The attribute node already allows accessing attributes associated with objects and meshes, which allows changing the behavior of the same material between different objects or instances. The same idea can be extended to an even more global level of layers and scenes. Currently view layers provide an option to replace all materials with a different one. However, since the same material will be applied to all objects in the layer, varying the behavior between layers while preserving distinct materials requires duplicating objects. Providing access to properties of layers and scenes via the attribute node enables making materials with built-in switches or settings that can be controlled globally at the view layer level. This is probably most useful for complex NPR shading and compositing. Like with objects, the node can also access built-in scene properties, like render resolution or FOV of the active camera. Lookup is also attempted in World, similar to how the Object mode checks the Mesh datablock. In Cycles this mode is implemented by replacing the attribute node with the attribute value during sync, allowing constant folding to take the values into account. This means however that materials that use this feature have to be re-synced upon any changes to scene, world or camera. The Eevee version uses a new uniform buffer containing a sorted array mapping name hashes to values, with binary search lookup. The array is limited to 512 entries, which is effectively limitless even considering it is shared by all materials in the scene; it is also just 16KB of memory so no point trying to optimize further. The buffer has to be rebuilt when new attributes are detected in a material, so the draw engine keeps a table of recently seen attribute names to minimize the chance of extra rebuilds mid-draw. Differential Revision: https://developer.blender.org/D15941
220 lines
5.4 KiB
C++
220 lines
5.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Intermediate node graph for generating GLSL shaders.
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*/
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#pragma once
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "BLI_ghash.h"
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#include "GPU_material.h"
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#include "GPU_shader.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct GPUNode;
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struct GPUOutput;
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struct ListBase;
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typedef enum eGPUDataSource {
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GPU_SOURCE_OUTPUT,
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GPU_SOURCE_CONSTANT,
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GPU_SOURCE_UNIFORM,
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GPU_SOURCE_ATTR,
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GPU_SOURCE_UNIFORM_ATTR,
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GPU_SOURCE_LAYER_ATTR,
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GPU_SOURCE_STRUCT,
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GPU_SOURCE_TEX,
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GPU_SOURCE_TEX_TILED_MAPPING,
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GPU_SOURCE_FUNCTION_CALL,
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GPU_SOURCE_CRYPTOMATTE,
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} eGPUDataSource;
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typedef enum {
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GPU_NODE_LINK_NONE = 0,
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GPU_NODE_LINK_ATTR,
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GPU_NODE_LINK_UNIFORM_ATTR,
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GPU_NODE_LINK_LAYER_ATTR,
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GPU_NODE_LINK_COLORBAND,
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GPU_NODE_LINK_CONSTANT,
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GPU_NODE_LINK_IMAGE,
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GPU_NODE_LINK_IMAGE_TILED,
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GPU_NODE_LINK_IMAGE_TILED_MAPPING,
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GPU_NODE_LINK_IMAGE_SKY,
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GPU_NODE_LINK_OUTPUT,
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GPU_NODE_LINK_UNIFORM,
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GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN,
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} GPUNodeLinkType;
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typedef enum {
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GPU_NODE_TAG_NONE = 0,
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GPU_NODE_TAG_SURFACE = (1 << 0),
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GPU_NODE_TAG_VOLUME = (1 << 1),
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GPU_NODE_TAG_DISPLACEMENT = (1 << 2),
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GPU_NODE_TAG_THICKNESS = (1 << 3),
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GPU_NODE_TAG_AOV = (1 << 4),
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GPU_NODE_TAG_FUNCTION = (1 << 5),
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GPU_NODE_TAG_COMPOSITOR = (1 << 6),
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} eGPUNodeTag;
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ENUM_OPERATORS(eGPUNodeTag, GPU_NODE_TAG_FUNCTION)
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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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eGPUNodeTag 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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GPUNodeLinkType link_type;
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int users; /* Refcount */
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union {
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/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
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const float *data;
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/* GPU_NODE_LINK_COLORBAND */
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struct GPUTexture **colorband;
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/* GPU_NODE_LINK_OUTPUT */
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struct GPUOutput *output;
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/* GPU_NODE_LINK_ATTR */
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struct GPUMaterialAttribute *attr;
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/* GPU_NODE_LINK_UNIFORM_ATTR */
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struct GPUUniformAttr *uniform_attr;
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/* GPU_NODE_LINK_LAYER_ATTR */
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struct GPULayerAttr *layer_attr;
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/* GPU_NODE_LINK_IMAGE_BLENDER */
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struct GPUMaterialTexture *texture;
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/* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
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const char *function_name;
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};
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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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eGPUType 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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eGPUType type; /* data-type. */
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GPUNodeLink *link;
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int id; /* unique id as created by code generator */
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eGPUDataSource source; /* data source */
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/* Content based on eGPUDataSource */
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union {
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/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
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float vec[16]; /* vector data */
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/* GPU_SOURCE_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
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struct GPUMaterialTexture *texture;
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/* GPU_SOURCE_ATTR */
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struct GPUMaterialAttribute *attr;
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/* GPU_SOURCE_UNIFORM_ATTR */
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struct GPUUniformAttr *uniform_attr;
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/* GPU_SOURCE_LAYER_ATTR */
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struct GPULayerAttr *layer_attr;
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/* GPU_SOURCE_FUNCTION_CALL */
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char function_call[64];
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};
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} GPUInput;
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typedef struct GPUNodeGraphOutputLink {
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struct GPUNodeGraphOutputLink *next, *prev;
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int hash;
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GPUNodeLink *outlink;
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} GPUNodeGraphOutputLink;
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typedef struct GPUNodeGraphFunctionLink {
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struct GPUNodeGraphFunctionLink *next, *prev;
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char name[16];
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GPUNodeLink *outlink;
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} GPUNodeGraphFunctionLink;
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typedef struct GPUNodeGraph {
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/* Nodes */
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ListBase nodes;
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/* Main Outputs. */
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GPUNodeLink *outlink_surface;
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GPUNodeLink *outlink_volume;
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GPUNodeLink *outlink_displacement;
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GPUNodeLink *outlink_thickness;
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/* List of GPUNodeGraphOutputLink */
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ListBase outlink_aovs;
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/* List of GPUNodeGraphFunctionLink */
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ListBase material_functions;
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/* List of GPUNodeGraphOutputLink */
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ListBase outlink_compositor;
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/* Requested attributes and textures. */
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ListBase attributes;
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ListBase textures;
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/* The list of uniform attributes. */
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GPUUniformAttrList uniform_attrs;
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/* The list of layer attributes. */
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ListBase layer_attrs;
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/** Set of all the GLSL lib code blocks . */
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GSet *used_libraries;
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} GPUNodeGraph;
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/* Node Graph */
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void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
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void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph);
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/**
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* Free intermediate node graph.
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*/
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void gpu_node_graph_free_nodes(GPUNodeGraph *graph);
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/**
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* Free both node graph and requested attributes and textures.
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*/
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void gpu_node_graph_free(GPUNodeGraph *graph);
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/* Material calls */
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struct GPUNodeGraph *gpu_material_node_graph(struct GPUMaterial *material);
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/**
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* Returns the address of the future pointer to coba_tex.
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*/
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struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
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int size,
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float *pixels,
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float *row);
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/**
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* Returns the address of the future pointer to sky_tex
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*/
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struct GPUTexture **gpu_material_sky_texture_layer_set(
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struct GPUMaterial *mat, int width, int height, const float *pixels, float *layer);
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#ifdef __cplusplus
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}
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#endif
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