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test/source/blender/gpu/GPU_material.hh

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/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include <string>
#include "DNA_customdata_types.h" /* for eCustomDataType */
#include "DNA_image_types.h"
#include "DNA_listBase.h"
#include "GPU_shader.hh" /* for GPUShaderCreateInfo */
#include "GPU_texture.hh" /* for GPUSamplerState */
struct GHash;
struct GPUMaterial;
struct GPUNodeLink;
struct GPUNodeStack;
struct GPUPass;
struct GPUTexture;
struct GPUUniformBuf;
struct Image;
struct ImageUser;
struct ListBase;
struct Main;
struct Material;
struct Scene;
struct bNode;
struct bNodeTree;
/**
* High level functions to create and use GPU materials.
*/
enum eGPUMaterialEngine {
GPU_MAT_EEVEE,
GPU_MAT_COMPOSITOR,
GPU_MAT_ENGINE_MAX,
};
enum eGPUMaterialStatus {
GPU_MAT_FAILED = 0,
GPU_MAT_QUEUED,
GPU_MAT_SUCCESS,
};
/* GPU_MAT_OPTIMIZATION_SKIP for cases where we do not
* plan to perform optimization on a given material. */
enum eGPUMaterialOptimizationStatus {
GPU_MAT_OPTIMIZATION_SKIP = 0,
GPU_MAT_OPTIMIZATION_QUEUED,
GPU_MAT_OPTIMIZATION_SUCCESS,
};
enum eGPUMaterialFlag {
GPU_MATFLAG_DIFFUSE = (1 << 0),
GPU_MATFLAG_SUBSURFACE = (1 << 1),
GPU_MATFLAG_GLOSSY = (1 << 2),
GPU_MATFLAG_REFRACT = (1 << 3),
GPU_MATFLAG_EMISSION = (1 << 4),
GPU_MATFLAG_TRANSPARENT = (1 << 5),
GPU_MATFLAG_HOLDOUT = (1 << 6),
GPU_MATFLAG_SHADER_TO_RGBA = (1 << 7),
GPU_MATFLAG_AO = (1 << 8),
/* Signals the presence of multiple reflection closures. */
GPU_MATFLAG_COAT = (1 << 9),
GPU_MATFLAG_TRANSLUCENT = (1 << 10),
GPU_MATFLAG_VOLUME_SCATTER = (1 << 16),
GPU_MATFLAG_VOLUME_ABSORPTION = (1 << 17),
GPU_MATFLAG_OBJECT_INFO = (1 << 18),
GPU_MATFLAG_AOV = (1 << 19),
GPU_MATFLAG_BARYCENTRIC = (1 << 20),
/* Tells the render engine the material was just compiled or updated. */
GPU_MATFLAG_UPDATED = (1 << 29),
};
ENUM_OPERATORS(eGPUMaterialFlag, GPU_MATFLAG_UPDATED);
using GPUCodegenCallbackFn = void (*)(void *thunk,
GPUMaterial *mat,
struct GPUCodegenOutput *codegen);
/**
* Should return an already compiled pass if it's functionally equivalent to the one being
* compiled.
*/
using GPUMaterialPassReplacementCallbackFn = GPUPass *(*)(void *thunk, GPUMaterial *mat);
/** WARNING: gpumaterials thread safety must be ensured by the caller. */
GPUMaterial *GPU_material_from_nodetree(
Material *ma,
bNodeTree *ntree,
ListBase *gpumaterials,
const char *name,
eGPUMaterialEngine engine,
uint64_t shader_uuid,
bool deferred_compilation,
GPUCodegenCallbackFn callback,
void *thunk,
GPUMaterialPassReplacementCallbackFn pass_replacement_cb = nullptr);
/* A callback passed to GPU_material_from_callbacks to construct the material graph by adding and
* linking the necessary GPU material nodes. */
using ConstructGPUMaterialFn = void (*)(void *thunk, GPUMaterial *material);
/* Construct a GPU material from a set of callbacks. See the callback types for more information.
