Attribute Node: support accessing attributes of View Layer and Scene.

The attribute node already allows accessing attributes associated
with objects and meshes, which allows changing the behavior of the
same material between different objects or instances. The same idea
can be extended to an even more global level of layers and scenes.

Currently view layers provide an option to replace all materials
with a different one. However, since the same material will be applied
to all objects in the layer, varying the behavior between layers while
preserving distinct materials requires duplicating objects.

Providing access to properties of layers and scenes via the attribute
node enables making materials with built-in switches or settings that
can be controlled globally at the view layer level. This is probably
most useful for complex NPR shading and compositing. Like with objects,
the node can also access built-in scene properties, like render resolution
or FOV of the active camera. Lookup is also attempted in World, similar
to how the Object mode checks the Mesh datablock.

In Cycles this mode is implemented by replacing the attribute node with
the attribute value during sync, allowing constant folding to take the
values into account. This means however that materials that use this
feature have to be re-synced upon any changes to scene, world or camera.

The Eevee version uses a new uniform buffer containing a sorted array
mapping name hashes to values, with binary search lookup. The array
is limited to 512 entries, which is effectively limitless even
considering it is shared by all materials in the scene; it is also
just 16KB of memory so no point trying to optimize further.
The buffer has to be rebuilt when new attributes are detected in a
material, so the draw engine keeps a table of recently seen attribute
names to minimize the chance of extra rebuilds mid-draw.

Differential Revision: https://developer.blender.org/D15941
This commit is contained in:
Alexander Gavrilov 2022-09-12 00:30:58 +03:00
parent a716e69658
commit f61ff22967
Notes: blender-bot 2023-05-02 17:56:56 +02:00
Referenced by issue #102024, Malformed wired objects on Linux with Crocus driver
Referenced by pull request #107536, Fix #107420: crash getting PTCacheID when baking scene rigid body world
Referenced by issue #107420, Blender Crashes when I click on Bake
Referenced by commit d0c6117196, Fix #107420: crash getting PTCacheID when baking scene rigid body world
36 changed files with 649 additions and 22 deletions

View File

@ -20,7 +20,7 @@ CCL_NAMESPACE_BEGIN
* Utility class to map between Blender datablocks and Cycles data structures,
* and keep track of recalc tags from the dependency graph. */
template<typename K, typename T> class id_map {
template<typename K, typename T, typename Flags = uint> class id_map {
public:
id_map(Scene *scene_) : scene(scene_)
{
@ -63,6 +63,11 @@ template<typename K, typename T> class id_map {
b_recalc.insert(id_ptr);
}
bool check_recalc(const BL::ID &id)
{
return id.ptr.data && b_recalc.find(id.ptr.data) != b_recalc.end();
}
bool has_recalc()
{
return !(b_recalc.empty());
@ -154,6 +159,7 @@ template<typename K, typename T> class id_map {
TMapPair &pair = *jt;
if (do_delete && used_set.find(pair.second) == used_set.end()) {
flags.erase(pair.second);
scene->delete_node(pair.second);
}
else {
@ -171,9 +177,33 @@ template<typename K, typename T> class id_map {
return b_map;
}
bool test_flag(T *data, Flags val)
{
typename map<T *, uint>::iterator it = flags.find(data);
return it != flags.end() && (it->second & (1 << val)) != 0;
}
void set_flag(T *data, Flags val)
{
flags[data] |= (1 << val);
}
void clear_flag(T *data, Flags val)
{
typename map<T *, uint>::iterator it = flags.find(data);
if (it != flags.end()) {
it->second &= ~(1 << val);
if (it->second == 0) {
flags.erase(it);
}
}
}
protected:
map<K, T *> b_map;
set<T *> used_set;
map<T *, uint> flags;
set<void *> b_recalc;
Scene *scene;
};

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@ -96,6 +96,13 @@ bool BlenderSync::object_is_light(BL::Object &b_ob)
return (b_ob_data && b_ob_data.is_a(&RNA_Light));
}
bool BlenderSync::object_is_camera(BL::Object &b_ob)
{
BL::ID b_ob_data = b_ob.data();
return (b_ob_data && b_ob_data.is_a(&RNA_Camera));
}
void BlenderSync::sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object)
{
/* Initialize motion blur for object, detecting if it's enabled and creating motion
@ -400,7 +407,8 @@ bool BlenderSync::sync_object_attributes(BL::DepsgraphObjectInstance &b_instance
std::string real_name;
BlenderAttributeType type = blender_attribute_name_split_type(name, &real_name);
if (type != BL::ShaderNodeAttribute::attribute_type_GEOMETRY) {
if (type == BL::ShaderNodeAttribute::attribute_type_OBJECT ||
type == BL::ShaderNodeAttribute::attribute_type_INSTANCER) {
bool use_instancer = (type == BL::ShaderNodeAttribute::attribute_type_INSTANCER);
float4 value = lookup_instance_property(b_instance, real_name, use_instancer);

