GPU: CreateInfo: Add macros for C++ stubs

These macros allow to define resources in
C++ inside IDEs' precompilation system for
linting purpose.

The following script can be used to port
existing create info files to the new macros:
https://projects.blender.org/blender/blender/pulls/128602#issuecomment-1310597

Rel #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/128599
This commit is contained in:
Clément Foucault
2024-10-04 17:45:00 +02:00
committed by Clément Foucault
parent dcd80dbe15
commit 7a36906ecd
2 changed files with 253 additions and 3 deletions

View File

@@ -25,6 +25,7 @@
#include "gpu_shader_create_info_private.hh"
#include "gpu_shader_dependency_private.hh"
#undef GPU_SHADER_NAMED_INTERFACE_INFO
#undef GPU_SHADER_INTERFACE_INFO
#undef GPU_SHADER_CREATE_INFO
@@ -452,6 +453,12 @@ void gpu_shader_create_info_init()
g_create_infos = new CreateInfoDictionnary();
g_interfaces = new InterfaceDictionnary();
#define GPU_SHADER_NAMED_INTERFACE_INFO(_interface, _inst_name) \
StageInterfaceInfo *ptr_##_interface = new StageInterfaceInfo(#_interface, #_inst_name); \
StageInterfaceInfo &_interface = *ptr_##_interface; \
g_interfaces->add_new(#_interface, ptr_##_interface); \
_interface
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
StageInterfaceInfo *ptr_##_interface = new StageInterfaceInfo(#_interface, _inst_name); \
StageInterfaceInfo &_interface = *ptr_##_interface; \

