Support loops at the GLSL level instead of relying on NOD_shader_nodes_inline. This improves compilation and runtime performance, avoids causing recompilations on iteration count changes, and allows supporting dynamic iteration counts. (EEVEE-only) Pull Request: https://projects.blender.org/blender/blender/pulls/145269
597 lines
18 KiB
C++
597 lines
18 KiB
C++
/* SPDX-FileCopyrightText: 2006 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Manages materials, lights and textures.
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*/
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#include <cstring>
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#include "BKE_lib_id.hh"
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#include "MEM_guardedalloc.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_world_types.h"
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#include "BLI_listbase.h"
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#include "BLI_math_vector.h"
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#include "BLI_string.h"
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#include "BLI_time.h"
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#include "BLI_utildefines.h"
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#include "BKE_main.hh"
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#include "BKE_material.hh"
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#include "BKE_node.hh"
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#include "BKE_node_runtime.hh"
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#include "NOD_shader.h"
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#include "NOD_shader_nodes_inline.hh"
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#include "GPU_material.hh"
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#include "GPU_pass.hh"
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#include "GPU_shader.hh"
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#include "GPU_texture.hh"
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#include "GPU_uniform_buffer.hh"
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#include "DRW_engine.hh"
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#include "gpu_node_graph.hh"
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#include "atomic_ops.h"
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static void gpu_material_ramp_texture_build(GPUMaterial *mat);
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static void gpu_material_sky_texture_build(GPUMaterial *mat);
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/* Structs */
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#define MAX_COLOR_BAND 128
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#define MAX_GPU_SKIES 8
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struct GPUColorBandBuilder {
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float pixels[MAX_COLOR_BAND][CM_TABLE + 1][4];
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int current_layer;
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};
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struct GPUSkyBuilder {
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float pixels[MAX_GPU_SKIES][GPU_SKY_WIDTH * GPU_SKY_HEIGHT][4];
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int current_layer;
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};
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struct GPUMaterial {
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/* Contains #blender::gpu::Shader and source code for deferred compilation.
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* Can be shared between materials sharing same node-tree topology. */
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GPUPass *pass = nullptr;
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/* Optimized GPUPass, situationally compiled after initial pass for optimal realtime performance.
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* This shader variant bakes dynamic uniform data as constant. This variant will not use
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* the ubo, and instead bake constants directly into the shader source. */
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GPUPass *optimized_pass = nullptr;
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/* UBOs for this material parameters. */
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blender::gpu::UniformBuf *ubo = nullptr;
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/* Some flags about the nodetree & the needed resources. */
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eGPUMaterialFlag flag = GPU_MATFLAG_UPDATED;
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/* The engine type this material is compiled for. */
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eGPUMaterialEngine engine;
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/* Identify shader variations (shadow, probe, world background...) */
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uint64_t uuid = 0;
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/* Number of generated function. */
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int generated_function_len = 0;
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/* Source material, might be null. */
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Material *source_material = nullptr;
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/* 1D Texture array containing all color bands. */
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blender::gpu::Texture *coba_tex = nullptr;
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/* Builder for coba_tex. */
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GPUColorBandBuilder *coba_builder = nullptr;
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/* 2D Texture array containing all sky textures. */
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blender::gpu::Texture *sky_tex = nullptr;
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/* Builder for sky_tex. */
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GPUSkyBuilder *sky_builder = nullptr;
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/* Low level node graph(s). Also contains resources needed by the material. */
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GPUNodeGraph graph = {};
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bool has_surface_output = false;
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bool has_volume_output = false;
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bool has_displacement_output = false;
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std::string name;
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GPUMaterial(eGPUMaterialEngine engine) : engine(engine) {};
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~GPUMaterial()
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{
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gpu_node_graph_free(&graph);
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if (optimized_pass != nullptr) {
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GPU_pass_release(optimized_pass);
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}
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if (pass != nullptr) {
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GPU_pass_release(pass);
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}
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if (ubo != nullptr) {
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GPU_uniformbuf_free(ubo);
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}
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if (coba_builder != nullptr) {
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MEM_freeN(coba_builder);
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}
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if (coba_tex != nullptr) {
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GPU_texture_free(coba_tex);
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}
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if (sky_tex != nullptr) {
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GPU_texture_free(sky_tex);
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}
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}
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};
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/* Public API */
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GPUMaterialFromNodeTreeResult GPU_material_from_nodetree(
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Material *ma,
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bNodeTree *ntree,
