Cleanup: DRW: Move ModelMatrix declaration to common_view_lib
[blender.git] / source / blender / gpu / intern / gpu_codegen.c
index 1f66570d8ed646b94e2aa55c677a38ed55c77644..8dda98ab99044d6dcf2a6c3eb33fe61148120d6b 100644 (file)
@@ -17,8 +17,8 @@
  * All rights reserved.
  */
 
-/** \file blender/gpu/intern/gpu_codegen.c
- *  \ingroup gpu
+/** \file
+ * \ingroup gpu
  *
  * Convert material node-trees to GLSL.
  */
 #include "DNA_customdata_types.h"
 #include "DNA_image_types.h"
 #include "DNA_material_types.h"
+#include "DNA_node_types.h"
 
 #include "BLI_blenlib.h"
+#include "BLI_hash_mm2a.h"
+#include "BLI_link_utils.h"
 #include "BLI_utildefines.h"
 #include "BLI_dynstr.h"
 #include "BLI_ghash.h"
+#include "BLI_threads.h"
+
+#include "PIL_time.h"
 
 #include "GPU_extensions.h"
 #include "GPU_glew.h"
 #include "GPU_material.h"
 #include "GPU_shader.h"
 #include "GPU_texture.h"
+#include "GPU_uniformbuffer.h"
 
 #include "BLI_sys_types.h" /* for intptr_t support */
 
 #include <stdarg.h>
 
 extern char datatoc_gpu_shader_material_glsl[];
-extern char datatoc_gpu_shader_vertex_glsl[];
-extern char datatoc_gpu_shader_vertex_world_glsl[];
 extern char datatoc_gpu_shader_geometry_glsl[];
 
 static char *glsl_material_library = NULL;
 
+/* -------------------- GPUPass Cache ------------------ */
+/**
+ * Internal shader cache: This prevent the shader recompilation / stall when
+ * using undo/redo AND also allows for GPUPass reuse if the Shader code is the
+ * same for 2 different Materials. Unused GPUPasses are free by Garbage collection.
+ */
+
+/* Only use one linklist that contains the GPUPasses grouped by hash. */
+static GPUPass *pass_cache = NULL;
+static SpinLock pass_cache_spin;
+
+static uint32_t gpu_pass_hash(const char *frag_gen, const char *defs, GPUVertAttrLayers *attrs)
+{
+  BLI_HashMurmur2A hm2a;
+  BLI_hash_mm2a_init(&hm2a, 0);
+  BLI_hash_mm2a_add(&hm2a, (uchar *)frag_gen, strlen(frag_gen));
+  if (attrs) {
+    for (int att_idx = 0; att_idx < attrs->totlayer; att_idx++) {
+      char *name = attrs->layer[att_idx].name;
+      BLI_hash_mm2a_add(&hm2a, (uchar *)name, strlen(name));
+    }
+  }
+  if (defs) {
+    BLI_hash_mm2a_add(&hm2a, (uchar *)defs, strlen(defs));
+  }
+
+  return BLI_hash_mm2a_end(&hm2a);
+}
+
+/* Search by hash only. Return first pass with the same hash.
+ * There is hash collision if (pass->next && pass->next->hash == hash) */
+static GPUPass *gpu_pass_cache_lookup(uint32_t hash)
+{
+  BLI_spin_lock(&pass_cache_spin);
+  /* Could be optimized with a Lookup table. */
+  for (GPUPass *pass = pass_cache; pass; pass = pass->next) {
+    if (pass->hash == hash) {
+      BLI_spin_unlock(&pass_cache_spin);
+      return pass;
+    }
+  }
+  BLI_spin_unlock(&pass_cache_spin);
+  return NULL;
+}
+
+/* Check all possible passes with the same hash. */
+static GPUPass *gpu_pass_cache_resolve_collision(GPUPass *pass,
+                                                 const char *vert,
+                                                 const char *geom,
+                                                 const char *frag,
+                                                 const char *defs,
+                                                 uint32_t hash)
+{
+  BLI_spin_lock(&pass_cache_spin);
+  /* Collision, need to strcmp the whole shader. */
+  for (; pass && (pass->hash == hash); pass = pass->next) {
+    if ((defs != NULL) && (strcmp(pass->defines, defs) != 0)) { /* Pass */
+    }
+    else if ((geom != NULL) && (strcmp(pass->geometrycode, geom) != 0)) { /* Pass */
+    }
+    else if ((strcmp(pass->fragmentcode, frag) == 0) && (strcmp(pass->vertexcode, vert) == 0)) {
+      BLI_spin_unlock(&pass_cache_spin);
+      return pass;
+    }
+  }
+  BLI_spin_unlock(&pass_cache_spin);
+  return NULL;
+}
+
+/* -------------------- GPU Codegen ------------------ */
 
 /* type definitions and constants */
 
-enum {
-       MAX_FUNCTION_NAME = 64,
-};
-enum {
-       MAX_PARAMETER = 32,
-};
+#define MAX_FUNCTION_NAME 64
+#define MAX_PARAMETER 32
 
 typedef enum {
-       FUNCTION_QUAL_IN,
-       FUNCTION_QUAL_OUT,
-       FUNCTION_QUAL_INOUT
+  FUNCTION_QUAL_IN,
+  FUNCTION_QUAL_OUT,
+  FUNCTION_QUAL_INOUT,
 } GPUFunctionQual;
 
 typedef struct GPUFunction {
-       char name[MAX_FUNCTION_NAME];
-       GPUType paramtype[MAX_PARAMETER];
-       GPUFunctionQual paramqual[MAX_PARAMETER];
-       int totparam;
+  char name[MAX_FUNCTION_NAME];
+  eGPUType paramtype[MAX_PARAMETER];
+  GPUFunctionQual paramqual[MAX_PARAMETER];
+  int totparam;
 } GPUFunction;
 
-/* Indices match the GPUType enum */
+/* Indices match the eGPUType enum */
 static const char *GPU_DATATYPE_STR[17] = {
-       "", "float", "vec2", "vec3", "vec4",
-       NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4",
+    "",
+    "float",
+    "vec2",
+    "vec3",
+    "vec4",
+    NULL,
+    NULL,
+    NULL,
+    NULL,
+    "mat3",
+    NULL,
+    NULL,
+    NULL,
+    NULL,
+    NULL,
+    NULL,
+    "mat4",
 };
 
 /* GLSL code parsing for finding function definitions.
@@ -94,209 +180,228 @@ static GPUShader *FUNCTION_LIB = NULL;
 
 static int gpu_str_prefix(const char *str, const char *prefix)
 {
-       while (*str && *prefix) {
-               if (*str != *prefix)
-                       return 0;
+  while (*str && *prefix) {
+    if (*str != *prefix) {
+      return 0;
+    }
 
-               str++;
-               prefix++;
-       }
+    str++;
+    prefix++;
+  }
 
-       return (*prefix == '\0');
+  return (*prefix == '\0');
 }
 
 static char *gpu_str_skip_token(char *str, char *token, int max)
 {
-       int len = 0;
-
-       /* skip a variable/function name */
-       while (*str) {
-               if (ELEM(*str, ' ', '(', ')', ',', '\t', '\n', '\r'))
-                       break;
-               else {
-                       if (token && len < max - 1) {
-                               *token = *str;
-                               token++;
-                               len++;
-                       }
-                       str++;
-               }
-       }
-
-       if (token)
-               *token = '\0';
-
-       /* skip the next special characters:
-        * note the missing ')' */
-       while (*str) {
-               if (ELEM(*str, ' ', '(', ',', '\t', '\n', '\r'))
-                       str++;
-               else
-                       break;
-       }
-
-       return str;
+  int len = 0;
+
+  /* skip a variable/function name */
+  while (*str) {
+    if (ELEM(*str, ' ', '(', ')', ',', ';', '\t', '\n', '\r')) {
+      break;
+    }
+    else {
+      if (token && len < max - 1) {
+        *token = *str;
+        token++;
+        len++;
+      }
+      str++;
+    }
+  }
+
+  if (token) {
+    *token = '\0';
+  }
+
+  /* skip the next special characters:
+   * note the missing ')' */
+  while (*str) {
+    if (ELEM(*str, ' ', '(', ',', ';', '\t', '\n', '\r')) {
+      str++;
+    }
+    else {
+      break;
+    }
+  }
+
+  return str;
 }
 
 static void gpu_parse_functions_string(GHash *hash, char *code)
 {
-       GPUFunction *function;
-       GPUType type;
-       GPUFunctionQual qual;
-       int i;
-
-       while ((code = strstr(code, "void "))) {
-               function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
-
-               code = gpu_str_skip_token(code, NULL, 0);
-               code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
-
-               /* get parameters */
-               while (*code && *code != ')') {
-                       /* test if it's an input or output */
-                       qual = FUNCTION_QUAL_IN;
-                       if (gpu_str_prefix(code, "out "))
-                               qual = FUNCTION_QUAL_OUT;
-                       if (gpu_str_prefix(code, "inout "))
-                               qual = FUNCTION_QUAL_INOUT;
-                       if ((qual != FUNCTION_QUAL_IN) || gpu_str_prefix(code, "in "))
-                               code = gpu_str_skip_token(code, NULL, 0);
-
-                       /* test for type */
-                       type = GPU_NONE;
-                       for (i = 1; i <= 16; i++) {
-                               if (GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
-                                       type = i;
-                                       break;
-                               }
-                       }
-
-                       if (!type && gpu_str_prefix(code, "samplerCube")) {
-                               type = GPU_TEXCUBE;
-                       }
-                       if (!type && gpu_str_prefix(code, "sampler2DShadow")) {
-                               type = GPU_SHADOW2D;
-                       }
-                       if (!type && gpu_str_prefix(code, "sampler2D")) {
-                               type = GPU_TEX2D;
-                       }
-
-                       if (type) {
-                               /* add parameter */
-                               code = gpu_str_skip_token(code, NULL, 0);
-                               code = gpu_str_skip_token(code, NULL, 0);
-                               function->paramqual[function->totparam] = qual;
-                               function->paramtype[function->totparam] = type;
-                               function->totparam++;
-                       }
-                       else {
-                               fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
-                               break;
-                       }
-               }
-
-               if (function->name[0] == '\0' || function->totparam == 0) {
-                       fprintf(stderr, "GPU functions parse error.\n");
-                       MEM_freeN(function);
-                       break;
-               }
-
-               BLI_ghash_insert(hash, function->name, function);
-       }
+  GPUFunction *function;
+  eGPUType type;
+  GPUFunctionQual qual;
+  int i;
+
+  while ((code = strstr(code, "void "))) {
+    function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
+
+    code = gpu_str_skip_token(code, NULL, 0);
+    code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
+
+    /* get parameters */
+    while (*code && *code != ')') {
+      /* test if it's an input or output */
+      qual = FUNCTION_QUAL_IN;
+      if (gpu_str_prefix(code, "out ")) {
+        qual = FUNCTION_QUAL_OUT;
+      }
+      if (gpu_str_prefix(code, "inout ")) {
+        qual = FUNCTION_QUAL_INOUT;
+      }
+      if ((qual != FUNCTION_QUAL_IN) || gpu_str_prefix(code, "in ")) {
+        code = gpu_str_skip_token(code, NULL, 0);
+      }
+
+      /* test for type */
+      type = GPU_NONE;
+      for (i = 1; i < ARRAY_SIZE(GPU_DATATYPE_STR); i++) {
+        if (GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
+          type = i;
+          break;
+        }
+      }
+
+      if (!type && gpu_str_prefix(code, "samplerCube")) {
+        type = GPU_TEXCUBE;
+      }
+      if (!type && gpu_str_prefix(code, "sampler2DShadow")) {
+        type = GPU_SHADOW2D;
+      }
+      if (!type && gpu_str_prefix(code, "sampler1DArray")) {
+        type = GPU_TEX1D_ARRAY;
+      }
+      if (!type && gpu_str_prefix(code, "sampler2D")) {
+        type = GPU_TEX2D;
+      }
+      if (!type && gpu_str_prefix(code, "sampler3D")) {
+        type = GPU_TEX3D;
+      }
+
+      if (!type && gpu_str_prefix(code, "Closure")) {
+        type = GPU_CLOSURE;
+      }
+
+      if (type) {
+        /* add parameter */
+        code = gpu_str_skip_token(code, NULL, 0);
+        code = gpu_str_skip_token(code, NULL, 0);
+        function->paramqual[function->totparam] = qual;
+        function->paramtype[function->totparam] = type;
+        function->totparam++;
+      }
+      else {
+        fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
+        break;
+      }
+    }
+
+    if (function->name[0] == '\0' || function->totparam == 0) {
+      fprintf(stderr, "GPU functions parse error.\n");
+      MEM_freeN(function);
+      break;
+    }
+
+    BLI_ghash_insert(hash, function->name, function);
+  }
 }
 
 #if 0
 static char *gpu_generate_function_prototyps(GHash *hash)
 {
-       DynStr *ds = BLI_dynstr_new();
-       GHashIterator *ghi;
-       GPUFunction *function;
-       char *name, *prototypes;
-       int a;
-
-       /* automatically generate function prototypes to add to the top of the
-        * generated code, to avoid have to add the actual code & recompile all */
-       ghi = BLI_ghashIterator_new(hash);
-
-       for (; !BLI_ghashIterator_done(ghi); BLI_ghashIterator_step(ghi)) {
-               name = BLI_ghashIterator_getValue(ghi);
-               function = BLI_ghashIterator_getValue(ghi);
-
-               BLI_dynstr_appendf(ds, "void %s(", name);
-               for (a = 0; a < function->totparam; a++) {
-                       if (function->paramqual[a] == FUNCTION_QUAL_OUT)
-                               BLI_dynstr_append(ds, "out ");
-                       else if (function->paramqual[a] == FUNCTION_QUAL_INOUT)
-                               BLI_dynstr_append(ds, "inout ");
-
-                       if (function->paramtype[a] == GPU_TEX2D)
-                               BLI_dynstr_append(ds, "sampler2D");
-                       else if (function->paramtype[a] == GPU_SHADOW2D)
-                               BLI_dynstr_append(ds, "sampler2DShadow");
-                       else
-                               BLI_dynstr_append(ds, GPU_DATATYPE_STR[function->paramtype[a]]);
+  DynStr *ds = BLI_dynstr_new();
+  GHashIterator *ghi;
+  GPUFunction *function;
+  char *name, *prototypes;
+  int a;
+
+  /* automatically generate function prototypes to add to the top of the
+   * generated code, to avoid have to add the actual code & recompile all */
+  ghi = BLI_ghashIterator_new(hash);
+
+  for (; !BLI_ghashIterator_done(ghi); BLI_ghashIterator_step(ghi)) {
+    name = BLI_ghashIterator_getValue(ghi);
+    function = BLI_ghashIterator_getValue(ghi);
+
+    BLI_dynstr_appendf(ds, "void %s(", name);
+    for (a = 0; a < function->totparam; a++) {
+      if (function->paramqual[a] == FUNCTION_QUAL_OUT)
+        BLI_dynstr_append(ds, "out ");
+      else if (function->paramqual[a] == FUNCTION_QUAL_INOUT)
+        BLI_dynstr_append(ds, "inout ");
+
+      if (function->paramtype[a] == GPU_TEX2D)
+        BLI_dynstr_append(ds, "sampler2D");
+      else if (function->paramtype[a] == GPU_SHADOW2D)
+        BLI_dynstr_append(ds, "sampler2DShadow");
+      else
+        BLI_dynstr_append(ds, GPU_DATATYPE_STR[function->paramtype[a]]);
 #  if 0
-                       BLI_dynstr_appendf(ds, " param%d", a);
+      BLI_dynstr_appendf(ds, " param%d", a);
 #  endif
 
