Files
test2/source/blender/draw/intern/shaders/draw_view_info.hh
Clément Foucault 23ac825a15 Cleanup: Overlay-Next: Deduplicate global UBO binding
No functional changes.
2024-11-24 01:23:10 +01:00

281 lines
9.5 KiB
C++

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