* The given thunk will be passed as the first parameter of each callback. */
GPUMaterial *GPU_material_from_callbacks(eGPUMaterialEngine engine,
ConstructGPUMaterialFn construct_function_cb,
GPUCodegenCallbackFn generate_code_function_cb,
void *thunk);
void GPU_material_free_single(GPUMaterial *material);
void GPU_material_free(ListBase *gpumaterial);
void GPU_materials_free(Main *bmain);
GPUPass *GPU_material_get_pass(GPUMaterial *material);
/** Return the most optimal shader configuration for the given material. */
GPUShader *GPU_material_get_shader(GPUMaterial *material);
const char *GPU_material_get_name(GPUMaterial *material);
/**
* Return can be null if it's a world material.
*/
Material *GPU_material_get_material(GPUMaterial *material);
/**
* Return true if the material compilation has not yet begin or begin.
*/
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat);
/**
* Return status for asynchronous optimization jobs.
*/
eGPUMaterialOptimizationStatus GPU_material_optimization_status(GPUMaterial *mat);
uint64_t GPU_material_compilation_timestamp(GPUMaterial *mat);
GPUUniformBuf *GPU_material_uniform_buffer_get(GPUMaterial *material);
/**
* Create dynamic UBO from parameters
*
* \param inputs: Items are #LinkData, data is #GPUInput (`BLI_genericNodeN(GPUInput)`).
*/
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs);
bool GPU_material_has_surface_output(GPUMaterial *mat);
bool GPU_material_has_volume_output(GPUMaterial *mat);
bool GPU_material_has_displacement_output(GPUMaterial *mat);
bool GPU_material_flag_get(const GPUMaterial *mat, eGPUMaterialFlag flag);
uint64_t GPU_material_uuid_get(GPUMaterial *mat);
struct GPULayerAttr {
GPULayerAttr *next, *prev;
/* Meaningful part of the attribute set key. */
char name[256]; /* Multiple MAX_CUSTOMDATA_LAYER_NAME */
/** Hash of `name[68]`. */
uint32_t hash_code;
/* Helper fields used by code generation. */
int users;
};
const ListBase *GPU_material_layer_attributes(const GPUMaterial *material);
/* Requested Material Attributes and Textures */
enum eGPUType {
/* Keep in sync with GPU_DATATYPE_STR */
/* The value indicates the number of elements in each type */
GPU_NONE = 0,
GPU_FLOAT = 1,
GPU_VEC2 = 2,
GPU_VEC3 = 3,
GPU_VEC4 = 4,
GPU_MAT3 = 9,
GPU_MAT4 = 16,
GPU_MAX_CONSTANT_DATA = GPU_MAT4,
/* Values not in GPU_DATATYPE_STR */
GPU_TEX1D_ARRAY = 1001,
GPU_TEX2D = 1002,
GPU_TEX2D_ARRAY = 1003,
GPU_TEX3D = 1004,
/* GLSL Struct types */
GPU_CLOSURE = 1007,
/* Opengl Attributes */
GPU_ATTR = 3001,
};
enum eGPUDefaultValue {
GPU_DEFAULT_0 = 0,
GPU_DEFAULT_1,
};
struct GPUMaterialAttribute {
GPUMaterialAttribute *next, *prev;
int type; /* eCustomDataType */
char name[/*MAX_CUSTOMDATA_LAYER_NAME*/ 68];
char input_name[/*GPU_MAX_SAFE_ATTR_NAME + 1*/ 12 + 1];
eGPUType gputype;
eGPUDefaultValue default_value; /* Only for volumes attributes. */
int id;
int users;
/**
* If true, the corresponding attribute is the specified default color attribute on the mesh,
* if it exists. In that case the type and name data can vary per geometry, so it will not be
* valid here.
*/
bool is_default_color;
/**
* If true, the attribute is the length of hair particles and curves.
