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blender-archive/source/blender/gpu/intern/gpu_codegen.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

203 lines
5.5 KiB
C++

/*
* ***** 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): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_codegen.h
* \ingroup gpu
*/
#ifndef __GPU_CODEGEN_H__
#define __GPU_CODEGEN_H__
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
#include "GPU_material.h"
#include "GPU_glew.h"
struct ListBase;
struct GPUShader;
struct GPUOutput;
struct GPUNode;
struct GPUVertexAttribs;
struct PreviewImage;
/* Pass Generation
* - Takes a list of nodes and a desired output, and makes a pass. This
* will take ownership of the nodes and free them early if unused or
* at the end if used.
*/
typedef enum GPUDataSource {
GPU_SOURCE_VEC_UNIFORM,
GPU_SOURCE_BUILTIN,
GPU_SOURCE_OPENGL_BUILTIN,
GPU_SOURCE_TEX_PIXEL,
GPU_SOURCE_TEX,
GPU_SOURCE_ATTRIB
} GPUDataSource;
typedef enum {
GPU_NODE_LINK_IMAGE_NONE = 0,
GPU_NODE_LINK_IMAGE_BLENDER = 1,
GPU_NODE_LINK_IMAGE_PREVIEW = 2,
GPU_NODE_LINK_IMAGE_CUBE_MAP = 3
} GPUNodeLinkImage;
struct GPUNode {
struct GPUNode *next, *prev;
const char *name;
/* Internal flag to mark nodes during pruning */
bool tag;
ListBase inputs;
ListBase outputs;
};
struct GPUNodeLink {
GPUNodeStack *socket;
CustomDataType attribtype;
const char *attribname;
GPUNodeLinkImage image;
bool image_isdata;
bool texture;
int texturesize;
void *ptr1, *ptr2;
bool dynamic;
GPUDynamicType dynamictype;
GPUType type;
/* Refcount */
int users;
struct GPUTexture *dynamictex;
GPUBuiltin builtin;
GPUOpenGLBuiltin oglbuiltin;
struct GPUOutput *output;
};
typedef struct GPUOutput {
struct GPUOutput *next, *prev;
GPUNode *node;
GPUType type; /* data type = length of vector/matrix */
GPUNodeLink *link; /* output link */
int id; /* unique id as created by code generator */
} GPUOutput;
typedef struct GPUInput {
struct GPUInput *next, *prev;
GPUNode *node;
GPUType type; /* datatype */
GPUDataSource source; /* data source */
int id; /* unique id as created by code generator */
int texid; /* number for multitexture, starting from zero */
int attribid; /* id for vertex attributes */
bool bindtex; /* input is responsible for binding the texture? */
bool definetex; /* input is responsible for defining the pixel? */
int textarget; /* GL texture target, e.g. GL_TEXTURE_2D */
GPUType textype; /* datatype */
struct Image *ima; /* image */
struct ImageUser *iuser; /* image user */
struct PreviewImage *prv; /* preview images & icons */
bool image_isdata; /* image does not contain color data */
float *dynamicvec; /* vector data in case it is dynamic */
GPUDynamicType dynamictype; /* origin of the dynamic uniform */
void *dynamicdata; /* data source of the dynamic uniform */
struct GPUTexture *tex; /* input texture, only set at runtime */
int shaderloc; /* id from opengl */
char shadername[32]; /* name in shader */
float vec[16]; /* vector data */
GPUNodeLink *link;
bool dynamictex; /* dynamic? */
CustomDataType attribtype; /* attribute type */
char attribname[MAX_CUSTOMDATA_LAYER_NAME]; /* attribute name */
int attribfirst; /* this is the first one that is bound */
GPUBuiltin builtin; /* builtin uniform */
GPUOpenGLBuiltin oglbuiltin; /* opengl built in varying */
} GPUInput;
struct GPUPass {
ListBase inputs;
struct GPUShader *shader;
char *fragmentcode;
char *geometrycode;
char *vertexcode;
const char *libcode;
};
typedef struct GPUPass GPUPass;
GPUPass *GPU_generate_pass_new(
struct GPUMaterial *material,
ListBase *nodes, struct GPUNodeLink *frag_outlink,
struct GPUVertexAttribs *attribs,
const char *vert_code, const char *geom_code,
const char *frag_lib, const char *defines);
GPUPass *GPU_generate_pass(
ListBase *nodes, struct GPUNodeLink *outlink,
struct GPUVertexAttribs *attribs, int *builtin,
const GPUMatType type, const char *name,
const bool use_opensubdiv,
const bool use_new_shading);
struct GPUShader *GPU_pass_shader(GPUPass *pass);
void GPU_pass_bind(GPUPass *pass, double time, int mipmap);
void GPU_pass_update_uniforms(GPUPass *pass);
void GPU_pass_unbind(GPUPass *pass);
void GPU_pass_free(GPUPass *pass);
void GPU_pass_free_nodes(ListBase *nodes);
void gpu_codegen_init(void);
void gpu_codegen_exit(void);
/* Material calls */
const char *GPU_builtin_name(GPUBuiltin builtin);
void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
int GPU_link_changed(struct GPUNodeLink *link);
#endif