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
105 lines
2.9 KiB
C++
105 lines
2.9 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/shader/node_shader_util.h
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* \ingroup nodes
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*/
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#ifndef __NODE_SHADER_UTIL_H__
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#define __NODE_SHADER_UTIL_H__
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#include <math.h>
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#include <float.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_color_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_ID.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "BLI_math.h"
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#include "BLI_blenlib.h"
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#include "BLI_rand.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BKE_colortools.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_texture.h"
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#include "BKE_library.h"
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#include "NOD_shader.h"
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#include "node_util.h"
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#include "BLT_translation.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "RE_pipeline.h"
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#include "RE_shader_ext.h"
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#include "GPU_lamp.h"
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#include "GPU_material.h"
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#include "GPU_uniformbuffer.h"
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int sh_node_poll_default(struct bNodeType *ntype, struct bNodeTree *ntree);
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void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
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/* ********* exec data struct, remains internal *********** */
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typedef struct ShaderCallData {
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ShadeInput *shi; /* from render pipe */
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ShadeResult *shr; /* from render pipe */
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} ShaderCallData;
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void nodestack_get_vec(float *in, short type_in, bNodeStack *ns);
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void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, struct bNodeStack *ns);
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void node_data_from_gpu_stack(struct bNodeStack *ns, struct GPUNodeStack *gs);
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void node_shader_gpu_tex_mapping(struct GPUMaterial *mat, struct bNode *node, struct GPUNodeStack *in, struct GPUNodeStack *out);
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void ntreeExecGPUNodes(struct bNodeTreeExec *exec, struct GPUMaterial *mat, int do_outputs, short compatibility);
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#endif
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