Commit: 9ec20f2ede3c894b6c92603002aee11aa6a858a2 Author: Jason Fielder Date: Thu Dec 8 23:02:52 2022 +0100 Branches: master https://developer.blender.org/rB9ec20f2ede3c894b6c92603002aee11aa6a858a2
Metal: Add support for Workbench Shadows. Implementing non-geometry-shader path for rendering stencil shadows, used by the workbench engine. Patch also contains a few small modifications to Create-info to ensure usage of gl_FragDepth is explicitly specified. This is required for testing of the patch. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D16436 =================================================================== M source/blender/draw/CMakeLists.txt M source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh A source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_vert_no_geom.glsl A source/blender/draw/engines/workbench/shaders/workbench_shadow_vert_no_geom.glsl M source/blender/gpu/intern/gpu_shader_create_info.cc M source/blender/gpu/intern/gpu_shader_create_info.hh M source/blender/gpu/metal/kernels/depth_2d_update_info.hh M source/blender/gpu/metal/mtl_batch.mm M source/blender/gpu/metal/mtl_shader_generator.mm M source/blender/gpu/metal/mtl_state.mm =================================================================== diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index e8a7167eda5..513029bc675 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -477,9 +477,11 @@ set(GLSL_SRC engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl engines/workbench/shaders/workbench_prepass_vert.glsl engines/workbench/shaders/workbench_shadow_caps_geom.glsl + engines/workbench/shaders/workbench_shadow_caps_vert_no_geom.glsl engines/workbench/shaders/workbench_shadow_debug_frag.glsl engines/workbench/shaders/workbench_shadow_geom.glsl engines/workbench/shaders/workbench_shadow_vert.glsl + engines/workbench/shaders/workbench_shadow_vert_no_geom.glsl engines/workbench/shaders/workbench_transparent_accum_frag.glsl engines/workbench/shaders/workbench_transparent_resolve_frag.glsl engines/workbench/shaders/workbench_volume_frag.glsl diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh index c66e4d61233..3d86ef6e78c 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh @@ -13,12 +13,17 @@ GPU_SHADER_INTERFACE_INFO(workbench_shadow_iface, "vData") GPU_SHADER_CREATE_INFO(workbench_shadow_common) .vertex_in(0, Type::VEC3, "pos") - .vertex_out(workbench_shadow_iface) .push_constant(Type::FLOAT, "lightDistance") .push_constant(Type::VEC3, "lightDirection") - .vertex_source("workbench_shadow_vert.glsl") .additional_info("draw_mesh"); +/* `workbench_shadow_vert.glsl` only used by geometry shader path. + * Vertex output iface not needed by non-geometry shader variants, + * as only gl_Position is returned. */ +GPU_SHADER_CREATE_INFO(workbench_shadow_common_geom) + .vertex_out(workbench_shadow_iface) + .vertex_source("workbench_shadow_vert.glsl"); + /** \} */ /* -------------------------------------------------------------------- */ @@ -26,13 +31,25 @@ GPU_SHADER_CREATE_INFO(workbench_shadow_common) * \{ */ GPU_SHADER_CREATE_INFO(workbench_shadow_manifold) + .additional_info("workbench_shadow_common_geom") .geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::TRIANGLE_STRIP, 4, 1) .geometry_source("workbench_shadow_geom.glsl"); GPU_SHADER_CREATE_INFO(workbench_shadow_no_manifold) + .additional_info("workbench_shadow_common_geom") .geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::TRIANGLE_STRIP, 4, 2) .geometry_source("workbench_shadow_geom.glsl"); +GPU_SHADER_CREATE_INFO(workbench_shadow_manifold_no_geom) + .vertex_source("workbench_shadow_vert_no_geom.glsl") + /* Inject SSBO vertex fetch declaration using 2 output triangles. */ + .define("VAR_MANIFOLD", "\n#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6)"); + +GPU_SHADER_CREATE_INFO(workbench_shadow_no_manifold_no_geom) + .vertex_source("workbench_shadow_vert_no_geom.glsl") + /* Inject SSBO vertex fetch declaration using 4 output triangles. */ + .define("VAR_NO_MANIFOLD", "\n#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 12)"); + /** \} */ /* -------------------------------------------------------------------- */ @@ -40,9 +57,13 @@ GPU_SHADER_CREATE_INFO(workbench_shadow_no_manifold) * \{ */ GPU_SHADER_CREATE_INFO(workbench_shadow_caps) + .additional_info("workbench_shadow_common_geom") .geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3, 2) .geometry_source("workbench_shadow_caps_geom.glsl"); +GPU_SHADER_CREATE_INFO(workbench_shadow_caps_no_geom) + .vertex_source("workbench_shadow_caps_vert_no_geom.glsl"); + /** \} */ /* -------------------------------------------------------------------- */ diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_vert_no_geom.