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test2/source/blender/gpu/intern/gpu_node_graph.cc

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/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Intermediate node graph for generating GLSL shaders.
*/
#include <cstdio>
#include <cstring>
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "BLI_ghash.h"
#include "BLI_listbase.h"
#include "BLI_stack.hh"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "GPU_texture.hh"
#include "GPU_vertex_format.hh"
#include "gpu_material_library.hh"
#include "gpu_node_graph.hh"
/* Node Link Functions */
static GPUNodeLink *gpu_node_link_create()
{
GPUNodeLink *link = MEM_callocN<GPUNodeLink>("GPUNodeLink");
link->users++;
return link;
}
static void gpu_node_link_free(GPUNodeLink *link)
{
link->users--;
if (link->users < 0) {
fprintf(stderr, "gpu_node_link_free: negative refcount\n");
}
if (link->users == 0) {
if (link->output) {
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link->output->link = nullptr;
}
MEM_freeN(link);
}
}
/* Node Functions */
static GPUNode *gpu_node_create(const char *name)
{
GPUNode *node = MEM_callocN<GPUNode>("GPUNode");
node->name = name;
node->zone_index = -1;
node->is_zone_end = false;
return node;
}
static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType type)
{
GPUInput *input;
GPUNode *outnode;
const char *name;
if (link->link_type == GPU_NODE_LINK_OUTPUT) {
outnode = link->output->node;
name = outnode->name;
input = static_cast<GPUInput *>(outnode->inputs.first);
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if (STR_ELEM(name, "set_value", "set_rgb", "set_rgba") && (input->type == type)) {
input = static_cast<GPUInput *>(MEM_dupallocN(outnode->inputs.first));
switch (input->source) {
case GPU_SOURCE_ATTR:
input->attr->users++;
break;
case GPU_SOURCE_UNIFORM_ATTR:
input->uniform_attr->users++;
break;
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
case GPU_SOURCE_LAYER_ATTR:
input->layer_attr->users++;
break;
case GPU_SOURCE_TEX:
input->texture->users++;
break;
case GPU_SOURCE_TEX_TILED_MAPPING:
/* Already handled by GPU_SOURCE_TEX. */
default:
break;
}
if (input->link) {
input->link->users++;
}
BLI_addtail(&node->inputs, input);
return;
}
}
input = MEM_callocN<GPUInput>("GPUInput");
input->node = node;
input->type = type;
switch (link->link_type) {
case GPU_NODE_LINK_OUTPUT:
input->source = GPU_SOURCE_OUTPUT;
input->link = link;
link->users++;
break;
case GPU_NODE_LINK_IMAGE:
case GPU_NODE_LINK_IMAGE_TILED:
case GPU_NODE_LINK_IMAGE_SKY:
case GPU_NODE_LINK_COLORBAND:
input->source = GPU_SOURCE_TEX;
input->texture = link->texture;
break;
case GPU_NODE_LINK_IMAGE_TILED_MAPPING:
input->source = GPU_SOURCE_TEX_TILED_MAPPING;
input->texture = link->texture;
break;
case GPU_NODE_LINK_ATTR:
input->source = GPU_SOURCE_ATTR;
input->attr = link->attr;
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/* Fail-safe handling if the same attribute is used with different data-types for
* some reason (only really makes sense with float/vec2/vec3/vec4 though). This
* can happen if mixing the generic Attribute node with specialized ones. */
CLAMP_MIN(input->attr->gputype, type);
break;
case GPU_NODE_LINK_UNIFORM_ATTR:
input->source = GPU_SOURCE_UNIFORM_ATTR;
input->uniform_attr = link->uniform_attr;
break;
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
case GPU_NODE_LINK_LAYER_ATTR:
input->source = GPU_SOURCE_LAYER_ATTR;
input->layer_attr = link->layer_attr;
break;
case GPU_NODE_LINK_CONSTANT:
input->source = (type == GPU_CLOSURE) ? GPU_SOURCE_STRUCT : GPU_SOURCE_CONSTANT;
break;
case GPU_NODE_LINK_UNIFORM:
input->source = GPU_SOURCE_UNIFORM;
break;
case GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN:
input->source = GPU_SOURCE_FUNCTION_CALL;
/* NOTE(@fclem): End of function call is the return variable set during codegen. */
SNPRINTF(input->function_call,
"dF_branch_incomplete(%s(), %g, ",
link->differentiate_float.function_name,
link->differentiate_float.filter_width);
break;
default:
break;
}
if (ELEM(input->source, GPU_SOURCE_CONSTANT, GPU_SOURCE_UNIFORM)) {
memcpy(input->vec, link->data, type * sizeof(float));
}
if (link->link_type != GPU_NODE_LINK_OUTPUT) {
MEM_freeN(link);
}
BLI_addtail(&node->inputs, input);
}
static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type)
{
switch (type) {
/* For now INT & BOOL are supported as float. */
case SOCK_INT:
case SOCK_FLOAT:
case SOCK_BOOLEAN:
return "set_value";
case SOCK_VECTOR:
return "set_rgb";
case SOCK_RGBA:
return "set_rgba";
default:
BLI_assert_msg(0, "No gpu function for non-supported eNodeSocketDatatype");
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return nullptr;
}
}
/**
* Link stack uniform buffer.
