Files
test/source/blender/draw/intern/shaders/draw_view_info.hh
Clément Foucault 3a7d086200 Cleanup: DRW: Remove legacy create info and rename new ones
This is just mass renaming
2025-02-25 23:05:12 +01:00

211 lines
7.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "draw_defines.hh"
#ifdef GPU_SHADER
# pragma once
# include "gpu_glsl_cpp_stubs.hh"
# include "draw_command_shared.hh"
# include "draw_common_shader_shared.hh"
# include "draw_shader_shared.hh"
/* Define stub defines for C++ test compilation. */
# define DRAW_VIEW_CREATE_INFO
# define DRW_VIEW_CULLING_INFO
# define USE_WORLD_CLIP_PLANES
# define drw_ModelMatrix drw_matrix_buf[resource_id].model
# define drw_ModelMatrixInverse drw_matrix_buf[resource_id].model_inverse
# define drw_view drw_view_[drw_view_id]
# define drw_view_culling drw_view_culling_[drw_view_id]
# define DRW_VIEW_LEN DRW_VIEW_MAX
# define gpThicknessIsScreenSpace (gpThicknessWorldScale < 0.0)
# define ModelMatrix drw_ModelMatrix
# define ModelMatrixInverse drw_ModelMatrixInverse
#endif
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Resource ID
* This is used to fetch per object data in drw_matrices and other object indexed buffers.
* \{ */
/**
* Used if the resource index needs to be passed to the fragment shader.
* IMPORTANT: Vertex shader need to write `drw_ResourceID_iface.resource_index` in main().
*/
GPU_SHADER_NAMED_INTERFACE_INFO(draw_resource_id_iface, drw_ResourceID_iface)
FLAT(INT, resource_index)
GPU_SHADER_NAMED_INTERFACE_END(drw_ResourceID_iface)
GPU_SHADER_CREATE_INFO(draw_resource_id_varying)
VERTEX_OUT(draw_resource_id_iface)
GEOMETRY_OUT(draw_resource_id_iface)
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(draw_resource_id)
DEFINE("UNIFORM_RESOURCE_ID_NEW")
/* TODO (Miguel Pozo): This is an int for compatibility.
* It should become uint once the "Next" ports are complete. */
STORAGE_BUF(DRW_RESOURCE_ID_SLOT, READ, int, resource_id_buf[])
DEFINE_VALUE("drw_ResourceID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID]")
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(draw_resource_with_custom_id)
DEFINE("UNIFORM_RESOURCE_ID_NEW")
DEFINE("WITH_CUSTOM_IDS")
STORAGE_BUF(DRW_RESOURCE_ID_SLOT, READ, int2, resource_id_buf[])
DEFINE_VALUE("drw_ResourceID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID].x")
DEFINE_VALUE("drw_CustomID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID].y")
GPU_SHADER_CREATE_END()
/**
* Workaround the lack of gl_BaseInstance by binding the resource_id_buf as vertex buf.
*/
GPU_SHADER_CREATE_INFO(draw_resource_id_fallback)
DEFINE("UNIFORM_RESOURCE_ID_NEW")
VERTEX_IN(15, INT, drw_ResourceID)
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(draw_resource_with_custom_id_fallback)
DEFINE("UNIFORM_RESOURCE_ID_NEW")
DEFINE("WITH_CUSTOM_IDS")
VERTEX_IN(15, IVEC2, vertex_in_drw_ResourceID)
DEFINE_VALUE("drw_ResourceID", "vertex_in_drw_ResourceID.x")
DEFINE_VALUE("drw_CustomID", "vertex_in_drw_ResourceID.y")
GPU_SHADER_CREATE_END()
/** TODO mask view id bits. */
GPU_SHADER_CREATE_INFO(draw_resource_handle_new)
DEFINE_VALUE("resource_handle", "drw_ResourceID")
GPU_SHADER_CREATE_END()
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Object Resources
* \{ */
GPU_SHADER_CREATE_INFO(draw_modelmat_common)
TYPEDEF_SOURCE("draw_shader_shared.hh")
STORAGE_BUF(DRW_OBJ_MAT_SLOT, READ, ObjectMatrices, drw_matrix_buf[])
DEFINE("DRAW_MODELMAT_CREATE_INFO")
DEFINE_VALUE("ModelMatrixInverse", "drw_matrix_buf[resource_id].model_inverse")
DEFINE_VALUE("ModelMatrix", "drw_matrix_buf[resource_id].model")
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(draw_modelmat)
