Files
test/source/blender/gpu/intern/gpu_node_graph.hh
Aras Pranckevicius facb17b0e3 Cleanup: BLI ENUM_OPERATORS cleanup/robustness
BLI code for enums that are meant to be used as "bit flags" defined
an ENUM_OPERATORS macro in BLI_utildefines.h. This cleans up things
related to said macro:

- Move it out into a separate BLI_enum_flags.hh header, instead of
  "random bag of things" that is the current place,
- Update it to no longer need manual indication of highest individual
  bit value. This originally was added in a31a87f89 (2020 Oct), in
  order to silence some UBSan warnings that were coming
  from GPU related structures (looking at current GPU code, I don't
  think this is happening anymore). However, that caused actual
  user-visible bugs due to incorrectly specified max. enum bit value,
  and today 14% of all usages have incorrect highest individual
  bit value spelled out.
    - I have reviewed all usages of operator ~ and none of them are
      used for directly producing a DNA-serialized value; all the
      usages are for masking out other bits for which the new ~
      behavior that just flips all bits is fine.
- Make the macro define flag_is_set() function to ease check of bits
  that are set in C++ enum class cases; update existing cases to use
  that instead of three other ways that were used.

Pull Request: https://projects.blender.org/blender/blender/pulls/148230
2025-10-17 12:57:50 +02:00

