Files
goo-engine/source/blender/draw/engines/gooengine/eevee_shaders.cc
T
codywinch f60182ac42 GOOENGINE: Rename folder to gooengine
Eevee next eventually renames to eevee so switch it to gooengine for future compatibility
2025-09-27 11:15:31 -05:00

1579 lines
52 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.hh"
#include "BKE_lib_id.hh"
#include "BKE_node.hh"
#include "BLI_dynstr.h"
#include "BLI_string_utils.hh"
#include "DNA_world_types.h"
#include "MEM_guardedalloc.h"
#include "GPU_capabilities.h"
#include "GPU_context.h"
#include "GPU_material.hh"
#include "GPU_shader.h"
#include "NOD_shader.h"
#include "eevee_engine.h"
#include "eevee_private.h"
static struct {
/* Lookdev */
GPUShader *studiolight_probe_sh;
GPUShader *studiolight_background_sh;
/* Probes */
GPUShader *probe_grid_display_sh;
GPUShader *probe_cube_display_sh;
GPUShader *probe_planar_display_sh;
GPUShader *probe_filter_glossy_sh;
GPUShader *probe_filter_diffuse_sh;
GPUShader *probe_filter_visibility_sh;
GPUShader *probe_grid_fill_sh;
GPUShader *probe_planar_downsample_sh;
/* Velocity Resolve */
GPUShader *velocity_resolve_sh;
/* Temporal Anti Aliasing */
GPUShader *taa_resolve_sh;
GPUShader *taa_resolve_reproject_sh;
/* Bloom */
GPUShader *bloom_blit_sh[2];
GPUShader *bloom_downsample_sh[2];
GPUShader *bloom_upsample_sh[2];
GPUShader *bloom_resolve_sh[2];
/* Depth Of Field */
GPUShader *dof_bokeh_sh;
GPUShader *dof_setup_sh;
GPUShader *dof_flatten_tiles_sh;
GPUShader *dof_dilate_tiles_sh[2];
GPUShader *dof_downsample_sh;
GPUShader *dof_reduce_sh[2];
GPUShader *dof_gather_sh[DOF_GATHER_MAX_PASS][2];
GPUShader *dof_filter_sh;
GPUShader *dof_scatter_sh[2][2];
GPUShader *dof_resolve_sh[2][2];
/* General purpose Shaders. */
GPUShader *lookdev_background;
GPUShader *update_noise_sh;
/* Down-sample Depth */
GPUShader *minz_downlevel_sh;
GPUShader *maxz_downlevel_sh;
GPUShader *minz_downdepth_sh;
GPUShader *maxz_downdepth_sh;
GPUShader *minz_downdepth_layer_sh;
GPUShader *maxz_downdepth_layer_sh;
GPUShader *maxz_copydepth_layer_sh;
GPUShader *minz_copydepth_sh;
GPUShader *maxz_copydepth_sh;
/* Simple Down-sample. */
GPUShader *color_copy_sh;
GPUShader *downsample_sh;
GPUShader *downsample_cube_sh;
/* Mist */
GPUShader *mist_sh;
/* Motion Blur */
GPUShader *motion_blur_sh;
GPUShader *motion_blur_object_sh;
GPUShader *motion_blur_hair_sh;
GPUShader *velocity_tiles_sh;
GPUShader *velocity_tiles_expand_sh;
/* Ground Truth Ambient Occlusion */
GPUShader *gtao_sh;
GPUShader *gtao_layer_sh;
GPUShader *gtao_debug_sh;
/* GGX LUT */
GPUShader *ggx_lut_sh;
GPUShader *ggx_refraction_lut_sh;
/* Render Passes */
GPUShader *rpass_accumulate_sh;
GPUShader *postprocess_sh;
GPUShader *cryptomatte_sh[2];
/* Screen Space Reflection */
GPUShader *reflection_trace;
GPUShader *reflection_resolve;
GPUShader *reflection_resolve_probe;
GPUShader *reflection_resolve_raytrace;
/* Shadows */
GPUShader *shadow_sh;
GPUShader *shadow_accum_sh;
/* Subsurface */
GPUShader *sss_sh[3];
/* Volume */
GPUShader *volumetric_clear_sh;
GPUShader *scatter_sh;
GPUShader *scatter_with_lights_sh;
GPUShader *volumetric_integration_sh;
GPUShader *volumetric_resolve_sh[2];
GPUShader *volumetric_accum_sh;
/* Shader strings */
char *surface_lit_frag;
char *surface_prepass_frag;
char *surface_geom_barycentric;
DRWShaderLibrary *lib;
/* LookDev Materials */
Material *glossy_mat;
Material *diffuse_mat;
Material *error_mat;
World *default_world;
/* Default Material */
struct {
bNodeTree *ntree;
bNodeSocketValueRGBA *color_socket;
bNodeSocketValueFloat *metallic_socket;
bNodeSocketValueFloat *roughness_socket;
bNodeSocketValueFloat *specular_socket;
} surface;
struct {
bNodeTree *ntree;
bNodeSocketValueRGBA *color_socket;
} world;
} e_data = {nullptr}; /* Engine data */
extern "C" char datatoc_engine_eevee_legacy_shared_h[];
extern "C" char datatoc_common_hair_lib_glsl[];
extern "C" char datatoc_common_math_lib_glsl[];
extern "C" char datatoc_common_math_geom_lib_glsl[];
extern "C" char datatoc_common_view_lib_glsl[];
extern "C" char datatoc_gpu_shader_codegen_lib_glsl[];
extern "C" char datatoc_ambient_occlusion_lib_glsl[];
extern "C" char datatoc_bsdf_common_lib_glsl[];
extern "C" char datatoc_bsdf_sampling_lib_glsl[];
extern "C" char datatoc_closure_type_lib_glsl[];
extern "C" char datatoc_closure_eval_volume_lib_glsl[];
extern "C" char datatoc_common_uniforms_lib_glsl[];
extern "C" char datatoc_common_utiltex_lib_glsl[];
extern "C" char datatoc_effect_dof_lib_glsl[];
extern "C" char datatoc_effect_reflection_lib_glsl[];
extern "C" char datatoc_irradiance_lib_glsl[];
extern "C" char datatoc_lightprobe_lib_glsl[];
extern "C" char datatoc_lights_lib_glsl[];
extern "C" char datatoc_closure_eval_lib_glsl[];
extern "C" char datatoc_closure_eval_surface_lib_glsl[];
extern "C" char datatoc_closure_eval_diffuse_lib_glsl[];
extern "C" char datatoc_closure_eval_glossy_lib_glsl[];
extern "C" char datatoc_closure_eval_refraction_lib_glsl[];
extern "C" char datatoc_closure_eval_translucent_lib_glsl[];
extern "C" char datatoc_ltc_lib_glsl[];
extern "C" char datatoc_octahedron_lib_glsl[];
extern "C" char datatoc_prepass_frag_glsl[];
extern "C" char datatoc_random_lib_glsl[];
extern "C" char datatoc_raytrace_lib_glsl[];
extern "C" char datatoc_renderpass_lib_glsl[];
extern "C" char datatoc_ssr_lib_glsl[];
extern "C" char datatoc_surface_frag_glsl[];
extern "C" char datatoc_surface_geom_glsl[];
extern "C" char datatoc_surface_lib_glsl[];
extern "C" char datatoc_surface_vert_glsl[];
extern "C" char datatoc_volumetric_frag_glsl[];
extern "C" char datatoc_volumetric_geom_glsl[];