-                       if (a != function->totparam - 1)
-                               BLI_dynstr_append(ds, ", ");
-               }
-               BLI_dynstr_append(ds, ");\n");
-       }
+      if (a != function->totparam - 1)
+        BLI_dynstr_append(ds, ", ");
+    }
+    BLI_dynstr_append(ds, ");\n");
+  }
 
-       BLI_dynstr_append(ds, "\n");
+  BLI_dynstr_append(ds, "\n");
 
-       prototypes = BLI_dynstr_get_cstring(ds);
-       BLI_dynstr_free(ds);
+  prototypes = BLI_dynstr_get_cstring(ds);
+  BLI_dynstr_free(ds);
 
-       return prototypes;
+  return prototypes;
 }
 #endif
 
 static GPUFunction *gpu_lookup_function(const char *name)
 {
-       if (!FUNCTION_HASH) {
-               FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
-               gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
-       }
+  if (!FUNCTION_HASH) {
+    FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
+    gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
+  }
 
-       return BLI_ghash_lookup(FUNCTION_HASH, (const void *)name);
+  return BLI_ghash_lookup(FUNCTION_HASH, (const void *)name);
 }
 
 void gpu_codegen_init(void)
 {
-       GPU_code_generate_glsl_lib();
+  GPU_code_generate_glsl_lib();
 }
 
 void gpu_codegen_exit(void)
 {
-       extern Material defmaterial; /* render module abuse... */
+  extern Material defmaterial; /* render module abuse... */
 
-       if (defmaterial.gpumaterial.first)
-               GPU_material_free(&defmaterial.gpumaterial);
+  if (defmaterial.gpumaterial.first) {
+    GPU_material_free(&defmaterial.gpumaterial);
+  }
 
-       if (FUNCTION_HASH) {
-               BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN);
-               FUNCTION_HASH = NULL;
-       }
+  if (FUNCTION_HASH) {
+    BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN);
+    FUNCTION_HASH = NULL;
+  }
 
-       GPU_shader_free_builtin_shaders();
+  GPU_shader_free_builtin_shaders();
 
-       if (glsl_material_library) {
-               MEM_freeN(glsl_material_library);
-               glsl_material_library = NULL;
-       }
+  if (glsl_material_library) {
+    MEM_freeN(glsl_material_library);
+    glsl_material_library = NULL;
+  }
 
 #if 0
-       if (FUNCTION_PROTOTYPES) {
-               MEM_freeN(FUNCTION_PROTOTYPES);
-               FUNCTION_PROTOTYPES = NULL;
-       }
-       if (FUNCTION_LIB) {
-               GPU_shader_free(FUNCTION_LIB);
-               FUNCTION_LIB = NULL;
-       }
+  if (FUNCTION_PROTOTYPES) {
+    MEM_freeN(FUNCTION_PROTOTYPES);
+    FUNCTION_PROTOTYPES = NULL;
+  }
+  if (FUNCTION_LIB) {
+    GPU_shader_free(FUNCTION_LIB);
+    FUNCTION_LIB = NULL;
+  }
 #endif
 }
 
@@ -304,1430 +409,1817 @@ void gpu_codegen_exit(void)
 
 static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *tmp, int id)
 {
-       char name[1024];
-
-       BLI_snprintf(name, sizeof(name), "%s%d", tmp, id);
-
-       if (from == to) {
-               BLI_dynstr_append(ds, name);
-       }
-       else if (to == GPU_FLOAT) {
-               if (from == GPU_VEC4)
-                       BLI_dynstr_appendf(ds, "convert_rgba_to_float(%s)", name);
-               else if (from == GPU_VEC3)
-                       BLI_dynstr_appendf(ds, "(%s.r + %s.g + %s.b) / 3.0", name, name, name);
-               else if (from == GPU_VEC2)
-                       BLI_dynstr_appendf(ds, "%s.r", name);
-       }
-       else if (to == GPU_VEC2) {
-               if (from == GPU_VEC4)
-                       BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, %s.a)", name, name, name, name);
-               else if (from == GPU_VEC3)
-                       BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, 1.0)", name, name, name);
-               else if (from == GPU_FLOAT)
-                       BLI_dynstr_appendf(ds, "vec2(%s, 1.0)", name);
-       }
-       else if (to == GPU_VEC3) {
-               if (from == GPU_VEC4)
-                       BLI_dynstr_appendf(ds, "%s.rgb", name);
-               else if (from == GPU_VEC2)
-                       BLI_dynstr_appendf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
-               else if (from == GPU_FLOAT)
-                       BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
-       }
-       else {
-               if (from == GPU_VEC3)
-                       BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
-               else if (from == GPU_VEC2)
-                       BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
-               else if (from == GPU_FLOAT)
-                       BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
-       }
+  char name[1024];
+
+  BLI_snprintf(name, sizeof(name), "%s%d", tmp, id);
+
+  if (from == to) {
+    BLI_dynstr_append(ds, name);
+  }
+  else if (to == GPU_FLOAT) {
+    if (from == GPU_VEC4) {
+      BLI_dynstr_appendf(ds, "convert_rgba_to_float(%s)", name);
+    }
+    else if (from == GPU_VEC3) {
+      BLI_dynstr_appendf(ds, "(%s.r + %s.g + %s.b) / 3.0", name, name, name);
+    }
+    else if (from == GPU_VEC2) {
+      BLI_dynstr_appendf(ds, "%s.r", name);
+    }
+  }
+  else if (to == GPU_VEC2) {
+    if (from == GPU_VEC4) {
+      BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, %s.a)", name, name, name, name);
+    }
+    else if (from == GPU_VEC3) {
+      BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, 1.0)", name, name, name);
+    }
+    else if (from == GPU_FLOAT) {
+      BLI_dynstr_appendf(ds, "vec2(%s, 1.0)", name);
+    }
+  }
+  else if (to == GPU_VEC3) {
+    if (from == GPU_VEC4) {
+      BLI_dynstr_appendf(ds, "%s.rgb", name);
+    }
+    else if (from == GPU_VEC2) {
+      BLI_dynstr_appendf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
+    }
+    else if (from == GPU_FLOAT) {
+      BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
+    }
+  }
+  else if (to == GPU_VEC4) {
+    if (from == GPU_VEC3) {
+      BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
+    }
+    else if (from == GPU_VEC2) {
+      BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
+    }
+    else if (from == GPU_FLOAT) {
+      BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
+    }
+  }
+  else if (to == GPU_CLOSURE) {
+    if (from == GPU_VEC4) {
+      BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
+    }
+    else if (from == GPU_VEC3) {
+      BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
+    }
+    else if (from == GPU_VEC2) {
+      BLI_dynstr_appendf(ds, "closure_emission(%s.rrr)", name);
+    }
+    else if (from == GPU_FLOAT) {
+      BLI_dynstr_appendf(ds, "closure_emission(vec3(%s, %s, %s))", name, name, name);
+    }
+  }
+  else {
+    BLI_dynstr_append(ds, name);
+  }
 }
 
-static void codegen_print_datatype(DynStr *ds, const GPUType type, float *data)
+static void codegen_print_datatype(DynStr *ds, const eGPUType type, float *data)
 {
-       int i;
-
-       BLI_dynstr_appendf(ds, "%s(", GPU_DATATYPE_STR[type]);
-
-       for (i = 0; i < type; i++) {
-               BLI_dynstr_appendf(ds, "%.12f", data[i]);
-               if (i == type - 1)
-                       BLI_dynstr_append(ds, ")");
-               else
-                       BLI_dynstr_append(ds, ", ");
-       }
+  int i;
+
+  BLI_dynstr_appendf(ds, "%s(", GPU_DATATYPE_STR[type]);
+
+  for (i = 0; i < type; i++) {
+    BLI_dynstr_appendf(ds, "%.12f", data[i]);
+    if (i == type - 1) {
+      BLI_dynstr_append(ds, ")");
+    }
+    else {
+      BLI_dynstr_append(ds, ", ");
+    }
+  }
 }
 
 static int codegen_input_has_texture(GPUInput *input)
 {
-       if (input->link)
-               return 0;
-       else if (input->ima || input->prv)
-               return 1;
-       else
-               return input->tex != NULL;
+  if (input->link) {
+    return 0;
+  }
+  else {
+    return (input->source == GPU_SOURCE_TEX);
+  }
 }
 
-const char *GPU_builtin_name(GPUBuiltin builtin)
+const char *GPU_builtin_name(eGPUBuiltin builtin)
 {
-       if (builtin == GPU_VIEW_MATRIX)
-               return "unfviewmat";
-       else if (builtin == GPU_OBJECT_MATRIX)
-               return "unfobmat";
-       else if (builtin == GPU_INVERSE_VIEW_MATRIX)
-               return "unfinvviewmat";
-       else if (builtin == GPU_INVERSE_OBJECT_MATRIX)
-               return "unfinvobmat";
-       else if (builtin == GPU_LOC_TO_VIEW_MATRIX)
-               return "unflocaltoviewmat";
-       else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX)
-               return "unfinvlocaltoviewmat";
-       else if (builtin == GPU_VIEW_POSITION)
-               return "varposition";
-       else if (builtin == GPU_VIEW_NORMAL)
-               return "varnormal";
-       else if (builtin == GPU_OBCOLOR)
-               return "unfobcolor";
-       else if (builtin == GPU_AUTO_BUMPSCALE)
-               return "unfobautobumpscale";
-       else if (builtin == GPU_CAMERA_TEXCO_FACTORS)
-               return "unfcameratexfactors";
-       else if (builtin == GPU_PARTICLE_SCALAR_PROPS)
-               return "unfparticlescalarprops";
-       else if (builtin == GPU_PARTICLE_LOCATION)
-               return "unfparticleco";
-       else if (builtin == GPU_PARTICLE_VELOCITY)
-               return "unfparticlevel";
-       else if (builtin == GPU_PARTICLE_ANG_VELOCITY)
-               return "unfparticleangvel";
-       else if (builtin == GPU_OBJECT_INFO)
-               return "unfobjectinfo";
-       else
-               return "";
+  if (builtin == GPU_VIEW_MATRIX) {
+    return "unfviewmat";
+  }
+  else if (builtin == GPU_OBJECT_MATRIX) {
+    return "unfobmat";
+  }
+  else if (builtin == GPU_INVERSE_VIEW_MATRIX) {
+    return "unfinvviewmat";
+  }
+  else if (builtin == GPU_INVERSE_OBJECT_MATRIX) {
+    return "unfinvobmat";
+  }
+  else if (builtin == GPU_LOC_TO_VIEW_MATRIX) {
+    return "unflocaltoviewmat";
+  }
+  else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
+    return "unfinvlocaltoviewmat";
+  }
+  else if (builtin == GPU_VIEW_POSITION) {
+    return "varposition";
+  }
+  else if (builtin == GPU_WORLD_NORMAL) {
+    return "varwnormal";
+  }
+  else if (builtin == GPU_VIEW_NORMAL) {
+    return "varnormal";
+  }
+  else if (builtin == GPU_OBCOLOR) {
+    return "unfobcolor";
+  }
+  else if (builtin == GPU_AUTO_BUMPSCALE) {
+    return "unfobautobumpscale";
+  }
+  else if (builtin == GPU_CAMERA_TEXCO_FACTORS) {
+    return "unfcameratexfactors";
+  }
+  else if (builtin == GPU_PARTICLE_SCALAR_PROPS) {
+    return "unfparticlescalarprops";
+  }
+  else if (builtin == GPU_PARTICLE_LOCATION) {
+    return "unfparticleco";
+  }
+  else if (builtin == GPU_PARTICLE_VELOCITY) {
+    return "unfparticlevel";
+  }
+  else if (builtin == GPU_PARTICLE_ANG_VELOCITY) {
+    return "unfparticleangvel";
+  }
+  else if (builtin == GPU_OBJECT_INFO) {
+    return "unfobjectinfo";
+  }
+  else if (builtin == GPU_VOLUME_DENSITY) {
+    return "sampdensity";
+  }
+  else if (builtin == GPU_VOLUME_FLAME) {
+    return "sampflame";
+  }
+  else if (builtin == GPU_VOLUME_TEMPERATURE) {
+    return "unftemperature";
+  }
+  else if (builtin == GPU_BARYCENTRIC_TEXCO) {
+    return "unfbarycentrictex";
+  }
+  else if (builtin == GPU_BARYCENTRIC_DIST) {
+    return "unfbarycentricdist";
+  }
+  else {
+    return "";
+  }
 }
 
 /* assign only one texid per buffer to avoid sampling the same texture twice */
 static void codegen_set_texid(GHash *bindhash, GPUInput *input, int *texid, void *key)
 {
-       if (BLI_ghash_haskey(bindhash, key)) {
-               /* Reuse existing texid */
-               input->texid = POINTER_AS_INT(BLI_ghash_lookup(bindhash, key));
-       }
-       else {
-               /* Allocate new texid */
-               input->texid = *texid;
-               (*texid)++;
-               input->bindtex = true;
-               BLI_ghash_insert(bindhash, key, POINTER_FROM_INT(input->texid));
-       }
+  if (BLI_ghash_haskey(bindhash, key)) {
+    /* Reuse existing texid */
+    input->texid = POINTER_AS_INT(BLI_ghash_lookup(bindhash, key));
+  }
+  else {
+    /* Allocate new texid */
+    input->texid = *texid;
+    (*texid)++;
+    input->bindtex = true;
+    BLI_ghash_insert(bindhash, key, POINTER_FROM_INT(input->texid));
+  }
 }
 
 static void codegen_set_unique_ids(ListBase *nodes)
 {
-       GHash *bindhash, *definehash;
-       GPUNode *node;
-       GPUInput *input;
-       GPUOutput *output;
-       int id = 1, texid = 0;
-
-       bindhash = BLI_ghash_ptr_new("codegen_set_unique_ids1 gh");
-       definehash = BLI_ghash_ptr_new("codegen_set_unique_ids2 gh");
-
-       for (node = nodes->first; node; node = node->next) {
-               for (input = node->inputs.first; input; input = input->next) {
-                       /* set id for unique names of uniform variables */
-                       input->id = id++;
-                       input->bindtex = false;
-                       input->definetex = false;
-
-                       /* set texid used for settings texture slot with multitexture */
-                       if (codegen_input_has_texture(input) &&
-                           ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)))
-                       {
-                               /* assign only one texid per buffer to avoid sampling
-                                * the same texture twice */
-                               if (input->link) {
-                                       /* input is texture from buffer */
-                                       codegen_set_texid(bindhash, input, &texid, input->link);
-                               }
-                               else if (input->ima) {
-                                       /* input is texture from image */
-                                       codegen_set_texid(bindhash, input, &texid, input->ima);
-                               }
-                               else if (input->prv) {
-                                       /* input is texture from preview render */
-                                       codegen_set_texid(bindhash, input, &texid, input->prv);
-                               }
-                               else if (input->tex) {
-                                       /* input is user created texture, check tex pointer */
-                                       codegen_set_texid(bindhash, input, &texid, input->tex);
-                               }
-
-                               /* make sure this pixel is defined exactly once */
-                               if (input->source == GPU_SOURCE_TEX_PIXEL) {
-                                       if (input->ima) {
-                                               if (!BLI_ghash_haskey(definehash, input->ima)) {
-                                                       input->definetex = true;
-                                                       BLI_ghash_insert(definehash, input->ima, POINTER_FROM_INT(input->texid));
-                                               }
-                                       }
-                                       else {
-                                               if (!BLI_ghash_haskey(definehash, input->link)) {
-                                                       input->definetex = true;
-                                                       BLI_ghash_insert(definehash, input->link, POINTER_FROM_INT(input->texid));
-                                               }
-                                       }
-                               }
-                       }
-               }
-
-               for (output = node->outputs.first; output; output = output->next)
-                       /* set id for unique names of tmp variables storing output */
-                       output->id = id++;
-       }
-
-       BLI_ghash_free(bindhash, NULL, NULL);
-       BLI_ghash_free(definehash, NULL, NULL);
+  GHash *bindhash;
+  GPUNode *node;
+  GPUInput *input;
+  GPUOutput *output;
+  int id = 1, texid = 0;
+
+  bindhash = BLI_ghash_ptr_new("codegen_set_unique_ids1 gh");
+
+  for (node = nodes->first; node; node = node->next) {
+    for (input = node->inputs.first; input; input = input->next) {
+      /* set id for unique names of uniform variables */
+      input->id = id++;
+
+      /* set texid used for settings texture slot */
+      if (codegen_input_has_texture(input)) {
+        input->bindtex = false;
+        if (input->ima) {
+          /* input is texture from image */
+          codegen_set_texid(bindhash, input, &texid, input->ima);
+        }
+        else if (input->coba) {
+          /* input is color band texture, check coba pointer */
+          codegen_set_texid(bindhash, input, &texid, input->coba);
+        }
+        else {
+          /* Either input->ima or input->coba should be non-NULL. */
+          BLI_assert(0);
+        }
+      }
+    }
+
+    for (output = node->outputs.first; output; output = output->next) {
+      /* set id for unique names of tmp variables storing output */
+      output->id = id++;
+    }
+  }
+
+  BLI_ghash_free(bindhash, NULL, NULL);
 }
 
