This is part of the work needed to refactor the material parameters update. Now the gpupass cache is polled before adding the gpumaterial to the deferred compilation queue. We store gpupasses in a single linked list grouped based on their hashes. This is not the most efficient way but it can be improved upon later.
208 lines
5.9 KiB
C++
208 lines
5.9 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): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_codegen.h
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* \ingroup gpu
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*/
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#ifndef __GPU_CODEGEN_H__
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#define __GPU_CODEGEN_H__
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "GPU_material.h"
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#include "GPU_glew.h"
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struct ListBase;
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struct GPUShader;
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struct GPUOutput;
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struct GPUNode;
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struct GPUVertexAttribs;
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struct PreviewImage;
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/* Pass Generation
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* - Takes a list of nodes and a desired output, and makes a pass. This
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* will take ownership of the nodes and free them early if unused or
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* at the end if used.
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*/
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typedef enum GPUDataSource {
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GPU_SOURCE_VEC_UNIFORM,
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GPU_SOURCE_BUILTIN,
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GPU_SOURCE_OPENGL_BUILTIN,
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GPU_SOURCE_TEX_PIXEL,
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GPU_SOURCE_TEX,
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GPU_SOURCE_ATTRIB,
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GPU_SOURCE_STRUCT
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} GPUDataSource;
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typedef enum {
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GPU_NODE_LINK_IMAGE_NONE = 0,
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GPU_NODE_LINK_IMAGE_BLENDER = 1,
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GPU_NODE_LINK_IMAGE_PREVIEW = 2,
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GPU_NODE_LINK_IMAGE_CUBE_MAP = 3
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} GPUNodeLinkImage;
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struct GPUNode {
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struct GPUNode *next, *prev;
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const char *name;
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/* Internal flag to mark nodes during pruning */
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bool tag;
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ListBase inputs;
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ListBase outputs;
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};
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struct GPUNodeLink {
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GPUNodeStack *socket;
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CustomDataType attribtype;
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const char *attribname;
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GPUNodeLinkImage image;
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bool image_isdata;
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bool texture;
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int texturesize;
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void *ptr1, *ptr2;
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bool dynamic;
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GPUDynamicType dynamictype;
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GPUType type;
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/* Refcount */
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int users;
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struct GPUTexture *dynamictex;
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GPUBuiltin builtin;
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GPUOpenGLBuiltin oglbuiltin;
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struct GPUOutput *output;
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};
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typedef struct GPUOutput {
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struct GPUOutput *next, *prev;
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GPUNode *node;
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GPUType type; /* data type = length of vector/matrix */
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GPUNodeLink *link; /* output link */
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int id; /* unique id as created by code generator */
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} GPUOutput;
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typedef struct GPUInput {
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struct GPUInput *next, *prev;
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GPUNode *node;
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GPUType type; /* datatype */
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GPUDataSource source; /* data source */
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int id; /* unique id as created by code generator */
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int texid; /* number for multitexture, starting from zero */
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int attribid; /* id for vertex attributes */
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bool bindtex; /* input is responsible for binding the texture? */
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bool definetex; /* input is responsible for defining the pixel? */
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int textarget; /* GL texture target, e.g. GL_TEXTURE_2D */
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GPUType textype; /* datatype */
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struct Image *ima; /* image */
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struct ImageUser *iuser; /* image user */
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struct PreviewImage *prv; /* preview images & icons */
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bool image_isdata; /* image does not contain color data */
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float *dynamicvec; /* vector data in case it is dynamic */
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GPUDynamicType dynamictype; /* origin of the dynamic uniform */
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void *dynamicdata; /* data source of the dynamic uniform */
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struct GPUTexture *tex; /* input texture, only set at runtime */
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int shaderloc; /* id from opengl */
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char shadername[32]; /* name in shader */
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float vec[16]; /* vector data */
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GPUNodeLink *link;
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bool dynamictex; /* dynamic? */
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CustomDataType attribtype; /* attribute type */
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char attribname[MAX_CUSTOMDATA_LAYER_NAME]; /* attribute name */
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int attribfirst; /* this is the first one that is bound */
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GPUBuiltin builtin; /* builtin uniform */
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GPUOpenGLBuiltin oglbuiltin; /* opengl built in varying */
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} GPUInput;
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struct GPUPass {
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struct GPUPass *next;
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struct GPUShader *shader;
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char *fragmentcode;
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char *geometrycode;
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char *vertexcode;
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char *defines;
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unsigned int refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
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uint32_t hash; /* Identity hash generated from all GLSL code. */
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bool compiled; /* Did we already tried to compile the attached GPUShader. */
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};
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typedef struct GPUPass GPUPass;
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GPUPass *GPU_generate_pass_new(
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GPUMaterial *material,
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GPUNodeLink *frag_outlink, struct GPUVertexAttribs *attribs,
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ListBase *nodes,
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const char *vert_code, const char *geom_code,
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const char *frag_lib, const char *defines);
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struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
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void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs, ListBase *nodes);
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void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs);
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void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
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void GPU_pass_bind(GPUPass *pass, ListBase *inputs, double time, int mipmap);
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void GPU_pass_update_uniforms(GPUPass *pass, ListBase *inputs);
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void GPU_pass_unbind(GPUPass *pass, ListBase *inputs);
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void GPU_pass_compile(GPUPass *pass);
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void GPU_pass_release(GPUPass *pass);
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void GPU_pass_free_nodes(ListBase *nodes);
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void GPU_inputs_free(ListBase *inputs);
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void gpu_codegen_init(void);
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void gpu_codegen_exit(void);
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/* Material calls */
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const char *GPU_builtin_name(GPUBuiltin builtin);
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void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
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int GPU_link_changed(struct GPUNodeLink *link);
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#endif
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