extern "C" char datatoc_volumetric_lib_glsl[];
extern "C" char datatoc_volumetric_vert_glsl[];
extern "C" char datatoc_world_vert_glsl[];
/* *********** FUNCTIONS *********** */
static void eevee_shader_library_ensure()
{
if (e_data.lib == nullptr) {
e_data.lib = DRW_shader_library_create();
/* NOTE: These need to be ordered by dependencies. */
DRW_SHADER_LIB_ADD_SHARED(e_data.lib, engine_eevee_legacy_shared);
DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_uniforms_lib);
DRW_SHADER_LIB_ADD(e_data.lib, gpu_shader_codegen_lib);
DRW_SHADER_LIB_ADD(e_data.lib, random_lib);
DRW_SHADER_LIB_ADD(e_data.lib, renderpass_lib);
DRW_SHADER_LIB_ADD(e_data.lib, bsdf_common_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_utiltex_lib);
DRW_SHADER_LIB_ADD(e_data.lib, bsdf_sampling_lib);
DRW_SHADER_LIB_ADD(e_data.lib, raytrace_lib);
DRW_SHADER_LIB_ADD(e_data.lib, ambient_occlusion_lib);
DRW_SHADER_LIB_ADD(e_data.lib, octahedron_lib);
DRW_SHADER_LIB_ADD(e_data.lib, irradiance_lib);
DRW_SHADER_LIB_ADD(e_data.lib, lightprobe_lib);
DRW_SHADER_LIB_ADD(e_data.lib, ltc_lib);
DRW_SHADER_LIB_ADD(e_data.lib, lights_lib);
DRW_SHADER_LIB_ADD(e_data.lib, surface_lib);
DRW_SHADER_LIB_ADD(e_data.lib, volumetric_lib);
DRW_SHADER_LIB_ADD(e_data.lib, ssr_lib);
DRW_SHADER_LIB_ADD(e_data.lib, effect_dof_lib);
DRW_SHADER_LIB_ADD(e_data.lib, effect_reflection_lib);
DRW_SHADER_LIB_ADD(e_data.lib, closure_type_lib);
DRW_SHADER_LIB_ADD(e_data.lib, closure_eval_lib);
DRW_SHADER_LIB_ADD(e_data.lib, closure_eval_diffuse_lib);
DRW_SHADER_LIB_ADD(e_data.lib, closure_eval_glossy_lib);
DRW_SHADER_LIB_ADD(e_data.lib, closure_eval_translucent_lib);
DRW_SHADER_LIB_ADD(e_data.lib, closure_eval_refraction_lib);
DRW_SHADER_LIB_ADD(e_data.lib, closure_eval_surface_lib);
DRW_SHADER_LIB_ADD(e_data.lib, closure_eval_volume_lib);
DRW_SHADER_LIB_ADD(e_data.lib, surface_vert);
e_data.surface_lit_frag = DRW_shader_library_create_shader_string(e_data.lib,
datatoc_surface_frag_glsl);
e_data.surface_prepass_frag = DRW_shader_library_create_shader_string(
e_data.lib, datatoc_prepass_frag_glsl);
e_data.surface_geom_barycentric = DRW_shader_library_create_shader_string(
e_data.lib, datatoc_surface_geom_glsl);
}
}
void EEVEE_shaders_material_shaders_init()
{
eevee_shader_library_ensure();
}
DRWShaderLibrary *EEVEE_shader_lib_get()
{
eevee_shader_library_ensure();
return e_data.lib;
}
GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get()
{
if (e_data.probe_filter_glossy_sh == nullptr) {
e_data.probe_filter_glossy_sh = DRW_shader_create_from_info_name(
"eevee_legacy_probe_filter_glossy");
}
return e_data.probe_filter_glossy_sh;
}
GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get()
{
if (e_data.probe_filter_diffuse_sh == nullptr) {
const char *create_info_name =
#if defined(IRRADIANCE_SH_L2)
"eevee_legacy_probe_filter_diffuse_sh_l2";
#elif defined(IRRADIANCE_HL2)
"eevee_legacy_probe_filter_diffuse_hl2";
#else
nullptr;
/* Should not reach this case. Either mode above should be defined. */
BLI_assert_unreachable();
#endif
e_data.probe_filter_diffuse_sh = DRW_shader_create_from_info_name(create_info_name);
}
return e_data.probe_filter_diffuse_sh;
}
GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get()
{
if (e_data.probe_filter_visibility_sh == nullptr) {
e_data.probe_filter_visibility_sh = DRW_shader_create_from_info_name(
"eevee_legacy_probe_filter_visibility");
}
return e_data.probe_filter_visibility_sh;
}
GPUShader *EEVEE_shaders_probe_grid_fill_sh_get()
{
if (e_data.probe_grid_fill_sh == nullptr) {
const char *create_info_name =
#if defined(IRRADIANCE_SH_L2)
"eevee_legacy_probe_grid_fill_sh_l2";
#elif defined(IRRADIANCE_HL2)
"eevee_legacy_probe_grid_fill_hl2";
#else
nullptr;
/* Should not reach this case. `data_size` will not be defined otherwise. */
BLI_assert_unreachable();
#endif
e_data.probe_grid_fill_sh = DRW_shader_create_from_info_name(create_info_name);
}
return e_data.probe_grid_fill_sh;
}
GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get()
{
if (e_data.probe_planar_downsample_sh == nullptr) {
e_data.probe_planar_downsample_sh = DRW_shader_create_from_info_name(
"eevee_legacy_lightprobe_planar_downsample");
}
return e_data.probe_planar_downsample_sh;
}
GPUShader *EEVEE_shaders_studiolight_probe_sh_get()
{
if (e_data.studiolight_probe_sh == nullptr) {
e_data.studiolight_probe_sh = DRW_shader_create_from_info_name(
"eevee_legacy_studiolight_probe");
}
return e_data.studiolight_probe_sh;
}
GPUShader *EEVEE_shaders_studiolight_background_sh_get()
{
if (e_data.studiolight_background_sh == nullptr) {
e_data.studiolight_background_sh = DRW_shader_create_from_info_name(
"eevee_legacy_studiolight_background");
}
return e_data.studiolight_background_sh;
}
GPUShader *EEVEE_shaders_probe_cube_display_sh_get()
{
if (e_data.probe_cube_display_sh == nullptr) {
e_data.probe_cube_display_sh = DRW_shader_create_from_info_name(
"eevee_legacy_lightprobe_cube_display");
}
return e_data.probe_cube_display_sh;
}
GPUShader *EEVEE_shaders_probe_grid_display_sh_get()
{
if (e_data.probe_grid_display_sh == nullptr) {
const char *probe_display_grid_info_name = nullptr;
#if defined(IRRADIANCE_SH_L2)
probe_display_grid_info_name = "eevee_legacy_lightprobe_grid_display_common_sh_l2";
#elif defined(IRRADIANCE_HL2)
probe_display_grid_info_name = "eevee_legacy_lightprobe_grid_display_common_hl2";
#endif
BLI_assert(probe_display_grid_info_name != nullptr);
e_data.probe_grid_display_sh = DRW_shader_create_from_info_name(probe_display_grid_info_name);
}
return e_data.probe_grid_display_sh;
}
GPUShader *EEVEE_shaders_probe_planar_display_sh_get()
{
