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blender-archive/source/blender/gpu/GPU_uniformbuffer.h
Dalai Felinto 2a489273d7 Implement Uniformbuffer objects for nodetree parameters
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.

From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.

It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).

This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.

========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).

The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2739
2017-07-14 17:46:10 +02:00

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/*
* ***** 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): Clement Foucault.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_uniformbuffer.h
* \ingroup gpu
*/
#ifndef __GPU_UNIFORMBUFFER_H__
#define __GPU_UNIFORMBUFFER_H__
typedef enum GPUType GPUType;
struct ListBase;
typedef struct GPUUniformBuffer GPUUniformBuffer;
typedef struct GPUUniformBufferDynamicItem GPUUniformBufferDynamicItem;
GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256]);
GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(struct ListBase *inputs, char err_out[256]);
void GPU_uniformbuffer_free(GPUUniformBuffer *ubo);
void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data);
void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_);
void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number);
#if 0
void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo);
#endif
int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo);
bool GPU_uniformbuffer_is_empty(GPUUniformBuffer *ubo);
bool GPU_uniformbuffer_is_dirty(GPUUniformBuffer *ubo);
void GPU_uniformbuffer_tag_dirty(GPUUniformBuffer *ubo);
#define GPU_UBO_BLOCK_NAME "nodeTree"
#endif /* __GPU_UNIFORMBUFFER_H__ */