This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
83 lines
2.0 KiB
C++
83 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) 2022 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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#ifndef USE_GPU_SHADER_CREATE_INFO
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# include "intern/gpu_shader_shared_utils.h"
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#endif
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#ifdef __cplusplus
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using blender::float2;
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using blender::float3;
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using blender::float4;
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using blender::float4x4;
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#endif
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struct NodeLinkData {
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float4 colors[3];
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float2 bezierPts[4];
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bool1 doArrow;
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bool1 doMuted;
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float dim_factor;
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float thickness;
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float dash_factor;
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float dash_alpha;
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float expandSize;
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float arrowSize;
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};
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BLI_STATIC_ASSERT_ALIGN(struct NodeLinkData, 16)
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struct NodeLinkInstanceData {
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float4 colors[6];
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float expandSize;
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float arrowSize;
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float2 _pad;
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};
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BLI_STATIC_ASSERT_ALIGN(struct NodeLinkInstanceData, 16)
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struct GPencilStrokeData {
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float2 viewport;
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float pixsize;
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float objscale;
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float pixfactor;
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int xraymode;
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int caps_start;
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int caps_end;
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bool1 keep_size;
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bool1 fill_stroke;
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float2 _pad;
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};
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BLI_STATIC_ASSERT_ALIGN(struct GPencilStrokeData, 16)
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struct GPUClipPlanes {
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float4x4 ModelMatrix;
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float4 world[6];
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};
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BLI_STATIC_ASSERT_ALIGN(struct GPUClipPlanes, 16)
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struct SimpleLightingData {
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float4 color;
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float3 light;
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float _pad;
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};
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BLI_STATIC_ASSERT_ALIGN(struct SimpleLightingData, 16)
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