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* This is called for the input/output sockets that are not connected.
*/
static GPUNodeLink *gpu_uniformbuffer_link(GPUMaterial *mat,
const bNode *node,
GPUNodeStack *stack,
const int index,
const eNodeSocketInOut in_out)
{
bNodeSocket *socket;
if (in_out == SOCK_IN) {
socket = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, index));
}
else {
socket = static_cast<bNodeSocket *>(BLI_findlink(&node->outputs, index));
}
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BLI_assert(socket != nullptr);
BLI_assert(socket->in_out == in_out);
if (socket->flag & SOCK_HIDE_VALUE) {
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return nullptr;
}
if (!ELEM(socket->type, SOCK_INT, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA)) {
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return nullptr;
}
GPUNodeLink *link = GPU_uniform(stack->vec);
if (in_out == SOCK_IN) {
GPU_link(mat,
gpu_uniform_set_function_from_type(eNodeSocketDatatype(socket->type)),
link,
&stack->link);
}
return link;
}
static void gpu_node_input_socket(
GPUMaterial *material, const bNode *bnode, GPUNode *node, GPUNodeStack *sock, const int index)
{
if (sock->link) {
gpu_node_input_link(node, sock->link, sock->type);
}
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else if ((material != nullptr) &&
(gpu_uniformbuffer_link(material, bnode, sock, index, SOCK_IN) != nullptr))
{
gpu_node_input_link(node, sock->link, sock->type);
}
else {
gpu_node_input_link(node, GPU_constant(sock->vec), sock->type);
}
}
static void gpu_node_output(GPUNode *node, const GPUType type, GPUNodeLink **link)
{
GPUOutput *output = MEM_callocN<GPUOutput>("GPUOutput");
output->type = type;
output->node = node;
if (link) {
*link = output->link = gpu_node_link_create();
output->link->link_type = GPU_NODE_LINK_OUTPUT;
output->link->output = output;
/* NOTE: the caller owns the reference to the link, GPUOutput
* merely points to it, and if the node is destroyed it will
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* set that pointer to nullptr */
}
BLI_addtail(&node->outputs, output);
}
/* Uniform Attribute Functions */
static int uniform_attr_sort_cmp(const void *a, const void *b)
{
const GPUUniformAttr *attr_a = static_cast<const GPUUniformAttr *>(a),
*attr_b = static_cast<const GPUUniformAttr *>(b);
int cmps = strcmp(attr_a->name, attr_b->name);
if (cmps != 0) {
return cmps > 0 ? 1 : 0;
}
return (attr_a->use_dupli && !attr_b->use_dupli);
}
static uint uniform_attr_list_hash(const void *key)
{
const GPUUniformAttrList *attrs = static_cast<const GPUUniformAttrList *>(key);
return attrs->hash_code;
}
static bool uniform_attr_list_cmp(const void *a, const void *b)
{
const GPUUniformAttrList *set_a = static_cast<const GPUUniformAttrList *>(a),
*set_b = static_cast<const GPUUniformAttrList *>(b);
if (set_a->hash_code != set_b->hash_code || set_a->count != set_b->count) {
return true;
}
GPUUniformAttr *attr_a = static_cast<GPUUniformAttr *>(set_a->list.first),
*attr_b = static_cast<GPUUniformAttr *>(set_b->list.first);
for (; attr_a && attr_b; attr_a = attr_a->next, attr_b = attr_b->next) {
if (!STREQ(attr_a->name, attr_b->name) || attr_a->use_dupli != attr_b->use_dupli) {
return true;
}
}
return attr_a || attr_b;
}
GHash *GPU_uniform_attr_list_hash_new(const char *info)
{
return BLI_ghash_new(uniform_attr_list_hash, uniform_attr_list_cmp, info);
}
void GPU_uniform_attr_list_copy(GPUUniformAttrList *dest, const GPUUniformAttrList *src)
{
dest->count = src->count;
dest->hash_code = src->hash_code;
BLI_duplicatelist(&dest->list, &src->list);
}
void GPU_uniform_attr_list_free(GPUUniformAttrList *set)
{
set->count = 0;
set->hash_code = 0;
BLI_freelistN(&set->list);
}
void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph)
{
GPUUniformAttrList *attrs = &graph->uniform_attrs;
BLI_assert(attrs->count == BLI_listbase_count(&attrs->list));
/* Sort the attributes by name to ensure a stable order. */
BLI_listbase_sort(&attrs->list, uniform_attr_sort_cmp);
/* Compute the indices and the hash code. */
int next_id = 0;
attrs->hash_code = 0;
LISTBASE_FOREACH (GPUUniformAttr *, attr, &attrs->list) {
attr->id = next_id++;
attrs->hash_code ^= BLI_ghashutil_uinthash(attr->hash_code + (1 << (attr->id + 1)));
}
}
/* Attributes and Textures */
static char attr_prefix_get(const GPUMaterialAttribute *attr)
{
if (attr->is_default_color) {
return 'c';
}
if (attr->is_hair_length) {
return 'l';
}
DRW: New Curve Drawing Implementation of the design task #142969. This adds the following: - Exact GPU interpolation of curves of all types. - Radius attribute support. - Cyclic curve support. - Resolution attribute support. - New Cylinder hair shape type. ![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd) What changed: - EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now. - EEVEE now have an internal shadow bias to avoid self shadowing on hair. - Workbench Curves Strip display option is no longer flat and has better shading. - Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles. - Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles. Notes: - This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests). - Legacy Hair Particle points is now stored in local space after interpolation. The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE. | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A | | PR | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) | | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A | | PR | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) | Cyclic Curve, Mixed curve type, and proper radius support: ![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7) Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77) Follow Up Tasks: - Correct full tube segments orientation based on tangent and normal attributes - Correct V resolution property per object - More attribute type support (currently only color) TODO: - [x] Attribute Loading Changes - [x] Generic Attributes - [x] Length Attribute - [x] Intercept Attribute - [x] Original Coordinate Attribute - [x] Cyclic Curves - [x] Legacy Hair Particle conversion - [x] Attribute Loading - [x] Additional Subdivision - [x] Move some function to generic headers (VertBuf, OffsetIndices) - [x] Fix default UV/Color attribute assignment Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00
if (attr->is_hair_intercept) {
return 'i';
}
switch (attr->type) {
case CD_TANGENT:
return 't';
case CD_AUTO_FROM_NAME:
return 'a';
default:
BLI_assert_msg(0, "GPUVertAttr Prefix type not found : This should not happen!");
return '\0';
}
}
static void attr_input_name(GPUMaterialAttribute *attr)
{
/* NOTE: Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.cc */
if (attr->type == CD_ORCO) {
/* OPTI: orco is computed from local positions, but only if no modifier is present. */
STRNCPY(attr->input_name, "orco");
}
else {
attr->input_name[0] = attr_prefix_get(attr);
attr->input_name[1] = '\0';
if (attr->name[0] != '\0') {
/* XXX FIXME: see notes in mesh_render_data_create() */
GPU_vertformat_safe_attr_name(attr->name, &attr->input_name[1], GPU_MAX_SAFE_ATTR_NAME);
}
}
}
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/** Add a new varying attribute of given type and name. Returns nullptr if out of slots. */
static GPUMaterialAttribute *gpu_node_graph_add_attribute(GPUNodeGraph *graph,
eCustomDataType type,
const char *name,
const bool is_default_color,
DRW: New Curve Drawing Implementation of the design task #142969. This adds the following: - Exact GPU interpolation of curves of all types. - Radius attribute support. - Cyclic curve support. - Resolution attribute support. - New Cylinder hair shape type. ![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd) What changed: - EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now. - EEVEE now have an internal shadow bias to avoid self shadowing on hair. - Workbench Curves Strip display option is no longer flat and has better shading. - Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles. - Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles. Notes: - This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests). - Legacy Hair Particle points is now stored in local space after interpolation. The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE. | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A | | PR | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) | | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A | | PR | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) | Cyclic Curve, Mixed curve type, and proper radius support: ![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7) Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77) Follow Up Tasks: - Correct full tube segments orientation based on tangent and normal attributes - Correct V resolution property per object - More attribute type support (currently only color) TODO: - [x] Attribute Loading Changes - [x] Generic Attributes - [x] Length Attribute - [x] Intercept Attribute - [x] Original Coordinate Attribute - [x] Cyclic Curves - [x] Legacy Hair Particle conversion - [x] Attribute Loading - [x] Additional Subdivision - [x] Move some function to generic headers (VertBuf, OffsetIndices) - [x] Fix default UV/Color attribute assignment Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00
const bool is_hair_length,
const bool is_hair_intercept)
{
/* Find existing attribute. */
int num_attributes = 0;
GPUMaterialAttribute *attr = static_cast<GPUMaterialAttribute *>(graph->attributes.first);
for (; attr; attr = attr->next) {
if (attr->type == type && STREQ(attr->name, name) &&
DRW: New Curve Drawing Implementation of the design task #142969. This adds the following: - Exact GPU interpolation of curves of all types. - Radius attribute support. - Cyclic curve support. - Resolution attribute support. - New Cylinder hair shape type. ![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd) What changed: - EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now. - EEVEE now have an internal shadow bias to avoid self shadowing on hair. - Workbench Curves Strip display option is no longer flat and has better shading. - Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles. - Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles. Notes: - This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests). - Legacy Hair Particle points is now stored in local space after interpolation. The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE. | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A | | PR | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) | | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A | | PR | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) | Cyclic