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@ -22,6 +22,8 @@
#include "util/string.h"
#include "util/task.h"
#include "BKE_duplilist.h"
CCL_NAMESPACE_BEGIN
typedef map<void *, ShaderInput *> PtrInputMap;
@ -103,6 +105,7 @@ static ImageAlphaType get_image_alpha_type(BL::Image &b_image)
static const string_view object_attr_prefix("\x01object:");
static const string_view instancer_attr_prefix("\x01instancer:");
static const string_view view_layer_attr_prefix("\x01layer:");
static ustring blender_attribute_name_add_type(const string &name, BlenderAttributeType type)
{
@ -111,6 +114,8 @@ static ustring blender_attribute_name_add_type(const string &name, BlenderAttrib
return ustring::concat(object_attr_prefix, name);
case BL::ShaderNodeAttribute::attribute_type_INSTANCER:
return ustring::concat(instancer_attr_prefix, name);
case BL::ShaderNodeAttribute::attribute_type_VIEW_LAYER:
return ustring::concat(view_layer_attr_prefix, name);
default:
return ustring(name);
}
@ -130,6 +135,11 @@ BlenderAttributeType blender_attribute_name_split_type(ustring name, string *r_r
return BL::ShaderNodeAttribute::attribute_type_INSTANCER;
}
if (sname.substr(0, view_layer_attr_prefix.size()) == view_layer_attr_prefix) {
*r_real_name = sname.substr(view_layer_attr_prefix.size());
return BL::ShaderNodeAttribute::attribute_type_VIEW_LAYER;
}
return BL::ShaderNodeAttribute::attribute_type_GEOMETRY;
}
@ -1420,6 +1430,89 @@ static void add_nodes(Scene *scene,
empty_proxy_map);
}
/* Look up and constant fold all references to View Layer attributes. */
void BlenderSync::resolve_view_layer_attributes(Shader *shader,
ShaderGraph *graph,
BL::Depsgraph &b_depsgraph)
{
bool updated = false;
foreach (ShaderNode *node, graph->nodes) {
if (node->is_a(AttributeNode::node_type)) {
AttributeNode *attr_node = static_cast<AttributeNode *>(node);
std::string real_name;
BlenderAttributeType type = blender_attribute_name_split_type(attr_node->get_attribute(),
&real_name);
if (type == BL::ShaderNodeAttribute::attribute_type_VIEW_LAYER) {
/* Look up the value. */
BL::ViewLayer b_layer = b_depsgraph.view_layer_eval();
BL::Scene b_scene = b_depsgraph.scene_eval();
float4 value;
BKE_view_layer_find_rgba_attribute((::Scene *)b_scene.ptr.data,
(::ViewLayer *)b_layer.ptr.data,
real_name.c_str(),
&value.x);
/* Replace all outgoing links, using appropriate output types. */
float val_avg = (value.x + value.y + value.z) / 3.0f;
foreach (ShaderOutput *output, node->outputs) {
float val_float;
float3 val_float3;
if (output->type() == SocketType::FLOAT) {
val_float = (output->name() == "Alpha") ? value.w : val_avg;
val_float3 = make_float3(val_float);
}
else {
val_float = val_avg;
val_float3 = float4_to_float3(value);
}
foreach (ShaderInput *sock, output->links) {
if (sock->type() == SocketType::FLOAT) {
sock->set(val_float);
}
else if (SocketType::is_float3(sock->type())) {
sock->set(val_float3);
}
sock->constant_folded_in = true;
}
graph->disconnect(output);
}
/* Clear the attribute name to avoid further attempts to look up. */
attr_node->set_attribute(ustring());
updated = true;
}
}
}
if (updated) {
shader_map.set_flag(shader, SHADER_WITH_LAYER_ATTRS);
}
else {
shader_map.clear_flag(shader, SHADER_WITH_LAYER_ATTRS);
}
}
bool BlenderSync::scene_attr_needs_recalc(Shader *shader, BL::Depsgraph &b_depsgraph)
{
if (shader && shader_map.test_flag(shader, SHADER_WITH_LAYER_ATTRS)) {
BL::Scene scene = b_depsgraph.scene_eval();
return shader_map.check_recalc(scene) || shader_map.check_recalc(scene.world()) ||
shader_map.check_recalc(scene.camera());
}
return false;
}
/* Sync Materials */
void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
@ -1438,7 +1531,8 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
Shader *shader;
/* test if we need to sync */
if (shader_map.add_or_update(&shader, b_mat) || update_all) {
if (shader_map.add_or_update(&shader, b_mat) || update_all ||
scene_attr_needs_recalc(shader, b_depsgraph)) {
ShaderGraph *graph = new ShaderGraph();
shader->name = b_mat.name().c_str();
@ -1459,6 +1553,8 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
graph->connect(diffuse->output("BSDF"), out->input("Surface"));
}
resolve_view_layer_attributes(shader, graph, b_depsgraph);
/* settings */
PointerRNA cmat = RNA_pointer_get(&b_mat.ptr, "cycles");
shader->set_use_mis(get_boolean(cmat, "sample_as_light"));
@ -1515,9 +1611,11 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
Shader *shader = scene->default_background;
if (world_recalc || update_all || b_world.ptr.data != world_map ||
viewport_parameters.shader_modified(new_viewport_parameters)) {
Shader *shader = scene->default_background;
viewport_parameters.shader_modified(new_viewport_parameters) ||
scene_attr_needs_recalc(shader, b_depsgraph)) {
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
@ -1615,6 +1713,8 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
background->set_visibility(visibility);
}
resolve_view_layer_attributes(shader, graph, b_depsgraph);
shader->set_graph(graph);
shader->tag_update(scene);
}
@ -1681,7 +1781,8 @@ void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
Shader *shader;
/* test if we need to sync */
if (shader_map.add_or_update(&shader, b_light) || update_all) {
if (shader_map.add_or_update(&shader, b_light) || update_all ||
scene_attr_needs_recalc(shader, b_depsgraph)) {
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
@ -1702,6 +1803,8 @@ void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
graph->connect(emission->output("Emission"), out->input("Surface"));
}
resolve_view_layer_attributes(shader, graph, b_depsgraph);
shader->set_graph(graph);
shader->tag_update(scene);
}

View File

@ -206,6 +206,9 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d
}
}
}
else if (object_is_camera(b_ob)) {
shader_map.set_recalc(b_ob);
}
}
/* Mesh */
else if (b_id.is_a(&RNA_Mesh)) {
@ -218,6 +221,11 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d
if (world_map == b_world.ptr.data) {
world_recalc = true;
}
shader_map.set_recalc(b_world);
}
/* World */
else if (b_id.is_a(&RNA_Scene)) {
shader_map.set_recalc(b_id);
}
/* Volume */
else if (b_id.is_a(&RNA_Volume)) {