if (e_data.probe_planar_display_sh == nullptr) {
e_data.probe_planar_display_sh = DRW_shader_create_from_info_name(
"eevee_legacy_probe_planar_display");
}
return e_data.probe_planar_display_sh;
}
/* -------------------------------------------------------------------- */
/** \name Down-sampling
* \{ */
GPUShader *EEVEE_shaders_effect_color_copy_sh_get()
{
if (e_data.color_copy_sh == nullptr) {
e_data.color_copy_sh = DRW_shader_create_from_info_name("eevee_legacy_color_copy");
}
return e_data.color_copy_sh;
}
GPUShader *EEVEE_shaders_effect_downsample_sh_get()
{
if (e_data.downsample_sh == nullptr) {
e_data.downsample_sh = DRW_shader_create_from_info_name("eevee_legacy_downsample");
}
return e_data.downsample_sh;
}
GPUShader *EEVEE_shaders_effect_downsample_cube_sh_get()
{
if (e_data.downsample_cube_sh == nullptr) {
e_data.downsample_cube_sh = DRW_shader_create_from_info_name(
"eevee_legacy_effect_downsample_cube");
}
return e_data.downsample_cube_sh;
}
GPUShader *EEVEE_shaders_effect_minz_downlevel_sh_get()
{
if (e_data.minz_downlevel_sh == nullptr) {
e_data.minz_downlevel_sh = DRW_shader_create_from_info_name("eevee_legacy_minz_downlevel");
}
return e_data.minz_downlevel_sh;
}
GPUShader *EEVEE_shaders_effect_maxz_downlevel_sh_get()
{
if (e_data.maxz_downlevel_sh == nullptr) {
e_data.maxz_downlevel_sh = DRW_shader_create_from_info_name("eevee_legacy_maxz_downlevel");
}
return e_data.maxz_downlevel_sh;
}
GPUShader *EEVEE_shaders_effect_minz_downdepth_sh_get()
{
if (e_data.minz_downdepth_sh == nullptr) {
e_data.minz_downdepth_sh = DRW_shader_create_from_info_name("eevee_legacy_minz_downdepth");
}
return e_data.minz_downdepth_sh;
}
GPUShader *EEVEE_shaders_effect_maxz_downdepth_sh_get()
{
if (e_data.maxz_downdepth_sh == nullptr) {
e_data.maxz_downdepth_sh = DRW_shader_create_from_info_name("eevee_legacy_maxz_downdepth");
}
return e_data.maxz_downdepth_sh;
}
GPUShader *EEVEE_shaders_effect_minz_downdepth_layer_sh_get()
{
if (e_data.minz_downdepth_layer_sh == nullptr) {
e_data.minz_downdepth_layer_sh = DRW_shader_create_from_info_name(
"eevee_legacy_minz_downdepth_layer");
}
return e_data.minz_downdepth_layer_sh;
}
GPUShader *EEVEE_shaders_effect_maxz_downdepth_layer_sh_get()
{
if (e_data.maxz_downdepth_layer_sh == nullptr) {
e_data.maxz_downdepth_layer_sh = DRW_shader_create_from_info_name(
"eevee_legacy_maxz_downdepth_layer");
}
return e_data.maxz_downdepth_layer_sh;
}
GPUShader *EEVEE_shaders_effect_maxz_copydepth_layer_sh_get()
{
if (e_data.maxz_copydepth_layer_sh == nullptr) {
e_data.maxz_copydepth_layer_sh = DRW_shader_create_from_info_name(
"eevee_legacy_maxz_copydepth_layer");
}
return e_data.maxz_copydepth_layer_sh;
}
GPUShader *EEVEE_shaders_effect_minz_copydepth_sh_get()
{
if (e_data.minz_copydepth_sh == nullptr) {
e_data.minz_copydepth_sh = DRW_shader_create_from_info_name("eevee_legacy_minz_copydepth");
}
return e_data.minz_copydepth_sh;
}
GPUShader *EEVEE_shaders_effect_maxz_copydepth_sh_get()
{
if (e_data.maxz_copydepth_sh == nullptr) {
e_data.maxz_copydepth_sh = DRW_shader_create_from_info_name("eevee_legacy_maxz_copydepth");
}
return e_data.maxz_copydepth_sh;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GGX LUT
* \{ */
GPUShader *EEVEE_shaders_ggx_lut_sh_get()
{
if (e_data.ggx_lut_sh == nullptr) {
e_data.ggx_lut_sh = DRW_shader_create_from_info_name("eevee_legacy_ggx_lut_bsdf");
}
return e_data.ggx_lut_sh;
}
GPUShader *EEVEE_shaders_ggx_refraction_lut_sh_get()
{
if (e_data.ggx_refraction_lut_sh == nullptr) {
e_data.ggx_refraction_lut_sh = DRW_shader_create_from_info_name("eevee_legacy_ggx_lut_btdf");
}
return e_data.ggx_refraction_lut_sh;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mist
* \{ */
GPUShader *EEVEE_shaders_effect_mist_sh_get()
{
if (e_data.mist_sh == nullptr) {
e_data.mist_sh = DRW_shader_create_from_info_name("eevee_legacy_effect_mist_FIRST_PASS");
}
return e_data.mist_sh;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Motion Blur
* \{ */
#define TILE_SIZE_STR "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n"
GPUShader *EEVEE_shaders_effect_motion_blur_sh_get()
{
if (e_data.motion_blur_sh == nullptr) {
e_data.motion_blur_sh = DRW_shader_create_from_info_name("eevee_legacy_effect_motion_blur");
}
return e_data.motion_blur_sh;
}
GPUShader *EEVEE_shaders_effect_motion_blur_object_sh_get()
{
if (e_data.motion_blur_object_sh == nullptr) {
e_data.motion_blur_object_sh = DRW_shader_create_from_info_name(
"eevee_legacy_effect_motion_blur_object");
}
return e_data.motion_blur_object_sh;
}
GPUShader *EEVEE_shaders_effect_motion_blur_hair_sh_get()
{
if (e_data.motion_blur_hair_sh == nullptr) {
e_data.motion_blur_hair_sh = DRW_shader_create_from_info_name(
"eevee_legacy_effect_motion_blur_object_hair");
}
return e_data.motion_blur_hair_sh;
}
GPUShader *EEVEE_shaders_effect_motion_blur_velocity_tiles_sh_get()
{
if (e_data.velocity_tiles_sh == nullptr) {
e_data.velocity_tiles_sh = DRW_shader_create_from_info_name(
"eevee_legacy_effect_motion_blur_velocity_tiles_GATHER");
}
return e_data.velocity_tiles_sh;
}
GPUShader *EEVEE_shaders_effect_motion_blur_velocity_tiles_expand_sh_get()
{
if (e_data.velocity_tiles_expand_sh == nullptr) {
e_data.velocity_tiles_expand_sh = DRW_shader_create_from_info_name(
"eevee_legacy_effect_motion_blur_velocity_tiles_EXPANSION");
}
return e_data.velocity_tiles_expand_sh;
}
#undef TILE_SIZE_STR
/** \} */
/* -------------------------------------------------------------------- */
/** \name Ambient Occlusion
* \{ */
GPUShader *EEVEE_shaders_effect_ambient_occlusion_sh_get()
{
if (e_data.gtao_sh == nullptr) {
e_data.gtao_sh = DRW_shader_create_from_info_name("eevee_legacy_ambient_occlusion");