Curve, Mixed curve type, and proper radius support: ![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7) Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77) Follow Up Tasks: - Correct full tube segments orientation based on tangent and normal attributes - Correct V resolution property per object - More attribute type support (currently only color) TODO: - [x] Attribute Loading Changes - [x] Generic Attributes - [x] Length Attribute - [x] Intercept Attribute - [x] Original Coordinate Attribute - [x] Cyclic Curves - [x] Legacy Hair Particle conversion - [x] Attribute Loading - [x] Additional Subdivision - [x] Move some function to generic headers (VertBuf, OffsetIndices) - [x] Fix default UV/Color attribute assignment Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00
attr->is_default_color == is_default_color && attr->is_hair_length == is_hair_length &&
attr->is_hair_intercept == is_hair_intercept)
{
break;
}
num_attributes++;
}
/* Add new requested attribute if it's within GPU limits. */
2022-11-19 11:51:42 +01:00
if (attr == nullptr) {
attr = MEM_callocN<GPUMaterialAttribute>(__func__);
attr->is_default_color = is_default_color;
attr->is_hair_length = is_hair_length;
DRW: New Curve Drawing Implementation of the design task #142969. This adds the following: - Exact GPU interpolation of curves of all types. - Radius attribute support. - Cyclic curve support. - Resolution attribute support. - New Cylinder hair shape type. ![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd) What changed: - EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now. - EEVEE now have an internal shadow bias to avoid self shadowing on hair. - Workbench Curves Strip display option is no longer flat and has better shading. - Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles. - Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles. Notes: - This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests). - Legacy Hair Particle points is now stored in local space after interpolation. The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE. | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A | | PR | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) | | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A | | PR | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) | Cyclic Curve, Mixed curve type, and proper radius support: ![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7) Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77) Follow Up Tasks: - Correct full tube segments orientation based on tangent and normal attributes - Correct V resolution property per object - More attribute type support (currently only color) TODO: - [x] Attribute Loading Changes - [x] Generic Attributes - [x] Length Attribute - [x] Intercept Attribute - [x] Original Coordinate Attribute - [x] Cyclic Curves - [x] Legacy Hair Particle conversion - [x] Attribute Loading - [x] Additional Subdivision - [x] Move some function to generic headers (VertBuf, OffsetIndices) - [x] Fix default UV/Color attribute assignment Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00
attr->is_hair_intercept = is_hair_intercept;
attr->type = type;
STRNCPY(attr->name, name);
attr_input_name(attr);
attr->id = num_attributes;
BLI_addtail(&graph->attributes, attr);
}
2022-11-19 11:51:42 +01:00
if (attr != nullptr) {
attr->users++;
}
return attr;
}
2022-11-19 11:51:42 +01:00
/** Add a new uniform attribute of given type and name. Returns nullptr if out of slots. */
static GPUUniformAttr *gpu_node_graph_add_uniform_attribute(GPUNodeGraph *graph,
const char *name,
bool use_dupli)
{
/* Find existing attribute. */
GPUUniformAttrList *attrs = &graph->uniform_attrs;
GPUUniformAttr *attr = static_cast<GPUUniformAttr *>(attrs->list.first);
for (; attr; attr = attr->next) {
if (STREQ(attr->name, name) && attr->use_dupli == use_dupli) {
break;
}
}
/* Add new requested attribute if it's within GPU limits. */
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if (attr == nullptr && attrs->count < GPU_MAX_UNIFORM_ATTR) {
attr = MEM_callocN<GPUUniformAttr>(__func__);
STRNCPY(attr->name, name);
attr->use_dupli = use_dupli;
attr->hash_code = BLI_ghashutil_strhash_p(attr->name) << 1 | (attr->use_dupli ? 0 : 1);
attr->id = -1;
BLI_addtail(&attrs->list, attr);
attrs->count++;
}
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if (attr != nullptr) {
attr->users++;
}
return attr;
}
2022-11-19 11:51:42 +01:00
/** Add a new uniform attribute of given type and name. Returns nullptr if out of slots. */
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
static GPULayerAttr *gpu_node_graph_add_layer_attribute(GPUNodeGraph *graph, const char *name)
{
/* Find existing attribute. */
ListBase *attrs = &graph->layer_attrs;
GPULayerAttr *attr = static_cast<GPULayerAttr *>(attrs->first);
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
for (; attr; attr = attr->next) {
if (STREQ(attr->name, name)) {
break;
}
}
/* Add new requested attribute to the list. */
2022-11-19 11:51:42 +01:00
if (attr == nullptr) {
attr = MEM_callocN<GPULayerAttr>(__func__);
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
STRNCPY(attr->name, name);
attr->hash_code = BLI_ghashutil_strhash_p(attr->name);
BLI_addtail(attrs, attr);
}
2022-11-19 11:51:42 +01:00
if (attr != nullptr) {
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
