281 lines
9.5 KiB
C++
281 lines
9.5 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "draw_defines.hh"
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#ifdef GPU_SHADER
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# pragma once
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# include "gpu_glsl_cpp_stubs.hh"
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# include "draw_command_shared.hh"
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# include "draw_common_shader_shared.hh"
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# include "draw_shader_shared.hh"
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/* Define stub defines for C++ test compilation. */
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# define DYNAMIC_RESOURCE_ID
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# define DRAW_VIEW_CREATE_INFO
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# define DRW_VIEW_CULLING_INFO
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# define DRW_LEGACY_MODEL_MATRIX
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# define USE_WORLD_CLIP_PLANES
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# define drw_ModelMatrix drw_matrix_buf[resource_id].model
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# define drw_ModelMatrixInverse drw_matrix_buf[resource_id].model_inverse
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# define drw_view drw_view_[drw_view_id]
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# define drw_view_culling drw_view_culling_[drw_view_id]
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# define DRW_VIEW_LEN DRW_VIEW_MAX
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# define gpThicknessIsScreenSpace (gpThicknessWorldScale < 0.0)
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# define ModelMatrix drw_ModelMatrix
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# define ModelMatrixInverse drw_ModelMatrixInverse
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#endif
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#include "gpu_shader_create_info.hh"
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/* -------------------------------------------------------------------- */
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/** \name Draw Resource ID
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* New implementation using gl_BaseInstance and storage buffers.
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* \{ */
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GPU_SHADER_CREATE_INFO(draw_resource_id_new)
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DEFINE("UNIFORM_RESOURCE_ID_NEW")
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/* TODO (Miguel Pozo): This is an int for compatibility.
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* It should become uint once the "Next" ports are complete. */
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STORAGE_BUF(DRW_RESOURCE_ID_SLOT, READ, int, resource_id_buf[])
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DEFINE_VALUE("drw_ResourceID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID]")
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_resource_with_custom_id_new)
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DEFINE("UNIFORM_RESOURCE_ID_NEW")
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DEFINE("WITH_CUSTOM_IDS")
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STORAGE_BUF(DRW_RESOURCE_ID_SLOT, READ, int2, resource_id_buf[])
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DEFINE_VALUE("drw_ResourceID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID].x")
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DEFINE_VALUE("drw_CustomID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID].y")
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GPU_SHADER_CREATE_END()
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/**
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* Workaround the lack of gl_BaseInstance by binding the resource_id_buf as vertex buf.
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*/
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GPU_SHADER_CREATE_INFO(draw_resource_id_fallback)
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DEFINE("UNIFORM_RESOURCE_ID_NEW")
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VERTEX_IN(15, INT, drw_ResourceID)
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_resource_with_custom_id_fallback)
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DEFINE("UNIFORM_RESOURCE_ID_NEW")
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DEFINE("WITH_CUSTOM_IDS")
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VERTEX_IN(15, IVEC2, vertex_in_drw_ResourceID)
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DEFINE_VALUE("drw_ResourceID", "vertex_in_drw_ResourceID.x")
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DEFINE_VALUE("drw_CustomID", "vertex_in_drw_ResourceID.y")
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GPU_SHADER_CREATE_END()
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/** TODO mask view id bits. */
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GPU_SHADER_CREATE_INFO(draw_resource_handle_new)
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DEFINE_VALUE("resource_handle", "drw_ResourceID")
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GPU_SHADER_CREATE_END()
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw Object Resources
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* \{ */
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GPU_SHADER_CREATE_INFO(draw_modelmat_new_common)
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TYPEDEF_SOURCE("draw_shader_shared.hh")
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STORAGE_BUF(DRW_OBJ_MAT_SLOT, READ, ObjectMatrices, drw_matrix_buf[])
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DEFINE("DRAW_MODELMAT_CREATE_INFO")
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DEFINE_VALUE("drw_ModelMatrixInverse", "drw_matrix_buf[resource_id].model_inverse")
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DEFINE_VALUE("drw_ModelMatrix", "drw_matrix_buf[resource_id].model")
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/* TODO For compatibility with old shaders. To be removed. */
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DEFINE_VALUE("ModelMatrixInverse", "drw_ModelMatrixInverse")
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DEFINE_VALUE("ModelMatrix", "drw_ModelMatrix")
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_modelmat_new)
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ADDITIONAL_INFO(draw_modelmat_new_common)
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ADDITIONAL_INFO(draw_resource_id_new)
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_modelmat_new_with_custom_id)
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ADDITIONAL_INFO(draw_modelmat_new_common)
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ADDITIONAL_INFO(draw_resource_with_custom_id_new)
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GPU_SHADER_CREATE_END()
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Resource ID
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*
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* This is used to fetch per object data in drw_matrices and other object indexed
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* buffers. There is multiple possibilities depending on how we are drawing the object.
