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blender-archive/source/blender/gpu/intern/gpu_codegen.c
Sergey Sharybin b8bf0ee822 Fix #28613: SEGFAULT: When setting Best-Quality on a Bump Map in GLSL viewport
Problem was caused by CRLF line ending instead of LF line ending.
Re-generate pu_shader_material to use LF line ending and made gpu codegen
treat \r as space character.
2011-09-12 09:47:28 +00:00

1334 lines
32 KiB
C

/*
* $Id$
*
* ***** 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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.c
* \ingroup gpu
*/
#include "GL/glew.h"
#include "MEM_guardedalloc.h"
#include "DNA_customdata_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
#include "BLI_heap.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
#include "BLO_sys_types.h" // for intptr_t support
#include "gpu_codegen.h"
#include <string.h>
#include <stdarg.h>
extern char datatoc_gpu_shader_material_glsl[];
extern char datatoc_gpu_shader_vertex_glsl[];
/* structs and defines */
static const char* GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"};
/* GLSL code parsing for finding function definitions.
* These are stored in a hash for lookup when creating a material. */
static GHash *FUNCTION_HASH= NULL;
/*static char *FUNCTION_PROTOTYPES= NULL;
static GPUShader *FUNCTION_LIB= NULL;*/
static int gpu_str_prefix(const char *str, const char *prefix)
{
while(*str && *prefix) {
if(*str != *prefix)
return 0;
str++;
prefix++;
}
return (*prefix == '\0');
}
static char *gpu_str_skip_token(char *str, char *token, int max)
{
int len = 0;
/* skip a variable/function name */
while(*str) {
if(ELEM7(*str, ' ', '(', ')', ',', '\t', '\n', '\r'))
break;
else {
if(token && len < max-1) {
*token= *str;
token++;
len++;
}
str++;
}
}
if(token)
*token= '\0';
/* skip the next special characters:
* note the missing ')' */
while(*str) {
if(ELEM6(*str, ' ', '(', ',', '\t', '\n', '\r'))
str++;
else
break;
}
return str;
}
static void gpu_parse_functions_string(GHash *hash, char *code)
{
GPUFunction *function;
int i, type, qual;
while((code = strstr(code, "void "))) {
function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
code = gpu_str_skip_token(code, NULL, 0);
code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
/* get parameters */
while(*code && *code != ')') {
/* test if it's an input or output */
qual = FUNCTION_QUAL_IN;
if(gpu_str_prefix(code, "out "))
qual = FUNCTION_QUAL_OUT;
if(gpu_str_prefix(code, "inout "))
qual = FUNCTION_QUAL_INOUT;
if((qual != FUNCTION_QUAL_IN) || gpu_str_prefix(code, "in "))
code = gpu_str_skip_token(code, NULL, 0);
/* test for type */
type= 0;
for(i=1; i<=16; i++) {
if(GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
type= i;
break;
}
}
if(!type && gpu_str_prefix(code, "sampler2DShadow"))
type= GPU_SHADOW2D;
if(!type && gpu_str_prefix(code, "sampler2D"))
type= GPU_TEX2D;
if(type) {
/* add paramater */
code = gpu_str_skip_token(code, NULL, 0);
code = gpu_str_skip_token(code, NULL, 0);
function->paramqual[function->totparam]= qual;
function->paramtype[function->totparam]= type;
function->totparam++;
}
else {
fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
break;
}
}
if(function->name[0] == '\0' || function->totparam == 0) {
fprintf(stderr, "GPU functions parse error.\n");
MEM_freeN(function);
break;
}
BLI_ghash_insert(hash, function->name, function);
}
}
#if 0
static char *gpu_generate_function_prototyps(GHash *hash)
{
DynStr *ds = BLI_dynstr_new();
GHashIterator *ghi;
GPUFunction *function;
char *name, *prototypes;
int a;
