vertcode);
for (node = nodes->first; node; node = node->next)
for (input = node->inputs.first; input; input = input->next)
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_TANGENT) { /* silly exception */
BLI_dynstr_appendf(ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n", input->attribid, input->attribid);
BLI_dynstr_appendf(ds, "\tvar%d.w = att%d.w;\n", input->attribid, input->attribid);
}
else
BLI_dynstr_appendf(ds, "\tvar%d = att%d;\n", input->attribid, input->attribid);
}
/* unfortunately special handling is needed here because we abuse gl_Color/gl_SecondaryColor flat shading */
else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
if (input->oglbuiltin == GPU_MATCAP_NORMAL) {
/* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
* between shader stages and we want the full range of the normal */
BLI_dynstr_appendf(ds, "\tvec3 matcapcol = vec3(0.5, 0.5, 0.5) * varnormal + vec3(0.5, 0.5, 0.5);\n");
BLI_dynstr_appendf(ds, "\tgl_FrontSecondaryColor = vec4(matcapcol, 1.0);\n");
}
else if (input->oglbuiltin == GPU_COLOR) {
BLI_dynstr_appendf(ds, "\tgl_FrontColor = gl_Color;\n");
}
}
BLI_dynstr_append(ds, "}\n\n");
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
#if 0
if (G.debug & G_DEBUG) printf("%s\n", code);
#endif
return code;
}
void GPU_code_generate_glsl_lib(void)
{
DynStr *ds;
/* only initialize the library once */
if (glsl_material_library)
return;
ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_gpu_shader_material_glsl);
glsl_material_library = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
}
/* GPU pass binding/unbinding */
GPUShader *GPU_pass_shader(GPUPass *pass)
{
return pass->shader;
}
static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
{
GPUShader *shader = pass->shader;
GPUNode *node;
GPUInput *next, *input;
ListBase *inputs = &pass->inputs;
int extract, z;
memset(inputs, 0, sizeof(*inputs));
if (!shader)
return;
GPU_shader_bind(shader);
for (node = nodes->first; node; node = node->next) {
z = 0;
for (input = node->inputs.first; input; input = next, z++) {
next = input->next;
/* attributes don't need to be bound, they already have
* an id that the drawing functions will use */
if (input->source == GPU_SOURCE_ATTRIB ||
input->source == GPU_SOURCE_BUILTIN ||
input->source == GPU_SOURCE_OPENGL_BUILTIN)
{
continue;
}
if (input->ima || input->tex || input->prv)
BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
else
BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
/* pass non-dynamic uniforms to opengl */
extract = 0;
if (input->ima || input->tex || input->prv) {
if (input->bindtex)
extract = 1;
}
else if (input->dynamicvec)
extract = 1;
if (extract)
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
/* extract nodes */
if (extract) {
BLI_remlink(&node->inputs, input);
BLI_addtail(inputs, input);
}
}
}
GPU_shader_unbind();
}
void GPU_pass_bind(GPUPass *pass, double time, int mipmap)
{
GPUInput *input;
GPUShader *shader = pass->shader;
ListBase *inputs = &pass->inputs;
if (!shader)
return;
GPU_shader_bind(shader);
/* now bind the textures */
for (input = inputs->first; input; input = input->next) {
if (input->ima)
input->tex = GPU_texture_from_blender(input->ima, input->iuser, input->image_isdata, time, mipmap);
else if (input->prv)
input->tex = GPU_texture_from_preview(input->prv, mipmap);
if (input->tex && input->bindtex) {
GPU_texture_bind(input->tex, input->texid);
GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
}
}
}
void GPU_pass_update_uniforms(GPUPass *pass)
{
GPUInput *input;
GPUShader *shader = pass->shader;
ListBase *inputs = &pass->inputs;
if (!shader)
return;
/* pass dynamic inputs to opengl, others were removed */
for (input = inputs->first; input; input = input->next) {
if (!(input->ima || input->tex || input->prv)) {
if (input->dynamictype == GPU_DYNAMIC_MAT_HARD) {
// The hardness is actually a short pointer, so we convert it here
float val = (float)(*(short*)input->dynamicvec);
GPU_shader_uniform_vector(shader, input->shaderloc, 1, 1, &val);