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*
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* \{ */
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/* Standard way. Use gpu_InstanceIndex to index the object data. */
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GPU_SHADER_CREATE_INFO(draw_resource_id)
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DEFINE("DYNAMIC_RESOURCE_ID")
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GPU_SHADER_CREATE_END()
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/**
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* Used if the resource index needs to be passed to the fragment shader.
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* IMPORTANT: Vertex and Geometry shaders need to use PASS_RESOURCE_ID in main().
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*/
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GPU_SHADER_NAMED_INTERFACE_INFO(draw_resource_id_iface, drw_ResourceID_iface)
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FLAT(INT, resource_index)
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GPU_SHADER_NAMED_INTERFACE_END(drw_ResourceID_iface)
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GPU_SHADER_CREATE_INFO(draw_resource_id_varying)
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VERTEX_OUT(draw_resource_id_iface)
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GEOMETRY_OUT(draw_resource_id_iface)
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GPU_SHADER_CREATE_END() /* Used if needed. */
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/* Variation used when drawing multiple instances for one object. */
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GPU_SHADER_CREATE_INFO(draw_resource_id_uniform)
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DEFINE("UNIFORM_RESOURCE_ID")
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PUSH_CONSTANT(INT, drw_ResourceID)
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GPU_SHADER_CREATE_END()
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/**
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* Declare a resource handle that identify a unique object.
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* Requires draw_resource_id[_uniform].
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*/
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GPU_SHADER_CREATE_INFO(draw_resource_handle)
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DEFINE_VALUE("resource_handle", "(drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)")
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PUSH_CONSTANT(INT, drw_resourceChunk)
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GPU_SHADER_CREATE_END()
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw View
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* \{ */
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GPU_SHADER_CREATE_INFO(draw_view)
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UNIFORM_BUF_FREQ(DRW_VIEW_UBO_SLOT, ViewMatrices, drw_view_[DRW_VIEW_LEN], PASS)
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DEFINE("DRAW_VIEW_CREATE_INFO")
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DEFINE_VALUE("drw_view", "drw_view_[drw_view_id]")
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TYPEDEF_SOURCE("draw_shader_shared.hh")
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_view_culling)
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UNIFORM_BUF(DRW_VIEW_CULLING_UBO_SLOT, ViewCullingData, drw_view_culling_[DRW_VIEW_LEN])
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DEFINE("DRW_VIEW_CULLING_INFO")
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DEFINE_VALUE("drw_view_culling", "drw_view_culling_[drw_view_id]")
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TYPEDEF_SOURCE("draw_shader_shared.hh")
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_modelmat)
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UNIFORM_BUF_FREQ(DRW_OBJ_MAT_UBO_SLOT, ObjectMatrices, drw_matrices[DRW_RESOURCE_CHUNK_LEN], BATCH)
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DEFINE_VALUE("ModelMatrix", "(drw_matrices[resource_id].model)")
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DEFINE_VALUE("ModelMatrixInverse", "(drw_matrices[resource_id].model_inverse)")
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ADDITIONAL_INFO(draw_view)
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GPU_SHADER_CREATE_END()
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#ifndef GPU_SHADER /* Conflicts with define for C++ shader test. */
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GPU_SHADER_CREATE_INFO(draw_modelmat_legacy)
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DEFINE("DRW_LEGACY_MODEL_MATRIX")
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PUSH_CONSTANT(MAT4, ModelMatrix)
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PUSH_CONSTANT(MAT4, ModelMatrixInverse)
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ADDITIONAL_INFO(draw_view)
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_modelmat_instanced_attr)
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PUSH_CONSTANT(MAT4, ModelMatrix)
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PUSH_CONSTANT(MAT4, ModelMatrixInverse)
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ADDITIONAL_INFO(draw_view)
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GPU_SHADER_CREATE_END()
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#endif
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw View
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* \{ */
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GPU_SHADER_CREATE_INFO(drw_clipped)
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/* TODO(fclem): Move to engine side. */
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UNIFORM_BUF_FREQ(DRW_CLIPPING_UBO_SLOT, vec4, drw_clipping_[6], PASS)