/* automatically generate function prototypes to add to the top of the
* generated code, to avoid have to add the actual code & recompile all */
ghi = BLI_ghashIterator_new(hash);
for(; !BLI_ghashIterator_isDone(ghi); BLI_ghashIterator_step(ghi)) {
name = BLI_ghashIterator_getValue(ghi);
function = BLI_ghashIterator_getValue(ghi);
BLI_dynstr_appendf(ds, "void %s(", name);
for(a=0; a<function->totparam; a++) {
if(function->paramqual[a] == FUNCTION_QUAL_OUT)
BLI_dynstr_append(ds, "out ");
else if(function->paramqual[a] == FUNCTION_QUAL_INOUT)
BLI_dynstr_append(ds, "inout ");
if(function->paramtype[a] == GPU_TEX2D)
BLI_dynstr_append(ds, "sampler2D");
else if(function->paramtype[a] == GPU_SHADOW2D)
BLI_dynstr_append(ds, "sampler2DShadow");
else
BLI_dynstr_append(ds, GPU_DATATYPE_STR[function->paramtype[a]]);
//BLI_dynstr_appendf(ds, " param%d", a);
if(a != function->totparam-1)
BLI_dynstr_append(ds, ", ");
}
BLI_dynstr_append(ds, ");\n");
}
BLI_dynstr_append(ds, "\n");
prototypes = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return prototypes;
}
#endif
GPUFunction *GPU_lookup_function(const char *name)
{
if(!FUNCTION_HASH) {
FUNCTION_HASH = BLI_ghash_new(BLI_ghashutil_strhash, BLI_ghashutil_strcmp, "GPU_lookup_function gh");
gpu_parse_functions_string(FUNCTION_HASH, datatoc_gpu_shader_material_glsl);
/*FUNCTION_PROTOTYPES = gpu_generate_function_prototyps(FUNCTION_HASH);
FUNCTION_LIB = GPU_shader_create_lib(datatoc_gpu_shader_material_glsl);*/
}
return (GPUFunction*)BLI_ghash_lookup(FUNCTION_HASH, (void *)name);
}
void GPU_extensions_exit(void)
{
extern Material defmaterial; // render module abuse...
if(defmaterial.gpumaterial.first)
GPU_material_free(&defmaterial);
if(FUNCTION_HASH) {
BLI_ghash_free(FUNCTION_HASH, NULL, (GHashValFreeFP)MEM_freeN);
FUNCTION_HASH = NULL;
}
/*if(FUNCTION_PROTOTYPES) {
MEM_freeN(FUNCTION_PROTOTYPES);
FUNCTION_PROTOTYPES = NULL;
}*/
/*if(FUNCTION_LIB) {
GPU_shader_free(FUNCTION_LIB);
FUNCTION_LIB = NULL;
}*/
}
/* GLSL code generation */
static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *tmp, int id)
{
char name[1024];
BLI_snprintf(name, sizeof(name), "%s%d", tmp, id);
if (from == to) {
BLI_dynstr_append(ds, name);
}
else if (to == GPU_FLOAT) {
if (from == GPU_VEC4)
BLI_dynstr_appendf(ds, "dot(%s.rgb, vec3(0.35, 0.45, 0.2))", name);
else if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "dot(%s, vec3(0.33))", name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "%s.r", name);
}
else if (to == GPU_VEC2) {
if (from == GPU_VEC4)
BLI_dynstr_appendf(ds, "vec2(dot(%s.rgb, vec3(0.35, 0.45, 0.2)), %s.a)", name, name);
else if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "vec2(dot(%s.rgb, vec3(0.33)), 1.0)", name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec2(%s, 1.0)", name);
}
else if (to == GPU_VEC3) {
if (from == GPU_VEC4)
BLI_dynstr_appendf(ds, "%s.rgb", name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
}
else {
if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
else if (from == GPU_VEC2)
BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
}
}
static void codegen_print_datatype(DynStr *ds, int type, float *data)
{
int i;
BLI_dynstr_appendf(ds, "%s(", GPU_DATATYPE_STR[type]);
for(i=0; i<type; i++) {
BLI_dynstr_appendf(ds, "%f", data[i]);
if(i == type-1)
BLI_dynstr_append(ds, ")");
else
BLI_dynstr_append(ds, ", ");
}
}
static int codegen_input_has_texture(GPUInput *input)
{
if (input->link)
return 0;
else if(input->ima)
return 1;
else
return input->tex != NULL;
}
const char *GPU_builtin_name(GPUBuiltin builtin)
{