attr->users++;
}
return attr;
}
static GPUMaterialTexture *gpu_node_graph_add_texture(GPUNodeGraph *graph,
Image *ima,
ImageUser *iuser,
blender::gpu::Texture **colorband,
blender::gpu::Texture **sky,
bool is_tiled,
GPUSamplerState sampler_state)
{
/* Find existing texture. */
int num_textures = 0;
GPUMaterialTexture *tex = static_cast<GPUMaterialTexture *>(graph->textures.first);
for (; tex; tex = tex->next) {
if (tex->ima == ima && tex->colorband == colorband && tex->sky == sky &&
tex->sampler_state == sampler_state)
{
break;
}
num_textures++;
}
/* Add new requested texture. */
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if (tex == nullptr) {
tex = MEM_callocN<GPUMaterialTexture>(__func__);
tex->ima = ima;
2022-11-19 11:51:42 +01:00
if (iuser != nullptr) {
tex->iuser = *iuser;
tex->iuser_available = true;
}
tex->colorband = colorband;
tex->sky = sky;
tex->sampler_state = sampler_state;
2023-05-09 12:50:37 +10:00
SNPRINTF(tex->sampler_name, "samp%d", num_textures);
if (is_tiled) {
2023-05-09 12:50:37 +10:00
SNPRINTF(tex->tiled_mapping_name, "tsamp%d", num_textures);
}
BLI_addtail(&graph->textures, tex);
}
tex->users++;
return tex;
}
/* Creating Inputs */
GPUNodeLink *GPU_attribute(GPUMaterial *mat, const eCustomDataType type, const char *name)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
DRW: New Curve Drawing Implementation of the design task #142969. This adds the following: - Exact GPU interpolation of curves of all types. - Radius attribute support. - Cyclic curve support. - Resolution attribute support. - New Cylinder hair shape type. ![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd) What changed: - EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now. - EEVEE now have an internal shadow bias to avoid self shadowing on hair. - Workbench Curves Strip display option is no longer flat and has better shading. - Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles. - Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles. Notes: - This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests). - Legacy Hair Particle points is now stored in local space after interpolation. The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE. | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A | | PR | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) | | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A | | PR | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) | Cyclic Curve, Mixed curve type, and proper radius support: ![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7) Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77) Follow Up Tasks: - Correct full tube segments orientation based on tangent and normal attributes - Correct V resolution property per object - More attribute type support (currently only color) TODO: - [x] Attribute Loading Changes - [x] Generic Attributes - [x] Length Attribute - [x] Intercept Attribute - [x] Original Coordinate Attribute - [x] Cyclic Curves - [x] Legacy Hair Particle conversion - [x] Attribute Loading - [x] Additional Subdivision - [x] Move some function to generic headers (VertBuf, OffsetIndices) - [x] Fix default UV/Color attribute assignment Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00
GPUMaterialAttribute *attr = gpu_node_graph_add_attribute(
graph, type, name, false, false, false);
if (type == CD_ORCO) {
/* OPTI: orco might be computed from local positions and needs object information. */
GPU_material_flag_set(mat, GPU_MATFLAG_OBJECT_INFO);
}
/* Dummy fallback if out of slots. */
2022-11-19 11:51:42 +01:00
if (attr == nullptr) {
static const float zero_data[GPU_MAX_CONSTANT_DATA] = {0.0f};
return GPU_constant(zero_data);
}
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_ATTR;
link->attr = attr;
return link;
}
GPUNodeLink *GPU_attribute_default_color(GPUMaterial *mat)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUMaterialAttribute *attr = gpu_node_graph_add_attribute(
DRW: New Curve Drawing Implementation of the design task #142969. This adds the following: - Exact GPU interpolation of curves of all types. - Radius attribute support. - Cyclic curve support. - Resolution attribute support. - New Cylinder hair shape type. ![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd) What changed: - EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now. - EEVEE now have an internal shadow bias to avoid self shadowing on hair. - Workbench Curves Strip display option is no longer flat and has better shading. - Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles. - Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles. Notes: - This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests). - Legacy Hair Particle points is now stored in local space after interpolation. The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE. | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A | | PR | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) | | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A | | PR | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) | Cyclic Curve, Mixed curve type, and proper radius support: ![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7) Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77) Follow Up Tasks: - Correct full tube segments orientation based on tangent and normal attributes - Correct V resolution property per object - More attribute type support (currently only color) TODO: - [x] Attribute Loading Changes - [x] Generic Attributes - [x] Length Attribute - [x] Intercept Attribute - [x] Original Coordinate Attribute - [x] Cyclic Curves - [x] Legacy Hair Particle conversion - [x] Attribute Loading - [x] Additional Subdivision - [x] Move some function to generic headers (VertBuf, OffsetIndices) - [x] Fix default UV/Color attribute assignment Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00
