Files
test2/source/blender/gpu/intern/gpu_node_graph.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

235 lines
6.0 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_customdata_types.h"
#include "DNA_listBase.h"
#include "BLI_ghash.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#ifdef __cplusplus
extern "C" {
#endif
struct GPUNode;
struct GPUOutput;
struct ListBase;
typedef enum eGPUDataSource {
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,
} eGPUDataSource;
typedef enum {
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,
} GPUNodeLinkType;
typedef enum {
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),
} eGPUNodeTag;
ENUM_OPERATORS(eGPUNodeTag, GPU_NODE_TAG_COMPOSITOR)
struct GPUNode {
struct GPUNode *next, *prev;
const char *name;
/* Internal flag to mark nodes during pruning */
eGPUNodeTag 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 */
struct GPUTexture **colorband;
/* GPU_NODE_LINK_OUTPUT */
struct GPUOutput *output;
/* GPU_NODE_LINK_ATTR */
struct GPUMaterialAttribute *attr;
/* GPU_NODE_LINK_UNIFORM_ATTR */
struct GPUUniformAttr *uniform_attr;
/* GPU_NODE_LINK_LAYER_ATTR */
struct GPULayerAttr *layer_attr;
/* GPU_NODE_LINK_IMAGE_BLENDER */
struct GPUMaterialTexture *texture;
/* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
const char *function_name;
};
};
typedef struct GPUOutput {
struct GPUOutput *next, *prev;
GPUNode *node;
eGPUType type; /* data type = length of vector/matrix */
GPUNodeLink *link; /* output link */
int id; /* unique id as created by code generator */
} GPUOutput;
typedef struct GPUInput {
struct GPUInput *next, *prev;
GPUNode *node;
eGPUType type; /* data-type. */
GPUNodeLink *link;
int id; /* unique id as created by code generator */
eGPUDataSource source; /* data source */
/* Content based on eGPUDataSource */
union {
/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
float vec[16]; /* vector data */
/* GPU_SOURCE_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
struct GPUMaterialTexture *texture;
/* GPU_SOURCE_ATTR */
struct GPUMaterialAttribute *attr;
/* GPU_SOURCE_UNIFORM_ATTR */
struct GPUUniformAttr *uniform_attr;
/* GPU_SOURCE_LAYER_ATTR */
struct GPULayerAttr *layer_attr;
/* GPU_SOURCE_FUNCTION_CALL */
char function_call[64];
};
} GPUInput;
typedef struct GPUNodeGraphOutputLink {
struct GPUNodeGraphOutputLink *next, *prev;
int hash;
GPUNodeLink *outlink;
} GPUNodeGraphOutputLink;
typedef struct GPUNodeGraphFunctionLink {
struct GPUNodeGraphFunctionLink *next, *prev;
char name[16];
GPUNodeLink *outlink;
} GPUNodeGraphFunctionLink;
typedef 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;
/** Set of all the GLSL lib code blocks . */
GSet *used_libraries;
} GPUNodeGraph;
/* Node Graph */
void gpu_nodes_tag(GPUNodeLink *link, eGPUNodeTag 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 */
struct GPUNodeGraph *gpu_material_node_graph(struct GPUMaterial *material);
/**
* Returns the address of the future pointer to coba_tex.
*/
struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
int size,
float *pixels,
float *row);
/**
* Returns the address of the future pointer to sky_tex
*/
struct GPUTexture **gpu_material_sky_texture_layer_set(
struct GPUMaterial *mat, int width, int height, const float *pixels, float *row);
#ifdef __cplusplus
}
#endif