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git.tdb.fi Git - libs/gl.git/log
Mikko Rasa [Wed, 28 Apr 2021 11:38:55 +0000 (14:38 +0300)]
Implement textureSize as a visitor function in the SPIR-V generator
It requires an image as an operand, not a sampled image.
Mikko Rasa [Wed, 28 Apr 2021 11:04:49 +0000 (14:04 +0300)]
Store required capabilities for SPIR-V builtin functions
Mikko Rasa [Tue, 27 Apr 2021 10:28:04 +0000 (13:28 +0300)]
Check if any shader data has changed when applying Renderer state
Mikko Rasa [Tue, 27 Apr 2021 10:27:11 +0000 (13:27 +0300)]
Actually update the shdata generation numbers in Renderer
Mikko Rasa [Sun, 25 Apr 2021 11:28:17 +0000 (14:28 +0300)]
Set OpenGL debug labels on various objects loaded from Resources
Mikko Rasa [Sun, 25 Apr 2021 11:13:16 +0000 (14:13 +0300)]
Refactor program stage management
There can't bee a huge number of stages in a program so a fixed-size
array takes less space than a vector. It also allows accessing ids of
specific stages if needed.
Mikko Rasa [Sat, 24 Apr 2021 21:32:45 +0000 (00:32 +0300)]
Use seamless cube map filtering if available
Mikko Rasa [Sat, 24 Apr 2021 20:28:38 +0000 (23:28 +0300)]
Use a HDR environment map in desertpillars
Mikko Rasa [Sat, 24 Apr 2021 20:18:51 +0000 (23:18 +0300)]
Make EnvironmentMap's pixel format configurable
Mikko Rasa [Sat, 24 Apr 2021 20:11:26 +0000 (23:11 +0300)]
Use RenderTargets in the Sky effect
Mikko Rasa [Sat, 24 Apr 2021 19:44:34 +0000 (22:44 +0300)]
Cosmetic fixes
Mikko Rasa [Sat, 24 Apr 2021 19:41:39 +0000 (22:41 +0300)]
Make ShadowMap's finish_frame run only once per frame
Mikko Rasa [Sat, 24 Apr 2021 19:36:38 +0000 (22:36 +0300)]
Remove a now-unnecessary flush_shader_data call
This got missed in
bb386d8 .
Mikko Rasa [Sat, 24 Apr 2021 19:35:30 +0000 (22:35 +0300)]
Compile SPIR-V modules from GLSL if needed
Mikko Rasa [Sat, 24 Apr 2021 19:31:41 +0000 (22:31 +0300)]
Fix opcode for matrix inverse
Mikko Rasa [Sat, 24 Apr 2021 19:31:31 +0000 (22:31 +0300)]
Add a cached load when initializing a variable
Mikko Rasa [Sat, 24 Apr 2021 18:04:10 +0000 (21:04 +0300)]
Clear variable load cache before a loop in the SPIR-V generator
Variables may get assigned in the loop and the next iteration needs to
read those values, not the cached pre-loop values.
This could be done better by only clearing loads for the variables which
are actually assigned in the loop, but I'm not sure how exactly I want
to do that.
Mikko Rasa [Sat, 24 Apr 2021 16:19:35 +0000 (19:19 +0300)]
Handle SPIR-V arrays with specialization constant for size
Mikko Rasa [Sat, 24 Apr 2021 16:18:42 +0000 (19:18 +0300)]
Unify handling of constants in SpirVModule
Mikko Rasa [Sat, 24 Apr 2021 15:58:53 +0000 (18:58 +0300)]
Give Program::Bindings a more generic name
Mikko Rasa [Sat, 24 Apr 2021 14:57:19 +0000 (17:57 +0300)]
Record texture bindings from SPIR-V modules
Mikko Rasa [Sat, 24 Apr 2021 14:57:04 +0000 (17:57 +0300)]
Enable creation of SPIR-V modules from GLSL source code
Mikko Rasa [Sat, 24 Apr 2021 14:55:49 +0000 (17:55 +0300)]
Visit function definitions while collection dependencies
Visiting just the declaration won't do much good.