graph, CD_AUTO_FROM_NAME, "", true, false, false);
2022-11-19 11:51:42 +01:00
if (attr == nullptr) {
static const float zero_data[GPU_MAX_CONSTANT_DATA] = {0.0f};
return GPU_constant(zero_data);
}
attr->is_default_color = true;
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_ATTR;
link->attr = attr;
return link;
}
GPUNodeLink *GPU_attribute_hair_length(GPUMaterial *mat)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUMaterialAttribute *attr = gpu_node_graph_add_attribute(
DRW: New Curve Drawing Implementation of the design task #142969. This adds the following: - Exact GPU interpolation of curves of all types. - Radius attribute support. - Cyclic curve support. - Resolution attribute support. - New Cylinder hair shape type. ![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd) What changed: - EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now. - EEVEE now have an internal shadow bias to avoid self shadowing on hair. - Workbench Curves Strip display option is no longer flat and has better shading. - Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles. - Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles. Notes: - This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests). - Legacy Hair Particle points is now stored in local space after interpolation. The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE. | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A | | PR | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) | | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A | | PR | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) | Cyclic Curve, Mixed curve type, and proper radius support: ![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7) Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77) Follow Up Tasks: - Correct full tube segments orientation based on tangent and normal attributes - Correct V resolution property per object - More attribute type support (currently only color) TODO: - [x] Attribute Loading Changes - [x] Generic Attributes - [x] Length Attribute - [x] Intercept Attribute - [x] Original Coordinate Attribute - [x] Cyclic Curves - [x] Legacy Hair Particle conversion - [x] Attribute Loading - [x] Additional Subdivision - [x] Move some function to generic headers (VertBuf, OffsetIndices) - [x] Fix default UV/Color attribute assignment Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00
graph, CD_AUTO_FROM_NAME, "", false, true, false);
if (attr == nullptr) {
static const float zero_data[GPU_MAX_CONSTANT_DATA] = {0.0f};
return GPU_constant(zero_data);
}
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_ATTR;
link->attr = attr;
return link;
}
GPUNodeLink *GPU_attribute_hair_intercept(GPUMaterial *mat)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUMaterialAttribute *attr = gpu_node_graph_add_attribute(
graph, CD_AUTO_FROM_NAME, "", false, false, true);
if (attr == nullptr) {
static const float zero_data[GPU_MAX_CONSTANT_DATA] = {0.0f};
return GPU_constant(zero_data);
}
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_ATTR;
link->attr = attr;
return link;
}
GPUNodeLink *GPU_attribute_with_default(GPUMaterial *mat,
const eCustomDataType type,
const char *name,
GPUDefaultValue default_value)
{
GPUNodeLink *link = GPU_attribute(mat, type, name);
if (link->link_type == GPU_NODE_LINK_ATTR) {
link->attr->default_value = default_value;
}
return link;
}
GPUNodeLink *GPU_uniform_attribute(GPUMaterial *mat,
const char *name,
bool use_dupli,
uint32_t *r_hash)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUUniformAttr *attr = gpu_node_graph_add_uniform_attribute(graph, name, use_dupli);
/* Dummy fallback if out of slots. */
2022-11-19 11:51:42 +01:00
if (attr == nullptr) {
*r_hash = 0;
static const float zero_data[GPU_MAX_CONSTANT_DATA] = {0.0f};
return GPU_constant(zero_data);
}
*r_hash = attr->hash_code;
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_UNIFORM_ATTR;
link->uniform_attr = attr;
return link;
}
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
GPUNodeLink *GPU_layer_attribute(GPUMaterial *mat, const char *name)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPULayerAttr *attr = gpu_node_graph_add_layer_attribute(graph, name);
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_LAYER_ATTR;
link->layer_attr = attr;
return link;
}
GPUNodeLink *GPU_constant(const float *num)
{
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_CONSTANT;
link->data = num;
return link;
}
GPUNodeLink *GPU_uniform(const float *num)
{
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_UNIFORM;
link->data = num;
return link;
}
GPUNodeLink *GPU_differentiate_float_function(const char *function_name, const float filter_width)
{
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN;
link->differentiate_float.function_name = function_name;
link->differentiate_float.filter_width = filter_width;
return link;
}