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@ -120,6 +120,11 @@ class BlenderSync {
void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
bool scene_attr_needs_recalc(Shader *shader, BL::Depsgraph &b_depsgraph);
void resolve_view_layer_attributes(Shader *shader,
ShaderGraph *graph,
BL::Depsgraph &b_depsgraph);
/* Object */
Object *sync_object(BL::Depsgraph &b_depsgraph,
BL::ViewLayer &b_view_layer,
@ -207,13 +212,16 @@ class BlenderSync {
bool object_is_geometry(BObjectInfo &b_ob_info);
bool object_can_have_geometry(BL::Object &b_ob);
bool object_is_light(BL::Object &b_ob);
bool object_is_camera(BL::Object &b_ob);
/* variables */
BL::RenderEngine b_engine;
BL::BlendData b_data;
BL::Scene b_scene;
id_map<void *, Shader> shader_map;
enum ShaderFlags { SHADER_WITH_LAYER_ATTRS };
id_map<void *, Shader, ShaderFlags> shader_map;
id_map<ObjectKey, Object> object_map;
id_map<void *, Procedural> procedural_map;
id_map<GeometryKey, Geometry> geometry_map;

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@ -16,6 +16,7 @@ struct ListBase;
struct Object;
struct ParticleSystem;
struct Scene;
struct ViewLayer;
struct ViewerPath;
struct GeometrySet;
@ -83,6 +84,13 @@ bool BKE_object_dupli_find_rgba_attribute(struct Object *ob,
const char *name,
float r_value[4]);
/** Look up the RGBA value of a view layer/scene/world shader attribute.
* \return true if the attribute was found; if not, r_value is also set to zero. */
bool BKE_view_layer_find_rgba_attribute(struct Scene *scene,
struct ViewLayer *layer,
const char *name,
float r_value[4]);
#ifdef __cplusplus
}
#endif

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@ -57,10 +57,12 @@
#include "DEG_depsgraph_query.h"
#include "BLI_hash.h"
#include "DNA_world_types.h"
#include "NOD_geometry_nodes_log.hh"
#include "RNA_access.h"
#include "RNA_path.h"
#include "RNA_prototypes.h"
#include "RNA_types.h"
using blender::Array;
@ -1916,4 +1918,30 @@ bool BKE_object_dupli_find_rgba_attribute(
return false;
}
bool BKE_view_layer_find_rgba_attribute(struct Scene *scene,
struct ViewLayer *layer,
const char *name,
float r_value[4])
{
if (layer) {
PointerRNA layer_ptr;
RNA_pointer_create(&scene->id, &RNA_ViewLayer, layer, &layer_ptr);
if (find_rna_property_rgba(&layer_ptr, name, r_value)) {
return true;
}
}
if (find_rna_property_rgba(&scene->id, name, r_value)) {
return true;
}
if (scene->world && find_rna_property_rgba(&scene->world->id, name, r_value)) {
return true;
}
copy_v4_fl(r_value, 0.0f);
return false;
}
/** \} */

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@ -106,6 +106,8 @@ void Instance::begin_sync()
gpencil_engine_enabled = false;
scene_sync();
depth_of_field.sync();
motion_blur.sync();
hiz_buffer.sync();
@ -115,6 +117,21 @@ void Instance::begin_sync()
film.sync();
}
void Instance::scene_sync()
{
SceneHandle &sc_handle = sync.sync_scene(scene);
sc_handle.reset_recalc_flag();
/* This refers specifically to the Scene camera that can be accessed
* via View Layer Attribute nodes, rather than the actual render camera. */
if (scene->camera != nullptr) {
ObjectHandle &ob_handle = sync.sync_object(scene->camera);
ob_handle.reset_recalc_flag();
}
}
void Instance::object_sync(Object *ob)
{
const bool is_renderable_type = ELEM(ob->type, OB_CURVES, OB_GPENCIL, OB_MESH, OB_LAMP);

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@ -162,6 +162,7 @@ class Instance {
void render_sample();
void render_read_result(RenderLayer *render_layer, const char *view_name);
void scene_sync();
void mesh_sync(Object *ob, ObjectHandle &ob_handle);
void update_eval_members();

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@ -187,6 +187,8 @@ MaterialPass MaterialModule::material_pass_get(Object *ob,
/* Returned material should be ready to be drawn. */
BLI_assert(GPU_material_status(matpass.gpumat) == GPU_MAT_SUCCESS);
inst_.manager->register_layer_attributes(matpass.gpumat);
if (GPU_material_recalc_flag_get(matpass.gpumat)) {
inst_.sampling.reset();
}
@ -217,6 +219,9 @@ MaterialPass MaterialModule::material_pass_get(Object *ob,
matpass.sub_pass = &shader_sub->sub(GPU_material_get_name(matpass.gpumat));
matpass.sub_pass->material_set(*inst_.manager, matpass.gpumat);
}
else {
matpass.sub_pass = nullptr;
}
}
return matpass;

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@ -68,6 +68,20 @@ WorldHandle &SyncModule::sync_world(::World *world)
return eevee_dd;
}
SceneHandle &SyncModule::sync_scene(::Scene *scene)
{
DrawEngineType *owner = (DrawEngineType *)&DRW_engine_viewport_eevee_next_type;
struct DrawData *dd = DRW_drawdata_ensure(
(ID *)scene, owner, sizeof(eevee::SceneHandle), draw_data_init_cb, nullptr);
SceneHandle &eevee_dd = *reinterpret_cast<SceneHandle *>(dd);
const int recalc_flags = ID_RECALC_ALL;
if ((eevee_dd.recalc & recalc_flags) != 0) {
inst_.sampling.reset();
}
return eevee_dd;
}
/** \} */
/* -------------------------------------------------------------------- */

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@ -139,6 +139,15 @@ struct WorldHandle : public DrawData {
}
};
struct SceneHandle : public DrawData {
void reset_recalc_flag()
{
if (recalc != 0) {
recalc = 0;
}
}
};
class SyncModule {
private:
Instance &inst_;
@ -149,6 +158,7 @@ class SyncModule {
ObjectHandle &sync_object(Object *ob);
WorldHandle &sync_world(::World *world);
SceneHandle &sync_scene(::Scene *scene);
void sync_mesh(Object *ob,
ObjectHandle &ob_handle,

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@ -87,6 +87,9 @@ void World::sync()
default_tree.nodetree_get(bl_world);
GPUMaterial *gpumat = inst_.shaders.world_shader_get(bl_world, ntree);
inst_.manager->register_layer_attributes(gpumat);
inst_.pipelines.world.sync(gpumat);
}