}
return e_data.gtao_sh;
}
GPUShader *EEVEE_shaders_effect_ambient_occlusion_debug_sh_get()
{
if (e_data.gtao_debug_sh == nullptr) {
e_data.gtao_debug_sh = DRW_shader_create_from_info_name(
"eevee_legacy_ambient_occlusion_debug");
}
return e_data.gtao_debug_sh;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Render Passes
* \{ */
GPUShader *EEVEE_shaders_renderpasses_accumulate_sh_get()
{
if (e_data.rpass_accumulate_sh == nullptr) {
e_data.rpass_accumulate_sh = DRW_shader_create_from_info_name(
"eevee_legacy_renderpass_accumulate");
}
return e_data.rpass_accumulate_sh;
}
GPUShader *EEVEE_shaders_renderpasses_post_process_sh_get()
{
if (e_data.postprocess_sh == nullptr) {
e_data.postprocess_sh = DRW_shader_create_from_info_name("eevee_legacy_post_process");
}
return e_data.postprocess_sh;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Cryptomatte
* \{ */
GPUShader *EEVEE_shaders_cryptomatte_sh_get(bool is_hair)
{
const int index = is_hair ? 1 : 0;
if (e_data.cryptomatte_sh[index] == nullptr) {
const char *crytomatte_sh_info_name = nullptr;
if (is_hair) {
crytomatte_sh_info_name = "eevee_legacy_cryptomatte_hair";
}
else {
crytomatte_sh_info_name = "eevee_legacy_cryptomatte_mesh";
}
e_data.cryptomatte_sh[index] = DRW_shader_create_from_info_name(crytomatte_sh_info_name);
}
return e_data.cryptomatte_sh[index];
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Ray-Traced Reflections
* \{ */
GPUShader *EEVEE_shaders_effect_reflection_trace_sh_get()
{
if (e_data.reflection_trace == nullptr) {
e_data.reflection_trace = DRW_shader_create_from_info_name(
"eevee_legacy_effect_reflection_trace");
}
return e_data.reflection_trace;
}
GPUShader *EEVEE_shaders_effect_reflection_resolve_sh_get()
{
if (e_data.reflection_resolve == nullptr) {
e_data.reflection_resolve = DRW_shader_create_from_info_name(
"eevee_legacy_effect_reflection_resolve");
}
return e_data.reflection_resolve;
}
GPUShader *EEVEE_shaders_effect_reflection_resolve_probe_sh_get()
{
if (e_data.reflection_resolve_probe == nullptr) {
e_data.reflection_resolve_probe = DRW_shader_create_from_info_name(
"eevee_legacy_effect_reflection_resolve_probe");
}
return e_data.reflection_resolve_probe;
}
GPUShader *EEVEE_shaders_effect_reflection_resolve_refl_sh_get()
{
if (e_data.reflection_resolve_raytrace == nullptr) {
e_data.reflection_resolve_raytrace = DRW_shader_create_from_info_name(
"eevee_legacy_effect_reflection_resolve_ssr");
}
return e_data.reflection_resolve_raytrace;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shadows
* \{ */
GPUShader *EEVEE_shaders_shadow_sh_get()
{
if (e_data.shadow_sh == nullptr) {
e_data.shadow_sh = DRW_shader_create_from_info_name("eevee_legacy_shader_shadow");
}
return e_data.shadow_sh;
}
GPUShader *EEVEE_shaders_shadow_accum_sh_get()
{
if (e_data.shadow_accum_sh == nullptr) {
e_data.shadow_accum_sh = DRW_shader_create_from_info_name("eevee_legacy_shader_shadow_accum");
}
return e_data.shadow_accum_sh;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Subsurface
* \{ */
GPUShader *EEVEE_shaders_subsurface_first_pass_sh_get()
{
if (e_data.sss_sh[0] == nullptr) {
e_data.sss_sh[0] = DRW_shader_create_from_info_name(
"eevee_legacy_shader_effect_subsurface_common_FIRST_PASS");
}
return e_data.sss_sh[0];
}
GPUShader *EEVEE_shaders_subsurface_second_pass_sh_get()
{
if (e_data.sss_sh[1] == nullptr) {
e_data.sss_sh[1] = DRW_shader_create_from_info_name(
"eevee_legacy_shader_effect_subsurface_common_SECOND_PASS");
}
return e_data.sss_sh[1];
}
GPUShader *EEVEE_shaders_subsurface_translucency_sh_get()
{
if (e_data.sss_sh[2] == nullptr) {
e_data.sss_sh[2] = DRW_shader_create_from_info_name(
"eevee_legacy_shader_effect_subsurface_translucency");
}
return e_data.sss_sh[2];
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Volumes
* \{ */
GPUShader *EEVEE_shaders_volumes_clear_sh_get()
{
if (e_data.volumetric_clear_sh == nullptr) {
e_data.volumetric_clear_sh = DRW_shader_create_from_info_name("eevee_legacy_volumes_clear");
}
return e_data.volumetric_clear_sh;
}
GPUShader *EEVEE_shaders_volumes_scatter_sh_get()
{
if (e_data.scatter_sh == nullptr) {
e_data.scatter_sh = DRW_shader_create_from_info_name("eevee_legacy_volumes_scatter");
}
return e_data.scatter_sh;
}
GPUShader *EEVEE_shaders_volumes_scatter_with_lights_sh_get()
{
if (e_data.scatter_with_lights_sh == nullptr) {
e_data.scatter_with_lights_sh = DRW_shader_create_from_info_name(
"eevee_legacy_volumes_scatter_with_lights");
}
return e_data.scatter_with_lights_sh;
}
GPUShader *EEVEE_shaders_volumes_integration_sh_get()
{
if (e_data.volumetric_integration_sh == nullptr) {
e_data.volumetric_integration_sh = DRW_shader_create_from_info_name(
(USE_VOLUME_OPTI) ? "eevee_legacy_volumes_integration_OPTI" :
"eevee_legacy_volumes_integration");
}
return e_data.volumetric_integration_sh;
}
GPUShader *EEVEE_shaders_volumes_resolve_sh_get(bool accum)
{
const int index = accum ? 1 : 0;
if (e_data.volumetric_resolve_sh[index] == nullptr) {
e_data.volumetric_resolve_sh[index] = DRW_shader_create_from_info_name(
(accum) ? "eevee_legacy_volumes_resolve_accum" : "eevee_legacy_volumes_resolve");
}
return e_data.volumetric_resolve_sh[index];
}
GPUShader *EEVEE_shaders_volumes_accum_sh_get()
{
if (e_data.volumetric_accum_sh == nullptr) {
e_data.volumetric_accum_sh = DRW_shader_create_from_info_name("eevee_legacy_volumes_accum");
}
return e_data.volumetric_accum_sh;
}
/** \} */
GPUShader *EEVEE_shaders_velocity_resolve_sh_get()
{
if (e_data.velocity_resolve_sh == nullptr) {
e_data.velocity_resolve_sh = DRW_shader_create_from_info_name("eevee_legacy_velocity_resolve");