-static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
+/**
+ * It will create an UBO for GPUMaterial if there is any GPU_DYNAMIC_UBO.
+ */
+static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, ListBase *nodes)
 {
-       GPUNode *node;
-       GPUInput *input;
-       const char *name;
-       int builtins = 0;
-
-       /* print uniforms */
-       for (node = nodes->first; node; node = node->next) {
-               for (input = node->inputs.first; input; input = input->next) {
-                       if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) {
-                               /* create exactly one sampler for each texture */
-                               if (codegen_input_has_texture(input) && input->bindtex) {
-                                       BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
-                                               (input->textype == GPU_TEX2D) ? "sampler2D" :
-                                               (input->textype == GPU_TEXCUBE) ? "samplerCube" : "sampler2DShadow",
-                                               input->texid);
-                               }
-                       }
-                       else if (input->source == GPU_SOURCE_BUILTIN) {
-                               /* only define each builtin uniform/varying once */
-                               if (!(builtins & input->builtin)) {
-                                       builtins |= input->builtin;
-                                       name = GPU_builtin_name(input->builtin);
-
-                                       if (gpu_str_prefix(name, "unf")) {
-                                               BLI_dynstr_appendf(ds, "uniform %s %s;\n",
-                                                       GPU_DATATYPE_STR[input->type], name);
-                                       }
-                                       else {
-                                               BLI_dynstr_appendf(ds, "%s %s %s;\n",
-                                                       GLEW_VERSION_3_0 ? "in" : "varying",
-                                                       GPU_DATATYPE_STR[input->type], name);
-                                       }
-                               }
-                       }
-                       else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
-                               if (input->dynamicvec) {
-                                       /* only create uniforms for dynamic vectors */
-                                       BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
-                                               GPU_DATATYPE_STR[input->type], input->id);
-                               }
-                               else {
-                                       /* for others use const so the compiler can do folding */
-                                       BLI_dynstr_appendf(ds, "const %s cons%d = ",
-                                               GPU_DATATYPE_STR[input->type], input->id);
-                                       codegen_print_datatype(ds, input->type, input->vec);
-                                       BLI_dynstr_append(ds, ";\n");
-                               }
-                       }
-                       else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
-#ifdef WITH_OPENSUBDIV
-                               bool skip_opensubdiv = input->attribtype == CD_TANGENT;
-                               if (skip_opensubdiv) {
-                                       BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
-                               }
-#endif
-                               BLI_dynstr_appendf(ds, "%s %s var%d;\n",
-                                       GLEW_VERSION_3_0 ? "in" : "varying",
-                                       GPU_DATATYPE_STR[input->type], input->attribid);
-#ifdef WITH_OPENSUBDIV
-                               if (skip_opensubdiv) {
-                                       BLI_dynstr_appendf(ds, "#endif\n");
-                               }
-#endif
-                       }
-               }
-       }
-
-       BLI_dynstr_append(ds, "\n");
-
-       return builtins;
+  GPUNode *node;
+  GPUInput *input;
+  const char *name;
+  int builtins = 0;
+  ListBase ubo_inputs = {NULL, NULL};
+
+  /* print uniforms */
+  for (node = nodes->first; node; node = node->next) {
+    for (input = node->inputs.first; input; input = input->next) {
+      if (input->source == GPU_SOURCE_TEX) {
+        /* create exactly one sampler for each texture */
+        if (codegen_input_has_texture(input) && input->bindtex) {
+          BLI_dynstr_appendf(ds,
+                             "uniform %s samp%d;\n",
+                             (input->coba) ? "sampler1DArray" : "sampler2D",
+                             input->texid);
+        }
+      }
+      else if (input->source == GPU_SOURCE_BUILTIN) {
+        /* only define each builtin uniform/varying once */
+        if (!(builtins & input->builtin)) {
+          builtins |= input->builtin;
+          name = GPU_builtin_name(input->builtin);
+
+          if (gpu_str_prefix(name, "samp")) {
+            if ((input->builtin == GPU_VOLUME_DENSITY) || (input->builtin == GPU_VOLUME_FLAME)) {
+              BLI_dynstr_appendf(ds, "uniform sampler3D %s;\n", name);
+            }
+          }
+          else if (gpu_str_prefix(name, "unf")) {
+            BLI_dynstr_appendf(ds, "uniform %s %s;\n", GPU_DATATYPE_STR[input->type], name);
+          }
+          else {
+            BLI_dynstr_appendf(ds, "in %s %s;\n", GPU_DATATYPE_STR[input->type], name);
+          }
+        }
+      }
+      else if (input->source == GPU_SOURCE_STRUCT) {
+        /* Add other struct here if needed. */
+        BLI_dynstr_appendf(ds, "Closure strct%d = CLOSURE_DEFAULT;\n", input->id);
+      }
+      else if (input->source == GPU_SOURCE_UNIFORM) {
+        if (!input->link) {
+          /* We handle the UBOuniforms separately. */
+          BLI_addtail(&ubo_inputs, BLI_genericNodeN(input));
+        }
+      }
+      else if (input->source == GPU_SOURCE_CONSTANT) {
+        BLI_dynstr_appendf(ds, "const %s cons%d = ", GPU_DATATYPE_STR[input->type], input->id);
+        codegen_print_datatype(ds, input->type, input->vec);
+        BLI_dynstr_append(ds, ";\n");
+      }
+      else if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
+        BLI_dynstr_appendf(ds, "in %s var%d;\n", GPU_DATATYPE_STR[input->type], input->attr_id);
+      }
+    }
+  }
+
+  /* Handle the UBO block separately. */
+  if ((material != NULL) && !BLI_listbase_is_empty(&ubo_inputs)) {
+    GPU_material_uniform_buffer_create(material, &ubo_inputs);
+
+    /* Inputs are sorted */
+    BLI_dynstr_appendf(ds, "\nlayout (std140) uniform %s {\n", GPU_UBO_BLOCK_NAME);
+
+    for (LinkData *link = ubo_inputs.first; link; link = link->next) {
+      input = link->data;
+      BLI_dynstr_appendf(ds, "\t%s unf%d;\n", GPU_DATATYPE_STR[input->type], input->id);
+    }
+    BLI_dynstr_append(ds, "};\n");
+    BLI_freelistN(&ubo_inputs);
+  }
+
+  BLI_dynstr_append(ds, "\n");
+
+  return builtins;
 }
 
 static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
 {
-       GPUNode *node;
-       GPUInput *input;
-       GPUOutput *output;
-
-       for (node = nodes->first; node; node = node->next) {
-               /* load pixels from textures */
-               for (input = node->inputs.first; input; input = input->next) {
-                       if (input->source == GPU_SOURCE_TEX_PIXEL) {
-                               if (codegen_input_has_texture(input) && input->definetex) {
-                                       BLI_dynstr_appendf(ds, "\tvec4 tex%d = texture2D(", input->texid);
-                                       BLI_dynstr_appendf(ds, "samp%d, gl_TexCoord[%d].st);\n",
-                                                          input->texid, input->texid);
-                               }
-                       }
-               }
-
-               /* declare temporary variables for node output storage */
-               for (output = node->outputs.first; output; output = output->next) {
-                       BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
-                                          GPU_DATATYPE_STR[output->type], output->id);
-               }
-       }
-
-       BLI_dynstr_append(ds, "\n");
+  GPUNode *node;
+  GPUOutput *output;
+
+  for (node = nodes->first; node; node = node->next) {
+    /* declare temporary variables for node output storage */
+    for (output = node->outputs.first; output; output = output->next) {
+      if (output->type == GPU_CLOSURE) {
+        BLI_dynstr_appendf(ds, "\tClosure tmp%d;\n", output->id);
+      }
+      else {
+        BLI_dynstr_appendf(ds, "\t%s tmp%d;\n", GPU_DATATYPE_STR[output->type], output->id);
+      }
+    }
+  }
+
+  BLI_dynstr_append(ds, "\n");
 }
 
 static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *finaloutput)
 {
-       GPUNode *node;
-       GPUInput *input;
-       GPUOutput *output;
-
-       for (node = nodes->first; node; node = node->next) {
-               BLI_dynstr_appendf(ds, "\t%s(", node->name);
-
-               for (input = node->inputs.first; input; input = input->next) {
-                       if (input->source == GPU_SOURCE_TEX) {
-                               BLI_dynstr_appendf(ds, "samp%d", input->texid);
-                               if (input->link)
-                                       BLI_dynstr_appendf(ds, ", gl_TexCoord[%d].st", input->texid);
-                       }
-                       else if (input->source == GPU_SOURCE_TEX_PIXEL) {
-                               codegen_convert_datatype(ds, input->link->output->type, input->type,
-                                       "tmp", input->link->output->id);
-                       }
-                       else if (input->source == GPU_SOURCE_BUILTIN) {
-                               if (input->builtin == GPU_VIEW_NORMAL)
-                                       BLI_dynstr_append(ds, "facingnormal");
-                               else
-                                       BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
-                       }
-                       else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
-                               if (input->dynamicvec)
-                                       BLI_dynstr_appendf(ds, "unf%d", input->id);
-                               else
-                                       BLI_dynstr_appendf(ds, "cons%d", input->id);
-                       }
-                       else if (input->source == GPU_SOURCE_ATTRIB) {
-                               BLI_dynstr_appendf(ds, "var%d", input->attribid);
-                       }
-                       else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
-                               if (input->oglbuiltin == GPU_MATCAP_NORMAL)
-                                       BLI_dynstr_append(ds, "gl_SecondaryColor");
-                               else if (input->oglbuiltin == GPU_COLOR)
-                                       BLI_dynstr_append(ds, "gl_Color");
-                       }
-
-                       BLI_dynstr_append(ds, ", ");
-               }
-
-               for (output = node->outputs.first; output; output = output->next) {
-                       BLI_dynstr_appendf(ds, "tmp%d", output->id);
-                       if (output->next)
-                               BLI_dynstr_append(ds, ", ");
-               }
-
-               BLI_dynstr_append(ds, ");\n");
-       }
-
-       BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
-       codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
-       BLI_dynstr_append(ds, ";\n");
+  GPUNode *node;
+  GPUInput *input;
+  GPUOutput *output;
+
+  for (node = nodes->first; node; node = node->next) {
+    BLI_dynstr_appendf(ds, "\t%s(", node->name);
+
+    for (input = node->inputs.first; input; input = input->next) {
+      if (input->source == GPU_SOURCE_TEX) {
+        BLI_dynstr_appendf(ds, "samp%d", input->texid);
+      }
+      else if (input->source == GPU_SOURCE_OUTPUT) {
+        codegen_convert_datatype(
+            ds, input->link->output->type, input->type, "tmp", input->link->output->id);
+      }
+      else if (input->source == GPU_SOURCE_BUILTIN) {
+        /* TODO(fclem) get rid of that. */
+        if (input->builtin == GPU_INVERSE_VIEW_MATRIX) {
+          BLI_dynstr_append(ds, "viewinv");
+        }
+        else if (input->builtin == GPU_VIEW_MATRIX) {
+          BLI_dynstr_append(ds, "viewmat");
+        }
+        else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS) {
+          BLI_dynstr_append(ds, "camtexfac");
+        }
+        else if (input->builtin == GPU_LOC_TO_VIEW_MATRIX) {
+          BLI_dynstr_append(ds, "localtoviewmat");
+        }
+        else if (input->builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
+          BLI_dynstr_append(ds, "invlocaltoviewmat");
+        }
+        else if (input->builtin == GPU_BARYCENTRIC_DIST) {
+          BLI_dynstr_append(ds, "barycentricDist");
+        }
+        else if (input->builtin == GPU_BARYCENTRIC_TEXCO) {
+          BLI_dynstr_append(ds, "barytexco");
+        }
+        else if (input->builtin == GPU_OBJECT_MATRIX) {
+          BLI_dynstr_append(ds, "objmat");
+        }
+        else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX) {
+          BLI_dynstr_append(ds, "objinv");
+        }
+        else if (input->builtin == GPU_VIEW_POSITION) {
+          BLI_dynstr_append(ds, "viewposition");
+        }
+        else if (input->builtin == GPU_VIEW_NORMAL) {
+          BLI_dynstr_append(ds, "facingnormal");
+        }
+        else if (input->builtin == GPU_WORLD_NORMAL) {
+          BLI_dynstr_append(ds, "facingwnormal");
+        }
+        else {
+          BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
+        }
+      }
+      else if (input->source == GPU_SOURCE_STRUCT) {
+        BLI_dynstr_appendf(ds, "strct%d", input->id);
+      }
+      else if (input->source == GPU_SOURCE_UNIFORM) {
+        BLI_dynstr_appendf(ds, "unf%d", input->id);
+      }
+      else if (input->source == GPU_SOURCE_CONSTANT) {
+        BLI_dynstr_appendf(ds, "cons%d", input->id);
+      }
+      else if (input->source == GPU_SOURCE_ATTR) {
+        BLI_dynstr_appendf(ds, "var%d", input->attr_id);
+      }
+
+      BLI_dynstr_append(ds, ", ");
+    }
+
+    for (output = node->outputs.first; output; output = output->next) {
+      BLI_dynstr_appendf(ds, "tmp%d", output->id);
+      if (output->next) {
+        BLI_dynstr_append(ds, ", ");
+      }
+    }
+
+    BLI_dynstr_append(ds, ");\n");
+  }
+
+  BLI_dynstr_appendf(ds, "\n\treturn tmp%d", finaloutput->id);
+  BLI_dynstr_append(ds, ";\n");
 }
 
-static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
+static char *code_generate_fragment(GPUMaterial *material,
+                                    ListBase *nodes,
+                                    GPUOutput *output,
+                                    int *rbuiltins)
 {
-       DynStr *ds = BLI_dynstr_new();
-       char *code;
-       int builtins;
-
-#ifdef WITH_OPENSUBDIV
-       GPUNode *node;
-       GPUInput *input;
-#endif
-
+  DynStr *ds = BLI_dynstr_new();
+  char *code;
+  int builtins;
 
 #if 0
-       BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
+  BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
 #endif
 