if(builtin == GPU_VIEW_MATRIX)
return "unfviewmat";
else if(builtin == GPU_OBJECT_MATRIX)
return "unfobmat";
else if(builtin == GPU_INVERSE_VIEW_MATRIX)
return "unfinvviewmat";
else if(builtin == GPU_INVERSE_OBJECT_MATRIX)
return "unfinvobmat";
else if(builtin == GPU_VIEW_POSITION)
return "varposition";
else if(builtin == GPU_VIEW_NORMAL)
return "varnormal";
else if(builtin == GPU_OBCOLOR)
return "unfobcolor";
else
return "";
}
static void codegen_set_unique_ids(ListBase *nodes)
{
GHash *bindhash, *definehash;
GPUNode *node;
GPUInput *input;
GPUOutput *output;
int id = 1, texid = 0;
bindhash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "codegen_set_unique_ids1 gh");
definehash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "codegen_set_unique_ids2 gh");
for (node=nodes->first; node; node=node->next) {
for (input=node->inputs.first; input; input=input->next) {
/* set id for unique names of uniform variables */
input->id = id++;
input->bindtex = 0;
input->definetex = 0;
/* set texid used for settings texture slot with multitexture */
if (codegen_input_has_texture(input) &&
((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL))) {
if (input->link) {
/* input is texture from buffer, assign only one texid per
buffer to avoid sampling the same texture twice */
if (!BLI_ghash_haskey(bindhash, input->link)) {
input->texid = texid++;
input->bindtex = 1;
BLI_ghash_insert(bindhash, input->link, SET_INT_IN_POINTER(input->texid));
}
else
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->link));
}
else if(input->ima) {
/* input is texture from image, assign only one texid per
buffer to avoid sampling the same texture twice */
if (!BLI_ghash_haskey(bindhash, input->ima)) {
input->texid = texid++;
input->bindtex = 1;
BLI_ghash_insert(bindhash, input->ima, SET_INT_IN_POINTER(input->texid));
}
else
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->ima));
}
else {
if (!BLI_ghash_haskey(bindhash, input->tex)) {
/* input is user created texture, check tex pointer */
input->texid = texid++;
input->bindtex = 1;
BLI_ghash_insert(bindhash, input->tex, SET_INT_IN_POINTER(input->texid));
}
else
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->tex));
}
/* make sure this pixel is defined exactly once */
if (input->source == GPU_SOURCE_TEX_PIXEL) {
if(input->ima) {
if (!BLI_ghash_haskey(definehash, input->ima)) {
input->definetex = 1;
BLI_ghash_insert(definehash, input->ima, SET_INT_IN_POINTER(input->texid));
}
}
else {
if (!BLI_ghash_haskey(definehash, input->link)) {
input->definetex = 1;
BLI_ghash_insert(definehash, input->link, SET_INT_IN_POINTER(input->texid));
}
}
}
}
}
for (output=node->outputs.first; output; output=output->next)
/* set id for unique names of tmp variables storing output */
output->id = id++;
}
BLI_ghash_free(bindhash, NULL, NULL);
BLI_ghash_free(definehash, NULL, NULL);
}
static void codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
{
GPUNode *node;
GPUInput *input;
const char *name;
int builtins = 0;
/* print uniforms */
for (node=nodes->first; node; node=node->next) {
for (input=node->inputs.first; input; input=input->next) {
if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) {
/* create exactly one sampler for each texture */
if (codegen_input_has_texture(input) && input->bindtex)
BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
(input->textype == GPU_TEX2D)? "sampler2D": "sampler2DShadow",
input->texid);
}
else if(input->source == GPU_SOURCE_BUILTIN) {
/* only define each builting uniform/varying once */
if(!(builtins & input->builtin)) {