240 lines
6.1 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Intermediate node graph for generating GLSL shaders.
*/
#pragma once
#include "DNA_listBase.h"
#include "BLI_enum_flags.hh"
#include "BLI_ghash.h"
#include "GPU_material.hh"
struct GPUNode;
struct GPUOutput;
struct ListBase;
enum GPUDataSource {
GPU_SOURCE_OUTPUT,
GPU_SOURCE_CONSTANT,
GPU_SOURCE_UNIFORM,
GPU_SOURCE_ATTR,
GPU_SOURCE_UNIFORM_ATTR,
GPU_SOURCE_LAYER_ATTR,
GPU_SOURCE_STRUCT,
GPU_SOURCE_TEX,
GPU_SOURCE_TEX_TILED_MAPPING,
GPU_SOURCE_FUNCTION_CALL,
GPU_SOURCE_CRYPTOMATTE,
};
enum GPUNodeLinkType {
GPU_NODE_LINK_NONE = 0,
GPU_NODE_LINK_ATTR,
GPU_NODE_LINK_UNIFORM_ATTR,
GPU_NODE_LINK_LAYER_ATTR,
GPU_NODE_LINK_COLORBAND,
GPU_NODE_LINK_CONSTANT,
GPU_NODE_LINK_IMAGE,
GPU_NODE_LINK_IMAGE_TILED,
GPU_NODE_LINK_IMAGE_TILED_MAPPING,
GPU_NODE_LINK_IMAGE_SKY,
GPU_NODE_LINK_OUTPUT,
GPU_NODE_LINK_UNIFORM,
GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN,
};
enum GPUNodeTag {
GPU_NODE_TAG_NONE = 0,
GPU_NODE_TAG_SURFACE = (1 << 0),
GPU_NODE_TAG_VOLUME = (1 << 1),
GPU_NODE_TAG_DISPLACEMENT = (1 << 2),
GPU_NODE_TAG_THICKNESS = (1 << 3),
GPU_NODE_TAG_AOV = (1 << 4),
GPU_NODE_TAG_FUNCTION = (1 << 5),
GPU_NODE_TAG_COMPOSITOR = (1 << 6),
};
ENUM_OPERATORS(GPUNodeTag)
struct GPUNode {
GPUNode *next, *prev;
const char *name;
/* Internal flag to mark nodes during pruning */
GPUNodeTag tag;
ListBase inputs;
ListBase outputs;
/* Zones. */
int zone_index;
bool is_zone_end;
};
struct GPUNodeLink {
GPUNodeStack *socket;
GPUNodeLinkType link_type;
int users; /* Refcount */
union {
/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
const float *data;
/* GPU_NODE_LINK_COLORBAND */
blender::gpu::Texture **colorband;
/* GPU_NODE_LINK_OUTPUT */
GPUOutput *output;
/* GPU_NODE_LINK_ATTR */
GPUMaterialAttribute *attr;
/* GPU_NODE_LINK_UNIFORM_ATTR */
GPUUniformAttr *uniform_attr;
/* GPU_NODE_LINK_LAYER_ATTR */
GPULayerAttr *layer_attr;
/* GPU_NODE_LINK_IMAGE_BLENDER */
GPUMaterialTexture *texture;
/* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
struct {
const char *function_name;
float filter_width;
} differentiate_float;
};
};
struct GPUOutput {
GPUOutput *next, *prev;
GPUNode *node;
GPUType type; /* data type = length of vector/matrix */
GPUNodeLink *link; /* output link */
int id; /* unique id as created by code generator */
/* True for Zone Items. */
bool is_zone_io;
/* This variable is shared with other socket/s and doesn't need to be declared. */
bool is_duplicate;
};
struct GPUInput {
GPUInput *next, *prev;
GPUNode *node;
GPUType type; /* data-type. */
GPUNodeLink *link;
int id; /* unique id as created by code generator */
GPUDataSource source; /* data source */
/* Content based on GPUDataSource */
union {
/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
float vec[16]; /* vector data */
/* GPU_SOURCE_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
GPUMaterialTexture *texture;
/* GPU_SOURCE_ATTR */
GPUMaterialAttribute *attr;
/* GPU_SOURCE_UNIFORM_ATTR */
GPUUniformAttr *uniform_attr;
/* GPU_SOURCE_LAYER_ATTR */
GPULayerAttr *layer_attr;
/* GPU_SOURCE_FUNCTION_CALL */
char function_call[64];
};
/* True for Zone Items. */
bool is_zone_io;
/* This variable is shared with other socket/s and doesn't need to be declared. */
bool is_duplicate;
};
struct GPUNodeGraphOutputLink {
GPUNodeGraphOutputLink *next, *prev;
int hash;
GPUNodeLink *outlink;
};
struct GPUNodeGraphFunctionLink {
GPUNodeGraphFunctionLink *next, *prev;
char name[16];
GPUNodeLink *outlink;
};
struct GPUNodeGraph {
/* Nodes */
ListBase nodes;
/* Main Outputs. */
GPUNodeLink *outlink_surface;
GPUNodeLink *outlink_volume;
GPUNodeLink *outlink_displacement;
GPUNodeLink *outlink_thickness;
/* List of GPUNodeGraphOutputLink */
ListBase outlink_aovs;
/* List of GPUNodeGraphFunctionLink */
ListBase material_functions;
/* List of GPUNodeGraphOutputLink */
ListBase outlink_compositor;
/* Requested attributes and textures. */
ListBase attributes;
ListBase textures;
/* The list of uniform attributes. */
GPUUniformAttrList uniform_attrs;
/* The list of layer attributes. */
ListBase layer_attrs;
};
/* Node Graph */
void gpu_nodes_tag(GPUNodeGraph *graph, GPUNodeLink *link_start, GPUNodeTag tag);
void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph);
/**
* Optimize node graph for optimized material shader path.
* Once the base material has been generated, we can modify the shader
* node graph to create one which will produce an optimally performing shader.
* This currently involves baking uniform data into constant data to enable
* aggressive constant folding by the compiler in order to reduce complexity and
* shader core memory pressure.
*
* NOTE: Graph optimizations will produce a shader which needs to be re-compiled
* more frequently, however, the default material pass will always exist to fall
* back on. */
void gpu_node_graph_optimize(GPUNodeGraph *graph);
/**
* Free intermediate node graph.
*/
void gpu_node_graph_free_nodes(GPUNodeGraph *graph);
/**
* Free both node graph and requested attributes and textures.
*/
void gpu_node_graph_free(GPUNodeGraph *graph);
/* Material calls */
GPUNodeGraph *gpu_material_node_graph(GPUMaterial *material);
/**
* Returns the address of the future pointer to coba_tex.
*/
blender::gpu::Texture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
int size,
const float *pixels,
float *r_row);
/**
* Returns the address of the future pointer to sky_tex
*/
blender::gpu::Texture **gpu_material_sky_texture_layer_set(
GPUMaterial *mat, int width, int height, const float *pixels, float *row);