-       codegen_set_unique_ids(nodes);
-       builtins = codegen_print_uniforms_functions(ds, nodes);
+  codegen_set_unique_ids(nodes);
+  *rbuiltins = builtins = codegen_process_uniforms_functions(material, ds, nodes);
+
+  if (builtins & GPU_BARYCENTRIC_TEXCO) {
+    BLI_dynstr_append(ds, "in vec2 barycentricTexCo;\n");
+  }
+
+  if (builtins & GPU_BARYCENTRIC_DIST) {
+    BLI_dynstr_append(ds, "flat in vec3 barycentricDist;\n");
+  }
+
+  BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
+
+  if (builtins & GPU_BARYCENTRIC_TEXCO) {
+    BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
+    BLI_dynstr_append(ds,
+                      "\tvec2 barytexco = vec2((fract(barycentricTexCo.y) != 0.0)\n"
+                      "\t                      ? barycentricTexCo.x\n"
+                      "\t                      : 1.0 - barycentricTexCo.x,\n"
+                      "\t                      0.0);\n");
+    BLI_dynstr_append(ds, "#else\n");
+    BLI_dynstr_append(ds, "\tvec2 barytexco = barycentricTexCo;\n");
+    BLI_dynstr_append(ds, "#endif\n");
+  }
+  /* TODO(fclem) get rid of that. */
+  if (builtins & GPU_VIEW_MATRIX) {
+    BLI_dynstr_append(ds, "\t#define viewmat ViewMatrix\n");
+  }
+  if (builtins & GPU_CAMERA_TEXCO_FACTORS) {
+    BLI_dynstr_append(ds, "\t#define camtexfac CameraTexCoFactors\n");
+  }
+  if (builtins & GPU_OBJECT_MATRIX) {
+    BLI_dynstr_append(ds, "\t#define objmat ModelMatrix\n");
+  }
+  if (builtins & GPU_INVERSE_OBJECT_MATRIX) {
+    BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n");
+  }
+  if (builtins & GPU_INVERSE_VIEW_MATRIX) {
+    BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n");
+  }
+  if (builtins & GPU_LOC_TO_VIEW_MATRIX) {
+    BLI_dynstr_append(ds, "\t#define localtoviewmat (ViewMatrix * ModelMatrix)\n");
+  }
+  if (builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
+    BLI_dynstr_append(ds,
+                      "\t#define invlocaltoviewmat (ModelMatrixInverse * ViewMatrixInverse)\n");
+  }
+  if (builtins & GPU_VIEW_NORMAL) {
+    BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
+    BLI_dynstr_append(ds, "\tvec3 n;\n");
+    BLI_dynstr_append(ds, "\tworld_normals_get(n);\n");
+    BLI_dynstr_append(ds, "\tvec3 facingnormal = transform_direction(ViewMatrix, n);\n");
+    BLI_dynstr_append(ds, "#else\n");
+    BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing ? viewNormal: -viewNormal;\n");
+    BLI_dynstr_append(ds, "#endif\n");
+  }
+  if (builtins & GPU_WORLD_NORMAL) {
+    BLI_dynstr_append(ds, "\tvec3 facingwnormal;\n");
+    if (builtins & GPU_VIEW_NORMAL) {
+      BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
+      BLI_dynstr_append(ds, "\tfacingwnormal = n;\n");
+      BLI_dynstr_append(ds, "#else\n");
+      BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
+      BLI_dynstr_append(ds, "#endif\n");
+    }
+    else {
+      BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
+    }
+  }
+  if (builtins & GPU_VIEW_POSITION) {
+    BLI_dynstr_append(ds, "\t#define viewposition viewPosition\n");
+  }
+
+  codegen_declare_tmps(ds, nodes);
+  codegen_call_functions(ds, nodes, output);
+
+  BLI_dynstr_append(ds, "}\n");
+
+  /* XXX This cannot go into gpu_shader_material.glsl because main()
+   * would be parsed and generate error */
+  /* Old glsl mode compat. */
+  BLI_dynstr_append(ds, "#ifndef NODETREE_EXEC\n");
+  BLI_dynstr_append(ds, "out vec4 fragColor;\n");
+  BLI_dynstr_append(ds, "void main()\n");
+  BLI_dynstr_append(ds, "{\n");
+  BLI_dynstr_append(ds, "\tClosure cl = nodetree_exec();\n");
+  BLI_dynstr_append(ds, "\tfragColor = vec4(cl.radiance, cl.opacity);\n");
+  BLI_dynstr_append(ds, "}\n");
+  BLI_dynstr_append(ds, "#endif\n\n");
+
+  /* create shader */
+  code = BLI_dynstr_get_cstring(ds);
+  BLI_dynstr_free(ds);
 
 #if 0
-       if (G.debug & G_DEBUG)
-               BLI_dynstr_appendf(ds, "/* %s */\n", name);
-#endif
-
-       BLI_dynstr_append(ds, "void main()\n{\n");
-
-       if (builtins & GPU_VIEW_NORMAL)
-               BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n");
-
-       /* Calculate tangent space. */
-#ifdef WITH_OPENSUBDIV
-       {
-               bool has_tangent = false;
-               for (node = nodes->first; node; node = node->next) {
-                       for (input = node->inputs.first; input; input = input->next) {
-                               if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
-                                       if (input->attribtype == CD_TANGENT) {
-                                               BLI_dynstr_appendf(ds, "#ifdef USE_OPENSUBDIV\n");
-                                               BLI_dynstr_appendf(ds, "\t%s var%d;\n",
-                                                                  GPU_DATATYPE_STR[input->type],
-                                                                  input->attribid);
-                                               if (has_tangent == false) {
-                                                       BLI_dynstr_appendf(ds, "\tvec3 Q1 = dFdx(inpt.v.position.xyz);\n");
-                                                       BLI_dynstr_appendf(ds, "\tvec3 Q2 = dFdy(inpt.v.position.xyz);\n");
-                                                       BLI_dynstr_appendf(ds, "\tvec2 st1 = dFdx(inpt.v.uv);\n");
-                                                       BLI_dynstr_appendf(ds, "\tvec2 st2 = dFdy(inpt.v.uv);\n");
-                                                       BLI_dynstr_appendf(ds, "\tvec3 T = normalize(Q1 * st2.t - Q2 * st1.t);\n");
-                                               }
-                                               BLI_dynstr_appendf(ds, "\tvar%d = vec4(T, 1.0);\n", input->attribid);
-                                               BLI_dynstr_appendf(ds, "#endif\n");
-                                       }
-                               }
-                       }
-               }
-       }
+  if (G.debug & G_DEBUG)
+    printf("%s\n", code);
 #endif
 
-       codegen_declare_tmps(ds, nodes);
-       codegen_call_functions(ds, nodes, output);
-
-       BLI_dynstr_append(ds, "}\n");
-
-       /* create shader */
-       code = BLI_dynstr_get_cstring(ds);
-       BLI_dynstr_free(ds);
-
-#if 0
-       if (G.debug & G_DEBUG) printf("%s\n", code);
-#endif
+  return code;
+}
 
-       return code;
+static const char *attr_prefix_get(CustomDataType type)
+{
+  switch (type) {
+    case CD_ORCO:
+      return "orco";
+    case CD_MTFACE:
+      return "u";
+    case CD_TANGENT:
+      return "t";
+    case CD_MCOL:
+      return "c";
+    case CD_AUTO_FROM_NAME:
+      return "a";
+    default:
+      BLI_assert(false && "GPUVertAttr Prefix type not found : This should not happen!");
+      return "";
+  }
 }
 
-static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
+static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool use_geom)
 {
-       DynStr *ds = BLI_dynstr_new();
-       GPUNode *node;
-       GPUInput *input;
-       char *code;
-       char *vertcode = NULL;
-
-       for (node = nodes->first; node; node = node->next) {
-               for (input = node->inputs.first; input; input = input->next) {
-                       if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
-#ifdef WITH_OPENSUBDIV
-                               bool skip_opensubdiv = ELEM(input->attribtype, CD_MTFACE, CD_TANGENT);
-                               if (skip_opensubdiv) {
-                                       BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
-                               }
-#endif
-                               BLI_dynstr_appendf(ds, "%s %s att%d;\n",
-                                       GLEW_VERSION_3_0 ? "in" : "attribute",
-                                       GPU_DATATYPE_STR[input->type], input->attribid);
-                               BLI_dynstr_appendf(ds, "uniform int att%d_info;\n",  input->attribid);
-                               BLI_dynstr_appendf(ds, "%s %s var%d;\n",
-                                       GLEW_VERSION_3_0 ? "out" : "varying",
-                                       GPU_DATATYPE_STR[input->type], input->attribid);
-#ifdef WITH_OPENSUBDIV
-                               if (skip_opensubdiv) {
-                                       BLI_dynstr_appendf(ds, "#endif\n");
-                               }
-#endif
-                       }
-               }
-       }
-
-       BLI_dynstr_append(ds, "\n");
-
-       switch (type) {
-               case GPU_MATERIAL_TYPE_MESH:
-                       vertcode = datatoc_gpu_shader_vertex_glsl;
-                       break;
-               case GPU_MATERIAL_TYPE_WORLD:
-                       vertcode = datatoc_gpu_shader_vertex_world_glsl;
-                       break;
-               default:
-                       fprintf(stderr, "invalid material type, set one after GPU_material_construct_begin\n");
-                       break;
-       }
-
-       BLI_dynstr_append(ds, vertcode);
-
-       for (node = nodes->first; node; node = node->next)
-               for (input = node->inputs.first; input; input = input->next)
-                       if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
-                               if (input->attribtype == CD_TANGENT) { /* silly exception */
-#ifdef WITH_OPENSUBDIV
-                                       BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
-#endif
-                                       BLI_dynstr_appendf(
-                                               ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n",
-                                               input->attribid, input->attribid);
-                                       BLI_dynstr_appendf(
-                                               ds, "\tvar%d.w = att%d.w;\n",
-                                               input->attribid, input->attribid);
-#ifdef WITH_OPENSUBDIV
-                                       BLI_dynstr_appendf(ds, "#endif\n");
-#endif
-                               }
-                               else {
-#ifdef WITH_OPENSUBDIV
-                                       bool is_mtface = input->attribtype == CD_MTFACE;
-                                       if (is_mtface) {
-                                               BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
-                                       }
-#endif
-                                       BLI_dynstr_appendf(ds, "\tset_var_from_attr(att%d, att%d_info, var%d);\n",
-                                                          input->attribid, input->attribid, input->attribid);
-#ifdef WITH_OPENSUBDIV
-                                       if (is_mtface) {
-                                               BLI_dynstr_appendf(ds, "#endif\n");
-                                       }
-#endif
-                               }
-                       }
-                       /* unfortunately special handling is needed here because we abuse gl_Color/gl_SecondaryColor flat shading */
-                       else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
-                               if (input->oglbuiltin == GPU_MATCAP_NORMAL) {
-                                       /* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
-                                        * between shader stages and we want the full range of the normal */
-                                       BLI_dynstr_appendf(ds, "\tvec3 matcapcol = vec3(0.5) * varnormal + vec3(0.5);\n");
-                                       BLI_dynstr_appendf(ds, "\tgl_FrontSecondaryColor = vec4(matcapcol, 1.0);\n");
-                               }
-                               else if (input->oglbuiltin == GPU_COLOR) {
-                                       BLI_dynstr_appendf(ds, "\tgl_FrontColor = gl_Color;\n");
-                               }
-                       }
-
-       BLI_dynstr_append(ds, "}\n");
-
-       code = BLI_dynstr_get_cstring(ds);
-
-       BLI_dynstr_free(ds);
+  DynStr *ds = BLI_dynstr_new();
+  GPUNode *node;
+  GPUInput *input;
+  char *code;
+  int builtins = 0;
+
+  /* Hairs uv and col attributes are passed by bufferTextures. */
+  BLI_dynstr_append(ds,
+                    "#ifdef HAIR_SHADER\n"
+                    "#define DEFINE_ATTR(type, attr) uniform samplerBuffer attr\n"
+                    "#else\n"
+                    "#define DEFINE_ATTR(type, attr) in type attr\n"
+                    "#endif\n");
+
+  for (node = nodes->first; node; node = node->next) {
+    for (input = node->inputs.first; input; input = input->next) {
+      if (input->source == GPU_SOURCE_BUILTIN) {
+        builtins |= input->builtin;
+      }
+      if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
+        /* XXX FIXME : see notes in mesh_render_data_create() */
+        /* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
+        if (input->attr_type == CD_ORCO) {
+          /* OPTI : orco is computed from local positions, but only if no modifier is present. */
+          BLI_dynstr_append(ds, "uniform vec3 OrcoTexCoFactors[2];\n");
+          BLI_dynstr_append(ds, "DEFINE_ATTR(vec4, orco);\n");
+        }
+        else if (input->attr_name[0] == '\0') {
+          BLI_dynstr_appendf(ds,
+                             "DEFINE_ATTR(%s, %s);\n",
+                             GPU_DATATYPE_STR[input->type],
+                             attr_prefix_get(input->attr_type));
+          BLI_dynstr_appendf(
+              ds, "#define att%d %s\n", input->attr_id, attr_prefix_get(input->attr_type));
+        }
+        else {
+          uint hash = BLI_ghashutil_strhash_p(input->attr_name);
+          BLI_dynstr_appendf(ds,
+                             "DEFINE_ATTR(%s, %s%u);\n",
+                             GPU_DATATYPE_STR[input->type],
+                             attr_prefix_get(input->attr_type),
+                             hash);
+          BLI_dynstr_appendf(
+              ds, "#define att%d %s%u\n", input->attr_id, attr_prefix_get(input->attr_type), hash);
+          /* Auto attribute can be vertex color byte buffer.
+           * We need to know and convert them to linear space in VS. */
+          if (input->attr_type == CD_AUTO_FROM_NAME) {
+            BLI_dynstr_appendf(ds, "uniform bool ba%u;\n", hash);
+            BLI_dynstr_appendf(ds, "#define att%d_is_srgb ba%u\n", input->attr_id, hash);
+          }
+        }
+        BLI_dynstr_appendf(ds,
+                           "out %s var%d%s;\n",
+                           GPU_DATATYPE_STR[input->type],
+                           input->attr_id,
+                           use_geom ? "g" : "");
+      }
+    }
+  }
+
+  if (builtins & GPU_BARYCENTRIC_TEXCO) {
+    BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
+    BLI_dynstr_appendf(ds, "out vec2 barycentricTexCo%s;\n", use_geom ? "g" : "");
+    BLI_dynstr_append(ds, "#endif\n");
+  }
+
+  if (builtins & GPU_BARYCENTRIC_DIST) {
+    BLI_dynstr_append(ds, "out vec3 barycentricPosg;\n");
+  }
+
+  BLI_dynstr_append(ds, "\n#define USE_ATTR\n");
+
+  /* Prototype, defined later (this is because of matrices definition). */
+  BLI_dynstr_append(ds, "void pass_attr(in vec3 position);\n");
+
+  BLI_dynstr_append(ds, "\n");
+
+  if (use_geom) {
+    /* XXX HACK: Eevee specific. */
+    char *vert_new, *vert_new2;
+    vert_new = BLI_str_replaceN(vert_code, "worldPosition", "worldPositiong");
+    vert_new2 = vert_new;
+    vert_new = BLI_str_replaceN(vert_new2, "viewPosition", "viewPositiong");
+    MEM_freeN(vert_new2);
+    vert_new2 = vert_new;
+    vert_new = BLI_str_replaceN(vert_new2, "worldNormal", "worldNormalg");
+    MEM_freeN(vert_new2);
+    vert_new2 = vert_new;
+    vert_new = BLI_str_replaceN(vert_new2, "viewNormal", "viewNormalg");
+    MEM_freeN(vert_new2);
+
+    BLI_dynstr_append(ds, vert_new);
+
+    MEM_freeN(vert_new);
+  }
+  else {
+    BLI_dynstr_append(ds, vert_code);
+  }
+
+  BLI_dynstr_append(ds, "\n");
+
+  BLI_dynstr_append(ds,
+                    "#define USE_ATTR\n"
+                    "vec3 srgb_to_linear_attr(vec3 c) {\n"
+                    "\tc = max(c, vec3(0.0));\n"
+                    "\tvec3 c1 = c * (1.0 / 12.92);\n"
+                    "\tvec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));\n"
+                    "\treturn mix(c1, c2, step(vec3(0.04045), c));\n"
+                    "}\n\n");
+
+  /* Prototype because defined later. */
+  BLI_dynstr_append(ds,
+                    "vec2 hair_get_customdata_vec2(const samplerBuffer);\n"
+                    "vec3 hair_get_customdata_vec3(const samplerBuffer);\n"
+                    "vec4 hair_get_customdata_vec4(const samplerBuffer);\n"
+                    "vec3 hair_get_strand_pos(void);\n"
+                    "int hair_get_base_id(void);\n"
+                    "\n");
+
+  BLI_dynstr_append(ds, "void pass_attr(in vec3 position) {\n");
+
+  BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
+
+  if (builtins & GPU_BARYCENTRIC_TEXCO) {
+    /* To match cycles without breaking into individual segment we encode if we need to invert
+     * the first component into the second component. We invert if the barycentricTexCo.y
+     * is NOT 0.0 or 1.0. */
+    BLI_dynstr_append(ds, "\tint _base_id = hair_get_base_id();\n");
+    BLI_dynstr_appendf(
+        ds, "\tbarycentricTexCo%s.x = float((_base_id %% 2) == 1);\n", use_geom ? "g" : "");
+    BLI_dynstr_appendf(
+        ds, "\tbarycentricTexCo%s.y = float(((_base_id %% 4) %% 3) > 0);\n", use_geom ? "g" : "");
+  }
+
+  if (builtins & GPU_BARYCENTRIC_DIST) {
+    BLI_dynstr_append(ds, "\tbarycentricPosg = position;\n");
+  }
+
+  for (node = nodes->first; node; node = node->next) {
+    for (input = node->inputs.first; input; input = input->next) {
+      if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
+        if (input->attr_type == CD_TANGENT) {
+          /* Not supported by hairs */
+          BLI_dynstr_appendf(ds, "\tvar%d%s = vec4(0.0);\n", input->attr_id, use_geom ? "g" : "");
+        }
+        else if (input->attr_type == CD_ORCO) {
+          BLI_dynstr_appendf(ds,
+                             "\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * "
+                             "vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n",
+                             input->attr_id,
+                             use_geom ? "g" : "");
+          /* TODO: fix ORCO with modifiers. */
+        }
+        else {
+          BLI_dynstr_appendf(ds,
+                             "\tvar%d%s = hair_get_customdata_%s(att%d);\n",
+                             input->attr_id,
+                             use_geom ? "g" : "",
+                             GPU_DATATYPE_STR[input->type],
+                             input->attr_id);
+        }
+      }
+    }
+  }
+
+  BLI_dynstr_append(ds, "#else /* MESH_SHADER */\n");
+
+  /* GPU_BARYCENTRIC_TEXCO cannot be computed based on gl_VertexID
+   * for MESH_SHADER because of indexed drawing. In this case a
+   * geometry shader is needed. */
+
+  if (builtins & GPU_BARYCENTRIC_DIST) {
+    BLI_dynstr_append(ds, "\tbarycentricPosg = (ModelMatrix * vec4(position, 1.0)).xyz;\n");
+  }
+
+  for (node = nodes->first; node; node = node->next) {
+    for (input = node->inputs.first; input; input = input->next) {
+      if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
+        if (input->attr_type == CD_TANGENT) { /* silly exception */
+          BLI_dynstr_appendf(ds,
+                             "\tvar%d%s.xyz = transpose(mat3(ModelMatrixInverse)) * att%d.xyz;\n",
+                             input->attr_id,
+                             use_geom ? "g" : "",
+                             input->attr_id);
+          BLI_dynstr_appendf(
+              ds, "\tvar%d%s.w = att%d.w;\n", input->attr_id, use_geom ? "g" : "", input->attr_id);
+          /* Normalize only if vector is not null. */
+          BLI_dynstr_appendf(ds,
+                             "\tfloat lvar%d = dot(var%d%s.xyz, var%d%s.xyz);\n",
+                             input->attr_id,
+                             input->attr_id,
+                             use_geom ? "g" : "",
+                             input->attr_id,
+                             use_geom ? "g" : "");
+          BLI_dynstr_appendf(ds,
+                             "\tvar%d%s.xyz *= (lvar%d > 0.0) ? inversesqrt(lvar%d) : 1.0;\n",
+                             input->attr_id,
+                             use_geom ? "g" : "",
+                             input->attr_id,
+                             input->attr_id);
+        }
+        else if (input->attr_type == CD_ORCO) {
+          BLI_dynstr_appendf(ds,
+                             "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
+                             input->attr_id,
+                             use_geom ? "g" : "");
+          /* See mesh_create_loop_orco() for explanation. */
+          BLI_dynstr_appendf(ds,
+                             "\tif (orco.w == 0.0) { var%d%s = orco.xyz * 0.5 + 0.5; }\n",
+                             input->attr_id,
+                             use_geom ? "g" : "");
+        }
+        else if (input->attr_type == CD_MCOL) {
+          BLI_dynstr_appendf(ds,
+                             "\tvar%d%s = srgb_to_linear_attr(att%d);\n",
+                             input->attr_id,
+                             use_geom ? "g" : "",
+                             input->attr_id);
+        }
+        else if (input->attr_type == CD_AUTO_FROM_NAME) {
+          BLI_dynstr_appendf(ds,
+                             "\tvar%d%s = (att%d_is_srgb) ? srgb_to_linear_attr(att%d) : att%d;\n",
+                             input->attr_id,
+                             use_geom ? "g" : "",
+                             input->attr_id,
+                             input->attr_id,
+                             input->attr_id);
+        }
+        else {
+          BLI_dynstr_appendf(
+              ds, "\tvar%d%s = att%d;\n", input->attr_id, use_geom ? "g" : "", input->attr_id);
+        }
+      }
+    }
+  }
+  BLI_dynstr_append(ds, "#endif /* HAIR_SHADER */\n");
+
+  BLI_dynstr_append(ds, "}\n");
+
+  code = BLI_dynstr_get_cstring(ds);
+
+  BLI_dynstr_free(ds);
 