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ListBase *gpumaterials,
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const char *name,
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eGPUMaterialEngine engine,
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uint64_t shader_uuid,
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bool deferred_compilation,
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GPUCodegenCallbackFn callback,
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void *thunk,
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GPUMaterialPassReplacementCallbackFn pass_replacement_cb)
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{
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/* Search if this material is not already compiled. */
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LISTBASE_FOREACH (LinkData *, link, gpumaterials) {
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GPUMaterial *mat = (GPUMaterial *)link->data;
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if (mat->uuid == shader_uuid && mat->engine == engine) {
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if (!deferred_compilation) {
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GPU_pass_ensure_its_ready(mat->pass);
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}
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return {mat};
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}
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}
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GPUMaterialFromNodeTreeResult result;
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GPUMaterial *mat = MEM_new<GPUMaterial>(__func__, engine);
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mat->source_material = ma;
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mat->uuid = shader_uuid;
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mat->name = name;
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result.material = mat;
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/* Localize tree to create links for reroute and mute. */
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bNodeTree *localtree = blender::bke::node_tree_add_tree(
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nullptr, (blender::StringRef(ntree->id.name) + " Inlined").c_str(), ntree->idname);
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blender::nodes::InlineShaderNodeTreeParams inline_params;
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inline_params.allow_preserving_repeat_zones = true;
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blender::nodes::inline_shader_node_tree(*ntree, *localtree, inline_params);
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for (blender::nodes::InlineShaderNodeTreeParams::ErrorMessage &error :
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inline_params.r_error_messages)
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{
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result.errors.append({error.node, std::move(error.message)});
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}
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ntreeGPUMaterialNodes(localtree, mat);
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gpu_material_ramp_texture_build(mat);
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gpu_material_sky_texture_build(mat);
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/* Use default material pass when possible. */
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if (GPUPass *default_pass = pass_replacement_cb ? pass_replacement_cb(thunk, mat) : nullptr) {
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mat->pass = default_pass;
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GPU_pass_acquire(mat->pass);
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/** WORKAROUND:
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* The node tree code is never executed in default replaced passes,
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* but the GPU validation will still complain if the node tree UBO is not bound.
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* So we create a dummy UBO with (at least) the size of the default material one (192 bytes).
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* We allocate 256 bytes to leave some room for future changes. */
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mat->ubo = GPU_uniformbuf_create_ex(256, nullptr, "Dummy UBO");
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}
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else {
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/* Create source code and search pass cache for an already compiled version. */
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mat->pass = GPU_generate_pass(
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mat, &mat->graph, mat->name.c_str(), engine, deferred_compilation, callback, thunk, false);
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}
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/* Determine whether we should generate an optimized variant of the graph.
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* Heuristic is based on complexity of default material pass and shader node graph. */
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if (GPU_pass_should_optimize(mat->pass)) {
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mat->optimized_pass = GPU_generate_pass(
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mat, &mat->graph, mat->name.c_str(), engine, true, callback, thunk, true);
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}
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gpu_node_graph_free_nodes(&mat->graph);
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/* Only free after GPU_pass_shader_get where blender::gpu::UniformBuf read data from the local
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* tree. */
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BKE_id_free(nullptr, &localtree->id);
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/* Note that even if building the shader fails in some way, we want to keep
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* it to avoid trying to compile again and again, and simply do not use
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* the actual shader on drawing. */
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LinkData *link = MEM_callocN<LinkData>("GPUMaterialLink");
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link->data = mat;
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BLI_addtail(gpumaterials, link);
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return result;
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}
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GPUMaterial *GPU_material_from_callbacks(eGPUMaterialEngine engine,
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ConstructGPUMaterialFn construct_function_cb,
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GPUCodegenCallbackFn generate_code_function_cb,
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void *thunk)
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{
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/* Allocate a new material and its material graph. */
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GPUMaterial *material = MEM_new<GPUMaterial>(__func__, engine);
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/* Construct the material graph by adding and linking the necessary GPU material nodes. */
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construct_function_cb(thunk, material);
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/* Create and initialize the texture storing color bands used by Ramp and Curve nodes. */
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gpu_material_ramp_texture_build(material);
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/* Lookup an existing pass in the cache or generate a new one. */
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material->pass = GPU_generate_pass(material,
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&material->graph,
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__func__,
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engine,
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false,
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generate_code_function_cb,
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thunk,
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false);
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/* Determine whether we should generate an optimized variant of the graph.