builtins |= input->builtin;
name = GPU_builtin_name(input->builtin);
if(gpu_str_prefix(name, "unf")) {
BLI_dynstr_appendf(ds, "uniform %s %s;\n",
GPU_DATATYPE_STR[input->type], name);
}
else {
BLI_dynstr_appendf(ds, "varying %s %s;\n",
GPU_DATATYPE_STR[input->type], name);
}
}
}
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
if(input->dynamicvec) {
/* only create uniforms for dynamic vectors */
BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
GPU_DATATYPE_STR[input->type], input->id);
}
else {
/* for others use const so the compiler can do folding */
BLI_dynstr_appendf(ds, "const %s cons%d = ",
GPU_DATATYPE_STR[input->type], input->id);
codegen_print_datatype(ds, input->type, input->vec);
BLI_dynstr_append(ds, ";\n");
}
}
else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
BLI_dynstr_appendf(ds, "varying %s var%d;\n",
GPU_DATATYPE_STR[input->type], input->attribid);
}
}
}
BLI_dynstr_append(ds, "\n");
}
static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
{
GPUNode *node;
GPUInput *input;
GPUOutput *output;
for (node=nodes->first; node; node=node->next) {
/* load pixels from textures */
for (input=node->inputs.first; input; input=input->next) {
if (input->source == GPU_SOURCE_TEX_PIXEL) {
if (codegen_input_has_texture(input) && input->definetex) {
BLI_dynstr_appendf(ds, "\tvec4 tex%d = texture2D(", input->texid);
BLI_dynstr_appendf(ds, "samp%d, gl_TexCoord[%d].st);\n",
input->texid, input->texid);
}
}
}
/* declare temporary variables for node output storage */
for (output=node->outputs.first; output; output=output->next)
BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
GPU_DATATYPE_STR[output->type], output->id);
}
BLI_dynstr_append(ds, "\n");
}
static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *finaloutput)
{
GPUNode *node;
GPUInput *input;
GPUOutput *output;
for (node=nodes->first; node; node=node->next) {
BLI_dynstr_appendf(ds, "\t%s(", node->name);
for (input=node->inputs.first; input; input=input->next) {
if (input->source == GPU_SOURCE_TEX) {
BLI_dynstr_appendf(ds, "samp%d", input->texid);
if (input->link)
BLI_dynstr_appendf(ds, ", gl_TexCoord[%d].st", input->texid);
}
else if (input->source == GPU_SOURCE_TEX_PIXEL) {
if (input->link && input->link->output)
codegen_convert_datatype(ds, input->link->output->type, input->type,
"tmp", input->link->output->id);
else
codegen_convert_datatype(ds, input->link->output->type, input->type,
"tex", input->texid);
}
else if(input->source == GPU_SOURCE_BUILTIN)
BLI_dynstr_appendf(ds, "%s", GPU_builtin_name(input->builtin));
else if(input->source == GPU_SOURCE_VEC_UNIFORM) {
if(input->dynamicvec)
BLI_dynstr_appendf(ds, "unf%d", input->id);
else
BLI_dynstr_appendf(ds, "cons%d", input->id);
}
else if (input->source == GPU_SOURCE_ATTRIB)
BLI_dynstr_appendf(ds, "var%d", input->attribid);
BLI_dynstr_append(ds, ", ");
}
for (output=node->outputs.first; output; output=output->next) {
BLI_dynstr_appendf(ds, "tmp%d", output->id);
if (output->next)
BLI_dynstr_append(ds, ", ");
}
BLI_dynstr_append(ds, ");\n");
}
BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
BLI_dynstr_append(ds, ";\n");
}
static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, const char *UNUSED(name))
{
DynStr *ds = BLI_dynstr_new();
char *code;
/*BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);*/
codegen_set_unique_ids(nodes);
codegen_print_uniforms_functions(ds, nodes);
//if(G.f & G_DEBUG)
// BLI_dynstr_appendf(ds, "/* %s */\n", name);
BLI_dynstr_append(ds, "void main(void)\n");
BLI_dynstr_append(ds, "{\n");
codegen_declare_tmps(ds, nodes);