}
return e_data.velocity_resolve_sh;
}
GPUShader *EEVEE_shaders_update_noise_sh_get()
{
if (e_data.update_noise_sh == nullptr) {
e_data.update_noise_sh = DRW_shader_create_from_info_name("eevee_legacy_update_noise");
}
return e_data.update_noise_sh;
}
GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects)
{
if (enabled_effects & EFFECT_TAA_REPROJECT) {
if (e_data.taa_resolve_reproject_sh == nullptr) {
e_data.taa_resolve_reproject_sh = DRW_shader_create_from_info_name(
"eevee_legacy_taa_resolve_reprojection");
}
return e_data.taa_resolve_reproject_sh;
}
if (e_data.taa_resolve_sh == nullptr) {
e_data.taa_resolve_sh = DRW_shader_create_from_info_name("eevee_legacy_taa_resolve_basic");
}
return e_data.taa_resolve_sh;
}
/* -------------------------------------------------------------------- */
/** \name Bloom
* \{ */
GPUShader *EEVEE_shaders_bloom_blit_get(bool high_quality)
{
int index = high_quality ? 1 : 0;
if (e_data.bloom_blit_sh[index] == nullptr) {
e_data.bloom_blit_sh[index] = DRW_shader_create_from_info_name(
high_quality ? "eevee_legacy_bloom_blit_hq" : "eevee_legacy_bloom_blit");
}
return e_data.bloom_blit_sh[index];
}
GPUShader *EEVEE_shaders_bloom_downsample_get(bool high_quality)
{
int index = high_quality ? 1 : 0;
if (e_data.bloom_downsample_sh[index] == nullptr) {
e_data.bloom_downsample_sh[index] = DRW_shader_create_from_info_name(
high_quality ? "eevee_legacy_bloom_downsample_hq" : "eevee_legacy_bloom_downsample");
}
return e_data.bloom_downsample_sh[index];
}
GPUShader *EEVEE_shaders_bloom_upsample_get(bool high_quality)
{
int index = high_quality ? 1 : 0;
if (e_data.bloom_upsample_sh[index] == nullptr) {
e_data.bloom_upsample_sh[index] = DRW_shader_create_from_info_name(
high_quality ? "eevee_legacy_bloom_upsample_hq" : "eevee_legacy_bloom_upsample");
}
return e_data.bloom_upsample_sh[index];
}
GPUShader *EEVEE_shaders_bloom_resolve_get(bool high_quality)
{
int index = high_quality ? 1 : 0;
if (e_data.bloom_resolve_sh[index] == nullptr) {
e_data.bloom_resolve_sh[index] = DRW_shader_create_from_info_name(
high_quality ? "eevee_legacy_bloom_resolve_hq" : "eevee_legacy_bloom_resolve");
}
return e_data.bloom_resolve_sh[index];
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Depth of field
* \{ */
GPUShader *EEVEE_shaders_depth_of_field_bokeh_get()
{
if (e_data.dof_bokeh_sh == nullptr) {
e_data.dof_bokeh_sh = DRW_shader_create_from_info_name("eevee_legacy_depth_of_field_bokeh");
}
return e_data.dof_bokeh_sh;
}
GPUShader *EEVEE_shaders_depth_of_field_setup_get()
{
if (e_data.dof_setup_sh == nullptr) {
e_data.dof_setup_sh = DRW_shader_create_from_info_name("eevee_legacy_depth_of_field_setup");
}
return e_data.dof_setup_sh;
}
GPUShader *EEVEE_shaders_depth_of_field_flatten_tiles_get()
{
if (e_data.dof_flatten_tiles_sh == nullptr) {
e_data.dof_flatten_tiles_sh = DRW_shader_create_from_info_name(
"eevee_legacy_depth_of_field_flatten_tiles");
}
return e_data.dof_flatten_tiles_sh;
}
GPUShader *EEVEE_shaders_depth_of_field_dilate_tiles_get(bool b_pass)
{
int pass = b_pass;
if (e_data.dof_dilate_tiles_sh[pass] == nullptr) {
e_data.dof_dilate_tiles_sh[pass] = DRW_shader_create_from_info_name(
(pass == 0) ? "eevee_legacy_depth_of_field_dilate_tiles_MINMAX" :
"eevee_legacy_depth_of_field_dilate_tiles_MINABS");
}
return e_data.dof_dilate_tiles_sh[pass];
}
GPUShader *EEVEE_shaders_depth_of_field_downsample_get()
{
if (e_data.dof_downsample_sh == nullptr) {
e_data.dof_downsample_sh = DRW_shader_create_from_info_name(
"eevee_legacy_depth_of_field_downsample");
}
return e_data.dof_downsample_sh;
}
GPUShader *EEVEE_shaders_depth_of_field_reduce_get(bool b_is_copy_pass)
{
int is_copy_pass = b_is_copy_pass;
if (e_data.dof_reduce_sh[is_copy_pass] == nullptr) {
e_data.dof_reduce_sh[is_copy_pass] = DRW_shader_create_from_info_name(
(is_copy_pass) ? "eevee_legacy_depth_of_field_reduce_COPY_PASS" :
"eevee_legacy_depth_of_field_reduce_REDUCE_PASS");
}
return e_data.dof_reduce_sh[is_copy_pass];
}
GPUShader *EEVEE_shaders_depth_of_field_gather_get(EEVEE_DofGatherPass pass, bool b_use_bokeh_tx)
{
int use_bokeh_tx = b_use_bokeh_tx;
if (e_data.dof_gather_sh[pass][use_bokeh_tx] == nullptr) {
const char *dof_gather_info_name = nullptr;
switch (pass) {
case DOF_GATHER_FOREGROUND:
dof_gather_info_name = (b_use_bokeh_tx) ?
"eevee_legacy_depth_of_field_gather_FOREGROUND_BOKEH" :
"eevee_legacy_depth_of_field_gather_FOREGROUND";
break;
case DOF_GATHER_BACKGROUND:
dof_gather_info_name = (b_use_bokeh_tx) ?
"eevee_legacy_depth_of_field_gather_BACKGROUND_BOKEH" :
"eevee_legacy_depth_of_field_gather_BACKGROUND";
break;
case DOF_GATHER_HOLEFILL:
dof_gather_info_name = (b_use_bokeh_tx) ?
"eevee_legacy_depth_of_field_gather_HOLEFILL_BOKEH" :
"eevee_legacy_depth_of_field_gather_HOLEFILL";
break;
default:
BLI_assert_unreachable();
break;
}
BLI_assert(dof_gather_info_name != nullptr);
e_data.dof_gather_sh[pass][use_bokeh_tx] = DRW_shader_create_from_info_name(
dof_gather_info_name);
}
return e_data.dof_gather_sh[pass][use_bokeh_tx];
}
GPUShader *EEVEE_shaders_depth_of_field_filter_get()
{
if (e_data.dof_filter_sh == nullptr) {
e_data.dof_filter_sh = DRW_shader_create_from_info_name("eevee_legacy_depth_of_field_filter");
}
return e_data.dof_filter_sh;
}
GPUShader *EEVEE_shaders_depth_of_field_scatter_get(bool b_is_foreground, bool b_use_bokeh_tx)
{
int is_foreground = b_is_foreground;
int use_bokeh_tx = b_use_bokeh_tx;
if (e_data.dof_scatter_sh[is_foreground][use_bokeh_tx] == nullptr) {
const char *dof_filter_info_name = nullptr;
if (b_is_foreground) {
dof_filter_info_name = (b_use_bokeh_tx) ?