}
else {
GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
input->dynamicvec);
}
}
}
}
void GPU_pass_unbind(GPUPass *pass)
{
GPUInput *input;
GPUShader *shader = pass->shader;
ListBase *inputs = &pass->inputs;
if (!shader)
return;
for (input = inputs->first; input; input = input->next) {
if (input->tex && input->bindtex)
GPU_texture_unbind(input->tex);
if (input->ima || input->prv)
input->tex = NULL;
}
GPU_shader_unbind();
}
/* Node Link Functions */
static GPUNodeLink *GPU_node_link_create(void)
{
GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
link->type = GPU_NONE;
link->users++;
return link;
}
static void gpu_node_link_free(GPUNodeLink *link)
{
link->users--;
if (link->users < 0)
fprintf(stderr, "GPU_node_link_free: negative refcount\n");
if (link->users == 0) {
if (link->output)
link->output->link = NULL;
MEM_freeN(link);
}
}
/* Node Functions */
static GPUNode *GPU_node_begin(const char *name)
{
GPUNode *node = MEM_callocN(sizeof(GPUNode), "GPUNode");
node->name = name;
return node;
}
static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType type)
{
GPUInput *input;
GPUNode *outnode;
const char *name;
if (link->output) {
outnode = link->output->node;
name = outnode->name;
input = outnode->inputs.first;
if ((STREQ(name, "set_value") || STREQ(name, "set_rgb")) &&
(input->type == type))
{
input = MEM_dupallocN(outnode->inputs.first);
input->type = type;
if (input->link)
input->link->users++;
BLI_addtail(&node->inputs, input);
return;
}
}
input = MEM_callocN(sizeof(GPUInput), "GPUInput");
input->node = node;
if (link->builtin) {
/* builtin uniform */
input->type = type;
input->source = GPU_SOURCE_BUILTIN;
input->builtin = link->builtin;
MEM_freeN(link);
}
else if (link->oglbuiltin) {
/* builtin uniform */
input->type = type;
input->source = GPU_SOURCE_OPENGL_BUILTIN;
input->oglbuiltin = link->oglbuiltin;
MEM_freeN(link);
}
else if (link->output) {
/* link to a node output */
input->type = type;
input->source = GPU_SOURCE_TEX_PIXEL;
input->link = link;
link->users++;
}
else if (link->dynamictex) {
/* dynamic texture, GPUTexture is updated/deleted externally */
input->type = type;
input->source = GPU_SOURCE_TEX;
input->tex = link->dynamictex;
input->textarget = GL_TEXTURE_2D;
input->textype = type;
input->dynamictex = true;
input->dynamicdata = link->ptr2;
MEM_freeN(link);
}
else if (link->texture) {
/* small texture created on the fly, like for colorbands */
input->type = GPU_VEC4;
input->source = GPU_SOURCE_TEX;
input->textype = type;
#if 0
input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
#endif
input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, GPU_HDR_NONE, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
MEM_freeN(link);
}
else if (link->image) {
/* blender image */
input->type = GPU_VEC4;
input->source = GPU_SOURCE_TEX;
if (link->image == GPU_NODE_LINK_IMAGE_PREVIEW)
input->prv = link->ptr1;
else {
input->ima = link->ptr1;
input->iuser = link->ptr2;
input->image_isdata = link->image_isdata;
}
input->textarget = GL_TEXTURE_2D;
input->textype = GPU_TEX2D;
MEM_freeN(link);
}
else if (link->attribtype) {
/* vertex attribute */
input->type = type;
input->source = GPU_SOURCE_ATTRIB;
input->attribtype = link->attribtype;
BLI_strncpy(input->attribname, link->attribname, sizeof(input->attribname));
MEM_freeN(link);
}
else {
/* uniform vector */
input->type = type;
input->source = GPU_SOURCE_VEC_UNIFORM;
memcpy(input->vec, link->ptr1, type*sizeof(float));
if (link->dynamic) {
input->dynamicvec = link->ptr1;
input->dynamictype = link->dynamictype;
input->dynamicdata = link->ptr2;
}
MEM_freeN(link);
}
BLI_addtail(&node->inputs, input);
}
static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
{
GPUNodeLink *link;
if (sock->link) {
gpu_node_input_link(node, sock->link, sock->type);
}
else {
link = GPU_node_link_create();
link->ptr1 = sock->vec;
gpu_node_input_link(node, link, sock->type);
}
}
static void gpu_node_output(GPUNode *node, const GPUType type, GPUNodeLink **link)