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@ -15,6 +15,8 @@
#define DRW_VIEW_CULLING_UBO_SLOT 1
#define DRW_CLIPPING_UBO_SLOT 2
#define DRW_LAYER_ATTR_UBO_SLOT 3
#define DRW_RESOURCE_ID_SLOT 11
#define DRW_OBJ_MAT_SLOT 10
#define DRW_OBJ_INFOS_SLOT 9

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@ -622,6 +622,62 @@ void drw_uniform_attrs_pool_update(GHash *table,
}
}
GPUUniformBuf *drw_ensure_layer_attribute_buffer()
{
DRWData *data = DST.vmempool;
if (data->vlattrs_ubo_ready && data->vlattrs_ubo != NULL) {
return data->vlattrs_ubo;
}
/* Allocate the buffer data. */
const int buf_size = DRW_RESOURCE_CHUNK_LEN;
if (data->vlattrs_buf == NULL) {
data->vlattrs_buf = MEM_calloc_arrayN(
buf_size, sizeof(LayerAttribute), "View Layer Attr Data");
}
/* Look up attributes.
*
* Mirrors code in draw_resource.cc and cycles/blender/shader.cpp.
*/
LayerAttribute *buffer = data->vlattrs_buf;
int count = 0;
LISTBASE_FOREACH (GPULayerAttr *, attr, &data->vlattrs_name_list) {
float value[4];
if (BKE_view_layer_find_rgba_attribute(
DST.draw_ctx.scene, DST.draw_ctx.view_layer, attr->name, value)) {
LayerAttribute *item = &buffer[count++];
memcpy(item->data, value, sizeof(item->data));
item->hash_code = attr->hash_code;
/* Check if the buffer is full just in case. */
if (count >= buf_size) {
break;
}
}
}
buffer[0].buffer_length = count;
/* Update or create the UBO object. */
if (data->vlattrs_ubo != NULL) {
GPU_uniformbuf_update(data->vlattrs_ubo, buffer);
}
else {
data->vlattrs_ubo = GPU_uniformbuf_create_ex(
sizeof(*buffer) * buf_size, buffer, "View Layer Attributes");
}
data->vlattrs_ubo_ready = true;
return data->vlattrs_ubo;
}
DRWSparseUniformBuf *DRW_uniform_attrs_pool_find_ubo(GHash *table,
const struct GPUUniformAttrList *key)
{

View File

@ -378,6 +378,8 @@ DRWData *DRW_viewport_data_create(void)
drw_data->views = BLI_memblock_create(sizeof(DRWView));
drw_data->images = BLI_memblock_create(sizeof(GPUTexture *));
drw_data->obattrs_ubo_pool = DRW_uniform_attrs_pool_new();
drw_data->vlattrs_name_cache = BLI_ghash_new(
BLI_ghashutil_inthash_p_simple, BLI_ghashutil_intcmp, "View Layer Attribute names");
{
uint chunk_len = sizeof(DRWObjectMatrix) * DRW_RESOURCE_CHUNK_LEN;
drw_data->obmats = BLI_memblock_create_ex(sizeof(DRWObjectMatrix), chunk_len);
@ -413,9 +415,23 @@ static void draw_texture_release(DRWData *drw_data)
}
}
static void draw_prune_vlattrs(DRWData *drw_data)
{
drw_data->vlattrs_ubo_ready = false;
/* Forget known attributes after they are unused for a few frames. */
LISTBASE_FOREACH_MUTABLE (GPULayerAttr *, attr, &drw_data->vlattrs_name_list) {
if (++attr->users > 10) {
BLI_ghash_remove(drw_data->vlattrs_name_cache, (void *)attr->hash_code, NULL, NULL);
BLI_freelinkN(&drw_data->vlattrs_name_list, attr);
}
}
}
static void drw_viewport_data_reset(DRWData *drw_data)
{
draw_texture_release(drw_data);
draw_prune_vlattrs(drw_data);
BLI_memblock_clear(drw_data->commands, NULL);
BLI_memblock_clear(drw_data->commands_small, NULL);
@ -451,6 +467,12 @@ void DRW_viewport_data_free(DRWData *drw_data)
BLI_memblock_destroy(drw_data->passes, NULL);
BLI_memblock_destroy(drw_data->images, NULL);
DRW_uniform_attrs_pool_free(drw_data->obattrs_ubo_pool);
BLI_ghash_free(drw_data->vlattrs_name_cache, NULL, NULL);
BLI_freelistN(&drw_data->vlattrs_name_list);
if (drw_data->vlattrs_ubo) {
GPU_uniformbuf_free(drw_data->vlattrs_ubo);
MEM_freeN(drw_data->vlattrs_buf);
}
DRW_instance_data_list_free(drw_data->idatalist);
DRW_texture_pool_free(drw_data->texture_pool);
for (int i = 0; i < 2; i++) {
@ -811,6 +833,7 @@ static bool id_type_can_have_drawdata(const short id_type)
/* has DrawData */
case ID_OB:
case ID_WO:
case ID_SCE:
return true;
/* no DrawData */

View File

@ -35,6 +35,7 @@ void Manager::begin_sync()
}
acquired_textures.clear();
layer_attributes.clear();
#ifdef DEBUG
/* Detect uninitialized data. */
@ -52,14 +53,46 @@ void Manager::begin_sync()
resource_handle(float4x4::identity());
}
void Manager::sync_layer_attributes()
{
/* Sort the attribute IDs - the shaders use binary search. */
Vector<uint32_t> id_list;
id_list.reserve(layer_attributes.size());
for (uint32_t id : layer_attributes.keys()) {
id_list.append(id);
}
std::sort(id_list.begin(), id_list.end());
/* Look up the attributes. */
int count = 0, size = layer_attributes_buf.end() - layer_attributes_buf.begin();
for (uint32_t id : id_list) {
if (layer_attributes_buf[count].sync(
DST.draw_ctx.scene, DST.draw_ctx.view_layer, layer_attributes.lookup(id))) {
/* Check if the buffer is full. */
if (++count == size) {
break;
}
}
}
layer_attributes_buf[0].buffer_length = count;
}
void Manager::end_sync()
{
GPU_debug_group_begin("Manager.end_sync");
sync_layer_attributes();
matrix_buf.push_update();
bounds_buf.push_update();
infos_buf.push_update();
attributes_buf.push_update();
layer_attributes_buf.push_update();
attributes_buf_legacy.push_update();
/* Useful for debugging the following resource finalize. But will trigger the drawing of the GPU
@ -100,6 +133,7 @@ void Manager::resource_bind()
GPU_storagebuf_bind(matrix_buf, DRW_OBJ_MAT_SLOT);
GPU_storagebuf_bind(infos_buf, DRW_OBJ_INFOS_SLOT);
GPU_storagebuf_bind(attributes_buf, DRW_OBJ_ATTR_SLOT);
GPU_uniformbuf_bind(layer_attributes_buf, DRW_LAYER_ATTR_UBO_SLOT);
/* 2 is the hardcoded location of the uniform attr UBO. */
/* TODO(@fclem): Remove this workaround. */
GPU_uniformbuf_bind(attributes_buf_legacy, 2);

