
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
64 lines
1.7 KiB
C++
64 lines
1.7 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) 2020 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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* GPU shader interface (C --> GLSL)
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*
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* Structure detailing needed vertex inputs and resources for a specific shader.
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* A shader interface can be shared between two similar shaders.
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "BLI_vector.hh"
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#include "glew-mx.h"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_interface.hh"
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namespace blender::gpu {
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class GLVaoCache;
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/**
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* Implementation of Shader interface using OpenGL.
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*/
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class GLShaderInterface : public ShaderInterface {
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private:
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/** Reference to VaoCaches using this interface */
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Vector<GLVaoCache *> refs_;
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public:
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GLShaderInterface(GLuint program, const shader::ShaderCreateInfo &info);
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GLShaderInterface(GLuint program);
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~GLShaderInterface();
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void ref_add(GLVaoCache *ref);
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void ref_remove(GLVaoCache *ref);
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MEM_CXX_CLASS_ALLOC_FUNCS("GLShaderInterface");
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};
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} // namespace blender::gpu
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