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* Heuristic is based on complexity of default material pass and shader node graph. */
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if (GPU_pass_should_optimize(material->pass)) {
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material->optimized_pass = GPU_generate_pass(material,
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&material->graph,
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__func__,
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engine,
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true,
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generate_code_function_cb,
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thunk,
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true);
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}
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gpu_node_graph_free_nodes(&material->graph);
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return material;
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}
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void GPU_material_free_single(GPUMaterial *material)
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{
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MEM_delete(material);
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}
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void GPU_material_free(ListBase *gpumaterial)
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{
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LISTBASE_FOREACH (LinkData *, link, gpumaterial) {
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GPUMaterial *material = static_cast<GPUMaterial *>(link->data);
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GPU_material_free_single(material);
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}
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BLI_freelistN(gpumaterial);
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}
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void GPU_materials_free(Main *bmain)
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{
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LISTBASE_FOREACH (Material *, ma, &bmain->materials) {
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GPU_material_free(&ma->gpumaterial);
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}
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LISTBASE_FOREACH (World *, wo, &bmain->worlds) {
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GPU_material_free(&wo->gpumaterial);
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}
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BKE_material_defaults_free_gpu();
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}
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const char *GPU_material_get_name(GPUMaterial *material)
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{
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return material->name.c_str();
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}
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uint64_t GPU_material_uuid_get(GPUMaterial *mat)
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{
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return mat->uuid;
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}
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Material *GPU_material_get_material(GPUMaterial *material)
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{
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return material->source_material;
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}
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GPUPass *GPU_material_get_pass(GPUMaterial *material)
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{
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/* If an optimized pass variant is available, and optimization is
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* flagged as complete, we use this one instead. */
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return GPU_material_optimization_status(material) == GPU_MAT_OPTIMIZATION_SUCCESS ?
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material->optimized_pass :
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material->pass;
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}
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blender::gpu::Shader *GPU_material_get_shader(GPUMaterial *material)
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{
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return GPU_pass_shader_get(GPU_material_get_pass(material));
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}
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GPUMaterialStatus GPU_material_status(GPUMaterial *mat)
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{
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switch (GPU_pass_status(mat->pass)) {
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case GPU_PASS_SUCCESS:
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return GPU_MAT_SUCCESS;
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case GPU_PASS_QUEUED:
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return GPU_MAT_QUEUED;
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default:
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return GPU_MAT_FAILED;
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}
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}
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eGPUMaterialOptimizationStatus GPU_material_optimization_status(GPUMaterial *mat)
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{
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if (!GPU_pass_should_optimize(mat->pass)) {
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return GPU_MAT_OPTIMIZATION_SKIP;
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}
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switch (GPU_pass_status(mat->optimized_pass)) {
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case GPU_PASS_SUCCESS:
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return GPU_MAT_OPTIMIZATION_SUCCESS;
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case GPU_PASS_QUEUED:
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return GPU_MAT_OPTIMIZATION_QUEUED;
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default:
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BLI_assert_unreachable();
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return GPU_MAT_OPTIMIZATION_SKIP;
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}
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}
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uint64_t GPU_material_compilation_timestamp(GPUMaterial *mat)
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{