GPUNodeLink *GPU_image(GPUMaterial *mat,
Image *ima,
ImageUser *iuser,
GPUSamplerState sampler_state)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_IMAGE;
link->texture = gpu_node_graph_add_texture(
graph, ima, iuser, nullptr, nullptr, false, sampler_state);
return link;
}
GPUNodeLink *GPU_image_sky(GPUMaterial *mat,
int width,
int height,
const float *pixels,
float *layer,
GPUSamplerState sampler_state)
{
blender::gpu::Texture **sky = gpu_material_sky_texture_layer_set(
mat, width, height, pixels, layer);
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_IMAGE_SKY;
link->texture = gpu_node_graph_add_texture(
graph, nullptr, nullptr, nullptr, sky, false, sampler_state);
return link;
}
void GPU_image_tiled(GPUMaterial *mat,
Image *ima,
ImageUser *iuser,
GPUSamplerState sampler_state,
GPUNodeLink **r_image_tiled_link,
GPUNodeLink **r_image_tiled_mapping_link)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUMaterialTexture *texture = gpu_node_graph_add_texture(
graph, ima, iuser, nullptr, nullptr, true, sampler_state);
(*r_image_tiled_link) = gpu_node_link_create();
(*r_image_tiled_link)->link_type = GPU_NODE_LINK_IMAGE_TILED;
(*r_image_tiled_link)->texture = texture;
(*r_image_tiled_mapping_link) = gpu_node_link_create();
(*r_image_tiled_mapping_link)->link_type = GPU_NODE_LINK_IMAGE_TILED_MAPPING;
(*r_image_tiled_mapping_link)->texture = texture;
}
GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *r_row)
{
blender::gpu::Texture **colorband = gpu_material_ramp_texture_row_set(mat, size, pixels, r_row);
MEM_freeN(pixels);
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_COLORBAND;
link->texture = gpu_node_graph_add_texture(
graph, nullptr, nullptr, colorband, nullptr, false, GPUSamplerState::internal_sampler());
return link;
}
/* Creating Nodes */
bool GPU_link(GPUMaterial *mat, const char *name, ...)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i;
function = gpu_material_library_get_function(name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return false;
}
node = gpu_node_create(name);
va_start(params, name);
for (i = 0; i < function->totparam; i++) {
if (function->paramqual[i] == FUNCTION_QUAL_OUT) {
linkptr = va_arg(params, GPUNodeLink **);
gpu_node_output(node, function->paramtype[i], linkptr);
}
else {
link = va_arg(params, GPUNodeLink *);
gpu_node_input_link(node, link, function->paramtype[i]);
}
}
va_end(params);
BLI_addtail(&graph->nodes, node);
return true;
}
static bool gpu_stack_link_v(GPUMaterial *material,
const bNode *bnode,
const char *name,
GPUNodeStack *in,
GPUNodeStack *out,
va_list params)
{
GPUNodeGraph *graph = gpu_material_node_graph(material);
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
int i, totin, totout;
function = gpu_material_library_get_function(name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return false;
}
node = gpu_node_create(name);
totin = 0;
totout = 0;
if (in) {
for (i = 0; !in[i].end; i++) {
if (in[i].type != GPU_NONE) {
gpu_node_input_socket(material, bnode, node, &in[i], i);
totin++;
}
}
}
if (out) {
for (i = 0; !out[i].end; i++) {
if (out[i].type != GPU_NONE) {
gpu_node_output(node, out[i].type, &out[i].link);
totout++;
}
}
}
for (i = 0; i < function->totparam; i++) {
if (function->paramqual[i] == FUNCTION_QUAL_OUT) {
if (totout == 0) {
linkptr = va_arg(params, GPUNodeLink **);
gpu_node_output(node, function->paramtype[i], linkptr);
}
else {
totout--;
}
}
else {
if (totin == 0) {
link = va_arg(params, GPUNodeLink *);
if (link->socket) {
2022-11-19 11:51:42 +01:00
gpu_node_input_socket(nullptr, nullptr, node, link->socket, -1);
}
else {
gpu_node_input_link(node, link, function->paramtype[i]);
}
}
else {
totin--;
}
}
}
BLI_addtail(&graph->nodes, node);
return true;
}
bool GPU_stack_link(GPUMaterial *material,
const bNode *bnode,
const char *name,
GPUNodeStack *in,
GPUNodeStack *out,
...)
{
va_list params;
va_start(params, out);
bool valid = gpu_stack_link_v(material, bnode, name, in, out, params);
va_end(params);
return valid;
}
bool GPU_stack_link_zone(GPUMaterial *material,
const bNode *bnode,
const char *name,
GPUNodeStack *in,
GPUNodeStack *out,
int zone_index,
bool is_zone_end,
int in_argument_count,
int out_argument_count)
{
GPUNodeGraph *graph = gpu_material_node_graph(material);
GPUNode *node;
int i, totin, totout;
node = gpu_node_create(name);
node->zone_index = zone_index;
node->is_zone_end = is_zone_end;
totin = 0;
totout = 0;
if (in) {
for (i = 0; !in[i].end; i++) {
if (in[i].type != GPU_NONE) {
gpu_node_input_socket(material, bnode, node, &in[i], i);
totin++;
}
}
}
if (out) {
for (i = 0; !out[i].end; i++) {
if (out[i].type != GPU_NONE) {
gpu_node_output(node, out[i].type, &out[i].link);
totout++;
}
}
}
LISTBASE_FOREACH_INDEX (GPUInput *, input, &node->inputs, i) {
input->is_zone_io = i >= in_argument_count;
input->is_duplicate = input->is_zone_io && is_zone_end;
}
LISTBASE_FOREACH_INDEX (GPUOutput *, output, &node->outputs, i) {
output->is_zone_io = i >= out_argument_count;
output->is_duplicate = output->is_zone_io;
}
BLI_addtail(&graph->nodes, node);
return true;
}
/* Node Graph */
static void gpu_inputs_free(ListBase *inputs)
{
LISTBASE_FOREACH (GPUInput *, input, inputs) {
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
switch (input->source) {
case GPU_SOURCE_ATTR:
input->attr->users--;
break;
case GPU_SOURCE_UNIFORM_ATTR:
input->uniform_attr->users--;
break;