{
GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
output->type = type;
output->node = node;
if (link) {
*link = output->link = GPU_node_link_create();
output->link->type = type;
output->link->output = output;
/* note: the caller owns the reference to the link, GPUOutput
* merely points to it, and if the node is destroyed it will
* set that pointer to NULL */
}
BLI_addtail(&node->outputs, output);
}
static void gpu_inputs_free(ListBase *inputs)
{
GPUInput *input;
for (input = inputs->first; input; input = input->next) {
if (input->link)
gpu_node_link_free(input->link);
else if (input->tex && !input->dynamictex)
GPU_texture_free(input->tex);
}
BLI_freelistN(inputs);
}
static void gpu_node_free(GPUNode *node)
{
GPUOutput *output;
gpu_inputs_free(&node->inputs);
for (output = node->outputs.first; output; output = output->next)
if (output->link) {
output->link->output = NULL;
gpu_node_link_free(output->link);
}
BLI_freelistN(&node->outputs);
MEM_freeN(node);
}
static void gpu_nodes_free(ListBase *nodes)
{
GPUNode *node;
while ((node = BLI_pophead(nodes))) {
gpu_node_free(node);
}
}
/* vertex attributes */
static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
{
GPUNode *node;
GPUInput *input;
int a;
/* convert attributes requested by node inputs to an array of layers,
* checking for duplicates and assigning id's starting from zero. */
memset(attribs, 0, sizeof(*attribs));
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB) {
for (a = 0; a < attribs->totlayer; a++) {
if (attribs->layer[a].type == input->attribtype &&
STREQ(attribs->layer[a].name, input->attribname))
{
break;
}
}
if (a < GPU_MAX_ATTRIB) {
if (a == attribs->totlayer) {
input->attribid = attribs->totlayer++;
input->attribfirst = 1;
attribs->layer[a].type = input->attribtype;
attribs->layer[a].attribid = input->attribid;
BLI_strncpy(attribs->layer[a].name, input->attribname,
sizeof(attribs->layer[a].name));
}
else {
input->attribid = attribs->layer[a].attribid;
}
}
}
}
}
}
static void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
{
GPUNode *node;
GPUInput *input;
*builtin = 0;
for (node = nodes->first; node; node = node->next)
for (input = node->inputs.first; input; input = input->next)
if (input->source == GPU_SOURCE_BUILTIN)
*builtin |= input->builtin;
}
/* varargs linking */
GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
{
GPUNodeLink *link = GPU_node_link_create();
link->attribtype = type;
link->attribname = name;
return link;
}
GPUNodeLink *GPU_uniform(float *num)
{
GPUNodeLink *link = GPU_node_link_create();
link->ptr1 = num;
link->ptr2 = NULL;
return link;
}
GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create();
link->ptr1 = num;
link->ptr2 = data;
link->dynamic = true;
link->dynamictype = dynamictype;
return link;
}
GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser, bool is_data)
{
GPUNodeLink *link = GPU_node_link_create();
link->image = GPU_NODE_LINK_IMAGE_BLENDER;
link->ptr1 = ima;
link->ptr2 = iuser;
link->image_isdata = is_data;
return link;
}
GPUNodeLink *GPU_image_preview(PreviewImage *prv)
{
GPUNodeLink *link = GPU_node_link_create();
link->image = GPU_NODE_LINK_IMAGE_PREVIEW;
link->ptr1 = prv;
return link;
}
GPUNodeLink *GPU_texture(int size, float *pixels)
{
GPUNodeLink *link = GPU_node_link_create();
link->texture = true;
link->texturesize = size;
link->ptr1 = pixels;
return link;
}
GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex, GPUDynamicType dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create();
link->dynamic = true;
link->dynamictex = tex;
link->dynamictype = dynamictype;
link->ptr2 = data;
return link;
}
GPUNodeLink *GPU_builtin(GPUBuiltin builtin)
{
GPUNodeLink *link = GPU_node_link_create();
link->builtin= builtin;
return link;
}
GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin)
{
GPUNodeLink *link = GPU_node_link_create();
link->oglbuiltin = builtin;
return link;
}
bool GPU_link(GPUMaterial *mat, const char *name, ...)