Mikko Rasa [Sat, 24 Apr 2021 14:55:14 +0000 (17:55 +0300)]
Handle function forward declarations in the SPIR-V generator
Mikko Rasa [Sat, 24 Apr 2021 13:33:52 +0000 (16:33 +0300)]
Remake the desertpillars demo using modern techniques
Mikko Rasa [Sat, 24 Apr 2021 12:44:43 +0000 (15:44 +0300)]
Export exposure value from Blender's render settings
Mikko Rasa [Sat, 24 Apr 2021 12:30:52 +0000 (15:30 +0300)]
Add an effect for rendering a procedurally generated sky
Mikko Rasa [Sat, 24 Apr 2021 12:12:50 +0000 (15:12 +0300)]
Don't apply shadows outside the shadowmap's range
Mikko Rasa [Sat, 24 Apr 2021 11:59:22 +0000 (14:59 +0300)]
Redesign Light to only have a single color
It makes little sense physically to have different diffuse and specular
colors. The light exporter for Blender was already committed with this
new parameter name.
Mikko Rasa [Sat, 24 Apr 2021 11:54:49 +0000 (14:54 +0300)]
Remove the deprecated singlepass shader
It's become broken to the extent that it isn't worth fixing.
Mikko Rasa [Sat, 24 Apr 2021 11:45:32 +0000 (14:45 +0300)]
Don't use "sample" as variable name in GLSL
In later versions it's a keyword.
Mikko Rasa [Sat, 24 Apr 2021 11:31:11 +0000 (14:31 +0300)]
Rearrange postprocessing shaders
Postprocess.glsl has been renamed to flat_effect.glsl and made more
generic so it can be used in non-postprocessing effects too.
Mikko Rasa [Fri, 23 Apr 2021 22:40:30 +0000 (01:40 +0300)]
Refactor creation of builtin GLSL types
Mikko Rasa [Fri, 23 Apr 2021 22:34:14 +0000 (01:34 +0300)]
Improve handling of types in GLSL parser
Types defined in imported modules are now recognized.
Mikko Rasa [Fri, 23 Apr 2021 21:43:56 +0000 (00:43 +0300)]
Redesign loading of GLSL sources
There's now a new class which holds parsed modules. Parser no longer
creates modules and the parse functions take the target module as a
parameter.
Mikko Rasa [Thu, 22 Apr 2021 12:30:41 +0000 (15:30 +0300)]
Clear r_constant_result for a function call by default
Also clear it before processing a variable initializer, just in case.
Mikko Rasa [Thu, 22 Apr 2021 12:20:49 +0000 (15:20 +0300)]
Fix an issue with folding the sole argument of a conversion
Mikko Rasa [Thu, 22 Apr 2021 12:10:21 +0000 (15:10 +0300)]
Redesign ExpressionInliner
Similarly to the rewrite of UnusedVariableRemover from
d230392 , it now
analyzes the entire stage before inlining anything. This approach is
more robust and easier to debug.
The inliner can now inline into the right side of an assignment even if
the left side references the same variable.
Mikko Rasa [Thu, 22 Apr 2021 10:58:57 +0000 (13:58 +0300)]
Fix an incorrect loop in UnusedVariableRemover
Mikko Rasa [Thu, 22 Apr 2021 10:57:22 +0000 (13:57 +0300)]
Even better formatting of folded literals
A negative value does not consist entirely of digits yet may lack a
decimal point. But a point must not be added after an exponent.
Mikko Rasa [Thu, 22 Apr 2021 10:50:11 +0000 (13:50 +0300)]
Fix the return value of ConstantFolder::apply
This was causing the folded literals to be left without a type in some
specific situations, since a resolve pass did not get run.
Mikko Rasa [Thu, 22 Apr 2021 10:38:08 +0000 (13:38 +0300)]
Recognize backwards dependencies in GLSL loops
Assignments at the end of a loop may get used by references earlier in
the same loop and should not be removed.