 #if 0
-       if (G.debug & G_DEBUG) printf("%s\n", code);
+  if (G.debug & G_DEBUG)
+    printf("%s\n", code);
 #endif
 
-       return code;
+  return code;
 }
 
-static char *code_generate_geometry(ListBase *nodes, bool use_opensubdiv)
+static char *code_generate_geometry(ListBase *nodes, const char *geom_code, const char *defines)
 {
-#ifdef WITH_OPENSUBDIV
-       if (use_opensubdiv) {
-               DynStr *ds = BLI_dynstr_new();
-               GPUNode *node;
-               GPUInput *input;
-               char *code;
-
-               /* Generate varying declarations. */
-               for (node = nodes->first; node; node = node->next) {
-                       for (input = node->inputs.first; input; input = input->next) {
-                               if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
-                                       if (input->attribtype == CD_MTFACE) {
-                                               /* NOTE: For now we are using varying on purpose,
-                                                * otherwise we are not able to write to the varying.
-                                                */
-                                               BLI_dynstr_appendf(ds, "%s %s var%d%s;\n",
-                                                                  "varying",
-                                                                  GPU_DATATYPE_STR[input->type],
-                                                                  input->attribid,
-                                                                  "");
-                                               BLI_dynstr_appendf(ds, "uniform int fvar%d_offset;\n",
-                                                                  input->attribid);
-                                       }
-                               }
-                       }
-               }
-
-               BLI_dynstr_append(ds, datatoc_gpu_shader_geometry_glsl);
-
-               /* Generate varying assignments. */
-               for (node = nodes->first; node; node = node->next) {
-                       for (input = node->inputs.first; input; input = input->next) {
-                               if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
-                                       if (input->attribtype == CD_MTFACE) {
-                                               BLI_dynstr_appendf(
-                                                       ds,
-                                                       "\tINTERP_FACE_VARYING_ATT_2(var%d, "
-                                                       "int(texelFetch(FVarDataOffsetBuffer, fvar%d_offset).r), st);\n",
-                                                       input->attribid,
-                                                       input->attribid);
-                                       }
-                               }
-                       }
-               }
-
-               BLI_dynstr_append(ds, "}\n");
-               code = BLI_dynstr_get_cstring(ds);
-               BLI_dynstr_free(ds);
-
-               //if (G.debug & G_DEBUG) printf("%s\n", code);
-
-               return code;
-       }
-#else
-       UNUSED_VARS(nodes, use_opensubdiv);
-#endif
-       return NULL;
+  DynStr *ds = BLI_dynstr_new();
+  GPUNode *node;
+  GPUInput *input;
+  char *code;
+  int builtins = 0;
+
+  /* XXX we should not make specific eevee cases here. */
+  bool is_hair_shader = (strstr(defines, "HAIR_SHADER") != NULL);
+
+  /* Create prototype because attributes cannot be declared before layout. */
+  BLI_dynstr_append(ds, "void pass_attr(in int vert);\n");
+  BLI_dynstr_append(ds, "void calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2);\n");
+  BLI_dynstr_append(ds, "#define USE_ATTR\n");
+
+  /* Generate varying declarations. */
+  for (node = nodes->first; node; node = node->next) {
+    for (input = node->inputs.first; input; input = input->next) {
+      if (input->source == GPU_SOURCE_BUILTIN) {
+        builtins |= input->builtin;
+      }
+      if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
+        BLI_dynstr_appendf(ds, "in %s var%dg[];\n", GPU_DATATYPE_STR[input->type], input->attr_id);
+        BLI_dynstr_appendf(ds, "out %s var%d;\n", GPU_DATATYPE_STR[input->type], input->attr_id);
+      }
+    }
+  }
+
+  if (builtins & GPU_BARYCENTRIC_TEXCO) {
+    BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
+    BLI_dynstr_append(ds, "in vec2 barycentricTexCog[];\n");
+    BLI_dynstr_append(ds, "#endif\n");
+
+    BLI_dynstr_append(ds, "out vec2 barycentricTexCo;\n");
+  }
+
+  if (builtins & GPU_BARYCENTRIC_DIST) {
+    BLI_dynstr_append(ds, "in vec3 barycentricPosg[];\n");
+    BLI_dynstr_append(ds, "flat out vec3 barycentricDist;\n");
+  }
+
+  if (geom_code == NULL) {
+    /* Force geometry usage if GPU_BARYCENTRIC_DIST or GPU_BARYCENTRIC_TEXCO are used.
+     * Note: GPU_BARYCENTRIC_TEXCO only requires it if the shader is not drawing hairs. */
+    if ((builtins & (GPU_BARYCENTRIC_DIST | GPU_BARYCENTRIC_TEXCO)) == 0 || is_hair_shader) {
+      /* Early out */
+      BLI_dynstr_free(ds);
+      return NULL;
+    }
+    else {
+      /* Force geom shader usage */
+      /* TODO put in external file. */
+      BLI_dynstr_append(ds, "layout(triangles) in;\n");
+      BLI_dynstr_append(ds, "layout(triangle_strip, max_vertices=3) out;\n");
+
+      BLI_dynstr_append(ds, "in vec3 worldPositiong[];\n");
+      BLI_dynstr_append(ds, "in vec3 viewPositiong[];\n");
+      BLI_dynstr_append(ds, "in vec3 worldNormalg[];\n");
+      BLI_dynstr_append(ds, "in vec3 viewNormalg[];\n");
+
+      BLI_dynstr_append(ds, "out vec3 worldPosition;\n");
+      BLI_dynstr_append(ds, "out vec3 viewPosition;\n");
+      BLI_dynstr_append(ds, "out vec3 worldNormal;\n");
+      BLI_dynstr_append(ds, "out vec3 viewNormal;\n");
+
+      BLI_dynstr_append(ds, "void main(){\n");
+
+      if (builtins & GPU_BARYCENTRIC_DIST) {
+        BLI_dynstr_append(ds,
+                          "\tcalc_barycentric_distances(barycentricPosg[0], barycentricPosg[1], "
+                          "barycentricPosg[2]);\n");
+      }
+
+      BLI_dynstr_append(ds, "\tgl_Position = gl_in[0].gl_Position;\n");
+      BLI_dynstr_append(ds, "\tpass_attr(0);\n");
+      BLI_dynstr_append(ds, "\tEmitVertex();\n");
+
+      BLI_dynstr_append(ds, "\tgl_Position = gl_in[1].gl_Position;\n");
+      BLI_dynstr_append(ds, "\tpass_attr(1);\n");
+      BLI_dynstr_append(ds, "\tEmitVertex();\n");
+
+      BLI_dynstr_append(ds, "\tgl_Position = gl_in[2].gl_Position;\n");
+      BLI_dynstr_append(ds, "\tpass_attr(2);\n");
+      BLI_dynstr_append(ds, "\tEmitVertex();\n");
+      BLI_dynstr_append(ds, "};\n");
+    }
+  }
+  else {
+    BLI_dynstr_append(ds, geom_code);
+  }
+
+  if (builtins & GPU_BARYCENTRIC_DIST) {
+    BLI_dynstr_append(ds, "void calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2) {\n");
+    BLI_dynstr_append(ds, "\tvec3 edge21 = pos2 - pos1;\n");
+    BLI_dynstr_append(ds, "\tvec3 edge10 = pos1 - pos0;\n");
+    BLI_dynstr_append(ds, "\tvec3 edge02 = pos0 - pos2;\n");
+    BLI_dynstr_append(ds, "\tvec3 d21 = normalize(edge21);\n");
+    BLI_dynstr_append(ds, "\tvec3 d10 = normalize(edge10);\n");
+    BLI_dynstr_append(ds, "\tvec3 d02 = normalize(edge02);\n");
+
+    BLI_dynstr_append(ds, "\tfloat d = dot(d21, edge02);\n");
+    BLI_dynstr_append(ds, "\tbarycentricDist.x = sqrt(dot(edge02, edge02) - d * d);\n");
+    BLI_dynstr_append(ds, "\td = dot(d02, edge10);\n");
+    BLI_dynstr_append(ds, "\tbarycentricDist.y = sqrt(dot(edge10, edge10) - d * d);\n");
+    BLI_dynstr_append(ds, "\td = dot(d10, edge21);\n");
+    BLI_dynstr_append(ds, "\tbarycentricDist.z = sqrt(dot(edge21, edge21) - d * d);\n");
+    BLI_dynstr_append(ds, "}\n");
+  }
+
+  /* Generate varying assignments. */
+  BLI_dynstr_append(ds, "void pass_attr(in int vert) {\n");
+
+  /* XXX HACK: Eevee specific. */
+  if (geom_code == NULL) {
+    BLI_dynstr_append(ds, "\tworldPosition = worldPositiong[vert];\n");
+    BLI_dynstr_append(ds, "\tviewPosition = viewPositiong[vert];\n");
+    BLI_dynstr_append(ds, "\tworldNormal = worldNormalg[vert];\n");
+    BLI_dynstr_append(ds, "\tviewNormal = viewNormalg[vert];\n");
+  }
+
+  if (builtins & GPU_BARYCENTRIC_TEXCO) {
+    BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
+    BLI_dynstr_append(ds, "\tbarycentricTexCo = barycentricTexCog[vert];\n");
+    BLI_dynstr_append(ds, "#else\n");
+    BLI_dynstr_append(ds, "\tbarycentricTexCo.x = float((vert % 3) == 0);\n");
+    BLI_dynstr_append(ds, "\tbarycentricTexCo.y = float((vert % 3) == 1);\n");
+    BLI_dynstr_append(ds, "#endif\n");
+  }
+
+  for (node = nodes->first; node; node = node->next) {
+    for (input = node->inputs.first; input; input = input->next) {
+      if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
+        /* TODO let shader choose what to do depending on what the attribute is. */
+        BLI_dynstr_appendf(ds, "\tvar%d = var%dg[vert];\n", input->attr_id, input->attr_id);
+      }
+    }
+  }
+  BLI_dynstr_append(ds, "}\n");
+
+  code = BLI_dynstr_get_cstring(ds);
+  BLI_dynstr_free(ds);
+
+  return code;
 }
 
 void GPU_code_generate_glsl_lib(void)
 {
-       DynStr *ds;
-
-       /* only initialize the library once */
-       if (glsl_material_library)
-               return;
+  DynStr *ds;
 
