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blender-archive/source/blender/gpu/intern/gpu_codegen.h
Lukas Stockner c30d6571bb Add support for tiled images and the UDIM naming scheme
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.

With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.

The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.

The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles

There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images

Thanks to Brecht for the review and to all who tested the intermediate versions!

Differential Revision: https://developer.blender.org/D3509
2019-12-12 18:40:37 +01:00

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/*
* 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.
*/
/** \file
* \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 GPUNode;
struct GPUOutput;
struct GPUShader;
struct GPUVertAttrLayers;
struct GSet;
struct ListBase;
/* 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 eGPUDataSource {
GPU_SOURCE_OUTPUT,
GPU_SOURCE_CONSTANT,
GPU_SOURCE_UNIFORM,
GPU_SOURCE_ATTR,
GPU_SOURCE_BUILTIN,
GPU_SOURCE_STRUCT,
GPU_SOURCE_TEX,
} eGPUDataSource;
typedef enum {
GPU_NODE_LINK_NONE = 0,
GPU_NODE_LINK_ATTR,
GPU_NODE_LINK_BUILTIN,
GPU_NODE_LINK_COLORBAND,
GPU_NODE_LINK_CONSTANT,
GPU_NODE_LINK_IMAGE_BLENDER,
GPU_NODE_LINK_OUTPUT,
GPU_NODE_LINK_UNIFORM,
} GPUNodeLinkType;
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;
GPUNodeLinkType link_type;
int users; /* Refcount */
union {
/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
float *data;
/* GPU_NODE_LINK_BUILTIN */
eGPUBuiltin builtin;
/* GPU_NODE_LINK_COLORBAND */
struct GPUTexture **coba;
/* GPU_NODE_LINK_OUTPUT */
struct GPUOutput *output;
/* GPU_NODE_LINK_ATTR */
struct {
const char *attr_name;
CustomDataType attr_type;
};
/* GPU_NODE_LINK_IMAGE_BLENDER */
struct {
struct Image *ima;
struct ImageUser *iuser;
int image_tile;
};
};
};
typedef struct GPUOutput {
struct GPUOutput *next, *prev;
GPUNode *node;
eGPUType 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;
eGPUType type; /* datatype */
GPUNodeLink *link;
int id; /* unique id as created by code generator */
eGPUDataSource source; /* data source */
int shaderloc; /* id from opengl */
char shadername[32]; /* name in shader */
/* Content based on eGPUDataSource */
union {
/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
float vec[16]; /* vector data */
/* GPU_SOURCE_BUILTIN */
eGPUBuiltin builtin; /* builtin uniform */
/* GPU_SOURCE_TEX */
struct {
struct GPUTexture **coba; /* input texture, only set at runtime */
struct Image *ima; /* image */
struct ImageUser *iuser; /* image user */
bool bindtex; /* input is responsible for binding the texture? */
int texid; /* number for multitexture, starting from zero */
int image_tile; /* image tile */
eGPUType textype; /* texture type (2D, 1D Array ...) */
};
/* GPU_SOURCE_ATTR */
struct {
/** Attribute name. */
char attr_name[MAX_CUSTOMDATA_LAYER_NAME];
/** ID for vertex attributes. */
int attr_id;
/** This is the first one that is bound. */
bool attr_first;
/** Attribute type. */
CustomDataType attr_type;
};
};
} GPUInput;
struct GPUPass {
struct GPUPass *next;
struct GPUShader *shader;
char *fragmentcode;
char *geometrycode;
char *vertexcode;
char *defines;
uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
uint32_t hash; /* Identity hash generated from all GLSL code. */
struct {
char *content;
uint format;
int len;
} binary;
bool compiled; /* Did we already tried to compile the attached GPUShader. */
};
typedef struct GPUPass GPUPass;
GPUPass *GPU_generate_pass(GPUMaterial *material,
GPUNodeLink *frag_outlink,
struct GPUVertAttrLayers *attrs,
ListBase *nodes,
int *builtins,
const char *vert_code,
const char *geom_code,
const char *frag_lib,
const char *defines);
struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs, ListBase *nodes);
void GPU_nodes_get_vertex_attrs(ListBase *nodes, struct GPUVertAttrLayers *attrs);
void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
bool GPU_pass_compile(GPUPass *pass, const char *shname);
void GPU_pass_release(GPUPass *pass);
void GPU_pass_free_nodes(ListBase *nodes);
void GPU_inputs_free(ListBase *inputs);
void gpu_codegen_init(void);
void gpu_codegen_exit(void);
/* Material calls */
const char *GPU_builtin_name(eGPUBuiltin builtin);
void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
int size,
float *pixels,
float *row);
struct GSet *gpu_material_used_libraries(struct GPUMaterial *material);
#endif