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_vert_no_geom.glsl new file mode 100644 index 00000000000..8f21b55fa18 --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_vert_no_geom.glsl @@ -0,0 +1,105 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6) + +#ifdef DOUBLE_MANIFOLD +# define vert_len 6 /* Triangle Strip with 6 verts = 4 triangles = 12 verts*/ +# define emit_triangle_count 2 +#else +# define vert_len 6 /* Triangle Strip with 6 verts = 4 triangles = 12 verts*/ +# define emit_triangle_count 2 +#endif + +struct VertexData { + vec3 pos; /* local position */ + vec4 frontPosition; /* final ndc position */ + vec4 backPosition; +}; + +/* Input geometry triangle list. */ +VertexData vData[3] = {}; + +#define DISCARD_VERTEX \ + gl_Position = vec4(0.0); \ + return; + +vec4 get_pos(int v, bool backface) +{ + return (backface) ? vData[v].backPosition : vData[v].frontPosition; +} + +void emit_cap(const bool front, bool reversed, int triangle_vertex_id) +{ + /* Inverse. */ + ivec2 idx = (reversed) ? ivec2(2, 1) : ivec2(1, 2); + + /* Output position depending on vertex ID. */ + switch (triangle_vertex_id) { + case 0: { + gl_Position = (front) ? vData[0].frontPosition : vData[0].backPosition; + } break; + + case 1: { + gl_Position = (front) ? vData[idx.x].frontPosition : vData[idx.y].backPosition; + } break; + + case 2: { + gl_Position = (front) ? vData[idx.y].frontPosition : vData[idx.x].backPosition; + } break; + } + + /* Apply depth bias. Prevents Z-fighting artifacts when fast-math is enabled. */ + gl_Position.z += 0.00005; +} + +void main() +{ + /* Output Data indexing. */ + int input_prim_index = int(gl_VertexID / 6); + int output_vertex_id = gl_VertexID % 6; + int output_triangle_id = output_vertex_id / 3; + + /* Source primitive data location derived from output primitive. */ + int input_base_vertex_id = input_prim_index * 3; + + /* In data is triangles - Should be guaranteed. */ + /* Read input position data. */ + vData[0].pos = vertex_fetch_attribute(input_base_vertex_id + 0, pos, vec3); + vData[1].pos = vertex_fetch_attribute(input_base_vertex_id + 1, pos, vec3); + vData[2].pos = vertex_fetch_attribute(input_base_vertex_id + 2, pos, vec3); + + /* Calculate front/back Positions. */ + vData[0].frontPosition = point_object_to_ndc(vData[0].pos); + vData[0].backPosition = point_object_to_ndc(vData[0].pos + lightDirection * lightDistance); + + vData[1].frontPosition = point_object_to_ndc(vData[1].pos); + vData[1].backPosition = point_object_to_ndc(vData[1].pos + lightDirection * lightDistance); + + vData[2].frontPosition = point_object_to_ndc(vData[2].pos); + vData[2].backPosition = point_object_to_ndc(vData[2].pos + lightDirection * lightDistance); + + /* Geometry shader equivalent calc. */ + vec3 v10 = vData[0].pos - vData[1].pos; + vec3 v12 = vData[2].pos - vData[1].pos; + + vec3 n = cross(v12, v10); + float facing = dot(n, lightDirection); + + bool backface = facing > 0.0; + +#ifdef DOUBLE_MANIFOLD + /* In case of non manifold geom, we only increase/decrease + * the stencil buffer by one but do every faces as they were facing the light. */ + bool invert = backface; + const bool is_manifold = false; +#else + const bool invert = false; + const bool is_manifold = true; +#endif + + if (!is_manifold || !backface) { + bool do_front = (output_triangle_id==0)?true:false; + emit_cap(do_front, invert, output_vertex_id%3); + } else { + DISCARD_VERTEX + } +} diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert_no_geom.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert_no_geom.glsl new file mode 100644 index 00000000000..277f85ca457 --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert_no_geom.glsl @@ -0,0 +1,160 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + +/* Two variants, split pass, generates either 2 triangles or 6 triangles depending on input + * geometry manifold type */ + +#ifdef DOUBLE_MANIFOLD +# define vert_len 12 /* Triangle Strip with 6 verts = 4 triangles = 12 verts*/ +# define emit_triangle_count 4 +#else +# define vert_len 6 /* Triang;e Strip with 4 verts = 2 triangles = 6 verts*/ +# define emit_triangle_count 2 +#endif + +#define DEGENERATE_TRIS_WORKAROUND +#define DEGENERATE_TRIS_AREA_THRESHOLD 4e-15 + +#define len_sqr(a) dot(a, a) + +struct VertexData { + vec3 pos; /* local position */ + vec4 frontPosition; /* final ndc position */ + vec4 backPosition; +}; + +#define DISCARD_VERTEX \ + gl_Position = vec4(0.0); \ + return; + +/* Extra positions for primary triangle */ +VertexData vData[4]; + +void extrude_edge(bool invert, int output_vertex_id) +{ + /* Reverse order if backfacing the light. */ + ivec2 idx = (invert) ? ivec2(1, 2) : ivec2(2, 1); + + /* Either outputs first or second quad, depending on double manifold status. */ + int triangle_vertex_id = output_vertex_id % 6; + + switch (triangle_vertex_id) { + case 0: + gl_Position = vData[idx.x].frontPosition; + break; + case 1: + case 4: + gl_Position = vData[idx.y].frontPosition; + break; + case 2: + case 3: + gl_Position = vData[idx.x].backPosition; + break; + case 5: + gl_Position = vData[idx.y].backPosition; + break; + } + + /* Apply depth bias. Prevents Z-fighting artifacts when fast-math is enabled. */ + gl_Position.z += 0.00005; +} + +void main() +{ + /* Output Data indexing. */ +#ifdef DOUBLE_MANIFOLD + int input_prim_index = int(gl_VertexID / 12); + int output_vertex_id = gl_VertexID % 12; + int output_quad_id = (output_vertex_id >= 6) ? 1 : 0; +#else + int input_prim_index = int(gl_VertexID / 6); + int output_vertex_id = gl_VertexID % 6; + int output_quad_id = 0; +#endif + + /* Source primitive data location derived from output primitive. */ + int input_base_vertex_id = (input_prim_index * 4); + + /* IN DATA is lines_adjacency - Should be guaranteed. */ + /* Read input position data. */ + vData[0].pos = vertex_fetch_attribute(input_base_vertex_id + 0, pos, vec3); + vData[1].pos = vertex_fetc @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-blender-cvs