View File

@ -335,6 +335,7 @@ typedef enum {
DRW_UNIFORM_BLOCK_OBMATS,
DRW_UNIFORM_BLOCK_OBINFOS,
DRW_UNIFORM_BLOCK_OBATTRS,
DRW_UNIFORM_BLOCK_VLATTRS,
DRW_UNIFORM_RESOURCE_CHUNK,
DRW_UNIFORM_RESOURCE_ID,
/** Legacy / Fallback */
@ -527,6 +528,11 @@ typedef struct DRWData {
struct GPUUniformBuf **matrices_ubo;
struct GPUUniformBuf **obinfos_ubo;
struct GHash *obattrs_ubo_pool;
struct GHash *vlattrs_name_cache;
struct ListBase vlattrs_name_list;
struct LayerAttribute *vlattrs_buf;
struct GPUUniformBuf *vlattrs_ubo;
bool vlattrs_ubo_ready;
uint ubo_len;
/** Per draw-call volume object data. */
void *volume_grids_ubos; /* VolumeUniformBufPool */
@ -691,6 +697,8 @@ void drw_uniform_attrs_pool_update(struct GHash *table,
struct Object *dupli_parent,
struct DupliObject *dupli_source);
GPUUniformBuf *drw_ensure_layer_attribute_buffer();
double *drw_engine_data_cache_time_get(GPUViewport *viewport);
void *drw_engine_data_engine_data_create(GPUViewport *viewport, void *engine_type);
void *drw_engine_data_engine_data_get(GPUViewport *viewport, void *engine_handle);

View File

@ -44,6 +44,7 @@ class Manager {
using ObjectBoundsBuf = StorageArrayBuffer<ObjectBounds, 128>;
using ObjectInfosBuf = StorageArrayBuffer<ObjectInfos, 128>;
using ObjectAttributeBuf = StorageArrayBuffer<ObjectAttribute, 128>;
using LayerAttributeBuf = UniformArrayBuffer<LayerAttribute, 512>;
/**
* TODO(@fclem): Remove once we get rid of old EEVEE code-base.
* `DRW_RESOURCE_CHUNK_LEN = 512`.
@ -86,6 +87,16 @@ class Manager {
*/
ObjectAttributeLegacyBuf attributes_buf_legacy;
/**
* Table of all View Layer attributes required by shaders, used to populate the buffer below.
*/
Map<uint32_t, GPULayerAttr> layer_attributes;
/**
* Buffer of layer attribute values, indexed and sorted by the hash.
*/
LayerAttributeBuf layer_attributes_buf;
/**
* List of textures coming from Image data-blocks.
* They need to be reference-counted in order to avoid being freed in another thread.
@ -130,6 +141,11 @@ class Manager {
const ObjectRef &ref,
Span<GPUMaterial *> materials);
/**
* Collect necessary View Layer attributes.
*/
void register_layer_attributes(GPUMaterial *material);
/**
* Submit a pass for drawing. All resource reference will be dereferenced and commands will be
* sent to GPU.
@ -169,6 +185,9 @@ class Manager {
void debug_bind();
void resource_bind();
private:
void sync_layer_attributes();
};
inline ResourceHandle Manager::resource_handle(const ObjectRef ref)
@ -229,6 +248,19 @@ inline void Manager::extract_object_attributes(ResourceHandle handle,
}
}
inline void Manager::register_layer_attributes(GPUMaterial *material)
{
const ListBase *attr_list = GPU_material_layer_attributes(material);
if (attr_list != nullptr) {
LISTBASE_FOREACH (const GPULayerAttr *, attr, attr_list) {
/** Since layer attributes are global to the whole render pass,
* this only collects a table of their names. */
layer_attributes.add(attr->hash_code, *attr);
}
}
}
} // namespace blender::draw
/* TODO(@fclem): This is for testing. The manager should be passed to the engine through the

View File

@ -1840,6 +1840,13 @@ void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, GPUMaterial *mater
grp, loc, DRW_UNIFORM_BLOCK_OBATTRS, uattrs, GPU_SAMPLER_DEFAULT, 0, 1);
grp->uniform_attrs = uattrs;
}
if (GPU_material_layer_attributes(material) != NULL) {
int loc = GPU_shader_get_uniform_block_binding(grp->shader,
GPU_LAYER_ATTRIBUTE_UBO_BLOCK_NAME);
drw_shgroup_uniform_create_ex(
grp, loc, DRW_UNIFORM_BLOCK_VLATTRS, nullptr, GPU_SAMPLER_DEFAULT, 0, 1);
}
}
GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat attrs[],