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DEFINE("USE_WORLD_CLIP_PLANES")
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GPU_SHADER_CREATE_END()
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Draw Globals
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* \{ */
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GPU_SHADER_CREATE_INFO(draw_globals)
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TYPEDEF_SOURCE("draw_common_shader_shared.hh")
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UNIFORM_BUF_FREQ(OVERLAY_GLOBALS_SLOT, GlobalsUboStorage, globalsBlock, PASS)
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GPU_SHADER_CREATE_END()
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Internal Draw Manager usage
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* \{ */
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GPU_SHADER_CREATE_INFO(draw_resource_finalize)
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DO_STATIC_COMPILATION()
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TYPEDEF_SOURCE("draw_shader_shared.hh")
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DEFINE("DRAW_FINALIZE_SHADER")
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LOCAL_GROUP_SIZE(DRW_FINALIZE_GROUP_SIZE)
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STORAGE_BUF(0, READ, ObjectMatrices, matrix_buf[])
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STORAGE_BUF(1, READ_WRITE, ObjectBounds, bounds_buf[])
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STORAGE_BUF(2, READ_WRITE, ObjectInfos, infos_buf[])
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PUSH_CONSTANT(INT, resource_len)
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COMPUTE_SOURCE("draw_resource_finalize_comp.glsl")
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_view_finalize)
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DO_STATIC_COMPILATION()
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LOCAL_GROUP_SIZE(DRW_VIEW_MAX)
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DEFINE_VALUE("DRW_VIEW_LEN", STRINGIFY(DRW_VIEW_MAX))
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STORAGE_BUF(0, READ_WRITE, ViewCullingData, view_culling_buf[DRW_VIEW_LEN])
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COMPUTE_SOURCE("draw_view_finalize_comp.glsl")
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ADDITIONAL_INFO(draw_view)
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_visibility_compute)
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DO_STATIC_COMPILATION()
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LOCAL_GROUP_SIZE(DRW_VISIBILITY_GROUP_SIZE)
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DEFINE_VALUE("DRW_VIEW_LEN", STRINGIFY(DRW_VIEW_MAX))
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STORAGE_BUF(0, READ, ObjectBounds, bounds_buf[])
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STORAGE_BUF(1, READ_WRITE, uint, visibility_buf[])
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PUSH_CONSTANT(INT, resource_len)
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PUSH_CONSTANT(INT, view_len)
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PUSH_CONSTANT(INT, visibility_word_per_draw)
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COMPUTE_SOURCE("draw_visibility_comp.glsl")
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ADDITIONAL_INFO(draw_view)
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ADDITIONAL_INFO(draw_view_culling)
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(draw_command_generate)
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DO_STATIC_COMPILATION()
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TYPEDEF_SOURCE("draw_shader_shared.hh")
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TYPEDEF_SOURCE("draw_command_shared.hh")
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LOCAL_GROUP_SIZE(DRW_COMMAND_GROUP_SIZE)
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STORAGE_BUF(0, READ_WRITE, DrawGroup, group_buf[])
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STORAGE_BUF(1, READ, uint, visibility_buf[])
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STORAGE_BUF(2, READ, DrawPrototype, prototype_buf[])
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STORAGE_BUF(3, WRITE, DrawCommand, command_buf[])
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STORAGE_BUF(DRW_RESOURCE_ID_SLOT, WRITE, uint, resource_id_buf[])
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PUSH_CONSTANT(INT, prototype_len)
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PUSH_CONSTANT(INT, visibility_word_per_draw)
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PUSH_CONSTANT(INT, view_shift)
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PUSH_CONSTANT(INT, view_len)
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PUSH_CONSTANT(BOOL, use_custom_ids)
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COMPUTE_SOURCE("draw_command_generate_comp.glsl")
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GPU_SHADER_CREATE_END()
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/** \} */
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/* Stub needs to be after all definitions to avoid conflict with legacy definitions. */
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#ifdef GPU_SHADER
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/* Make it work for both draw_resource_id_new and draw_resource_with_custom_id_new. */
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# define drw_ResourceID vec2(resource_id_buf[gpu_BaseInstance + gl_InstanceID]).x
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# define drw_CustomID drw_ResourceID
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# define resource_handle drw_ResourceID
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#endif
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