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
88 lines
2.0 KiB
C
88 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) 2013 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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#include "GPU_init_exit.h" /* interface */
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#include "BKE_global.h"
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#include "BLI_sys_types.h"
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#include "GPU_batch.h"
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#include "GPU_buffers.h"
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#include "GPU_context.h"
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#include "GPU_immediate.h"
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#include "intern/gpu_codegen.h"
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#include "intern/gpu_material_library.h"
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#include "intern/gpu_private.h"
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#include "intern/gpu_shader_create_info_private.hh"
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#include "intern/gpu_shader_dependency_private.h"
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/**
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* although the order of initialization and shutdown should not matter
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* (except for the extensions), I chose alphabetical and reverse alphabetical order
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*/
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static bool initialized = false;
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void GPU_init(void)
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{
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/* can't avoid calling this multiple times, see wm_window_ghostwindow_add */
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if (initialized) {
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return;
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}
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initialized = true;
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gpu_shader_dependency_init();
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gpu_shader_create_info_init();
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gpu_codegen_init();
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gpu_material_library_init();
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gpu_batch_init();
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#ifndef GPU_STANDALONE
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gpu_pbvh_init();
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#endif
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}
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void GPU_exit(void)
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{
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#ifndef GPU_STANDALONE
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gpu_pbvh_exit();
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#endif
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gpu_batch_exit();
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gpu_material_library_exit();
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gpu_codegen_exit();
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gpu_shader_dependency_exit();
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gpu_shader_create_info_exit();
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initialized = false;
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}
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bool GPU_is_init(void)
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{
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return initialized;
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}
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