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return GPU_pass_compilation_timestamp(mat->pass);
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}
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bool GPU_material_has_surface_output(GPUMaterial *mat)
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{
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return mat->has_surface_output;
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}
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bool GPU_material_has_volume_output(GPUMaterial *mat)
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{
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return mat->has_volume_output;
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}
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bool GPU_material_has_displacement_output(GPUMaterial *mat)
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{
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return mat->has_displacement_output;
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}
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bool GPU_material_flag_get(const GPUMaterial *mat, eGPUMaterialFlag flag)
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{
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return (mat->flag & flag) != 0;
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}
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eGPUMaterialFlag GPU_material_flag(const GPUMaterial *mat)
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{
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return mat->flag;
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}
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void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
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{
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if ((flag & GPU_MATFLAG_GLOSSY) && (mat->flag & GPU_MATFLAG_GLOSSY)) {
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/* Tag material using multiple glossy BSDF as using clear coat. */
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mat->flag |= GPU_MATFLAG_COAT;
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}
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mat->flag |= flag;
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}
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void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
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{
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material->ubo = GPU_uniformbuf_create_from_list(inputs, material->name.c_str());
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}
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blender::gpu::UniformBuf *GPU_material_uniform_buffer_get(GPUMaterial *material)
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{
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return material->ubo;
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}
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ListBase GPU_material_attributes(const GPUMaterial *material)
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{
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return material->graph.attributes;
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}
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ListBase GPU_material_textures(GPUMaterial *material)
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{
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return material->graph.textures;
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}
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const GPUUniformAttrList *GPU_material_uniform_attributes(const GPUMaterial *material)
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{
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const GPUUniformAttrList *attrs = &material->graph.uniform_attrs;
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return attrs->count > 0 ? attrs : nullptr;
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}
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const ListBase *GPU_material_layer_attributes(const GPUMaterial *material)
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{
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const ListBase *attrs = &material->graph.layer_attrs;
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return !BLI_listbase_is_empty(attrs) ? attrs : nullptr;
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}
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GPUNodeGraph *gpu_material_node_graph(GPUMaterial *material)
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{
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return &material->graph;
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}
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/* Resources */
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blender::gpu::Texture **gpu_material_sky_texture_layer_set(
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GPUMaterial *mat, int width, int height, const float *pixels, float *row)
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{
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/* In order to put all sky textures into one 2D array texture,
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* we need them to be the same size. */
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BLI_assert(width == GPU_SKY_WIDTH);
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BLI_assert(height == GPU_SKY_HEIGHT);
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UNUSED_VARS_NDEBUG(width, height);
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if (mat->sky_builder == nullptr) {
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mat->sky_builder = MEM_mallocN<GPUSkyBuilder>("GPUSkyBuilder");
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mat->sky_builder->current_layer = 0;
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}
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int layer = mat->sky_builder->current_layer;
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*row = float(layer);
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if (*row == MAX_GPU_SKIES) {
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printf("Too many sky textures in shader!\n");
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}
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else {
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float *dst = (float *)mat->sky_builder->pixels[layer];
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memcpy(dst, pixels, sizeof(float) * GPU_SKY_WIDTH * GPU_SKY_HEIGHT * 4);
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mat->sky_builder->current_layer += 1;
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}
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return &mat->sky_tex;