View File

@ -44,6 +44,7 @@ typedef struct DRWCommandsState {
int obmats_loc;
int obinfos_loc;
int obattrs_loc;
int vlattrs_loc;
int baseinst_loc;
int chunkid_loc;
int resourceid_loc;
@ -682,6 +683,10 @@ static void draw_update_uniforms(DRWShadingGroup *shgroup,
uni->uniform_attrs);
DRW_sparse_uniform_buffer_bind(state->obattrs_ubo, 0, uni->location);
break;
case DRW_UNIFORM_BLOCK_VLATTRS:
state->vlattrs_loc = uni->location;
GPU_uniformbuf_bind(drw_ensure_layer_attribute_buffer(), uni->location);
break;
case DRW_UNIFORM_RESOURCE_CHUNK:
state->chunkid_loc = uni->location;
GPU_shader_uniform_int(shgroup->shader, uni->location, 0);
@ -960,6 +965,9 @@ static void draw_call_batching_finish(DRWShadingGroup *shgroup, DRWCommandsState
if (state->obattrs_loc != -1) {
DRW_sparse_uniform_buffer_unbind(state->obattrs_ubo, state->resource_chunk);
}
if (state->vlattrs_loc != -1) {
GPU_uniformbuf_unbind(DST.vmempool->vlattrs_ubo);
}
}
static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
@ -970,6 +978,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
.obmats_loc = -1,
.obinfos_loc = -1,
.obattrs_loc = -1,
.vlattrs_loc = -1,
.baseinst_loc = -1,
.chunkid_loc = -1,
.resourceid_loc = -1,

View File

@ -237,6 +237,42 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
WM_jobs_start(wm, wm_job);
}
static void drw_register_shader_vlattrs(GPUMaterial *mat)
{
const ListBase *attrs = GPU_material_layer_attributes(mat);
if (!attrs) {
return;
}
GHash *hash = DST.vmempool->vlattrs_name_cache;
ListBase *list = &DST.vmempool->vlattrs_name_list;
LISTBASE_FOREACH (GPULayerAttr *, attr, attrs) {
GPULayerAttr **p_val;
/* Add to the table and list if newly seen. */
if (!BLI_ghash_ensure_p(hash, (void *)attr->hash_code, (void ***)&p_val)) {
DST.vmempool->vlattrs_ubo_ready = false;
GPULayerAttr *new_link = *p_val = MEM_dupallocN(attr);
/* Insert into the list ensuring sorted order. */
GPULayerAttr *link = list->first;
while (link && link->hash_code <= attr->hash_code) {
link = link->next;
}
new_link->prev = new_link->next = NULL;
BLI_insertlinkbefore(list, link, new_link);
}
/* Reset the unused frames counter. */
(*p_val)->users = 0;
}
}
void DRW_deferred_shader_remove(GPUMaterial *mat)
{
LISTBASE_FOREACH (wmWindowManager *, wm, &G_MAIN->wm) {
@ -382,6 +418,9 @@ GPUMaterial *DRW_shader_from_world(World *wo,
false,
callback,
thunk);
drw_register_shader_vlattrs(mat);
if (DRW_state_is_image_render()) {
/* Do not deferred if doing render. */
deferred = false;
@ -411,6 +450,8 @@ GPUMaterial *DRW_shader_from_material(Material *ma,
callback,
thunk);
drw_register_shader_vlattrs(mat);
if (DRW_state_is_image_render()) {
/* Do not deferred if doing render. */
deferred = false;

View File

@ -38,3 +38,16 @@ bool ObjectAttribute::sync(const blender::draw::ObjectRef &ref, const GPUUniform
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name LayerAttributes
* \{ */
bool LayerAttribute::sync(Scene *scene, ViewLayer *layer, const GPULayerAttr &attr)
{
hash_code = attr.hash_code;
return BKE_view_layer_find_rgba_attribute(scene, layer, attr.name, &data.x);
}
/** \} */

View File

@ -15,6 +15,7 @@ typedef struct ObjectBounds ObjectBounds;
typedef struct VolumeInfos VolumeInfos;
typedef struct CurvesInfos CurvesInfos;
typedef struct ObjectAttribute ObjectAttribute;
typedef struct LayerAttribute LayerAttribute;
typedef struct DrawCommand DrawCommand;
typedef struct DispatchCommand DispatchCommand;
typedef struct DRWDebugPrintBuffer DRWDebugPrintBuffer;
@ -24,8 +25,10 @@ typedef struct DRWDebugDrawBuffer DRWDebugDrawBuffer;
# ifdef __cplusplus
/* C++ only forward declarations. */
struct Object;
struct ViewLayer;
struct ID;
struct GPUUniformAttr;
struct GPULayerAttr;
namespace blender::draw {
@ -192,6 +195,20 @@ struct ObjectAttribute {
* C++ compiler gives us the same size. */
BLI_STATIC_ASSERT_ALIGN(ObjectAttribute, 20)
#pragma pack(push, 4)
struct LayerAttribute {
float4 data;
uint hash_code;
uint buffer_length; /* Only in the first record. */
uint _pad1, _pad2;
#if !defined(GPU_SHADER) && defined(__cplusplus)
bool sync(Scene *scene, ViewLayer *layer, const GPULayerAttr &attr);
#endif
};
#pragma pack(pop)
BLI_STATIC_ASSERT_ALIGN(LayerAttribute, 32)
/** \} */
/* -------------------------------------------------------------------- */

View File

@ -19,6 +19,14 @@ GPU_SHADER_CREATE_INFO(draw_curves_infos)
.typedef_source("draw_shader_shared.h")
.uniform_buf(3, "CurvesInfos", "drw_curves", Frequency::BATCH);
GPU_SHADER_CREATE_INFO(draw_layer_attributes)
.typedef_source("draw_shader_shared.h")
.define("VLATTR_LIB")
.uniform_buf(DRW_LAYER_ATTR_UBO_SLOT,
"LayerAttribute",
"drw_layer_attrs[DRW_RESOURCE_CHUNK_LEN]",
Frequency::BATCH);
GPU_SHADER_CREATE_INFO(draw_object_infos_new)
.typedef_source("draw_shader_shared.h")
.define("OBINFO_LIB")