-       ds = BLI_dynstr_new();
+  /* only initialize the library once */
+  if (glsl_material_library) {
+    return;
+  }
 
-       BLI_dynstr_append(ds, datatoc_gpu_shader_material_glsl);
+  ds = BLI_dynstr_new();
 
+  BLI_dynstr_append(ds, datatoc_gpu_shader_material_glsl);
 
-       glsl_material_library = BLI_dynstr_get_cstring(ds);
+  glsl_material_library = BLI_dynstr_get_cstring(ds);
 
-       BLI_dynstr_free(ds);
+  BLI_dynstr_free(ds);
 }
 
-
 /* GPU pass binding/unbinding */
 
-GPUShader *GPU_pass_shader(GPUPass *pass)
-{
-       return pass->shader;
-}
-
-static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
-{
-       GPUShader *shader = pass->shader;
-       GPUNode *node;
-       GPUInput *next, *input;
-       ListBase *inputs = &pass->inputs;
-       int extract, z;
-
-       memset(inputs, 0, sizeof(*inputs));
-
-       if (!shader)
-               return;
-
-       GPU_shader_bind(shader);
-
-       for (node = nodes->first; node; node = node->next) {
-               z = 0;
-               for (input = node->inputs.first; input; input = next, z++) {
-                       next = input->next;
-
-                       /* attributes don't need to be bound, they already have
-                        * an id that the drawing functions will use */
-                       if (input->source == GPU_SOURCE_ATTRIB) {
-#ifdef WITH_OPENSUBDIV
-                               /* We do need mtface attributes for later, so we can
-                                * update face-varuing variables offset in the texture
-                                * buffer for proper sampling from the shader.
-                                *
-                                * We don't do anything about attribute itself, we
-                                * only use it to learn which uniform name is to be
-                                * updated.
-                                *
-                                * TODO(sergey): We can add ad extra uniform input
-                                * for the offset, which will be purely internal and
-                                * which would avoid having such an exceptions.
-                                */
-                               if (input->attribtype != CD_MTFACE) {
-                                       continue;
-                               }
-#else
-                               continue;
-#endif
-                       }
-                       if (input->source == GPU_SOURCE_BUILTIN ||
-                           input->source == GPU_SOURCE_OPENGL_BUILTIN)
-                       {
-                               continue;
-                       }
-
-                       if (input->ima || input->tex || input->prv)
-                               BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
-                       else
-                               BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
-
-                       /* pass non-dynamic uniforms to opengl */
-                       extract = 0;
-
-                       if (input->ima || input->tex || input->prv) {
-                               if (input->bindtex)
-                                       extract = 1;
-                       }
-                       else if (input->dynamicvec)
-                               extract = 1;
-
-                       if (extract)
-                               input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
-
-#ifdef WITH_OPENSUBDIV
-                       if (input->source == GPU_SOURCE_ATTRIB &&
-                           input->attribtype == CD_MTFACE)
-                       {
-                               extract = 1;
-                       }
-#endif
-
-                       /* extract nodes */
-                       if (extract) {
-                               BLI_remlink(&node->inputs, input);
-                               BLI_addtail(inputs, input);
-                       }
-               }
-       }
-
-       GPU_shader_unbind();
-}
-
-void GPU_pass_bind(GPUPass *pass, double time, int mipmap)
+GPUShader *GPU_pass_shader_get(GPUPass *pass)
 {
-       GPUInput *input;
-       GPUShader *shader = pass->shader;
-       ListBase *inputs = &pass->inputs;
-
-       if (!shader)
-               return;
-
-       GPU_shader_bind(shader);
-
-       /* create the textures */
-       for (input = inputs->first; input; input = input->next) {
-               if (input->ima)
-                       input->tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, mipmap);
-               else if (input->prv)
-                       input->tex = GPU_texture_from_preview(input->prv, mipmap);
-       }
-
-       /* bind the textures, in second loop so texture binding during
-        * create doesn't overwrite already bound textures */
-       for (input = inputs->first; input; input = input->next) {
-               if (input->tex && input->bindtex) {
-                       GPU_texture_bind(input->tex, input->texid);
-                       GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
-               }
-       }
+  return pass->shader;
 }
 
-void GPU_pass_update_uniforms(GPUPass *pass)
+void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListBase *nodes)
 {
-       GPUInput *input;
-       GPUShader *shader = pass->shader;
-       ListBase *inputs = &pass->inputs;
-
-       if (!shader)
-               return;
-
-       /* pass dynamic inputs to opengl, others were removed */
-       for (input = inputs->first; input; input = input->next) {
-               if (!(input->ima || input->tex || input->prv)) {
-                       if (input->dynamictype == GPU_DYNAMIC_MAT_HARD) {
-                               // The hardness is actually a short pointer, so we convert it here
-                               float val = (float)(*(short *)input->dynamicvec);
-                               GPU_shader_uniform_vector(shader, input->shaderloc, 1, 1, &val);
-                       }
-                       else {
-                               GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
-                                       input->dynamicvec);
-                       }
-               }
-       }
-}
-
-void GPU_pass_unbind(GPUPass *pass)
-{
-       GPUInput *input;
-       GPUShader *shader = pass->shader;
-       ListBase *inputs = &pass->inputs;
-
-       if (!shader)
-               return;
-
-       for (input = inputs->first; input; input = input->next) {
-               if (input->tex && input->bindtex)
-                       GPU_texture_unbind(input->tex);
-
-               if (input->ima || input->prv)
-                       input->tex = NULL;
-       }
-
-       GPU_shader_unbind();
+  GPUNode *node;
+  GPUInput *next, *input;
+
+  BLI_listbase_clear(inputs);
+
+  if (!shader) {
+    return;
+  }
+
+  for (node = nodes->first; node; node = node->next) {
+    int z = 0;
+    for (input = node->inputs.first; input; input = next, z++) {
+      next = input->next;
+
+      /* attributes don't need to be bound, they already have
+       * an id that the drawing functions will use. Builtins have
+       * constant names. */
+      if (ELEM(input->source, GPU_SOURCE_ATTR, GPU_SOURCE_BUILTIN)) {
+        continue;
+      }
+
+      if (input->source == GPU_SOURCE_TEX) {
+        BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
+      }
+      else {
+        BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
+      }
+
+      if (input->source == GPU_SOURCE_TEX) {
+        if (input->bindtex) {
+          input->shaderloc = GPU_shader_get_uniform_ensure(shader, input->shadername);
+          /* extract nodes */
+          BLI_remlink(&node->inputs, input);
+          BLI_addtail(inputs, input);
+        }
+      }
+    }
+  }
 }
 
 /* Node Link Functions */
 
 static GPUNodeLink *GPU_node_link_create(void)
 {
-       GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
-       link->type = GPU_NONE;
-       link->users++;
+  GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
+  link->users++;
 
-       return link;
+  return link;
 }
 
 static void gpu_node_link_free(GPUNodeLink *link)
 {
-       link->users--;
-
-       if (link->users < 0)
-               fprintf(stderr, "GPU_node_link_free: negative refcount\n");
-
-       if (link->users == 0) {
-               if (link->output)
-                       link->output->link = NULL;
-               MEM_freeN(link);
-       }
+  link->users--;
+
+  if (link->users < 0) {
+    fprintf(stderr, "GPU_node_link_free: negative refcount\n");
+  }
+
+  if (link->users == 0) {
+    if (link->output) {
+      link->output->link = NULL;
+    }
+    MEM_freeN(link);
+  }
 }
 
 /* Node Functions */
 
 static GPUNode *GPU_node_begin(const char *name)
 {
-       GPUNode *node = MEM_callocN(sizeof(GPUNode), "GPUNode");
+  GPUNode *node = MEM_callocN(sizeof(GPUNode), "GPUNode");
 
-       node->name = name;
+  node->name = name;
 
-       return node;
+  return node;
 }
 
-static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType type)
+static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType type)
 {
-       GPUInput *input;
-       GPUNode *outnode;
-       const char *name;
-
-       if (link->output) {
-               outnode = link->output->node;
-               name = outnode->name;
-               input = outnode->inputs.first;
-
-               if ((STREQ(name, "set_value") || STREQ(name, "set_rgb")) &&
-                   (input->type == type))
-               {
-                       input = MEM_dupallocN(outnode->inputs.first);
-                       input->type = type;
-                       if (input->link)
-                               input->link->users++;
-                       BLI_addtail(&node->inputs, input);
-                       return;
-               }
-       }
-
-       input = MEM_callocN(sizeof(GPUInput), "GPUInput");
-       input->node = node;
-
-       if (link->builtin) {
-               /* builtin uniform */
-               input->type = type;
-               input->source = GPU_SOURCE_BUILTIN;
-               input->builtin = link->builtin;
-
-               MEM_freeN(link);
-       }
-       else if (link->oglbuiltin) {
-               /* builtin uniform */
-               input->type = type;
-               input->source = GPU_SOURCE_OPENGL_BUILTIN;
-               input->oglbuiltin = link->oglbuiltin;
-
-               MEM_freeN(link);
-       }
-       else if (link->output) {
-               /* link to a node output */
-               input->type = type;
-               input->source = GPU_SOURCE_TEX_PIXEL;
-               input->link = link;
-               link->users++;
-       }
-       else if (link->dynamictex) {
-               /* dynamic texture, GPUTexture is updated/deleted externally */
-               input->type = type;
-               input->source = GPU_SOURCE_TEX;
-
-               input->tex = link->dynamictex;
-               input->textarget = GL_TEXTURE_2D;
-               input->textype = type;
-               input->dynamictex = true;
-               input->dynamicdata = link->ptr2;
-               MEM_freeN(link);
-       }
-       else if (link->texture) {
-               /* small texture created on the fly, like for colorbands */
-               input->type = GPU_VEC4;
-               input->source = GPU_SOURCE_TEX;
-               input->textype = type;
+  GPUInput *input;
+  GPUNode *outnode;
+  const char *name;
+
+  if (link->link_type == GPU_NODE_LINK_OUTPUT) {
+    outnode = link->output->node;
+    name = outnode->name;
+    input = outnode->inputs.first;
+
+    if ((STR_ELEM(name, "set_value", "set_rgb", "set_rgba")) && (input->type == type)) {
+      input = MEM_dupallocN(outnode->inputs.first);
+      if (input->link) {
+        input->link->users++;
+      }
+      BLI_addtail(&node->inputs, input);
+      return;
+    }
+  }
+
+  input = MEM_callocN(sizeof(GPUInput), "GPUInput");
+  input->node = node;
+  input->type = type;
+
+  switch (link->link_type) {
+    case GPU_NODE_LINK_BUILTIN:
+      input->source = GPU_SOURCE_BUILTIN;
+      input->builtin = link->builtin;
+      break;
+    case GPU_NODE_LINK_OUTPUT:
+      input->source = GPU_SOURCE_OUTPUT;
+      input->link = link;
+      link->users++;
+      break;
+    case GPU_NODE_LINK_COLORBAND:
+      input->source = GPU_SOURCE_TEX;
+      input->coba = link->coba;
+      break;
+    case GPU_NODE_LINK_IMAGE_BLENDER:
+      input->source = GPU_SOURCE_TEX;
+      input->ima = link->ima;
+      input->iuser = link->iuser;
+      break;
+    case GPU_NODE_LINK_ATTR:
+      input->source = GPU_SOURCE_ATTR;
+      input->attr_type = link->attr_type;
+      BLI_strncpy(input->attr_name, link->attr_name, sizeof(input->attr_name));
+      break;
+    case GPU_NODE_LINK_CONSTANT:
+      input->source = (type == GPU_CLOSURE) ? GPU_SOURCE_STRUCT : GPU_SOURCE_CONSTANT;
+      break;
+    case GPU_NODE_LINK_UNIFORM:
+      input->source = GPU_SOURCE_UNIFORM;
+      break;
+    default:
+      break;
+  }
+
+  if (ELEM(input->source, GPU_SOURCE_CONSTANT, GPU_SOURCE_UNIFORM)) {
+    memcpy(input->vec, link->data, type * sizeof(float));
+  }
+
+  if (link->link_type != GPU_NODE_LINK_OUTPUT) {
+    MEM_freeN(link);
+  }
+  BLI_addtail(&node->inputs, input);
+}
 
-#if 0
-               input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
-#endif
-               input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, GPU_HDR_NONE, NULL);
-               input->textarget = GL_TEXTURE_2D;
-
-               MEM_freeN(link->ptr1);
-               MEM_freeN(link);
-       }
-       else if (link->image) {
-               /* blender image */
-               input->type = GPU_VEC4;
-               input->source = GPU_SOURCE_TEX;
-
-               if (link->image == GPU_NODE_LINK_IMAGE_PREVIEW) {
-                       input->prv = link->ptr1;
-                       input->textarget = GL_TEXTURE_2D;
-                       input->textype = GPU_TEX2D;
-               }
-               else if (link->image == GPU_NODE_LINK_IMAGE_BLENDER) {
-                       input->ima = link->ptr1;
-                       input->iuser = link->ptr2;
-                       input->image_isdata = link->image_isdata;
-                       input->textarget = GL_TEXTURE_2D;
-                       input->textype = GPU_TEX2D;
-               }
-               else if (link->image == GPU_NODE_LINK_IMAGE_CUBE_MAP) {
-                       input->ima = link->ptr1;
-                       input->iuser = link->ptr2;
-                       input->image_isdata = link->image_isdata;
-                       input->textarget = GL_TEXTURE_CUBE_MAP;
-                       input->textype = GPU_TEXCUBE;
-               }
-               MEM_freeN(link);
-       }
-       else if (link->attribtype) {
-               /* vertex attribute */
-               input->type = type;
-               input->source = GPU_SOURCE_ATTRIB;
-
-               input->attribtype = link->attribtype;
-               BLI_strncpy(input->attribname, link->attribname, sizeof(input->attribname));
-               MEM_freeN(link);
-       }
-       else {
-               /* uniform vector */
-               input->type = type;
-               input->source = GPU_SOURCE_VEC_UNIFORM;
-
-               memcpy(input->vec, link->ptr1, type * sizeof(float));
-               if (link->dynamic) {
-                       input->dynamicvec = link->ptr1;
-                       input->dynamictype = link->dynamictype;
-                       input->dynamicdata = link->ptr2;
-               }
-               MEM_freeN(link);
-       }
-
-       BLI_addtail(&node->inputs, input);
+static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type)
+{
+  switch (type) {
+    /* For now INT is supported as float. */
+    case SOCK_INT:
+    case SOCK_FLOAT:
+      return "set_value";
+    case SOCK_VECTOR:
+      return "set_rgb";
+    case SOCK_RGBA:
+      return "set_rgba";
+    default:
+      BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype");
+      return NULL;
+  }
 }
 