"eevee_legacy_depth_of_field_scatter_FOREGROUND_BOKEH" :
"eevee_legacy_depth_of_field_scatter_FOREGROUND";
}
else {
dof_filter_info_name = (b_use_bokeh_tx) ?
"eevee_legacy_depth_of_field_scatter_BACKGROUND_BOKEH" :
"eevee_legacy_depth_of_field_scatter_BACKGROUND";
}
BLI_assert(dof_filter_info_name != nullptr);
e_data.dof_scatter_sh[is_foreground][use_bokeh_tx] = DRW_shader_create_from_info_name(
dof_filter_info_name);
}
return e_data.dof_scatter_sh[is_foreground][use_bokeh_tx];
}
GPUShader *EEVEE_shaders_depth_of_field_resolve_get(bool b_use_bokeh_tx, bool b_use_hq_gather)
{
int use_hq_gather = b_use_hq_gather;
int use_bokeh_tx = b_use_bokeh_tx;
if (e_data.dof_resolve_sh[use_bokeh_tx][use_hq_gather] == nullptr) {
const char *dof_resolve_info_name = nullptr;
if (b_use_hq_gather) {
dof_resolve_info_name = (b_use_bokeh_tx) ? "eevee_legacy_depth_of_field_resolve_HQ_BOKEH" :
"eevee_legacy_depth_of_field_resolve_HQ";
}
else {
dof_resolve_info_name = (b_use_bokeh_tx) ? "eevee_legacy_depth_of_field_resolve_LQ_BOKEH" :
"eevee_legacy_depth_of_field_resolve_LQ";
}
BLI_assert(dof_resolve_info_name != nullptr);
e_data.dof_resolve_sh[use_bokeh_tx][use_hq_gather] = DRW_shader_create_from_info_name(
dof_resolve_info_name);
}
return e_data.dof_resolve_sh[use_bokeh_tx][use_hq_gather];
}
/** \} */
Material *EEVEE_material_default_diffuse_get()
{
if (!e_data.diffuse_mat) {
Material *ma = static_cast<Material *>(BKE_id_new_nomain(ID_MA, "EEVEEE default diffuse"));
bNodeTree *ntree = blender::bke::ntreeAddTreeEmbedded(
nullptr, &ma->id, "Shader Nodetree", ntreeType_Shader->idname);
ma->use_nodes = true;
bNode *bsdf = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_DIFFUSE);
bNodeSocket *base_color = nodeFindSocket(bsdf, SOCK_IN, "Color");
copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 0.8f);
bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
bsdf,
nodeFindSocket(bsdf, SOCK_OUT, "BSDF"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
nodeSetActive(ntree, output);
e_data.diffuse_mat = ma;
}
return e_data.diffuse_mat;
}
Material *EEVEE_material_default_glossy_get()
{
if (!e_data.glossy_mat) {
Material *ma = static_cast<Material *>(BKE_id_new_nomain(ID_MA, "EEVEEE default metal"));
bNodeTree *ntree = blender::bke::ntreeAddTreeEmbedded(
nullptr, &ma->id, "Shader Nodetree", ntreeType_Shader->idname);
ma->use_nodes = true;
bNode *bsdf = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_GLOSSY);
bNodeSocket *base_color = nodeFindSocket(bsdf, SOCK_IN, "Color");
copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 1.0f);
bNodeSocket *roughness = nodeFindSocket(bsdf, SOCK_IN, "Roughness");
((bNodeSocketValueFloat *)roughness->default_value)->value = 0.0f;
bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
bsdf,
nodeFindSocket(bsdf, SOCK_OUT, "BSDF"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
nodeSetActive(ntree, output);
e_data.glossy_mat = ma;
}
return e_data.glossy_mat;
}
Material *EEVEE_material_default_error_get()
{
if (!e_data.error_mat) {
Material *ma = static_cast<Material *>(BKE_id_new_nomain(ID_MA, "EEVEEE default error"));
bNodeTree *ntree = blender::bke::ntreeAddTreeEmbedded(
nullptr, &ma->id, "Shader Nodetree", ntreeType_Shader->idname);
ma->use_nodes = true;
/* Use emission and output material to be compatible with both World and Material. */
bNode *bsdf = nodeAddStaticNode(nullptr, ntree, SH_NODE_EMISSION);
bNodeSocket *color = nodeFindSocket(bsdf, SOCK_IN, "Color");
copy_v3_fl3(((bNodeSocketValueRGBA *)color->default_value)->value, 1.0f, 0.0f, 1.0f);
bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
bsdf,
nodeFindSocket(bsdf, SOCK_OUT, "Emission"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
nodeSetActive(ntree, output);
e_data.error_mat = ma;
}
return e_data.error_mat;
}
bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
if (!e_data.surface.ntree) {
bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
bNode *bsdf = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_PRINCIPLED);
bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
bNodeSocket *bsdf_out = nodeFindSocket(bsdf, SOCK_OUT, "BSDF");
bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface");
nodeAddLink(ntree, bsdf, bsdf_out, output, output_in);
nodeSetActive(ntree, output);
e_data.surface.color_socket = static_cast<bNodeSocketValueRGBA *>(
nodeFindSocket(bsdf, SOCK_IN, "Base Color")->default_value);
e_data.surface.metallic_socket = static_cast<bNodeSocketValueFloat *>(
nodeFindSocket(bsdf, SOCK_IN, "Metallic")->default_value);
e_data.surface.roughness_socket = static_cast<bNodeSocketValueFloat *>(
nodeFindSocket(bsdf, SOCK_IN, "Roughness")->default_value);
e_data.surface.specular_socket = static_cast<bNodeSocketValueFloat *>(
nodeFindSocket(bsdf, SOCK_IN, "Specular IOR Level")->default_value);
e_data.surface.ntree = ntree;
}
/* Update */
copy_v3_fl3(e_data.surface.color_socket->value, ma->r, ma->g, ma->b);
e_data.surface.metallic_socket->value = ma->metallic;
e_data.surface.roughness_socket->value = ma->roughness;
e_data.surface.specular_socket->value = ma->spec;
return e_data.surface.ntree;
}
bNodeTree *EEVEE_shader_default_world_nodetree(World *wo)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
if (!e_data.world.ntree) {
bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
bNode *bg = nodeAddStaticNode(nullptr, ntree, SH_NODE_BACKGROUND);
bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_WORLD);
bNodeSocket *bg_out = nodeFindSocket(bg, SOCK_OUT, "Background");
bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface");
nodeAddLink(ntree, bg, bg_out, output, output_in);
nodeSetActive(ntree, output);
e_data.world.color_socket = static_cast<bNodeSocketValueRGBA *>(
nodeFindSocket(bg, SOCK_IN, "Color")->default_value);
e_data.world.ntree = ntree;
}
copy_v3_fl3(e_data.world.color_socket->value, wo->horr, wo->horg, wo->horb);
return e_data.world.ntree;
}
World *EEVEE_world_default_get()
{
if (e_data.default_world == nullptr) {
e_data.default_world = static_cast<World *>(BKE_id_new_nomain(ID_WO, "EEVEEE default world"));
copy_v3_fl(&e_data.default_world->horr, 0.0f);
e_data.default_world->use_nodes = 0;
e_data.default_world->nodetree = nullptr;
BLI_listbase_clear(&e_data.default_world->gpumaterial);
}
return e_data.default_world;
}
/* Select create info configuration and base source for given material types.