*/
bool is_hair_length;
};
struct GPUMaterialTexture {
GPUMaterialTexture *next, *prev;
Image *ima;
ImageUser iuser;
bool iuser_available;
GPUTexture **colorband;
GPUTexture **sky;
char sampler_name[32]; /* Name of sampler in GLSL. */
char tiled_mapping_name[32]; /* Name of tile mapping sampler in GLSL. */
int users;
GPUSamplerState sampler_state;
};
ListBase GPU_material_attributes(const GPUMaterial *material);
ListBase GPU_material_textures(GPUMaterial *material);
struct GPUUniformAttr {
GPUUniformAttr *next, *prev;
/* Meaningful part of the attribute set key. */
char name[/*MAX_CUSTOMDATA_LAYER_NAME*/ 68];
/** Hash of `name[MAX_CUSTOMDATA_LAYER_NAME] + use_dupli`. */
uint32_t hash_code;
bool use_dupli;
/* Helper fields used by code generation. */
short id;
int users;
};
struct GPUUniformAttrList {
ListBase list; /* GPUUniformAttr */
/* List length and hash code precomputed for fast lookup and comparison. */
unsigned int count, hash_code;
};
const GPUUniformAttrList *GPU_material_uniform_attributes(const GPUMaterial *material);
/* Functions to create GPU Materials nodes. */
/* TODO: Move to its own header. */
struct GPUNodeStack {
eGPUType type;
float vec[4];
GPUNodeLink *link;
bool hasinput;
bool hasoutput;
short sockettype;
bool end;
};
struct GPUCodegenOutput {
std::string attr_load;
/* Node-tree functions calls. */
std::string displacement;
std::string surface;
std::string volume;
std::string thickness;
std::string composite;
std::string material_functions;
GPUShaderCreateInfo *create_info;
};
GPUNodeLink *GPU_constant(const float *num);
GPUNodeLink *GPU_uniform(const float *num);
GPUNodeLink *GPU_attribute(GPUMaterial *mat, eCustomDataType type, const char *name);
/**
* Add a GPU attribute that refers to the default color attribute on a geometry.
* The name, type, and domain are unknown and do not depend on the material.
*/
GPUNodeLink *GPU_attribute_default_color(GPUMaterial *mat);
/**
* Add a GPU attribute that refers to the approximate length of curves/hairs.
*/
GPUNodeLink *GPU_attribute_hair_length(GPUMaterial *mat);
GPUNodeLink *GPU_attribute_with_default(GPUMaterial *mat,
eCustomDataType type,
const char *name,
eGPUDefaultValue default_value);
GPUNodeLink *GPU_uniform_attribute(GPUMaterial *mat,
const char *name,
bool use_dupli,
uint32_t *r_hash);
GPUNodeLink *GPU_layer_attribute(GPUMaterial *mat, const char *name);
GPUNodeLink *GPU_image(GPUMaterial *mat,
Image *ima,
ImageUser *iuser,
GPUSamplerState sampler_state);
void GPU_image_tiled(GPUMaterial *mat,
Image *ima,
ImageUser *iuser,
GPUSamplerState sampler_state,
GPUNodeLink **r_image_tiled_link,
GPUNodeLink **r_image_tiled_mapping_link);
GPUNodeLink *GPU_image_sky(GPUMaterial *mat,
int width,
int height,
const float *pixels,
float *layer,
GPUSamplerState sampler_state);
GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *r_row);
/**
* Create an implementation defined differential calculation of a float function.
* The given function should return a float.
* The result will be a vec2 containing dFdx and dFdy result of that function.
*/
GPUNodeLink *GPU_differentiate_float_function(const char *function_name, const float filter_width);
bool GPU_link(GPUMaterial *mat, const char *name, ...);
bool GPU_stack_link(GPUMaterial *mat,
const bNode *node,
const char *name,
GPUNodeStack *in,
GPUNodeStack *out,
...);
void GPU_material_output_surface(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_output_volume(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_output_displacement(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_output_thickness(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_add_output_link_aov(GPUMaterial *material, GPUNodeLink *link, int hash);
void GPU_material_add_output_link_composite(GPUMaterial *material, GPUNodeLink *link);
/**
* Wrap a part of the material graph into a function. You need then need to call the function by
* using something like #GPU_differentiate_float_function.
* \note This replace the link by a constant to break the link with the main graph.
* \param return_type: sub function return type. Output is cast to this type.
* \param link: link to use as the sub function output.
* \return the name of the generated function.
*/
char *GPU_material_split_sub_function(GPUMaterial *material,
eGPUType return_type,
GPUNodeLink **link);
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag);
eGPUMaterialFlag GPU_material_flag(const GPUMaterial *mat);
GHash *GPU_uniform_attr_list_hash_new(const char *info);
void GPU_uniform_attr_list_copy(GPUUniformAttrList *dest, const GPUUniformAttrList *src);
void GPU_uniform_attr_list_free(GPUUniformAttrList *set);