codegen_call_functions(ds, nodes, output);
BLI_dynstr_append(ds, "}\n");
/* create shader */
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
//if(G.f & G_DEBUG) printf("%s\n", code);
return code;
}
static char *code_generate_vertex(ListBase *nodes)
{
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
GPUInput *input;
char *code;
for (node=nodes->first; node; node=node->next) {
for (input=node->inputs.first; input; input=input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
BLI_dynstr_appendf(ds, "attribute %s att%d;\n",
GPU_DATATYPE_STR[input->type], input->attribid);
BLI_dynstr_appendf(ds, "varying %s var%d;\n",
GPU_DATATYPE_STR[input->type], input->attribid);
}
}
}
BLI_dynstr_append(ds, "\n");
BLI_dynstr_append(ds, datatoc_gpu_shader_vertex_glsl);
for (node=nodes->first; node; node=node->next)
for (input=node->inputs.first; input; input=input->next)
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if(input->attribtype == CD_TANGENT) /* silly exception */
{
BLI_dynstr_appendf(ds, "\tvar%d.xyz = normalize((gl_ModelViewMatrix * vec4(att%d.xyz, 0)).xyz);\n", input->attribid, input->attribid);
BLI_dynstr_appendf(ds, "\tvar%d.w = att%d.w;\n", input->attribid, input->attribid);
}
else
BLI_dynstr_appendf(ds, "\tvar%d = att%d;\n", input->attribid, input->attribid);
}
BLI_dynstr_append(ds, "}\n\n");
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
//if(G.f & G_DEBUG) printf("%s\n", code);
return code;
}
/* GPU pass binding/unbinding */
GPUShader *GPU_pass_shader(GPUPass *pass)
{
return pass->shader;
}
static void GPU_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
{
GPUShader *shader = pass->shader;
GPUNode *node;
GPUInput *next, *input;
ListBase *inputs = &pass->inputs;
int extract, z;
memset(inputs, 0, sizeof(*inputs));
if(!shader)
return;
GPU_shader_bind(shader);
for (node=nodes->first; node; node=node->next) {
z = 0;
for (input=node->inputs.first; input; input=next, z++) {
next = input->next;
/* attributes don't need to be bound, they already have
* an id that the drawing functions will use */
if(input->source == GPU_SOURCE_ATTRIB ||
input->source == GPU_SOURCE_BUILTIN)
continue;
if (input->ima || input->tex)
BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
else
BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
/* pass non-dynamic uniforms to opengl */
extract = 0;
if(input->ima || input->tex) {
if (input->bindtex)
extract = 1;
}
else if(input->dynamicvec)
extract = 1;
if(extract)
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
/* extract nodes */
if(extract) {
BLI_remlink(&node->inputs, input);
BLI_addtail(inputs, input);
}
}
}
GPU_shader_unbind(shader);
}
void GPU_pass_bind(GPUPass *pass, double time, int mipmap)
{
GPUInput *input;
GPUShader *shader = pass->shader;
ListBase *inputs = &pass->inputs;
if (!shader)
return;
GPU_shader_bind(shader);
/* now bind the textures */
for (input=inputs->first; input; input=input->next) {
if (input->ima)
input->tex = GPU_texture_from_blender(input->ima, input->iuser, time, mipmap);
if(input->tex && input->bindtex) {
GPU_texture_bind(input->tex, input->texid);
GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
}
}
}
void GPU_pass_update_uniforms(GPUPass *pass)
{
GPUInput *input;
GPUShader *shader = pass->shader;
ListBase *inputs = &pass->inputs;
if (!shader)
return;
/* pass dynamic inputs to opengl, others were removed */
for (input=inputs->first; input; input=input->next)
if(!(input->ima || input->tex))
GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
input->dynamicvec);
}
void GPU_pass_unbind(GPUPass *pass)
