This allows multiple threads to request different specializations without
locking usage of all specialized shaders program when a new specialization
is being compiled.
The specialization constants are bundled in a structure that is being
passed to the `Shader::bind()` method. The structure is owned by the
calling thread and only used by the `Shader::bind()`.
Only querying for the specialized shader (Map lookup) is locking the shader
usage.
The variant compilation is now also locking and ensured that
multiple thread trying to compile the same variant will never result
in race condition.
Note that this removes the `is_dirty` optimization. This can be added
back if this becomes a bottleneck in the future. Otherwise, the
performance impact is not noticeable.
Pull Request: https://projects.blender.org/blender/blender/pulls/136991
This port is not so straightforward.
This shader is used in different configurations and is
available to python bindings. So we need to keep
compatibility with different attributes configurations.
This is why attributes are loaded per component and a
uniform sets the length of the component.
Since this shader can be used from both the imm and batch
API, we need to inject some workarounds to bind the buffers
correctly.
The end result is still less versatile than the previous
metal workaround (i.e.: more attribute fetch mode supported),
but it is also way less code.
### Limitations:
The new shader has some limitation:
- Both `color` and `pos` attributes need to be `F32`.
- Each attribute needs to be 4byte aligned.
- Fetch type needs to be `GPU_FETCH_FLOAT`.
- Primitive type needs to be `GPU_PRIM_LINES`, `GPU_PRIM_LINE_STRIP` or `GPU_PRIM_LINE_LOOP`.
- If drawing using an index buffer, it must contain no primitive restart.
Rel #127493
Co-authored-by: Jeroen Bakker <jeroen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/129315
This PR introduces the concept of primitive expansion draws.
This allows to create a drawcall that will generate N amount of new
primitive for an original primitive in a `gpu::Batch`. The intent is to
phase out the use of geometry shader for this purpose.
This adds a new `Frequency::GEOMETRY` only available for SSBOs.
The resources using this will be fed the current `gpu::Batch` VBOs
using name matching.
A dedicated slot is reserved for the index buffer, which has its own
internal lib to decode the index buffer content.
A new attribute lib is added to ease the loading of unaligned attribute.
This should be revisited and made obsolete once more refactor
lands.
It is similar to the Metal backend SSBO vertex fetch path but it is
defined on a different level. The main difference is that this PR is
backend independant and modify the draw module instead of the GPU
module. However, it doesn't cover all possible attribute conversion
cases. This will only be added if needed.
This system is less automatic than the Metal backend one and needs
more care to make sure the data matches what the shader expects.
The Metal system will be removed once all its usage have been
converted.
This PR only shows example usage for workbench shadows. Cleanup PRs
will follow this one.
Rel #105221
Pull Request: https://projects.blender.org/blender/blender/pulls/125782
Now that all relevant code is C++, the indirection from the C struct
`GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds
complexity and necessitates a wrapper API, making more cleanups like
use of RAII or other C++ types more difficult.
This commit replaces the C wrapper structs with direct use of the
vertex and index buffer base classes. In C++ we can choose which parts
of a class are private, so we don't risk exposing too many
implementation details here.
Pull Request: https://projects.blender.org/blender/blender/pulls/119825