Commit Graph

21 Commits

Author SHA1 Message Date
Clément Foucault
fe213f80a4 GPU: Shader: Make info files generated
This is the first step of moving the create infos
back inside shader sources.

All info files are now treated as source files.
However, they are not considered in the include tree
yet. This will come in another following PR.

Each shader source file now generate a `.info` file
containing only the create info declarations.

This renames all info files so that they do not
conflict with their previous versions that were
copied (non-generated).

Pull Request: https://projects.blender.org/blender/blender/pulls/146676
2025-09-25 10:57:02 +02:00
Clément Foucault
8e0b920c39 Fix #82238: Drawing size of particles not matching DPI
Remove dependency on UI scaling.
2025-06-24 18:11:54 +02:00
Clément Foucault
7714998537 Overlay: Remove macros for globals uniform buffer access
Pull Request: https://projects.blender.org/blender/blender/pulls/138068
2025-04-30 09:55:52 +02:00
Clément Foucault
cac80a9e3c Cleanup: Overlay: Rename GlobalsUboStorage to UniformData 2025-04-30 09:55:48 +02:00
Clément Foucault
3f11d16501 Cleanup: DRW: Make all shader resource snake case
This make sure that the DRW folder is compliant to our codestyle.

Pull Request: https://projects.blender.org/blender/blender/pulls/137673
2025-04-24 12:50:45 +02:00
Clément Foucault
3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
This unify the C++ and GLSL codebase style.

The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.

Note that this is going to break pretty much all PRs
in flight that targets shader code.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/137369
2025-04-14 13:46:41 +02:00
Clément Foucault
bb52754652 GPU: Use f suffix for float literals
They are actually already some literals with the `f` suffix
that are in our shader codebase and we never had problem in
the past 5 years (or even 8 years).

So I think it is safe to do and improves convergence of codestyles.

Pull Request: https://projects.blender.org/blender/blender/pulls/137352
2025-04-11 18:28:45 +02:00
Clément Foucault
9bddb57960 Cleanup: DRW: Relace drw_view macros by function calls 2025-03-05 15:31:35 +01:00
Clément Foucault
5916c39fa4 Cleanup: DRW: Simplify resource id and custom id 2025-03-05 15:31:35 +01:00
Clément Foucault
27c20aaae7 Overlay: Add support for CPP shader compilation
Rel #127983

Also removes some unused shaders.

Pull Request: https://projects.blender.org/blender/blender/pulls/135034
2025-02-24 16:17:18 +01:00
Clément Foucault
f8195e0bb4 Fix: Overlay: Broken shader compilation
Caused by the changes in UBO members.
This removes the duplicated lib used by overlay
and reuse the same side clip plane UBO mechanism
as workbench.
2025-02-19 17:46:47 +01:00
Clément Foucault
1ac4651778 Cleanup: DRW: Remove legacy common_view_lib.glsl
No functional changes. Only moving and renaming stuff.

Pull Request: https://projects.blender.org/blender/blender/pulls/131558
2025-01-23 18:06:22 +01:00
Miguel Pozo
b295df7345 Refactor: Overlay: Port "next" shaders declarations to static CreateInfos
Use static CreateInfos for Overlay-Next shaders using a similar approach to Workbench shader variations.

Remove unused infos and shader sources.
Remove the `gpu_shader_create_info_get_unfinalized_copy` workaround.

Pull Request: https://projects.blender.org/blender/blender/pulls/131514
2024-12-12 23:05:00 +01:00
Clément Foucault
7e5bc58649 GPU: Change GLSL include directive
This changes the include directive to use the standard C preprocessor
`#include` directive.

The regex to applied to all glsl sources is:
`pragma BLENDER_REQUIRE\((\w+\.glsl)\)`
`include "$1"`

This allow C++ linter to parse the code and allow easier codebase
traversal.

However there is a small catch. While it does work like a standard
include directive when the code is treated as C++, it doesn't when
compiled by our shader backends. In this case, we still use our
dependency concatenation approach instead of file injection.

This means that included files will always be prepended when compiled
to GLSL and a file cannot be appended more than once.

This is why all GLSL lib file should have the `#pragma once` directive
and always be included at the start of the file.

These requirements are actually already enforced by our code-style
in practice.

On the implementation, the source needed to be mutated to comment
the `#pragma once` and `#include`. This is needed to avoid GLSL
compiler error out as this is an extension that not all vendor
supports.

Rel #127983
Pull Request: https://projects.blender.org/blender/blender/pulls/128076
2024-10-04 15:48:22 +02:00
Clément Foucault
e49bc9633b Overlay-Next: Particles
Straightforward port.

Duplicated some shaders for simplicity.

Includes wireframe for hair particle systems.

Functional change: Particle display now honnor line width.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/126456
2024-08-19 15:38:55 +02:00
Campbell Barton
eec449ffe8 Cleanup: correct spelling, comments
Hyphenate words in GLSL code-comments.
2023-08-29 15:55:09 +10:00
Campbell Barton
0148293520 License headers: add SPDX licenses for '*.glsl' files
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.

Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.

As leading C-comments are now stripped,
added binary size of comments is no longer a concern.

Ref !111247
2023-08-24 10:57:03 +10:00
Clément Foucault
126d485b83 DRW: Remove screen_vecs
These were only a normalized copy of the XY axes of the inverse viewmat.
But since the viewmatrix is always normalized we can use it directly.
2022-10-07 12:43:10 +02:00
Jason Fielder
18b45aabf9 Metal: GLSL shader compatibility changes for global uniform and interface name collision.
For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code.

Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function.

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15898
2022-09-22 17:53:56 +02:00
Clément Foucault
2b806cb955 Cleanup: DRW: Remove drw_view renaming MACROS 2022-06-27 12:46:47 +02:00
Clément Foucault
c15e913df8 Cleanup: DRW: Added overlay_ prefix to all *.glsl files in overlay/shaders
This is needed to avoid potential naming collision with other engines
2022-06-02 21:08:05 +02:00