The added testcase also triggers some other bugs which will be fixed
over the next few commits.
Mikko Rasa [Wed, 21 Apr 2021 14:06:18 +0000 (17:06 +0300)]
Use a generation number to track if ProgramData has changed
This avoids the need for an application to call flush_shader_data after
a change to uniform values in some cases.
Mikko Rasa [Wed, 21 Apr 2021 13:43:33 +0000 (16:43 +0300)]
Support nested scenes in datafiles
This was supposed to be added before
7ae4af7 .
Mikko Rasa [Wed, 21 Apr 2021 13:39:40 +0000 (16:39 +0300)]
Use template functions for setting vector and matrix uniforms
These work automatically for all sizes. Type-safe overloads for arrays
were also added for convenience.
Mikko Rasa [Wed, 21 Apr 2021 10:09:03 +0000 (13:09 +0300)]
Refactor texture attachment management in Framebuffer
Duplicated code from the attach functions has been collapsed into a
helper function.
Attaching a texture does not need binding it, so there's little point
in deferring the allocation to update_attachment. By calling the type-
specific allocate function in attach, update_attachment can be simpler.
Mikko Rasa [Tue, 20 Apr 2021 16:26:16 +0000 (19:26 +0300)]
Add support for uint types in GLSL
Mikko Rasa [Tue, 20 Apr 2021 16:21:06 +0000 (19:21 +0300)]
Recognize the 'f' suffix for float literals in GLSL
Mikko Rasa [Tue, 20 Apr 2021 15:32:22 +0000 (18:32 +0300)]
Recognize composite constants when generating SPIR-V
Mikko Rasa [Tue, 20 Apr 2021 15:28:23 +0000 (18:28 +0300)]
Put specialization constant instructions in the right section in SPIR-V
Mikko Rasa [Tue, 20 Apr 2021 15:21:35 +0000 (18:21 +0300)]
Fold type conversions of constants
Mikko Rasa [Tue, 20 Apr 2021 15:18:25 +0000 (18:18 +0300)]
Refactor handling of %, << and >> in ConstantFolder
This is in line with the other operators and makes adding unsigned
types easier.
Mikko Rasa [Tue, 20 Apr 2021 15:15:08 +0000 (18:15 +0300)]
Make sure folded float constants appear as correct type
If the value has no fractional part, the default conversion will not
add a decimal point.
Mikko Rasa [Tue, 20 Apr 2021 15:14:20 +0000 (18:14 +0300)]
Make ConstantFolder check the type of the value directly
Mikko Rasa [Tue, 20 Apr 2021 12:16:30 +0000 (15:16 +0300)]
Resolve function calls where argument types need to be converted
This is a rather basic implementation and will reject a call if there's
multiple candidates, without considering conversion ranks.
Mikko Rasa [Tue, 20 Apr 2021 11:09:27 +0000 (14:09 +0300)]
Move some type information functions to glsl/reflect.cpp
Mikko Rasa [Mon, 19 Apr 2021 08:29:03 +0000 (11:29 +0300)]
Export shadow settings from Blender
Mikko Rasa [Mon, 19 Apr 2021 08:26:55 +0000 (11:26 +0300)]
Add missing implementation of RenderPass::set_back_faces
Mikko Rasa [Mon, 19 Apr 2021 08:25:20 +0000 (11:25 +0300)]
Move the receive_shadows flag to RenderPass
It doesn't seem so much a property of the surface itself as the
environment it's rendered in.
Mikko Rasa [Mon, 19 Apr 2021 08:14:51 +0000 (11:14 +0300)]
Rearrange material-related state management in RenderPass
The change in texture handling allows some simplifications here since
material textures no longer need to set any uniforms. Creation of
material shader while loading is deferred to finish() so it isn't done
needlessly.
