Files
test2/source/blender/gpu/intern/gpu_node_graph.hh
Clément Foucault fb3904ce45 GPU: Shader Codegen: Split different graph includes
This allows to reduce the number of includes for each
tree graph (surface, volume, displacement) and
reduce the code size significantly for most vertex
shaders, speeding up compile time.

Rel #145347

Pull Request: https://projects.blender.org/blender/blender/pulls/146419
2025-09-22 10:24:10 +02:00

225 lines
5.7 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Intermediate node graph for generating GLSL shaders.
*/
#pragma once
#include "DNA_listBase.h"
#include "BLI_ghash.h"
#include "GPU_material.hh"
struct GPUNode;
struct GPUOutput;
struct ListBase;
enum GPUDataSource {
GPU_SOURCE_OUTPUT,
GPU_SOURCE_CONSTANT,
GPU_SOURCE_UNIFORM,
GPU_SOURCE_ATTR,
GPU_SOURCE_UNIFORM_ATTR,
GPU_SOURCE_LAYER_ATTR,
GPU_SOURCE_STRUCT,
GPU_SOURCE_TEX,
GPU_SOURCE_TEX_TILED_MAPPING,
GPU_SOURCE_FUNCTION_CALL,
GPU_SOURCE_CRYPTOMATTE,
};
enum GPUNodeLinkType {
GPU_NODE_LINK_NONE = 0,
GPU_NODE_LINK_ATTR,
GPU_NODE_LINK_UNIFORM_ATTR,
GPU_NODE_LINK_LAYER_ATTR,
GPU_NODE_LINK_COLORBAND,
GPU_NODE_LINK_CONSTANT,
GPU_NODE_LINK_IMAGE,
GPU_NODE_LINK_IMAGE_TILED,
GPU_NODE_LINK_IMAGE_TILED_MAPPING,
GPU_NODE_LINK_IMAGE_SKY,
GPU_NODE_LINK_OUTPUT,
GPU_NODE_LINK_UNIFORM,
GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN,
};
enum GPUNodeTag {
GPU_NODE_TAG_NONE = 0,
GPU_NODE_TAG_SURFACE = (1 << 0),
GPU_NODE_TAG_VOLUME = (1 << 1),
GPU_NODE_TAG_DISPLACEMENT = (1 << 2),
GPU_NODE_TAG_THICKNESS = (1 << 3),
GPU_NODE_TAG_AOV = (1 << 4),
GPU_NODE_TAG_FUNCTION = (1 << 5),
GPU_NODE_TAG_COMPOSITOR = (1 << 6),
};
ENUM_OPERATORS(GPUNodeTag, GPU_NODE_TAG_COMPOSITOR)
struct GPUNode {
GPUNode *next, *prev;
const char *name;
/* Internal flag to mark nodes during pruning */
GPUNodeTag tag;
ListBase inputs;
ListBase outputs;
};
struct GPUNodeLink {
GPUNodeStack *socket;
GPUNodeLinkType link_type;
int users; /* Refcount */
union {
/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
const float *data;
/* GPU_NODE_LINK_COLORBAND */
blender::gpu::Texture **colorband;
/* GPU_NODE_LINK_OUTPUT */
GPUOutput *output;
/* GPU_NODE_LINK_ATTR */
GPUMaterialAttribute *attr;
/* GPU_NODE_LINK_UNIFORM_ATTR */
GPUUniformAttr *uniform_attr;
/* GPU_NODE_LINK_LAYER_ATTR */
GPULayerAttr *layer_attr;
/* GPU_NODE_LINK_IMAGE_BLENDER */
GPUMaterialTexture *texture;
/* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
struct {
const char *function_name;
float filter_width;
} differentiate_float;
};
};
struct GPUOutput {
GPUOutput *next, *prev;
GPUNode *node;
GPUType type; /* data type = length of vector/matrix */
GPUNodeLink *link; /* output link */
int id; /* unique id as created by code generator */
};
struct GPUInput {
GPUInput *next, *prev;
GPUNode *node;
GPUType type; /* data-type. */
GPUNodeLink *link;
int id; /* unique id as created by code generator */
GPUDataSource source; /* data source */
/* Content based on GPUDataSource */
union {
/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
float vec[16]; /* vector data */
/* GPU_SOURCE_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
GPUMaterialTexture *texture;
/* GPU_SOURCE_ATTR */
GPUMaterialAttribute *attr;
/* GPU_SOURCE_UNIFORM_ATTR */
GPUUniformAttr *uniform_attr;
/* GPU_SOURCE_LAYER_ATTR */
GPULayerAttr *layer_attr;
/* GPU_SOURCE_FUNCTION_CALL */
char function_call[64];
};
};
struct GPUNodeGraphOutputLink {
GPUNodeGraphOutputLink *next, *prev;
int hash;
GPUNodeLink *outlink;
};
struct GPUNodeGraphFunctionLink {
GPUNodeGraphFunctionLink *next, *prev;
char name[16];
GPUNodeLink *outlink;
};
struct GPUNodeGraph {
/* Nodes */
ListBase nodes;
/* Main Outputs. */
GPUNodeLink *outlink_surface;
GPUNodeLink *outlink_volume;
GPUNodeLink *outlink_displacement;
GPUNodeLink *outlink_thickness;
/* List of GPUNodeGraphOutputLink */
ListBase outlink_aovs;
/* List of GPUNodeGraphFunctionLink */
ListBase material_functions;
/* List of GPUNodeGraphOutputLink */
ListBase outlink_compositor;
/* Requested attributes and textures. */
ListBase attributes;
ListBase textures;
/* The list of uniform attributes. */
GPUUniformAttrList uniform_attrs;
/* The list of layer attributes. */
ListBase layer_attrs;
};
/* Node Graph */
void gpu_nodes_tag(GPUNodeLink *link, GPUNodeTag tag);
void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph);
/**
* Optimize node graph for optimized material shader path.
* Once the base material has been generated, we can modify the shader
* node graph to create one which will produce an optimally performing shader.
* This currently involves baking uniform data into constant data to enable
* aggressive constant folding by the compiler in order to reduce complexity and
* shader core memory pressure.
*
* NOTE: Graph optimizations will produce a shader which needs to be re-compiled
* more frequently, however, the default material pass will always exist to fall
* back on. */
void gpu_node_graph_optimize(GPUNodeGraph *graph);
/**
* Free intermediate node graph.
*/
void gpu_node_graph_free_nodes(GPUNodeGraph *graph);
/**
* Free both node graph and requested attributes and textures.
*/
void gpu_node_graph_free(GPUNodeGraph *graph);
/* Material calls */
GPUNodeGraph *gpu_material_node_graph(GPUMaterial *material);
/**
* Returns the address of the future pointer to coba_tex.
*/
blender::gpu::Texture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
int size,
const float *pixels,
float *r_row);
/**
* Returns the address of the future pointer to sky_tex
*/
blender::gpu::Texture **gpu_material_sky_texture_layer_set(
GPUMaterial *mat, int width, int height, const float *pixels, float *row);