-static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
+/**
+ * Link stack uniform buffer.
+ * This is called for the input/output sockets that are note connected.
+ */
+static GPUNodeLink *gpu_uniformbuffer_link(GPUMaterial *mat,
+                                           bNode *node,
+                                           GPUNodeStack *stack,
+                                           const int index,
+                                           const eNodeSocketInOut in_out)
 {
-       GPUNodeLink *link;
-
-       if (sock->link) {
-               gpu_node_input_link(node, sock->link, sock->type);
-       }
-       else {
-               link = GPU_node_link_create();
-               link->ptr1 = sock->vec;
-               gpu_node_input_link(node, link, sock->type);
-       }
+  bNodeSocket *socket;
+
+  if (in_out == SOCK_IN) {
+    socket = BLI_findlink(&node->inputs, index);
+  }
+  else {
+    socket = BLI_findlink(&node->outputs, index);
+  }
+
+  BLI_assert(socket != NULL);
+  BLI_assert(socket->in_out == in_out);
+
+  if ((socket->flag & SOCK_HIDE_VALUE) == 0) {
+    GPUNodeLink *link;
+    switch (socket->type) {
+      case SOCK_FLOAT: {
+        bNodeSocketValueFloat *socket_data = socket->default_value;
+        link = GPU_uniform(&socket_data->value);
+        break;
+      }
+      case SOCK_VECTOR: {
+        bNodeSocketValueVector *socket_data = socket->default_value;
+        link = GPU_uniform(socket_data->value);
+        break;
+      }
+      case SOCK_RGBA: {
+        bNodeSocketValueRGBA *socket_data = socket->default_value;
+        link = GPU_uniform(socket_data->value);
+        break;
+      }
+      default:
+        return NULL;
+        break;
+    }
+
+    if (in_out == SOCK_IN) {
+      GPU_link(mat, gpu_uniform_set_function_from_type(socket->type), link, &stack->link);
+    }
+    return link;
+  }
+  return NULL;
 }
 
-static void gpu_node_output(GPUNode *node, const GPUType type, GPUNodeLink **link)
+static void gpu_node_input_socket(
+    GPUMaterial *material, bNode *bnode, GPUNode *node, GPUNodeStack *sock, const int index)
 {
-       GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
+  if (sock->link) {
+    gpu_node_input_link(node, sock->link, sock->type);
+  }
+  else if ((material != NULL) &&
+           (gpu_uniformbuffer_link(material, bnode, sock, index, SOCK_IN) != NULL)) {
+    gpu_node_input_link(node, sock->link, sock->type);
+  }
+  else {
+    gpu_node_input_link(node, GPU_constant(sock->vec), sock->type);
+  }
+}
 
-       output->type = type;
-       output->node = node;
+static void gpu_node_output(GPUNode *node, const eGPUType type, GPUNodeLink **link)
+{
+  GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
+
+  output->type = type;
+  output->node = node;
 
-       if (link) {
-               *link = output->link = GPU_node_link_create();
-               output->link->type = type;
-               output->link->output = output;
+  if (link) {
+    *link = output->link = GPU_node_link_create();
+    output->link->link_type = GPU_NODE_LINK_OUTPUT;
+    output->link->output = output;
 
-               /* note: the caller owns the reference to the link, GPUOutput
-                * merely points to it, and if the node is destroyed it will
-                * set that pointer to NULL */
-       }
+    /* note: the caller owns the reference to the link, GPUOutput
+     * merely points to it, and if the node is destroyed it will
+     * set that pointer to NULL */
+  }
 
-       BLI_addtail(&node->outputs, output);
+  BLI_addtail(&node->outputs, output);
 }
 
-static void gpu_inputs_free(ListBase *inputs)
+void GPU_inputs_free(ListBase *inputs)
 {
-       GPUInput *input;
+  GPUInput *input;
 
-       for (input = inputs->first; input; input = input->next) {
-               if (input->link)
-                       gpu_node_link_free(input->link);
-               else if (input->tex && !input->dynamictex)
-                       GPU_texture_free(input->tex);
-       }
+  for (input = inputs->first; input; input = input->next) {
+    if (input->link) {
+      gpu_node_link_free(input->link);
+    }
+  }
 
-       BLI_freelistN(inputs);
+  BLI_freelistN(inputs);
 }
 
 static void gpu_node_free(GPUNode *node)
 {
-       GPUOutput *output;
+  GPUOutput *output;
 
-       gpu_inputs_free(&node->inputs);
+  GPU_inputs_free(&node->inputs);
 
-       for (output = node->outputs.first; output; output = output->next)
-               if (output->link) {
-                       output->link->output = NULL;
-                       gpu_node_link_free(output->link);
-               }
+  for (output = node->outputs.first; output; output = output->next) {
+    if (output->link) {
+      output->link->output = NULL;
+      gpu_node_link_free(output->link);
+    }
+  }
 
-       BLI_freelistN(&node->outputs);
-       MEM_freeN(node);
+  BLI_freelistN(&node->outputs);
+  MEM_freeN(node);
 }
 
 static void gpu_nodes_free(ListBase *nodes)
 {
-       GPUNode *node;
+  GPUNode *node;
 
-       while ((node = BLI_pophead(nodes))) {
-               gpu_node_free(node);
-       }
+  while ((node = BLI_pophead(nodes))) {
+    gpu_node_free(node);
+  }
 }
 
 /* vertex attributes */
 
-static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
+void GPU_nodes_get_vertex_attrs(ListBase *nodes, GPUVertAttrLayers *attrs)
 {
-       GPUNode *node;
-       GPUInput *input;
-       int a;
-
-       /* convert attributes requested by node inputs to an array of layers,
-        * checking for duplicates and assigning id's starting from zero. */
-
-       memset(attribs, 0, sizeof(*attribs));
-
-       for (node = nodes->first; node; node = node->next) {
-               for (input = node->inputs.first; input; input = input->next) {
-                       if (input->source == GPU_SOURCE_ATTRIB) {
-                               for (a = 0; a < attribs->totlayer; a++) {
-                                       if (attribs->layer[a].type == input->attribtype &&
-                                           STREQ(attribs->layer[a].name, input->attribname))
-                                       {
-                                               break;
-                                       }
-                               }
-
-                               if (a < GPU_MAX_ATTRIB) {
-                                       if (a == attribs->totlayer) {
-                                               input->attribid = attribs->totlayer++;
-                                               input->attribfirst = 1;
-
-                                               attribs->layer[a].type = input->attribtype;
-                                               attribs->layer[a].attribid = input->attribid;
-                                               BLI_strncpy(attribs->layer[a].name, input->attribname,
-                                                           sizeof(attribs->layer[a].name));
-                                       }
-                                       else {
-                                               input->attribid = attribs->layer[a].attribid;
-                                       }
-                               }
-                       }
-               }
-       }
-}
-
-static void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
-{
-       GPUNode *node;
-       GPUInput *input;
-
-       *builtin = 0;
-
-       for (node = nodes->first; node; node = node->next)
-               for (input = node->inputs.first; input; input = input->next)
-                       if (input->source == GPU_SOURCE_BUILTIN)
-                               *builtin |= input->builtin;
+  GPUNode *node;
+  GPUInput *input;
+  int a;
+
+  /* convert attributes requested by node inputs to an array of layers,
+   * checking for duplicates and assigning id's starting from zero. */
+
+  memset(attrs, 0, sizeof(*attrs));
+
+  for (node = nodes->first; node; node = node->next) {
+    for (input = node->inputs.first; input; input = input->next) {
+      if (input->source == GPU_SOURCE_ATTR) {
+        for (a = 0; a < attrs->totlayer; a++) {
+          if (attrs->layer[a].type == input->attr_type &&
+              STREQ(attrs->layer[a].name, input->attr_name)) {
+            break;
+          }
+        }
+
+        if (a < GPU_MAX_ATTR) {
+          if (a == attrs->totlayer) {
+            input->attr_id = attrs->totlayer++;
+            input->attr_first = true;
+
+            attrs->layer[a].type = input->attr_type;
+            attrs->layer[a].attr_id = input->attr_id;
+            BLI_strncpy(attrs->layer[a].name, input->attr_name, sizeof(attrs->layer[a].name));
+          }
+          else {
+            input->attr_id = attrs->layer[a].attr_id;
+          }
+        }
+      }
+    }
+  }
 }
 
 /* varargs linking  */
 
 GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
 {
-       GPUNodeLink *link = GPU_node_link_create();
-
-       link->attribtype = type;
-       link->attribname = name;
+  GPUNodeLink *link = GPU_node_link_create();
+  link->link_type = GPU_NODE_LINK_ATTR;
+  link->attr_name = name;
+  /* Fall back to the UV layer, which matches old behavior. */
+  if (type == CD_AUTO_FROM_NAME && name[0] == '\0') {
+    link->attr_type = CD_MTFACE;
+  }
+  else {
+    link->attr_type = type;
+  }
+  return link;
+}
 
-       return link;
+GPUNodeLink *GPU_constant(float *num)
+{
+  GPUNodeLink *link = GPU_node_link_create();
+  link->link_type = GPU_NODE_LINK_CONSTANT;
+  link->data = num;
+  return link;
 }
 
 GPUNodeLink *GPU_uniform(float *num)
 {
-       GPUNodeLink *link = GPU_node_link_create();
-
-       link->ptr1 = num;
-       link->ptr2 = NULL;
-
-       return link;
+  GPUNodeLink *link = GPU_node_link_create();
+  link->link_type = GPU_NODE_LINK_UNIFORM;
+  link->data = num;
+  return link;
 }
 
-GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *data)
+GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser)
 {
-       GPUNodeLink *link = GPU_node_link_create();
-
-       link->ptr1 = num;
-       link->ptr2 = data;
-       link->dynamic = true;
-       link->dynamictype = dynamictype;
-
-
-       return link;
+  GPUNodeLink *link = GPU_node_link_create();
+  link->link_type = GPU_NODE_LINK_IMAGE_BLENDER;
+  link->ima = ima;
+  link->iuser = iuser;
+  return link;
 }
 
-GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser, bool is_data)
+GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *row)
 {
-       GPUNodeLink *link = GPU_node_link_create();
-
-       link->image = GPU_NODE_LINK_IMAGE_BLENDER;
-       link->ptr1 = ima;
-       link->ptr2 = iuser;
-       link->image_isdata = is_data;
-
-       return link;
+  GPUNodeLink *link = GPU_node_link_create();
+  link->link_type = GPU_NODE_LINK_COLORBAND;
+  link->coba = gpu_material_ramp_texture_row_set(mat, size, pixels, row);
+  MEM_freeN(pixels);
+  return link;
 }
 
-GPUNodeLink *GPU_cube_map(Image *ima, ImageUser *iuser, bool is_data)
+GPUNodeLink *GPU_builtin(eGPUBuiltin builtin)
 {
-       GPUNodeLink *link = GPU_node_link_create();
-
-       link->image = GPU_NODE_LINK_IMAGE_CUBE_MAP;
-       link->ptr1 = ima;
-       link->ptr2 = iuser;
-       link->image_isdata = is_data;
-
-       return link;
+  GPUNodeLink *link = GPU_node_link_create();
+  link->link_type = GPU_NODE_LINK_BUILTIN;
+  link->builtin = builtin;
+  return link;
 }
 
-GPUNodeLink *GPU_image_preview(PreviewImage *prv)
+bool GPU_link(GPUMaterial *mat, const char *name, ...)
 {
-       GPUNodeLink *link = GPU_node_link_create();
-
-       link->image = GPU_NODE_LINK_IMAGE_PREVIEW;
-       link->ptr1 = prv;
-
-       return link;
+  GPUNode *node;
+  GPUFunction *function;
+  GPUNodeLink *link, **linkptr;
+  va_list params;
+  int i;
+
+  function = gpu_lookup_function(name);
+  if (!function) {
+    fprintf(stderr, "GPU failed to find function %s\n", name);
+    return false;
+  }
+
+  node = GPU_node_begin(name);
+
+  va_start(params, name);
+  for (i = 0; i < function->totparam; i++) {
+    if (function->paramqual[i] != FUNCTION_QUAL_IN) {
+      linkptr = va_arg(params, GPUNodeLink **);
+      gpu_node_output(node, function->paramtype[i], linkptr);
+    }
+    else {
+      link = va_arg(params, GPUNodeLink *);
+      gpu_node_input_link(node, link, function->paramtype[i]);
+    }
+  }
+  va_end(params);
+
+  gpu_material_add_node(mat, node);
+
+  return true;
 }
 
-
-GPUNodeLink *GPU_texture(int size, float *pixels)
+bool GPU_stack_link(GPUMaterial *material,
+                    bNode *bnode,
+                    const char *name,
+                    GPUNodeStack *in,
+                    GPUNodeStack *out,
+                    ...)
 {
-       GPUNodeLink *link = GPU_node_link_create();
-
-       link->texture = true;
-       link->texturesize = size;
-       link->ptr1 = pixels;
-
-       return link;
+  GPUNode *node;
+  GPUFunction *function;
+  GPUNodeLink *link, **linkptr;
+  va_list params;
+  int i, totin, totout;
+
+  function = gpu_lookup_function(name);
+  if (!function) {
+    fprintf(stderr, "GPU failed to find function %s\n", name);
+    return false;
+  }
+
+  node = GPU_node_begin(name);
+  totin = 0;
+  totout = 0;
+
+  if (in) {
+    for (i = 0; !in[i].end; i++) {
+      if (in[i].type != GPU_NONE) {
+        gpu_node_input_socket(material, bnode, node, &in[i], i);
+        totin++;
+      }
+    }
+  }
+
+  if (out) {
+    for (i = 0; !out[i].end; i++) {
+      if (out[i].type != GPU_NONE) {
+        gpu_node_output(node, out[i].type, &out[i].link);
+        totout++;
+      }
+    }
+  }
+
+  va_start(params, out);
+  for (i = 0; i < function->totparam; i++) {
+    if (function->paramqual[i] != FUNCTION_QUAL_IN) {
+      if (totout == 0) {
+        linkptr = va_arg(params, GPUNodeLink **);
+        gpu_node_output(node, function->paramtype[i], linkptr);
+      }
+      else {
+        totout--;
+      }
+    }
+    else {
+      if (totin == 0) {
+        link = va_arg(params, GPUNodeLink *);
+        if (link->socket) {
+          gpu_node_input_socket(NULL, NULL, node, link->socket, -1);
+        }
+        else {
+          gpu_node_input_link(node, link, function->paramtype[i]);
+        }
+      }
+      else {
+        totin--;
+      }
+    }
+  }
+  va_end(params);
+
+  gpu_material_add_node(material, node);
+
+  return true;
 }
 
-GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex, GPUDynamicType dynamictype, void *data)
+GPUNodeLink *GPU_uniformbuffer_link_out(GPUMaterial *mat,
+                                        bNode *node,
+                                        GPUNodeStack *stack,
+                                        const int index)
 {
-       GPUNodeLink *link = GPU_node_link_create();
+  return gpu_uniformbuffer_link(mat, node, stack, index, SOCK_OUT);
+}
 
-       link->dynamic = true;
-       link->dynamictex = tex;
-       link->dynamictype = dynamictype;
-       link->ptr2 = data;
+/* Pass create/free */
 
-       return link;
+static void gpu_nodes_tag(GPUNodeLink *link)
+{
+  GPUNode *node;
+  GPUInput *input;
+
+  if (!link->output) {
+    return;
+  }
+
+  node = link->output->node;
+  if (node->tag) {
+    return;
+  }
+
+  node->tag = true;
+  for (input = node->inputs.first; input; input = input->next) {
+    if (input->link) {
+      gpu_nodes_tag(input->link);
+    }
+  }
 }
 
-GPUNodeLink *GPU_builtin(GPUBuiltin builtin)
+void GPU_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
 {
-       GPUNodeLink *link = GPU_node_link_create();
+  GPUNode *node, *next;
 
-       link->builtin = builtin;
+  for (node = nodes->first; node; node = node->next) {
+    node->tag = false;
+  }
 
-       return link;
-}
+  gpu_nodes_tag(outlink);
 
-GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin)
-{
-       GPUNodeLink *link = GPU_node_link_create();
-
-       link->oglbuiltin = builtin;
+  for (node = nodes->first; node; node = next) {
+    next = node->next;
 
-       return link;
+    if (!node->tag) {
+      BLI_remlink(nodes, node);
+      gpu_node_free(node);
+    }
+  }
 }
 