View File

@ -162,6 +162,7 @@ GPUNodeLink *GPU_uniform_attribute(GPUMaterial *mat,
const char *name,
bool use_dupli,
uint32_t *r_hash);
GPUNodeLink *GPU_layer_attribute(GPUMaterial *mat, const char *name);
GPUNodeLink *GPU_image(GPUMaterial *mat,
struct Image *ima,
struct ImageUser *iuser,
@ -357,6 +358,20 @@ struct GHash *GPU_uniform_attr_list_hash_new(const char *info);
void GPU_uniform_attr_list_copy(GPUUniformAttrList *dest, const GPUUniformAttrList *src);
void GPU_uniform_attr_list_free(GPUUniformAttrList *set);
typedef struct GPULayerAttr {
struct GPULayerAttr *next, *prev;
/* Meaningful part of the attribute set key. */
char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */
/** Hash of name[64]. */
uint32_t hash_code;
/* Helper fields used by code generation. */
int users;
} GPULayerAttr;
const ListBase *GPU_material_layer_attributes(const GPUMaterial *material);
/* A callback passed to GPU_material_from_callbacks to construct the material graph by adding and
* linking the necessary GPU material nodes. */
typedef void (*ConstructGPUMaterialFn)(void *thunk, GPUMaterial *material);

View File

@ -44,6 +44,7 @@ void GPU_uniformbuf_unbind_all(void);
#define GPU_UBO_BLOCK_NAME "node_tree"
#define GPU_ATTRIBUTE_UBO_BLOCK_NAME "unf_attrs"
#define GPU_LAYER_ATTRIBUTE_UBO_BLOCK_NAME "drw_layer_attrs"
#ifdef __cplusplus
}

View File

@ -183,6 +183,8 @@ static std::ostream &operator<<(std::ostream &stream, const GPUInput *input)
return stream << "var_attrs.v" << input->attr->id;
case GPU_SOURCE_UNIFORM_ATTR:
return stream << "unf_attrs[resource_id].attr" << input->uniform_attr->id;
case GPU_SOURCE_LAYER_ATTR:
return stream << "attr_load_layer(" << input->layer_attr->hash_code << ")";
case GPU_SOURCE_STRUCT:
return stream << "strct" << input->id;
case GPU_SOURCE_TEX:
@ -432,6 +434,10 @@ void GPUCodegen::generate_resources()
info.uniform_buf(2, "UniformAttrs", GPU_ATTRIBUTE_UBO_BLOCK_NAME "[512]", Frequency::BATCH);
}
if (!BLI_listbase_is_empty(&graph.layer_attrs)) {
info.additional_info("draw_layer_attributes");
}
info.typedef_source_generated = ss.str();
}

View File

@ -291,6 +291,12 @@ const GPUUniformAttrList *GPU_material_uniform_attributes(const GPUMaterial *mat
return attrs->count > 0 ? attrs : NULL;
}
const ListBase *GPU_material_layer_attributes(const GPUMaterial *material)
{
const ListBase *attrs = &material->graph.layer_attrs;
return !BLI_listbase_is_empty(attrs) ? attrs : NULL;
}
#if 1 /* End of life code. */
/* Eevee Subsurface scattering. */
/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */

View File

@ -83,6 +83,9 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType
case GPU_SOURCE_UNIFORM_ATTR:
input->uniform_attr->users++;
break;
case GPU_SOURCE_LAYER_ATTR:
input->layer_attr->users++;
break;
case GPU_SOURCE_TEX:
case GPU_SOURCE_TEX_TILED_MAPPING:
input->texture->users++;
@ -133,6 +136,10 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType
input->source = GPU_SOURCE_UNIFORM_ATTR;
input->uniform_attr = link->uniform_attr;
break;
case GPU_NODE_LINK_LAYER_ATTR:
input->source = GPU_SOURCE_LAYER_ATTR;
input->layer_attr = link->layer_attr;
break;
case GPU_NODE_LINK_CONSTANT:
input->source = (type == GPU_CLOSURE) ? GPU_SOURCE_STRUCT : GPU_SOURCE_CONSTANT;
break;
@ -430,6 +437,34 @@ static GPUUniformAttr *gpu_node_graph_add_uniform_attribute(GPUNodeGraph *graph,
return attr;
}
/** Add a new uniform attribute of given type and name. Returns NULL if out of slots. */
static GPULayerAttr *gpu_node_graph_add_layer_attribute(GPUNodeGraph *graph, const char *name)
{
/* Find existing attribute. */
ListBase *attrs = &graph->layer_attrs;
GPULayerAttr *attr = attrs->first;
for (; attr; attr = attr->next) {
if (STREQ(attr->name, name)) {
break;
}
}
/* Add new requested attribute to the list. */
if (attr == NULL) {
attr = MEM_callocN(sizeof(*attr), __func__);
STRNCPY(attr->name, name);
attr->hash_code = BLI_ghashutil_strhash_p(attr->name);
BLI_addtail(attrs, attr);
}
if (attr != NULL) {
attr->users++;
}
return attr;
}
static GPUMaterialTexture *gpu_node_graph_add_texture(GPUNodeGraph *graph,
Image *ima,
ImageUser *iuser,
@ -546,6 +581,17 @@ GPUNodeLink *GPU_uniform_attribute(GPUMaterial *mat,
return link;
}
GPUNodeLink *GPU_layer_attribute(GPUMaterial *mat, const char *name)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPULayerAttr *attr = gpu_node_graph_add_layer_attribute(graph, name);
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_LAYER_ATTR;
link->layer_attr = attr;
return link;
}
GPUNodeLink *GPU_constant(const float *num)
{
GPUNodeLink *link = gpu_node_link_create();
@ -767,14 +813,22 @@ static void gpu_inputs_free(ListBase *inputs)
GPUInput *input;
for (input = inputs->first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTR) {
input->attr->users--;
}
else if (input->source == GPU_SOURCE_UNIFORM_ATTR) {
input->uniform_attr->users--;
}
else if (ELEM(input->source, GPU_SOURCE_TEX, GPU_SOURCE_TEX_TILED_MAPPING)) {
input->texture->users--;
switch (input->source) {
case GPU_SOURCE_ATTR:
input->attr->users--;
break;
case GPU_SOURCE_UNIFORM_ATTR:
input->uniform_attr->users--;
break;
case GPU_SOURCE_LAYER_ATTR:
input->layer_attr->users--;
break;
case GPU_SOURCE_TEX:
case GPU_SOURCE_TEX_TILED_MAPPING:
input->texture->users--;
break;
default:
break;
}
if (input->link) {
@ -826,6 +880,7 @@ void gpu_node_graph_free(GPUNodeGraph *graph)
BLI_freelistN(&graph->textures);
BLI_freelistN(&graph->attributes);
GPU_uniform_attr_list_free(&graph->uniform_attrs);
BLI_freelistN(&graph->layer_attrs);
if (graph->used_libraries) {
BLI_gset_free(graph->used_libraries, NULL);
@ -908,4 +963,10 @@ void gpu_node_graph_prune_unused(GPUNodeGraph *graph)
uattrs->count--;
}
}
LISTBASE_FOREACH_MUTABLE (GPULayerAttr *, attr, &graph->layer_attrs) {
if (attr->users == 0) {
BLI_freelinkN(&graph->layer_attrs, attr);
}
}
}