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}
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blender::gpu::Texture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
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int size,
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const float *pixels,
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float *r_row)
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{
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/* In order to put all the color-bands into one 1D array texture,
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* we need them to be the same size. */
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BLI_assert(size == CM_TABLE + 1);
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UNUSED_VARS_NDEBUG(size);
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if (mat->coba_builder == nullptr) {
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mat->coba_builder = MEM_mallocN<GPUColorBandBuilder>("GPUColorBandBuilder");
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mat->coba_builder->current_layer = 0;
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}
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int layer = mat->coba_builder->current_layer;
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*r_row = float(layer);
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if (*r_row == MAX_COLOR_BAND) {
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printf("Too many color band in shader! Remove some Curve, Black Body or Color Ramp Node.\n");
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}
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else {
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float *dst = (float *)mat->coba_builder->pixels[layer];
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memcpy(dst, pixels, sizeof(float) * (CM_TABLE + 1) * 4);
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mat->coba_builder->current_layer += 1;
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}
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return &mat->coba_tex;
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}
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static void gpu_material_ramp_texture_build(GPUMaterial *mat)
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{
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if (mat->coba_builder == nullptr) {
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return;
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}
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GPUColorBandBuilder *builder = mat->coba_builder;
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mat->coba_tex = GPU_texture_create_1d_array("mat_ramp",
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CM_TABLE + 1,
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builder->current_layer,
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1,
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blender::gpu::TextureFormat::SFLOAT_16_16_16_16,
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GPU_TEXTURE_USAGE_SHADER_READ,
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(float *)builder->pixels);
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MEM_freeN(builder);
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mat->coba_builder = nullptr;
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}
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static void gpu_material_sky_texture_build(GPUMaterial *mat)
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{
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if (mat->sky_builder == nullptr) {
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return;
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}
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mat->sky_tex = GPU_texture_create_2d_array("mat_sky",
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GPU_SKY_WIDTH,
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GPU_SKY_HEIGHT,
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mat->sky_builder->current_layer,
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1,
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blender::gpu::TextureFormat::SFLOAT_32_32_32_32,
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GPU_TEXTURE_USAGE_SHADER_READ,
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(float *)mat->sky_builder->pixels);
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MEM_freeN(mat->sky_builder);
|
|
mat->sky_builder = nullptr;
|
|
}
|
|
|
|
/* Code generation */
|
|
|
|
void GPU_material_output_surface(GPUMaterial *material, GPUNodeLink *link)
|
|
{
|
|
if (!material->graph.outlink_surface) {
|
|
material->graph.outlink_surface = link;
|
|
material->has_surface_output = true;
|
|
}
|
|
}
|
|
|
|
void GPU_material_output_volume(GPUMaterial *material, GPUNodeLink *link)
|
|
{
|
|
if (!material->graph.outlink_volume) {
|
|
material->graph.outlink_volume = link;
|
|
material->has_volume_output = true;
|
|
}
|
|
}
|
|
|
|
void GPU_material_output_displacement(GPUMaterial *material, GPUNodeLink *link)
|
|
{
|
|
if (!material->graph.outlink_displacement) {
|
|
material->graph.outlink_displacement = link;
|
|
material->has_displacement_output = true;
|
|
}
|
|
}
|
|
|
|
void GPU_material_output_thickness(GPUMaterial *material, GPUNodeLink *link)
|
|
{
|
|
if (!material->graph.outlink_thickness) {
|
|
material->graph.outlink_thickness = link;
|
|
}
|
|
}
|
|
|
|
void GPU_material_add_output_link_aov(GPUMaterial *material, GPUNodeLink *link, int hash)
|
|
{
|
|
GPUNodeGraphOutputLink *aov_link = MEM_callocN<GPUNodeGraphOutputLink>(__func__);
|
|
aov_link->outlink = link;
|
|
aov_link->hash = hash;
|
|
BLI_addtail(&material->graph.outlink_aovs, aov_link);
|
|
}
|
|
|
|
void GPU_material_add_output_link_composite(GPUMaterial *material, GPUNodeLink *link)
|
|
{
|
|
GPUNodeGraphOutputLink *compositor_link = MEM_callocN<GPUNodeGraphOutputLink>(__func__);
|
|
compositor_link->outlink = link;
|
|
BLI_addtail(&material->graph.outlink_compositor, compositor_link);
|
|
}
|
|
|
|
char *GPU_material_split_sub_function(GPUMaterial *material,
|
|
GPUType return_type,
|
|
GPUNodeLink **link)
|
|
{
|
|
/* Force cast to return type. */
|
|
switch (return_type) {
|
|
case GPU_FLOAT:
|
|
GPU_link(material, "set_value", *link, link);
|
|
break;
|
|
case GPU_VEC3:
|
|
GPU_link(material, "set_rgb", *link, link);
|
|
break;
|
|
case GPU_VEC4:
|
|
GPU_link(material, "set_rgba", *link, link);
|
|
break;
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
|
|
GPUNodeGraphFunctionLink *func_link = MEM_callocN<GPUNodeGraphFunctionLink>(__func__);
|
|
func_link->outlink = *link;
|
|
SNPRINTF(func_link->name, "ntree_fn%d", material->generated_function_len++);
|
|
BLI_addtail(&material->graph.material_functions, func_link);
|
|
|
|
return func_link->name;
|
|
}
|