{
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i;
function = gpu_lookup_function(name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return 0;
}
node = GPU_node_begin(name);
va_start(params, name);
for (i = 0; i<function->totparam; i++) {
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
linkptr = va_arg(params, GPUNodeLink**);
gpu_node_output(node, function->paramtype[i], linkptr);
}
else {
link = va_arg(params, GPUNodeLink*);
gpu_node_input_link(node, link, function->paramtype[i]);
}
}
va_end(params);
gpu_material_add_node(mat, node);
return 1;
}
bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
{
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i, totin, totout;
function = gpu_lookup_function(name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return 0;
}
node = GPU_node_begin(name);
totin = 0;
totout = 0;
if (in) {
for (i = 0; in[i].type != GPU_NONE; i++) {
gpu_node_input_socket(node, &in[i]);
totin++;
}
}
if (out) {
for (i = 0; out[i].type != GPU_NONE; i++) {
gpu_node_output(node, out[i].type, &out[i].link);
totout++;
}
}
va_start(params, out);
for (i = 0; i<function->totparam; i++) {
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
if (totout == 0) {
linkptr = va_arg(params, GPUNodeLink**);
gpu_node_output(node, function->paramtype[i], linkptr);
}
else
totout--;
}
else {
if (totin == 0) {
link = va_arg(params, GPUNodeLink*);
if (link->socket)
gpu_node_input_socket(node, link->socket);
else
gpu_node_input_link(node, link, function->paramtype[i]);
}
else
totin--;
}
}
va_end(params);
gpu_material_add_node(mat, node);
return 1;
}
int GPU_link_changed(GPUNodeLink *link)
{
GPUNode *node;
GPUInput *input;
const char *name;
if (link->output) {
node = link->output->node;
name = node->name;
if (STREQ(name, "set_value") || STREQ(name, "set_rgb")) {
input = node->inputs.first;
return (input->link != NULL);
}
return 1;
}
else
return 0;
}
/* Pass create/free */
static void gpu_nodes_tag(GPUNodeLink *link)
{
GPUNode *node;
GPUInput *input;
if (!link->output)
return;
node = link->output->node;
if (node->tag)
return;
node->tag = true;
for (input = node->inputs.first; input; input = input->next)
if (input->link)
gpu_nodes_tag(input->link);
}
static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
{
GPUNode *node, *next;
for (node = nodes->first; node; node = node->next)
node->tag = false;
gpu_nodes_tag(outlink);
for (node = nodes->first; node; node = next) {
next = node->next;
if (!node->tag) {
BLI_remlink(nodes, node);
gpu_node_free(node);
}
}
}
GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
GPUVertexAttribs *attribs, int *builtins,
const GPUMatType type, const char *UNUSED(name))
{
GPUShader *shader;
GPUPass *pass;
char *vertexcode, *fragmentcode;
#if 0
if (!FUNCTION_LIB) {
GPU_nodes_free(nodes);
return NULL;
}
#endif
/* prune unused nodes */
gpu_nodes_prune(nodes, outlink);
gpu_nodes_get_vertex_attributes(nodes, attribs);
gpu_nodes_get_builtin_flag(nodes, builtins);
/* generate code and compile with opengl */
fragmentcode = code_generate_fragment(nodes, outlink->output);
vertexcode = code_generate_vertex(nodes, type);
shader = GPU_shader_create(vertexcode, fragmentcode, NULL, glsl_material_library, NULL, 0, 0, 0);
/* failed? */
if (!shader) {
if (fragmentcode)
MEM_freeN(fragmentcode);
if (vertexcode)
MEM_freeN(vertexcode);
memset(attribs, 0, sizeof(*attribs));
memset(builtins, 0, sizeof(*builtins));
gpu_nodes_free(nodes);
return NULL;
}
/* create pass */
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
pass->output = outlink->output;
pass->shader = shader;
pass->fragmentcode = fragmentcode;
pass->vertexcode = vertexcode;
pass->libcode = glsl_material_library;
/* extract dynamic inputs and throw away nodes */
gpu_nodes_extract_dynamic_inputs(pass, nodes);
gpu_nodes_free(nodes);
return pass;
}
void GPU_pass_free(GPUPass *pass)
{
GPU_shader_free(pass->shader);
gpu_inputs_free(&pass->inputs);
if (pass->fragmentcode)
MEM_freeN(pass->fragmentcode);
if (pass->vertexcode)
MEM_freeN(pass->vertexcode);
MEM_freeN(pass);
}