{
GPUInput *input;
GPUShader *shader = pass->shader;
ListBase *inputs = &pass->inputs;
if (!shader)
return;
for (input=inputs->first; input; input=input->next) {
if(input->tex && input->bindtex)
GPU_texture_unbind(input->tex);
if (input->ima)
input->tex = NULL;
}
GPU_shader_unbind(shader);
}
/* Node Link Functions */
static GPUNodeLink *GPU_node_link_create(int type)
{
GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
link->type = type;
link->users++;
return link;
}
static void GPU_node_link_free(GPUNodeLink *link)
{
link->users--;
if (link->users < 0)
fprintf(stderr, "GPU_node_link_free: negative refcount\n");
if (link->users == 0) {
if (link->output)
link->output->link = NULL;
MEM_freeN(link);
}
}
/* Node Functions */
static GPUNode *GPU_node_begin(const char *name)
{
GPUNode *node = MEM_callocN(sizeof(GPUNode), "GPUNode");
node->name= name;
return node;
}
static void GPU_node_end(GPUNode *UNUSED(node))
{
/* empty */
}
static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
{
GPUInput *input;
GPUNode *outnode;
const char *name;
if(link->output) {
outnode = link->output->node;
name = outnode->name;
if(strcmp(name, "set_value")==0 || strcmp(name, "set_rgb")==0) {
input = MEM_dupallocN(outnode->inputs.first);
input->type = type;
if(input->link)
input->link->users++;
BLI_addtail(&node->inputs, input);
return;
}
}
input = MEM_callocN(sizeof(GPUInput), "GPUInput");
input->node = node;
if(link->builtin) {
/* builtin uniform */
input->type = type;
input->source = GPU_SOURCE_BUILTIN;
input->builtin = link->builtin;
MEM_freeN(link);
}
else if(link->output) {
/* link to a node output */
input->type = type;
input->source = GPU_SOURCE_TEX_PIXEL;
input->link = link;
link->users++;
}
else if(link->dynamictex) {
/* dynamic texture, GPUTexture is updated/deleted externally */
input->type = type;
input->source = GPU_SOURCE_TEX;
input->tex = link->dynamictex;
input->textarget = GL_TEXTURE_2D;
input->textype = type;
input->dynamictex = 1;
input->dynamicdata = link->ptr2;
MEM_freeN(link);
}
else if(link->texture) {
/* small texture created on the fly, like for colorbands */
input->type = GPU_VEC4;
input->source = GPU_SOURCE_TEX;
input->textype = type;
//input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
MEM_freeN(link);
}
else if(link->image) {
/* blender image */
input->type = GPU_VEC4;
input->source = GPU_SOURCE_TEX;
input->ima = link->ptr1;
input->iuser = link->ptr2;
input->textarget = GL_TEXTURE_2D;
input->textype = GPU_TEX2D;
MEM_freeN(link);
}
else if(link->attribtype) {
/* vertex attribute */
input->type = type;
input->source = GPU_SOURCE_ATTRIB;
input->attribtype = link->attribtype;
BLI_strncpy(input->attribname, link->attribname, sizeof(input->attribname));
MEM_freeN(link);
}
else {
/* uniform vector */
input->type = type;
input->source = GPU_SOURCE_VEC_UNIFORM;
memcpy(input->vec, link->ptr1, type*sizeof(float));
if(link->dynamic) {
input->dynamicvec= link->ptr1;
input->dynamictype= link->dynamictype;
input->dynamicdata= link->ptr2;
}
MEM_freeN(link);
}
BLI_addtail(&node->inputs, input);
}
static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
{
GPUNodeLink *link;
if(sock->link) {
gpu_node_input_link(node, sock->link, sock->type);
}
else {
link = GPU_node_link_create(0);
link->ptr1 = sock->vec;
gpu_node_input_link(node, link, sock->type);
}
}
static void GPU_node_output(GPUNode *node, int type, const char *UNUSED(name), GPUNodeLink **link)
{
GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
output->type = type;
output->node = node;
if (link) {