-bool GPU_link(GPUMaterial *mat, const char *name, ...)
+static bool gpu_pass_is_valid(GPUPass *pass)
 {
-       GPUNode *node;
-       GPUFunction *function;
-       GPUNodeLink *link, **linkptr;
-       va_list params;
-       int i;
-
-       function = gpu_lookup_function(name);
-       if (!function) {
-               fprintf(stderr, "GPU failed to find function %s\n", name);
-               return false;
-       }
-
-       node = GPU_node_begin(name);
-
-       va_start(params, name);
-       for (i = 0; i < function->totparam; i++) {
-               if (function->paramqual[i] != FUNCTION_QUAL_IN) {
-                       linkptr = va_arg(params, GPUNodeLink **);
-                       gpu_node_output(node, function->paramtype[i], linkptr);
-               }
-               else {
-                       link = va_arg(params, GPUNodeLink *);
-                       gpu_node_input_link(node, link, function->paramtype[i]);
-               }
-       }
-       va_end(params);
-
-       gpu_material_add_node(mat, node);
-
-       return true;
+  /* Shader is not null if compilation is successful. */
+  return (pass->compiled == false || pass->shader != NULL);
 }
 
-bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
+GPUPass *GPU_generate_pass(GPUMaterial *material,
+                           GPUNodeLink *frag_outlink,
+                           struct GPUVertAttrLayers *attrs,
+                           ListBase *nodes,
+                           int *builtins,
+                           const char *vert_code,
+                           const char *geom_code,
+                           const char *frag_lib,
+                           const char *defines)
 {
-       GPUNode *node;
-       GPUFunction *function;
-       GPUNodeLink *link, **linkptr;
-       va_list params;
-       int i, totin, totout;
-
-       function = gpu_lookup_function(name);
-       if (!function) {
-               fprintf(stderr, "GPU failed to find function %s\n", name);
-               return false;
-       }
-
-       node = GPU_node_begin(name);
-       totin = 0;
-       totout = 0;
-
-       if (in) {
-               for (i = 0; in[i].type != GPU_NONE; i++) {
-                       gpu_node_input_socket(node, &in[i]);
-                       totin++;
-               }
-       }
-
-       if (out) {
-               for (i = 0; out[i].type != GPU_NONE; i++) {
-                       gpu_node_output(node, out[i].type, &out[i].link);
-                       totout++;
-               }
-       }
-
-       va_start(params, out);
-       for (i = 0; i < function->totparam; i++) {
-               if (function->paramqual[i] != FUNCTION_QUAL_IN) {
-                       if (totout == 0) {
-                               linkptr = va_arg(params, GPUNodeLink **);
-                               gpu_node_output(node, function->paramtype[i], linkptr);
-                       }
-                       else
-                               totout--;
-               }
-               else {
-                       if (totin == 0) {
-                               link = va_arg(params, GPUNodeLink *);
-                               if (link->socket)
-                                       gpu_node_input_socket(node, link->socket);
-                               else
-                                       gpu_node_input_link(node, link, function->paramtype[i]);
-                       }
-                       else
-                               totin--;
-               }
-       }
-       va_end(params);
-
-       gpu_material_add_node(mat, node);
-
-       return true;
+  char *vertexcode, *geometrycode, *fragmentcode;
+  GPUPass *pass = NULL, *pass_hash = NULL;
+
+  /* prune unused nodes */
+  GPU_nodes_prune(nodes, frag_outlink);
+
+  GPU_nodes_get_vertex_attrs(nodes, attrs);
+
+  /* generate code */
+  char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output, builtins);
+
+  /* Cache lookup: Reuse shaders already compiled */
+  uint32_t hash = gpu_pass_hash(fragmentgen, defines, attrs);
+  pass_hash = gpu_pass_cache_lookup(hash);
+
+  if (pass_hash && (pass_hash->next == NULL || pass_hash->next->hash != hash)) {
+    /* No collision, just return the pass. */
+    MEM_freeN(fragmentgen);
+    if (!gpu_pass_is_valid(pass_hash)) {
+      /* Shader has already been created but failed to compile. */
+      return NULL;
+    }
+    pass_hash->refcount += 1;
+    return pass_hash;
+  }
+
+  /* Either the shader is not compiled or there is a hash collision...
+   * continue generating the shader strings. */
+  char *tmp = BLI_strdupcat(frag_lib, glsl_material_library);
+
+  geometrycode = code_generate_geometry(nodes, geom_code, defines);
+  vertexcode = code_generate_vertex(nodes, vert_code, (geometrycode != NULL));
+  fragmentcode = BLI_strdupcat(tmp, fragmentgen);
+
+  MEM_freeN(fragmentgen);
+  MEM_freeN(tmp);
+
+  if (pass_hash) {
+    /* Cache lookup: Reuse shaders already compiled */
+    pass = gpu_pass_cache_resolve_collision(
+        pass_hash, vertexcode, geometrycode, fragmentcode, defines, hash);
+  }
+
+  if (pass) {
+    /* Cache hit. Reuse the same GPUPass and GPUShader. */
+    if (!gpu_pass_is_valid(pass)) {
+      /* Shader has already been created but failed to compile. */
+      return NULL;
+    }
+
+    MEM_SAFE_FREE(vertexcode);
+    MEM_SAFE_FREE(fragmentcode);
+    MEM_SAFE_FREE(geometrycode);
+
+    pass->refcount += 1;
+  }
+  else {
+    /* We still create a pass even if shader compilation
+     * fails to avoid trying to compile again and again. */
+    pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
+    pass->shader = NULL;
+    pass->refcount = 1;
+    pass->hash = hash;
+    pass->vertexcode = vertexcode;
+    pass->fragmentcode = fragmentcode;
+    pass->geometrycode = geometrycode;
+    pass->defines = (defines) ? BLI_strdup(defines) : NULL;
+    pass->compiled = false;
+
+    BLI_spin_lock(&pass_cache_spin);
+    if (pass_hash != NULL) {
+      /* Add after the first pass having the same hash. */
+      pass->next = pass_hash->next;
+      pass_hash->next = pass;
+    }
+    else {
+      /* No other pass have same hash, just prepend to the list. */
+      BLI_LINKS_PREPEND(pass_cache, pass);
+    }
+    BLI_spin_unlock(&pass_cache_spin);
+  }
+
+  return pass;
 }
 
-int GPU_link_changed(GPUNodeLink *link)
+static int count_active_texture_sampler(GPUShader *shader, char *source)
 {
-       GPUNode *node;
-       GPUInput *input;
-       const char *name;
-
-       if (link->output) {
-               node = link->output->node;
-               name = node->name;
-
-               if (STREQ(name, "set_value") || STREQ(name, "set_rgb")) {
-                       input = node->inputs.first;
-                       return (input->link != NULL);
-               }
-
-               return 1;
-       }
-       else
-               return 0;
+  char *code = source;
+  int samplers_id[64]; /* Remember this is per stage. */
+  int sampler_len = 0;
+
+  while ((code = strstr(code, "uniform "))) {
+    /* Move past "uniform". */
+    code += 7;
+    /* Skip following spaces. */
+    while (*code == ' ') {
+      code++;
+    }
+    /* Skip "i" from potential isamplers. */
+    if (*code == 'i') {
+      code++;
+    }
+    /* Skip following spaces. */
+    if (gpu_str_prefix(code, "sampler")) {
+      /* Move past "uniform". */
+      code += 7;
+      /* Skip sampler type suffix. */
+      while (*code != ' ' && *code != '\0') {
+        code++;
+      }
+      /* Skip following spaces. */
+      while (*code == ' ') {
+        code++;
+      }
+
+      if (*code != '\0') {
+        char sampler_name[64];
+        code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name));
+        int id = GPU_shader_get_uniform_ensure(shader, sampler_name);
+
+        if (id == -1) {
+          continue;
+        }
+        /* Catch duplicates. */
+        bool is_duplicate = false;
+        for (int i = 0; i < sampler_len; ++i) {
+          if (samplers_id[i] == id) {
+            is_duplicate = true;
+          }
+        }
+
+        if (!is_duplicate) {
+          samplers_id[sampler_len] = id;
+          sampler_len++;
+        }
+      }
+    }
+  }
+
+  return sampler_len;
 }
 
-/* Pass create/free */
-
-static void gpu_nodes_tag(GPUNodeLink *link)
+static bool gpu_pass_shader_validate(GPUPass *pass)
 {
-       GPUNode *node;
-       GPUInput *input;
-
-       if (!link->output)
-               return;
-
-       node = link->output->node;
-       if (node->tag)
-               return;
-
-       node->tag = true;
-       for (input = node->inputs.first; input; input = input->next)
-               if (input->link)
-                       gpu_nodes_tag(input->link);
+  if (pass->shader == NULL) {
+    return false;
+  }
+
+  /* NOTE: The only drawback of this method is that it will count a sampler
+   * used in the fragment shader and only declared (but not used) in the vertex
+   * shader as used by both. But this corner case is not happening for now. */
+  int vert_samplers_len = count_active_texture_sampler(pass->shader, pass->vertexcode);
+  int frag_samplers_len = count_active_texture_sampler(pass->shader, pass->fragmentcode);
+
+  int total_samplers_len = vert_samplers_len + frag_samplers_len;
+
+  /* Validate against opengl limit. */
+  if ((frag_samplers_len > GPU_max_textures_frag()) ||
+      (vert_samplers_len > GPU_max_textures_vert())) {
+    return false;
+  }
+
+  if (pass->geometrycode) {
+    int geom_samplers_len = count_active_texture_sampler(pass->shader, pass->geometrycode);
+    total_samplers_len += geom_samplers_len;
+    if (geom_samplers_len > GPU_max_textures_geom()) {
+      return false;
+    }
+  }
+
+  return (total_samplers_len <= GPU_max_textures());
 }
 
-static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
+void GPU_pass_compile(GPUPass *pass, const char *shname)
 {
-       GPUNode *node, *next;
-
-       for (node = nodes->first; node; node = node->next)
-               node->tag = false;
-
-       gpu_nodes_tag(outlink);
-
-       for (node = nodes->first; node; node = next) {
-               next = node->next;
+  if (!pass->compiled) {
+    pass->shader = GPU_shader_create(
+        pass->vertexcode, pass->fragmentcode, pass->geometrycode, NULL, pass->defines, shname);
+
+    /* NOTE: Some drivers / gpu allows more active samplers than the opengl limit.
+     * We need to make sure to count active samplers to avoid undefined behavior. */
+    if (!gpu_pass_shader_validate(pass)) {
+      if (pass->shader != NULL) {
+        fprintf(stderr, "GPUShader: error: too many samplers in shader.\n");
+        GPU_shader_free(pass->shader);
+      }
+      pass->shader = NULL;
+    }
+    else if (!BLI_thread_is_main()) {
+      /* For some Intel drivers, you must use the program at least once
+       * in the rendering context that it is linked. */
+      glUseProgram(GPU_shader_get_program(pass->shader));
+      glUseProgram(0);
+    }
+
+    pass->compiled = true;
+  }
+}
 
-               if (!node->tag) {
-                       BLI_remlink(nodes, node);
-                       gpu_node_free(node);
-               }
-       }
+void GPU_pass_release(GPUPass *pass)
+{
+  BLI_assert(pass->refcount > 0);
+  pass->refcount--;
 }
 
-GPUPass *GPU_generate_pass(
-        ListBase *nodes, GPUNodeLink *outlink,
-        GPUVertexAttribs *attribs, int *builtins,
-        const GPUMatType type, const char *UNUSED(name),
-        const bool use_opensubdiv,
-        const bool use_new_shading)
+static void gpu_pass_free(GPUPass *pass)
 {
-       GPUShader *shader;
-       GPUPass *pass;
-       char *vertexcode, *geometrycode, *fragmentcode;
+  BLI_assert(pass->refcount == 0);
+  if (pass->shader) {
+    GPU_shader_free(pass->shader);
+  }
+  MEM_SAFE_FREE(pass->fragmentcode);
+  MEM_SAFE_FREE(pass->geometrycode);
+  MEM_SAFE_FREE(pass->vertexcode);
+  MEM_SAFE_FREE(pass->defines);
+  MEM_freeN(pass);
+}
 
-#if 0
-       if (!FUNCTION_LIB) {
-               GPU_nodes_free(nodes);
-               return NULL;
-       }
-#endif
+void GPU_pass_free_nodes(ListBase *nodes)
+{
+  gpu_nodes_free(nodes);
+}
 
-       /* prune unused nodes */
-       gpu_nodes_prune(nodes, outlink);
-
-       gpu_nodes_get_vertex_attributes(nodes, attribs);
-       gpu_nodes_get_builtin_flag(nodes, builtins);
-
-       /* generate code and compile with opengl */
-       fragmentcode = code_generate_fragment(nodes, outlink->output);
-       vertexcode = code_generate_vertex(nodes, type);
-       geometrycode = code_generate_geometry(nodes, use_opensubdiv);
-
-       int flags = GPU_SHADER_FLAGS_NONE;
-       if (use_opensubdiv) {
-               flags |= GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV;
-       }
-       if (use_new_shading) {
-               flags |= GPU_SHADER_FLAGS_NEW_SHADING;
-       }
-       shader = GPU_shader_create_ex(vertexcode,
-                                     fragmentcode,
-                                     geometrycode,
-                                     glsl_material_library,
-                                     NULL,
-                                     0,
-                                     0,
-                                     0,
-                                     flags);
-
-       /* failed? */
-       if (!shader) {
-               if (fragmentcode)
-                       MEM_freeN(fragmentcode);
-               if (vertexcode)
-                       MEM_freeN(vertexcode);
-               memset(attribs, 0, sizeof(*attribs));
-               memset(builtins, 0, sizeof(*builtins));
-               gpu_nodes_free(nodes);
-               return NULL;
-       }
-
-       /* create pass */
-       pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
-
-       pass->output = outlink->output;
-       pass->shader = shader;
-       pass->fragmentcode = fragmentcode;
-       pass->geometrycode = geometrycode;
-       pass->vertexcode = vertexcode;
-       pass->libcode = glsl_material_library;
-
-       /* extract dynamic inputs and throw away nodes */
-       gpu_nodes_extract_dynamic_inputs(pass, nodes);
-       gpu_nodes_free(nodes);
-
-       return pass;
+void GPU_pass_cache_garbage_collect(void)
+{
+  static int lasttime = 0;
+  const int shadercollectrate = 60; /* hardcoded for now. */
+  int ctime = (int)PIL_check_seconds_timer();
+
+  if (ctime < shadercollectrate + lasttime) {
+    return;
+  }
+
+  lasttime = ctime;
+
+  BLI_spin_lock(&pass_cache_spin);
+  GPUPass *next, **prev_pass = &pass_cache;
+  for (GPUPass *pass = pass_cache; pass; pass = next) {
+    next = pass->next;
+    if (pass->refcount == 0) {
+      /* Remove from list */
+      *prev_pass = next;
+      gpu_pass_free(pass);
+    }
+    else {
+      prev_pass = &pass->next;
+    }
+  }
+  BLI_spin_unlock(&pass_cache_spin);
 }
 
-void GPU_pass_free(GPUPass *pass)
+void GPU_pass_cache_init(void)
 {
-       GPU_shader_free(pass->shader);
-       gpu_inputs_free(&pass->inputs);
-       if (pass->fragmentcode)
-               MEM_freeN(pass->fragmentcode);
-       if (pass->geometrycode)
-               MEM_freeN(pass->geometrycode);
-       if (pass->vertexcode)
-               MEM_freeN(pass->vertexcode);
-       MEM_freeN(pass);
+  BLI_spin_init(&pass_cache_spin);
 }
 
-void GPU_pass_free_nodes(ListBase *nodes)
+void GPU_pass_cache_free(void)
 {
-       gpu_nodes_free(nodes);
+  BLI_spin_lock(&pass_cache_spin);
+  while (pass_cache) {
+    GPUPass *next = pass_cache->next;
+    gpu_pass_free(pass_cache);
+    pass_cache = next;
+  }
+  BLI_spin_unlock(&pass_cache_spin);
+
+  BLI_spin_end(&pass_cache_spin);
 }