case GPU_SOURCE_LAYER_ATTR:
input->layer_attr->users--;
break;
case GPU_SOURCE_TEX:
input->texture->users--;
break;
case GPU_SOURCE_TEX_TILED_MAPPING:
/* Already handled by GPU_SOURCE_TEX. */
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
default:
break;
}
if (input->link) {
gpu_node_link_free(input->link);
}
}
BLI_freelistN(inputs);
}
static void gpu_node_free(GPUNode *node)
{
gpu_inputs_free(&node->inputs);
LISTBASE_FOREACH (GPUOutput *, output, &node->outputs) {
if (output->link) {
2022-11-19 11:51:42 +01:00
output->link->output = nullptr;
gpu_node_link_free(output->link);
}
}
BLI_freelistN(&node->outputs);
MEM_freeN(node);
}
void gpu_node_graph_free_nodes(GPUNodeGraph *graph)
{
while (GPUNode *node = static_cast<GPUNode *>(BLI_pophead(&graph->nodes))) {
gpu_node_free(node);
}
2022-11-19 11:51:42 +01:00
graph->outlink_surface = nullptr;
graph->outlink_volume = nullptr;
graph->outlink_displacement = nullptr;
graph->outlink_thickness = nullptr;
}
void gpu_node_graph_free(GPUNodeGraph *graph)
{
EEVEE: Arbitrary Output Variables This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:13:54 +01:00
BLI_freelistN(&graph->outlink_aovs);
BLI_freelistN(&graph->material_functions);
BLI_freelistN(&graph->outlink_compositor);
gpu_node_graph_free_nodes(graph);
BLI_freelistN(&graph->textures);
BLI_freelistN(&graph->attributes);
GPU_uniform_attr_list_free(&graph->uniform_attrs);
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
BLI_freelistN(&graph->layer_attrs);
}
/* Prune Unused Nodes */
void gpu_nodes_tag(GPUNodeGraph *graph, GPUNodeLink *link_start, GPUNodeTag tag)
{
if (!link_start || !link_start->output) {
return;
}
blender::Stack<GPUNode *> stack;
blender::Stack<GPUNode *> zone_stack;
stack.push(link_start->output->node);
while (!stack.is_empty() || !zone_stack.is_empty()) {
GPUNode *node = !stack.is_empty() ? stack.pop() : zone_stack.pop();
if (node->tag & tag) {
continue;
}
node->tag |= tag;
LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
if (input->link && input->link->output) {
stack.push(input->link->output->node);
}
}
/* Zone input nodes are implicitly linked to their corresponding zone output nodes,
* even if there is no GPUNodeLink between them. */
if (node->is_zone_end) {
LISTBASE_FOREACH (GPUNode *, node2, &graph->nodes) {
if (node2->zone_index == node->zone_index && !node2->is_zone_end && !(node2->tag & tag)) {
node2->tag |= tag;
LISTBASE_FOREACH (GPUInput *, input, &node2->inputs) {
if (input->link && input->link->output) {
zone_stack.push(input->link->output->node);
}
}
}
}
}
}
}
void gpu_node_graph_prune_unused(GPUNodeGraph *graph)
{
LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
node->tag = GPU_NODE_TAG_NONE;
}
gpu_nodes_tag(graph, graph->outlink_surface, GPU_NODE_TAG_SURFACE);
gpu_nodes_tag(graph, graph->outlink_volume, GPU_NODE_TAG_VOLUME);
gpu_nodes_tag(graph, graph->outlink_displacement, GPU_NODE_TAG_DISPLACEMENT);
gpu_nodes_tag(graph, graph->outlink_thickness, GPU_NODE_TAG_THICKNESS);
EEVEE: Arbitrary Output Variables This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:13:54 +01:00
LISTBASE_FOREACH (GPUNodeGraphOutputLink *, aovlink, &graph->outlink_aovs) {
gpu_nodes_tag(graph, aovlink->outlink, GPU_NODE_TAG_AOV);
}
LISTBASE_FOREACH (GPUNodeGraphFunctionLink *, funclink, &graph->material_functions) {
gpu_nodes_tag(graph, funclink->outlink, GPU_NODE_TAG_FUNCTION);
EEVEE: Arbitrary Output Variables This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:13:54 +01:00
}
LISTBASE_FOREACH (GPUNodeGraphOutputLink *, compositor_link, &graph->outlink_compositor) {
gpu_nodes_tag(graph, compositor_link->outlink, GPU_NODE_TAG_COMPOSITOR);
}
2022-11-19 11:51:42 +01:00
for (GPUNode *node = static_cast<GPUNode *>(graph->nodes.first), *next = nullptr; node;
node = next)
{
next = node->next;
if (node->tag == GPU_NODE_TAG_NONE) {
BLI_remlink(&graph->nodes, node);
gpu_node_free(node);
}
}
for (GPUMaterialAttribute *attr = static_cast<GPUMaterialAttribute *>(graph->attributes.first),
2022-11-19 11:51:42 +01:00
*next = nullptr;
attr;
attr = next)
{
next = attr->next;
if (attr->users == 0) {
BLI_freelinkN(&graph->attributes, attr);
}
}
for (GPUMaterialTexture *tex = static_cast<GPUMaterialTexture *>(graph->textures.first),
2022-11-19 11:51:42 +01:00
*next = nullptr;
tex;
tex = next)
{
next = tex->next;
if (tex->users == 0) {
BLI_freelinkN(&graph->textures, tex);
}
}
GPUUniformAttrList *uattrs = &graph->uniform_attrs;
LISTBASE_FOREACH_MUTABLE (GPUUniformAttr *, attr, &uattrs->list) {
if (attr->users == 0) {
BLI_freelinkN(&uattrs->list, attr);
uattrs->count--;
}
}
Attribute Node: support accessing attributes of View Layer and Scene. 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
2022-09-12 00:30:58 +03:00
LISTBASE_FOREACH_MUTABLE (GPULayerAttr *, attr, &graph->layer_attrs) {
if (attr->users == 0) {
BLI_freelinkN(&graph->layer_attrs, attr);
}
}
}
2023-02-14 21:51:03 +01:00
void gpu_node_graph_optimize(GPUNodeGraph *graph)
{
/* Replace all uniform node links with constant. */
LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
if (input->link) {
if (input->link->link_type == GPU_NODE_LINK_UNIFORM) {
input->link->link_type = GPU_NODE_LINK_CONSTANT;
}
}
if (input->source == GPU_SOURCE_UNIFORM) {
input->source = (input->type == GPU_CLOSURE) ? GPU_SOURCE_STRUCT : GPU_SOURCE_CONSTANT;
}
}
}
/* TODO: Consider performing other node graph optimizations here. */
}