View File

@ -31,6 +31,7 @@ typedef enum eGPUDataSource {
GPU_SOURCE_UNIFORM,
GPU_SOURCE_ATTR,
GPU_SOURCE_UNIFORM_ATTR,
GPU_SOURCE_LAYER_ATTR,
GPU_SOURCE_STRUCT,
GPU_SOURCE_TEX,
GPU_SOURCE_TEX_TILED_MAPPING,
@ -42,6 +43,7 @@ typedef enum {
GPU_NODE_LINK_NONE = 0,
GPU_NODE_LINK_ATTR,
GPU_NODE_LINK_UNIFORM_ATTR,
GPU_NODE_LINK_LAYER_ATTR,
GPU_NODE_LINK_COLORBAND,
GPU_NODE_LINK_CONSTANT,
GPU_NODE_LINK_IMAGE,
@ -95,6 +97,8 @@ struct GPUNodeLink {
struct GPUMaterialAttribute *attr;
/* GPU_NODE_LINK_UNIFORM_ATTR */
struct GPUUniformAttr *uniform_attr;
/* GPU_NODE_LINK_LAYER_ATTR */
struct GPULayerAttr *layer_attr;
/* GPU_NODE_LINK_IMAGE_BLENDER */
struct GPUMaterialTexture *texture;
/* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
@ -131,6 +135,8 @@ typedef struct GPUInput {
struct GPUMaterialAttribute *attr;
/* GPU_SOURCE_UNIFORM_ATTR */
struct GPUUniformAttr *uniform_attr;
/* GPU_SOURCE_LAYER_ATTR */
struct GPULayerAttr *layer_attr;
/* GPU_SOURCE_FUNCTION_CALL */
char function_call[64];
};
@ -171,6 +177,9 @@ typedef struct GPUNodeGraph {
/* The list of uniform attributes. */
GPUUniformAttrList uniform_attrs;
/* The list of layer attributes. */
ListBase layer_attrs;
/** Set of all the GLSL lib code blocks . */
GSet *used_libraries;
} GPUNodeGraph;

View File

@ -29,6 +29,31 @@ void node_attribute_uniform(vec4 attr, const float attr_hash, out vec4 out_attr)
out_attr = attr_load_uniform(attr, floatBitsToUint(attr_hash));
}
vec4 attr_load_layer(const uint attr_hash)
{
#ifdef VLATTR_LIB
/* The first record of the buffer stores the length. */
uint left = 0, right = drw_layer_attrs[0].buffer_length;
while (left < right) {
uint mid = (left + right) / 2;
uint hash = drw_layer_attrs[mid].hash_code;
if (hash < attr_hash) {
left = mid + 1;
}
else if (hash > attr_hash) {
right = mid;
}
else {
return drw_layer_attrs[mid].data;
}
}
#endif
return vec4(0.0);
}
void node_attribute(
vec4 attr, out vec4 outcol, out vec3 outvec, out float outf, out float outalpha)
{

View File

@ -1686,6 +1686,7 @@ enum {
SHD_ATTRIBUTE_GEOMETRY = 0,
SHD_ATTRIBUTE_OBJECT = 1,
SHD_ATTRIBUTE_INSTANCER = 2,
SHD_ATTRIBUTE_VIEW_LAYER = 3,
};
/* toon modes */

View File

@ -1761,6 +1761,8 @@ typedef struct Scene {
ID id;
/** Animation data (must be immediately after id for utilities to use it). */
struct AnimData *adt;
/* runtime (must be immediately after id for utilities to use it). */
DrawDataList drawdata;
struct Object *camera;
struct World *world;

View File

@ -5242,6 +5242,11 @@ static void def_sh_attribute(StructRNA *srna)
"The attribute is associated with the instancer particle system or object, "
"falling back to the Object mode if the attribute isn't found, or the object "
"is not instanced"},
{SHD_ATTRIBUTE_VIEW_LAYER,
"VIEW_LAYER",
0,
"View Layer",
"The attribute is associated with the View Layer, Scene or World that is being rendered"},
{0, NULL, 0, NULL, NULL},
};
PropertyRNA *prop;

View File

@ -42,6 +42,16 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
if (is_varying) {
cd_attr = GPU_attribute(mat, CD_AUTO_FROM_NAME, attr->name);
if (STREQ(attr->name, "color")) {
GPU_link(mat, "node_attribute_color", cd_attr, &cd_attr);
}
else if (STREQ(attr->name, "temperature")) {
GPU_link(mat, "node_attribute_temperature", cd_attr, &cd_attr);
}
}
else if (attr->type == SHD_ATTRIBUTE_VIEW_LAYER) {
cd_attr = GPU_layer_attribute(mat, attr->name);
}
else {
cd_attr = GPU_uniform_attribute(mat,
@ -52,13 +62,6 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
GPU_link(mat, "node_attribute_uniform", cd_attr, GPU_constant(&attr_hash), &cd_attr);
}
if (STREQ(attr->name, "color")) {
GPU_link(mat, "node_attribute_color", cd_attr, &cd_attr);
}
else if (STREQ(attr->name, "temperature")) {
GPU_link(mat, "node_attribute_temperature", cd_attr, &cd_attr);
}
GPU_stack_link(mat, node, "node_attribute", in, out, cd_attr);
if (is_varying) {