ADDITIONAL_INFO(draw_modelmat_common)
ADDITIONAL_INFO(draw_resource_id)
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(draw_modelmat_with_custom_id)
ADDITIONAL_INFO(draw_modelmat_common)
ADDITIONAL_INFO(draw_resource_with_custom_id)
GPU_SHADER_CREATE_END()
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw View
* \{ */
GPU_SHADER_CREATE_INFO(draw_view)
UNIFORM_BUF_FREQ(DRW_VIEW_UBO_SLOT, ViewMatrices, drw_view_[DRW_VIEW_LEN], PASS)
DEFINE("DRAW_VIEW_CREATE_INFO")
DEFINE_VALUE("drw_view", "drw_view_[drw_view_id]")
TYPEDEF_SOURCE("draw_shader_shared.hh")
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(draw_view_culling)
UNIFORM_BUF(DRW_VIEW_CULLING_UBO_SLOT, ViewCullingData, drw_view_culling_[DRW_VIEW_LEN])
DEFINE("DRW_VIEW_CULLING_INFO")
DEFINE_VALUE("drw_view_culling", "drw_view_culling_[drw_view_id]")
TYPEDEF_SOURCE("draw_shader_shared.hh")
GPU_SHADER_CREATE_END()
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw View
* \{ */
GPU_SHADER_CREATE_INFO(drw_clipped)
/* TODO(fclem): Move to engine side. */
UNIFORM_BUF_FREQ(DRW_CLIPPING_UBO_SLOT, vec4, drw_clipping_[6], PASS)
DEFINE("USE_WORLD_CLIP_PLANES")
GPU_SHADER_CREATE_END()
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Draw Manager usage
* \{ */
GPU_SHADER_CREATE_INFO(draw_resource_finalize)
DO_STATIC_COMPILATION()
TYPEDEF_SOURCE("draw_shader_shared.hh")
DEFINE("DRAW_FINALIZE_SHADER")
LOCAL_GROUP_SIZE(DRW_FINALIZE_GROUP_SIZE)
STORAGE_BUF(0, READ, ObjectMatrices, matrix_buf[])
STORAGE_BUF(1, READ_WRITE, ObjectBounds, bounds_buf[])
STORAGE_BUF(2, READ_WRITE, ObjectInfos, infos_buf[])
PUSH_CONSTANT(INT, resource_len)
COMPUTE_SOURCE("draw_resource_finalize_comp.glsl")
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(draw_view_finalize)
DO_STATIC_COMPILATION()
LOCAL_GROUP_SIZE(DRW_VIEW_MAX)
DEFINE_VALUE("DRW_VIEW_LEN", STRINGIFY(DRW_VIEW_MAX))
STORAGE_BUF(0, READ_WRITE, ViewCullingData, view_culling_buf[DRW_VIEW_LEN])
COMPUTE_SOURCE("draw_view_finalize_comp.glsl")
ADDITIONAL_INFO(draw_view)
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(draw_visibility_compute)
DO_STATIC_COMPILATION()
LOCAL_GROUP_SIZE(DRW_VISIBILITY_GROUP_SIZE)
DEFINE_VALUE("DRW_VIEW_LEN", STRINGIFY(DRW_VIEW_MAX))
STORAGE_BUF(0, READ, ObjectBounds, bounds_buf[])
STORAGE_BUF(1, READ_WRITE, uint, visibility_buf[])
PUSH_CONSTANT(INT, resource_len)
PUSH_CONSTANT(INT, view_len)
PUSH_CONSTANT(INT, visibility_word_per_draw)
COMPUTE_SOURCE("draw_visibility_comp.glsl")
ADDITIONAL_INFO(draw_view)
ADDITIONAL_INFO(draw_view_culling)
GPU_SHADER_CREATE_END()
GPU_SHADER_CREATE_INFO(draw_command_generate)
DO_STATIC_COMPILATION()
TYPEDEF_SOURCE("draw_shader_shared.hh")
TYPEDEF_SOURCE("draw_command_shared.hh")
LOCAL_GROUP_SIZE(DRW_COMMAND_GROUP_SIZE)
STORAGE_BUF(0, READ_WRITE, DrawGroup, group_buf[])
STORAGE_BUF(1, READ, uint, visibility_buf[])
STORAGE_BUF(2, READ, DrawPrototype, prototype_buf[])
STORAGE_BUF(3, WRITE, DrawCommand, command_buf[])
STORAGE_BUF(DRW_RESOURCE_ID_SLOT, WRITE, uint, resource_id_buf[])
PUSH_CONSTANT(INT, prototype_len)
PUSH_CONSTANT(INT, visibility_word_per_draw)
PUSH_CONSTANT(INT, view_shift)
PUSH_CONSTANT(INT, view_len)
PUSH_CONSTANT(BOOL, use_custom_ids)
COMPUTE_SOURCE("draw_command_generate_comp.glsl")
GPU_SHADER_CREATE_END()
/** \} */
/* Stub needs to be after all definitions to avoid conflict with legacy definitions. */
#ifdef GPU_SHADER
/* Make it work for both draw_resource_id and draw_resource_with_custom_id. */
# define drw_ResourceID vec2(resource_id_buf[gpu_BaseInstance + gl_InstanceID]).x
# define drw_CustomID drw_ResourceID
# define resource_handle drw_ResourceID
#endif