*link = output->link = GPU_node_link_create(type);
output->link->output = output;
/* note: the caller owns the reference to the linkfer, GPUOutput
merely points to it, and if the node is destroyed it will
set that pointer to NULL */
}
BLI_addtail(&node->outputs, output);
}
static void GPU_inputs_free(ListBase *inputs)
{
GPUInput *input;
for(input=inputs->first; input; input=input->next) {
if(input->link)
GPU_node_link_free(input->link);
else if(input->tex && !input->dynamictex)
GPU_texture_free(input->tex);
}
BLI_freelistN(inputs);
}
static void GPU_node_free(GPUNode *node)
{
GPUOutput *output;
GPU_inputs_free(&node->inputs);
for (output=node->outputs.first; output; output=output->next)
if (output->link) {
output->link->output = NULL;
GPU_node_link_free(output->link);
}
BLI_freelistN(&node->outputs);
MEM_freeN(node);
}
static void GPU_nodes_free(ListBase *nodes)
{
GPUNode *node;
while (nodes->first) {
node = nodes->first;
BLI_remlink(nodes, node);
GPU_node_free(node);
}
}
/* vertex attributes */
static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
{
GPUNode *node;
GPUInput *input;
int a;
/* convert attributes requested by node inputs to an array of layers,
* checking for duplicates and assigning id's starting from zero. */
memset(attribs, 0, sizeof(*attribs));
for(node=nodes->first; node; node=node->next) {
for(input=node->inputs.first; input; input=input->next) {
if(input->source == GPU_SOURCE_ATTRIB) {
for(a=0; a<attribs->totlayer; a++) {
if(attribs->layer[a].type == input->attribtype &&
strcmp(attribs->layer[a].name, input->attribname) == 0)
break;
}
if(a == attribs->totlayer && a < GPU_MAX_ATTRIB) {
input->attribid = attribs->totlayer++;
input->attribfirst = 1;
attribs->layer[a].type = input->attribtype;
attribs->layer[a].attribid = input->attribid;
BLI_strncpy(attribs->layer[a].name, input->attribname,
sizeof(attribs->layer[a].name));
}
else
input->attribid = attribs->layer[a].attribid;
}
}
}
}
static void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
{
GPUNode *node;
GPUInput *input;
*builtin= 0;
for(node=nodes->first; node; node=node->next)
for(input=node->inputs.first; input; input=input->next)
if(input->source == GPU_SOURCE_BUILTIN)
*builtin |= input->builtin;
}
/* varargs linking */
GPUNodeLink *GPU_attribute(int type, const char *name)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->attribtype= type;
link->attribname= name;
return link;
}
GPUNodeLink *GPU_uniform(float *num)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->ptr1= num;
link->ptr2= NULL;
return link;
}
GPUNodeLink *GPU_dynamic_uniform(float *num, int dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->ptr1= num;
link->ptr2= data;
link->dynamic= 1;
link->dynamictype = dynamictype;
return link;
}
GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->image= 1;
link->ptr1= ima;
link->ptr2= iuser;
return link;
}
GPUNodeLink *GPU_texture(int size, float *pixels)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->texture = 1;
link->texturesize = size;
link->ptr1= pixels;
return link;
}
GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex, int dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->dynamic = 1;
link->dynamictex = tex;
link->dynamictype = dynamictype;
link->ptr2 = data;
return link;
}
GPUNodeLink *GPU_socket(GPUNodeStack *sock)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->socket= sock;
return link;
}
GPUNodeLink *GPU_builtin(GPUBuiltin builtin)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->builtin= builtin;
return link;
}
int GPU_link(GPUMaterial *mat, const char *name, ...)