Mikko Rasa [Mon, 19 Apr 2021 07:54:17 +0000 (10:54 +0300)]
Disallow loading uniforms without a custom shader
Mikko Rasa [Sun, 18 Apr 2021 22:43:58 +0000 (01:43 +0300)]
Convert Technique and RenderPass loaders to use shared actions
Mikko Rasa [Sun, 18 Apr 2021 18:59:46 +0000 (21:59 +0300)]
Allow repeated storage calls with the same parameters
Mikko Rasa [Sun, 18 Apr 2021 17:21:54 +0000 (20:21 +0300)]
Use a separate shadow caster renderable for ShadowMap
This makes the configuration more flexible. For example it's possible
to use a Sequence to define which tag to use for the shadow pass.
Mikko Rasa [Sun, 18 Apr 2021 07:23:04 +0000 (10:23 +0300)]
Use persistent cameras in effects
This allows implementing per-camera caching of culling and sorting in
scenes, and is also required for some Vulkan-related things.
Mikko Rasa [Sat, 17 Apr 2021 22:07:31 +0000 (01:07 +0300)]
Add a HDR option in Blender
Mikko Rasa [Sat, 17 Apr 2021 22:05:20 +0000 (01:05 +0300)]
Unmanage texture if loading data directly
Otherwise the resource manager won't have a load location for the texture
and will throw an exception.
Also generate ID if it hasn't been done yet.
Mikko Rasa [Sat, 17 Apr 2021 22:04:53 +0000 (01:04 +0300)]
Refactor texture ID generation into a function
Mikko Rasa [Sat, 17 Apr 2021 19:38:43 +0000 (22:38 +0300)]
Improve error reporting in the Blender exporter
Exceptions now include information identifying the thing which could not
be processed.
Mikko Rasa [Sat, 17 Apr 2021 19:17:16 +0000 (22:17 +0300)]
Move operators to their own file in the Blender exporter
Mikko Rasa [Sat, 17 Apr 2021 19:06:07 +0000 (22:06 +0300)]
Add a Blender operator to export the entire project at once
This also creates sequence templates including lights defined in the
scene(s).
Mikko Rasa [Sat, 17 Apr 2021 19:01:19 +0000 (22:01 +0300)]
Make it possible to have datafiles for individual lights
Mikko Rasa [Sat, 17 Apr 2021 18:43:48 +0000 (21:43 +0300)]
Don't use an index when attaching lights
It's a relic of legacy OpenGL's way of doing lighting and unnecessary
in a modern engine.
Mikko Rasa [Sat, 17 Apr 2021 18:31:04 +0000 (21:31 +0300)]
Convert Lighting to use shared actions
Mikko Rasa [Sat, 17 Apr 2021 17:41:10 +0000 (20:41 +0300)]
Refactor ExportMspGLBase into a simpler ExportHelper subclass
Copying properties from the operator to the exporter with setattr felt
kind hacky.
Mikko Rasa [Sat, 17 Apr 2021 17:39:46 +0000 (20:39 +0300)]
Remove the show_progress flag
It has outlived its usefulness since the operators can now export
multiple objects or entire scenes at once.
Mikko Rasa [Sat, 17 Apr 2021 10:25:39 +0000 (13:25 +0300)]
Ignore already existing resources in DataExporter
Mikko Rasa [Sat, 17 Apr 2021 10:14:50 +0000 (13:14 +0300)]
Some minor refactoring of the exporter
Move scene resources export to a separate function and remove some
unused bits.
Mikko Rasa [Sat, 17 Apr 2021 09:58:35 +0000 (12:58 +0300)]
Drop the progress parameter from export_scene
It wasn't being used for anything meaningful.
Mikko Rasa [Fri, 16 Apr 2021 20:52:23 +0000 (23:52 +0300)]
Don't rename scene objects while exporting
It's somewhat risky to come up with entirely new names. Sorting the
objects by name already ensures that if one of the names is a prefix
for others, it gets used as the prototype name.
Mikko Rasa [Fri, 16 Apr 2021 19:27:54 +0000 (22:27 +0300)]
Refactor scene data preparation to its own class
The visibility flags of all collections are now considered, rather than
just those of the direct children of the scene collection.
