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
30 lines
468 B
GLSL
30 lines
468 B
GLSL
#ifndef USE_GPU_SHADER_CREATE_INFO
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 ModelMatrix;
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uniform vec4 ClipPlane;
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in vec3 pos;
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# if !defined(UNIFORM)
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in vec4 color;
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out vec4 finalColor_g;
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# endif
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# ifdef CLIP
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out float clip_g;
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# endif
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#endif
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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#if !defined(UNIFORM)
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finalColor_g = color;
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#endif
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#ifdef CLIP
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clip_g = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane);
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#endif
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}
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