{
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i;
function = GPU_lookup_function(name);
if(!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return 0;
}
node = GPU_node_begin(name);
va_start(params, name);
for(i=0; i<function->totparam; i++) {
if(function->paramqual[i] != FUNCTION_QUAL_IN) {
linkptr= va_arg(params, GPUNodeLink**);
GPU_node_output(node, function->paramtype[i], "", linkptr);
}
else {
link= va_arg(params, GPUNodeLink*);
gpu_node_input_link(node, link, function->paramtype[i]);
}
}
va_end(params);
GPU_node_end(node);
gpu_material_add_node(mat, node);
return 1;
}
int GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
{
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i, totin, totout;
function = GPU_lookup_function(name);
if(!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return 0;
}
node = GPU_node_begin(name);
totin = 0;
totout = 0;
if(in) {
for(i = 0; in[i].type != GPU_NONE; i++) {
gpu_node_input_socket(node, &in[i]);
totin++;
}
}
if(out) {
for(i = 0; out[i].type != GPU_NONE; i++) {
GPU_node_output(node, out[i].type, out[i].name, &out[i].link);
totout++;
}
}
va_start(params, out);
for(i=0; i<function->totparam; i++) {
if(function->paramqual[i] != FUNCTION_QUAL_IN) {
if(totout == 0) {
linkptr= va_arg(params, GPUNodeLink**);
GPU_node_output(node, function->paramtype[i], "", linkptr);
}
else
totout--;
}
else {
if(totin == 0) {
link= va_arg(params, GPUNodeLink*);
if(link->socket)
gpu_node_input_socket(node, link->socket);
else
gpu_node_input_link(node, link, function->paramtype[i]);
}
else
totin--;
}
}
va_end(params);
GPU_node_end(node);
gpu_material_add_node(mat, node);
return 1;
}
int GPU_link_changed(GPUNodeLink *link)
{
GPUNode *node;
GPUInput *input;
const char *name;
if(link->output) {
node = link->output->node;
name = node->name;
if(strcmp(name, "set_value")==0 || strcmp(name, "set_rgb")==0) {
input = node->inputs.first;
return (input->link != NULL);
}
return 1;
}
else
return 0;
}
/* Pass create/free */
static void gpu_nodes_tag(GPUNodeLink *link)
{
GPUNode *node;
GPUInput *input;
if(!link->output)
return;
node = link->output->node;
if(node->tag)
return;
node->tag= 1;
for(input=node->inputs.first; input; input=input->next)
if(input->link)
gpu_nodes_tag(input->link);
}
static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
{
GPUNode *node, *next;
for(node=nodes->first; node; node=node->next)
node->tag= 0;
gpu_nodes_tag(outlink);
for(node=nodes->first; node; node=next) {
next = node->next;
if(!node->tag) {
BLI_remlink(nodes, node);
GPU_node_free(node);
}
}
}
GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink, GPUVertexAttribs *attribs, int *builtins, const char *name)
{
GPUShader *shader;
GPUPass *pass;
char *vertexcode, *fragmentcode;
/*if(!FUNCTION_LIB) {
GPU_nodes_free(nodes);
return NULL;
}*/
/* prune unused nodes */
gpu_nodes_prune(nodes, outlink);
gpu_nodes_get_vertex_attributes(nodes, attribs);
gpu_nodes_get_builtin_flag(nodes, builtins);
/* generate code and compile with opengl */
fragmentcode = code_generate_fragment(nodes, outlink->output, name);
vertexcode = code_generate_vertex(nodes);
shader = GPU_shader_create(vertexcode, fragmentcode, datatoc_gpu_shader_material_glsl); /*FUNCTION_LIB);*/
/* failed? */
if (!shader) {
memset(attribs, 0, sizeof(*attribs));
memset(builtins, 0, sizeof(*builtins));
GPU_nodes_free(nodes);
return NULL;
}
/* create pass */
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
pass->output = outlink->output;
pass->shader = shader;
pass->fragmentcode = fragmentcode;
pass->vertexcode = vertexcode;
pass->libcode = datatoc_gpu_shader_material_glsl;
/* extract dynamic inputs and throw away nodes */
GPU_nodes_extract_dynamic_inputs(pass, nodes);
GPU_nodes_free(nodes);
return pass;
}
void GPU_pass_free(GPUPass *pass)
{
GPU_shader_free(pass->shader);
GPU_inputs_free(&pass->inputs);
if (pass->fragmentcode)
MEM_freeN(pass->fragmentcode);
if (pass->vertexcode)
MEM_freeN(pass->vertexcode);
MEM_freeN(pass);
}