Mikko Rasa [Thu, 15 Apr 2021 18:04:34 +0000 (21:04 +0300)]
Only show the mesh properties panel for meshes
Mikko Rasa [Thu, 15 Apr 2021 18:03:30 +0000 (21:03 +0300)]
Adjust scene export code
Resources are no longer exported as a collection by default. If
collection export is enabled, the scene itself is put in the collection
too.
Mikko Rasa [Thu, 15 Apr 2021 17:57:51 +0000 (20:57 +0300)]
Make Scenes loadable from collection files too
Mikko Rasa [Thu, 15 Apr 2021 17:44:27 +0000 (20:44 +0300)]
Rename visible_collections to visible_only
It was kinda confusing when there's also collection files.
Mikko Rasa [Thu, 15 Apr 2021 17:23:08 +0000 (20:23 +0300)]
Fix multiplication operators in camera exporter
Mikko Rasa [Thu, 15 Apr 2021 17:04:26 +0000 (20:04 +0300)]
Redesign object exporting
To combat operator bloat, all object-based data is now exported with a
common front-end class. SceneExporter also uses this to export its
resources.
Meshes can't be exported on their own anymore, only as part of objects.
But loose meshes aren't that useful anymore with the improvements in
defining materials and techniques in Blender.
Mikko Rasa [Thu, 15 Apr 2021 16:20:37 +0000 (19:20 +0300)]
Revise export function parameter orders
Mikko Rasa [Thu, 15 Apr 2021 13:23:47 +0000 (16:23 +0300)]
Remove some rarely-used export settings
Mikko Rasa [Wed, 14 Apr 2021 16:12:31 +0000 (19:12 +0300)]
Add generator ID for the SPIR-V compiler
Mikko Rasa [Wed, 14 Apr 2021 15:35:38 +0000 (18:35 +0300)]
Support loading sequences in the viewer
Mikko Rasa [Wed, 14 Apr 2021 15:28:04 +0000 (18:28 +0300)]
Use ObjectInstance instead of AnimatedObject in Scene loader
Since ObjectInstance has a matrix now, there's no need to use
AnimatedObject here. I may add another statement to include objects
with actual animations later.
Mikko Rasa [Wed, 14 Apr 2021 15:26:39 +0000 (18:26 +0300)]
Allow renderables to be specified in SequenceTemplate passes
Mikko Rasa [Wed, 14 Apr 2021 15:25:03 +0000 (18:25 +0300)]
Rename SequenceTemplate::Pass::renderable_name to slot_name
Mikko Rasa [Wed, 14 Apr 2021 15:09:36 +0000 (18:09 +0300)]
Avoid NaN issues in rare cases in the Cook-Torrance shader
The dot product may sometimes be very slightly over 1.0, making the
first argument to pow negative and giving undefined results.
Mikko Rasa [Wed, 14 Apr 2021 15:07:50 +0000 (18:07 +0300)]
Fix loading sRGB external images for textures
This fixes bugs introduced in
9087cc0 (sRGB state ignored when setting
internal format) and
635e5dc (external_image_srgb handled incorrectly).
Mikko Rasa [Wed, 14 Apr 2021 12:04:24 +0000 (15:04 +0300)]
Remove some vestigial code from Sequence
Apparently a few internal parts were left behind when I removed the
related interfaces.
Mikko Rasa [Wed, 14 Apr 2021 11:46:05 +0000 (14:46 +0300)]
Use a vector instead of a list for Sequence's steps
They're not large or numerous enough to warrant a list.
Mikko Rasa [Wed, 14 Apr 2021 11:45:15 +0000 (14:45 +0300)]
Add compatibility typedefs for the pipeline classes
Must be in a separate commit for git to pick up on the renames in the
previous one.
Mikko Rasa [Wed, 14 Apr 2021 11:42:11 +0000 (14:42 +0300)]
Rename Pipeline to Sequence
Pipeline::Pass is now Sequence::Step. These better match what the
classes do.