* Each configuration has an associated base source and create-info.
* Source is provided separately, rather than via create-info as source is manipulated
* by `eevee_shader_material_create_info_amend`.
*
* We also retain the previous behavior for ensuring library includes occur in the
* correct order. */
static const char *eevee_get_vert_info(int options, char **r_src)
{
const char *info_name = nullptr;
/* Permutations */
const bool is_hair = (options & (VAR_MAT_HAIR)) != 0;
const bool is_point_cloud = (options & (VAR_MAT_POINTCLOUD)) != 0;
if ((options & VAR_MAT_VOLUME) != 0) {
*r_src = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_vert_glsl);
info_name = "eevee_legacy_material_volumetric_vert";
}
else if ((options & (VAR_WORLD_PROBE | VAR_WORLD_BACKGROUND)) != 0) {
*r_src = DRW_shader_library_create_shader_string(e_data.lib, datatoc_world_vert_glsl);
info_name = "eevee_legacy_material_world_vert";
}
else {
*r_src = DRW_shader_library_create_shader_string(e_data.lib, datatoc_surface_vert_glsl);
if (is_hair) {
info_name = "eevee_legacy_mateiral_surface_vert_hair";
}
else if (is_point_cloud) {
info_name = "eevee_legacy_mateiral_surface_vert_pointcloud";
}
else {
info_name = "eevee_legacy_material_surface_vert";
}
}
return info_name;
}
static const char *eevee_get_geom_info(int options, char **r_src)
{
const char *info_name = nullptr;
if (GPU_backend_get_type() == GPU_BACKEND_METAL) {
/* Geometry shading is unsupported in Metal. Vertex-shader based workarounds will instead
* be injected where appropriate. For volumetric rendering, volumetric_vert_no_geom replaces
* the default volumetric_vert + volumetric_geom combination.
* See: `source/blender/gpu/intern/gpu_shader_create_info.cc` for further details. */
*r_src = nullptr;
return nullptr;
}
if ((options & VAR_MAT_VOLUME) != 0) {
*r_src = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_geom_glsl);
info_name = "eevee_legacy_material_volumetric_geom";
}
return info_name;
}
static const char *eevee_get_frag_info(int options, char **r_src)
{
const char *info_name = nullptr;
const bool is_alpha_hash = ((options & VAR_MAT_HASH) != 0);
bool is_alpha_blend = ((options & VAR_MAT_BLEND) != 0);
const bool is_hair = (options & (VAR_MAT_HAIR)) != 0;
const bool is_point_cloud = (options & (VAR_MAT_POINTCLOUD)) != 0;
if ((options & VAR_MAT_VOLUME) != 0) {
/* -- VOLUME FRAG -
* Select create info permutation for `volume_frag`. */
info_name = "eevee_legacy_material_volumetric_frag";
*r_src = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_frag_glsl);
}
else if ((options & VAR_MAT_DEPTH) != 0) {
/* -- PREPASS FRAG -
* Select create info permutation for `prepass_frag`. */
if (is_alpha_hash) {
/* Alpha hash material variants. */
if (is_hair) {
info_name = "eevee_legacy_material_prepass_frag_alpha_hash_hair";
}
else if (is_point_cloud) {
info_name = "eevee_legacy_material_prepass_frag_alpha_hash_pointcloud";
}
else {
info_name = "eevee_legacy_material_prepass_frag_alpha_hash";
}
}
else {
/* Opaque material variants. */
if (is_hair) {
info_name = "eevee_legacy_material_prepass_frag_opaque_hair";
}
else if (is_point_cloud) {
info_name = "eevee_legacy_material_prepass_frag_opaque_pointcloud";
}
else {
info_name = "eevee_legacy_material_prepass_frag_opaque";
}
}
*r_src = BLI_strdup(e_data.surface_prepass_frag);
}
else {
/* -- SURFACE FRAG --
* Select create info permutation for `surface_frag`. */
if (is_alpha_blend) {
info_name = "eevee_legacy_material_surface_frag_alpha_blend";
}
else {
info_name = "eevee_legacy_material_surface_frag_opaque";
}
*r_src = BLI_strdup(e_data.surface_lit_frag);
}
return info_name;
}
static char *eevee_get_defines(int options)
{
char *str = nullptr;
DynStr *ds = BLI_dynstr_new();
/* Global EEVEE defines included for CreateInfo shaders via `engine_eevee_shared_defines.h` in
* eevee_legacy_common_lib CreateInfo. */
/* Defines which affect bindings are instead injected via CreateInfo permutations. To specify
* new permutations, references to GPUShaderCreateInfo variants should be fetched in:
* `eevee_get_vert/geom/frag_info(..)`
*
* CreateInfo's for EEVEE materials are declared in:
* `gooengine/shaders/infos/eevee_legacy_material_info.hh`
*
* This function should only contain defines which alter behavior, but do not affect shader
* resources. */
if ((options & VAR_WORLD_BACKGROUND) != 0) {
BLI_dynstr_append(ds, "#define WORLD_BACKGROUND\n");
}
if ((options & VAR_MAT_VOLUME) != 0) {
BLI_dynstr_append(ds, "#define VOLUMETRICS\n");
}
if ((options & VAR_MAT_MESH) != 0) {
BLI_dynstr_append(ds, "#define MESH_SHADER\n");
}
if ((options & VAR_MAT_DEPTH) != 0) {
BLI_dynstr_append(ds, "#define DEPTH_SHADER\n");
}
if ((options & VAR_WORLD_PROBE) != 0) {
BLI_dynstr_append(ds, "#define PROBE_CAPTURE\n");
}
if ((options & VAR_MAT_REFRACT) != 0) {
BLI_dynstr_append(ds, "#define USE_REFRACTION\n");
}
if ((options & VAR_MAT_HOLDOUT) != 0) {
BLI_dynstr_append(ds, "#define HOLDOUT\n");
}
if ((options & VAR_MAT_SHADOW_ID) != 0) {
BLI_dynstr_append(ds, "#define USE_SHADOW_ID\n");
}
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static void eevee_material_post_eval(void * /*thunk*/, GPUMaterial *mat, GPUCodegenOutput *codegen)
{
/* Fetch material-specific Create-info's and source. */
uint64_t options = GPU_material_uuid_get(mat);
char *vert = nullptr;
char *geom = nullptr;
char *frag = nullptr;
const char *vert_info_name = eevee_get_vert_info(options, &vert);
const char *geom_info_name = eevee_get_geom_info(options, &geom);
const char *frag_info_name = eevee_get_frag_info(options, &frag);
char *defines = eevee_get_defines(options);
eevee_shader_material_create_info_amend(
mat, codegen, vert, geom, frag, vert_info_name, geom_info_name, frag_info_name, defines);
MEM_SAFE_FREE(defines);
MEM_SAFE_FREE(vert);
MEM_SAFE_FREE(geom);
MEM_SAFE_FREE(frag);
}
static GPUMaterial *eevee_material_get_ex(
Scene * /*scene*/, Material *ma, World *wo, int options, bool deferred)
{
BLI_assert(ma || wo);
const bool is_volume = (options & VAR_MAT_VOLUME) != 0;
const bool is_default = (options & VAR_DEFAULT) != 0;
GPUMaterial *mat = nullptr;
GPUCodegenCallbackFn cbfn = &eevee_material_post_eval;
if (ma) {
bNodeTree *ntree = !is_default ? ma->nodetree : EEVEE_shader_default_surface_nodetree(ma);
mat = DRW_shader_from_material(
ma, ntree, GPU_MAT_EEVEE_LEGACY, options, is_volume, deferred, cbfn, nullptr);
}
else {
bNodeTree *ntree = !is_default ? wo->nodetree : EEVEE_shader_default_world_nodetree(wo);
mat = DRW_shader_from_world(
wo, ntree, GPU_MAT_EEVEE_LEGACY, options, is_volume, deferred, cbfn, nullptr);
}
return mat;
}
GPUMaterial *EEVEE_material_default_get(Scene *scene, Material *ma, int options)
{
Material *def_ma = (ma && (options & VAR_MAT_VOLUME)) ? BKE_material_default_volume() :
BKE_material_default_surface();
BLI_assert(def_ma->use_nodes && def_ma->nodetree);
return eevee_material_get_ex(scene, def_ma, nullptr, options, false);
}
GPUMaterial *EEVEE_material_get(
EEVEE_Data *vedata, Scene *scene, Material *ma, World *wo, int options)
{
if ((ma && (!ma->use_nodes || !ma->nodetree)) || (wo && (!wo->use_nodes || !wo->nodetree))) {
options |= VAR_DEFAULT;
}
if ((ma && ma->check_shadow_id)) {
options |= VAR_MAT_SHADOW_ID;
}
/* Meh, implicit option. World probe cannot be deferred because they need
* to be rendered immediately. */
const bool deferred = (options & VAR_WORLD_PROBE) == 0;
GPUMaterial *mat = eevee_material_get_ex(scene, ma, wo, options, deferred);
int status = GPU_material_status(mat);
/* Return null material and bypass drawing for volume shaders. */
if ((options & VAR_MAT_VOLUME) && status != GPU_MAT_SUCCESS) {
return nullptr;
}
switch (status) {
case GPU_MAT_SUCCESS: {
/* Determine optimization status for remaining compilations counter. */
int optimization_status = GPU_material_optimization_status(mat);
if (optimization_status == GPU_MAT_OPTIMIZATION_QUEUED) {
vedata->stl->g_data->queued_optimise_shaders_count++;
}
break;
}
case GPU_MAT_QUEUED: {
vedata->stl->g_data->queued_shaders_count++;
GPUMaterial *default_mat = EEVEE_material_default_get(scene, ma, options);
/* Mark pending material with its default material for future cache warming. */
GPU_material_set_default(mat, default_mat);
/* Return default material. */
mat = default_mat;
break;
}
case GPU_MAT_FAILED:
default:
ma = EEVEE_material_default_error_get();
mat = eevee_material_get_ex(scene, ma, nullptr, options, false);
break;
}
/* Returned material should be ready to be drawn. */
BLI_assert(GPU_material_status(mat) == GPU_MAT_SUCCESS);
return mat;
}
void EEVEE_shaders_free()
{
MEM_SAFE_FREE(e_data.surface_prepass_frag);
MEM_SAFE_FREE(e_data.surface_lit_frag);
MEM_SAFE_FREE(e_data.surface_geom_barycentric);
DRW_SHADER_FREE_SAFE(e_data.lookdev_background);
DRW_SHADER_FREE_SAFE(e_data.update_noise_sh);
DRW_SHADER_FREE_SAFE(e_data.color_copy_sh);
DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.downsample_cube_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.ggx_lut_sh);
DRW_SHADER_FREE_SAFE(e_data.ggx_refraction_lut_sh);
DRW_SHADER_FREE_SAFE(e_data.mist_sh);
DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
DRW_SHADER_FREE_SAFE(e_data.motion_blur_object_sh);
DRW_SHADER_FREE_SAFE(e_data.motion_blur_hair_sh);
DRW_SHADER_FREE_SAFE(e_data.velocity_tiles_sh);
DRW_SHADER_FREE_SAFE(e_data.velocity_tiles_expand_sh);
DRW_SHADER_FREE_SAFE(e_data.gtao_sh);
DRW_SHADER_FREE_SAFE(e_data.gtao_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh);
DRW_SHADER_FREE_SAFE(e_data.velocity_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.rpass_accumulate_sh);
DRW_SHADER_FREE_SAFE(e_data.postprocess_sh);
DRW_SHADER_FREE_SAFE(e_data.shadow_sh);
DRW_SHADER_FREE_SAFE(e_data.shadow_accum_sh);
DRW_SHADER_FREE_SAFE(e_data.sss_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.sss_sh[1]);
DRW_SHADER_FREE_SAFE(e_data.sss_sh[2]);
DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
DRW_SHADER_FREE_SAFE(e_data.scatter_sh);
DRW_SHADER_FREE_SAFE(e_data.scatter_with_lights_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh[1]);
DRW_SHADER_FREE_SAFE(e_data.volumetric_accum_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_visibility_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_grid_fill_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_planar_downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.studiolight_probe_sh);
DRW_SHADER_FREE_SAFE(e_data.studiolight_background_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_grid_display_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_cube_display_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_planar_display_sh);
DRW_SHADER_FREE_SAFE(e_data.velocity_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_reproject_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_bokeh_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_setup_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_flatten_tiles_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_dilate_tiles_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.dof_dilate_tiles_sh[1]);
DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_reduce_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.dof_reduce_sh[1]);
for (int i = 0; i < DOF_GATHER_MAX_PASS; i++) {
DRW_SHADER_FREE_SAFE(e_data.dof_gather_sh[i][0]);
DRW_SHADER_FREE_SAFE(e_data.dof_gather_sh[i][1]);
}
DRW_SHADER_FREE_SAFE(e_data.dof_filter_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[0][0]);
DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[0][1]);
DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[1][0]);
DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[1][1]);
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[0][0]);
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[0][1]);
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[1][0]);
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[1][1]);
DRW_SHADER_FREE_SAFE(e_data.cryptomatte_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.cryptomatte_sh[1]);
for (int i = 0; i < 2; i++) {
DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[i]);
DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[i]);
}
DRW_SHADER_FREE_SAFE(e_data.reflection_trace);
DRW_SHADER_FREE_SAFE(e_data.reflection_resolve);
DRW_SHADER_FREE_SAFE(e_data.reflection_resolve_probe);
DRW_SHADER_FREE_SAFE(e_data.reflection_resolve_raytrace);
DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
if (e_data.default_world) {
BKE_id_free(nullptr, e_data.default_world);
e_data.default_world = nullptr;
}
if (e_data.glossy_mat) {
BKE_id_free(nullptr, e_data.glossy_mat);
e_data.glossy_mat = nullptr;
}
if (e_data.diffuse_mat) {
BKE_id_free(nullptr, e_data.diffuse_mat);
e_data.diffuse_mat = nullptr;
}
if (e_data.error_mat) {
BKE_id_free(nullptr, e_data.error_mat);
e_data.error_mat = nullptr;
}
if (e_data.surface.ntree) {
ntreeFreeEmbeddedTree(e_data.surface.ntree);
MEM_freeN(e_data.surface.ntree);
e_data.surface.ntree = nullptr;
}
if (e_data.world.ntree) {
ntreeFreeEmbeddedTree(e_data.world.ntree);
MEM_freeN(e_data.world.ntree);
e_data.world.ntree = nullptr;
}
}