View File

@@ -15,6 +15,7 @@
#include "BLI_hash.hh"
#include "BLI_string_ref.hh"
#include "BLI_utildefines_variadic.h"
#include "BLI_vector.hh"
#include "GPU_common_types.hh"
#include "GPU_material.hh"
@@ -38,14 +39,242 @@
namespace blender::gpu::shader {
/* Helps intellisense / auto-completion. */
#ifndef GPU_SHADER_CREATE_INFO
#if defined(GLSL_CPP_STUBS)
# define GPU_SHADER_NAMED_INTERFACE_INFO(_interface, _inst_name) \
namespace _interface { \
struct {
# define GPU_SHADER_NAMED_INTERFACE_END(_inst_name) \
} \
_inst_name; \
}
# define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) namespace _interface {
# define GPU_SHADER_INTERFACE_END() }
# define GPU_SHADER_CREATE_INFO(_info) \
namespace _info { \
namespace gl_VertexShader { \
} \
namespace gl_FragmentShader { \
} \
namespace gl_ComputeShader { \
}
# define GPU_SHADER_CREATE_END() }
# define SHADER_LIBRARY_CREATE_INFO(_info) using namespace _info;
# define VERTEX_SHADER_CREATE_INFO(_info) \
using namespace ::gl_VertexShader; \
using namespace _info::gl_VertexShader; \
using namespace _info;
# define FRAGMENT_SHADER_CREATE_INFO(_info) \
using namespace ::gl_FragmentShader; \
using namespace _info::gl_FragmentShader; \
using namespace _info;
# define COMPUTE_SHADER_CREATE_INFO(_info) \
using namespace ::gl_ComputeShader; \
using namespace _info::gl_ComputeShader; \
using namespace _info;
#elif !defined(GPU_SHADER_CREATE_INFO)
/* Helps intellisense / auto-completion inside info files. */
# define GPU_SHADER_NAMED_INTERFACE_INFO(_interface, _inst_name) \
StageInterfaceInfo _interface(#_interface, _inst_name); \
_interface
# define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
StageInterfaceInfo _interface(#_interface, _inst_name); \
_interface
# define GPU_SHADER_CREATE_INFO(_info) \
ShaderCreateInfo _info(#_info); \
_info
# define GPU_SHADER_NAMED_INTERFACE_END(_inst_name) ;
# define GPU_SHADER_INTERFACE_END() ;
# define GPU_SHADER_CREATE_END() ;
#endif
#ifndef GLSL_CPP_STUBS
# define SMOOTH(type, name) .smooth(Type::type, #name)
# define FLAT(type, name) .flat(Type::type, #name)
# define NO_PERSPECTIVE(type, name) .no_perspective(Type::type, #name)
/* LOCAL_GROUP_SIZE(int size_x, int size_y = -1, int size_z = -1) */
# define LOCAL_GROUP_SIZE(...) .local_group_size(__VA_ARGS__)
# define VERTEX_IN(slot, type, name) .vertex_in(slot, Type::type, #name)
# define VERTEX_OUT(stage_interface) .vertex_out(stage_interface)
/* TO REMOVE. */
# define GEOMETRY_LAYOUT(...) .geometry_layout(__VA_ARGS__)
# define GEOMETRY_OUT(stage_interface) .geometry_out(stage_interface)
# define SUBPASS_IN(slot, type, name, rog) .subpass_in(slot, Type::type, #name, rog)
# define FRAGMENT_OUT(slot, type, name) .fragment_out(slot, Type::type, #name)
# define FRAGMENT_OUT_DUAL(slot, type, name, blend) \
.fragment_out(slot, Type::type, #name, DualBlend::blend)
# define FRAGMENT_OUT_ROG(slot, type, name, rog) \
.fragment_out(slot, Type::type, #name, DualBlend::NONE, rog)
# define EARLY_FRAGMENT_TEST(enable) .early_fragment_test(enable)
# define DEPTH_WRITE(value) .depth_write(value)
# define SPECIALIZATION_CONSTANT(type, name, default_value) \
.specialization_constant(Type::type, #name, default_value)
# define PUSH_CONSTANT(type, name) .push_constant(Type::type, #name)
# define PUSH_CONSTANT_ARRAY(type, name, array_size) .push_constant(Type::type, #name, array_size)
# define UNIFORM_BUF(slot, type_name, name) .uniform_buf(slot, #type_name, #name)
# define UNIFORM_BUF_FREQ(slot, type_name, name, freq) \
.uniform_buf(slot, #type_name, #name, Frequency::freq)
# define STORAGE_BUF(slot, qualifiers, type_name, name) \
.storage_buf(slot, Qualifier::qualifiers, STRINGIFY(type_name), #name)
# define STORAGE_BUF_FREQ(slot, qualifiers, type_name, name, freq) \
.storage_buf(slot, Qualifier::qualifiers, STRINGIFY(type_name), #name, Frequency::freq)
# define SAMPLER(slot, type, name) .sampler(slot, ImageType::type, #name)
# define SAMPLER_FREQ(slot, type, name, freq) \
.sampler(slot, ImageType::type, #name, Frequency::freq)
# define IMAGE(slot, format, qualifiers, type, name) \
.image(slot, format, Qualifier::qualifiers, ImageType::type, #name)
# define IMAGE_FREQ(slot, format, qualifiers, type, name, freq) \
.image(slot, format, Qualifier::qualifiers, ImageType::type, #name, Frequency::freq)
# define BUILTINS(builtin) .builtins(builtin)
# define VERTEX_SOURCE(filename) .vertex_source(filename)
# define GEOMETRY_SOURCE(filename) .geometry_source(filename)
# define FRAGMENT_SOURCE(filename) .fragment_source(filename)
# define COMPUTE_SOURCE(filename) .compute_source(filename)
# define DEFINE(name) .define(name)
# define DEFINE_VALUE(name, value) .define(name, value)
# define DO_STATIC_COMPILATION() .do_static_compilation(true)
# define AUTO_RESOURCE_LOCATION() .auto_resource_location(true)
/* TO REMOVE. */
# define METAL_BACKEND_ONLY() .metal_backend_only(true)
# define ADDITIONAL_INFO(info_name) .additional_info(#info_name)
# define TYPEDEF_SOURCE(filename) .typedef_source(filename)
# define MTL_MAX_TOTAL_THREADS_PER_THREADGROUP(value) \
.mtl_max_total_threads_per_threadgroup(value)
#else
# define READ const
# define WRITE
# define READ_WRITE
# define _FLOAT_BUFFER(T) T##Buffer
# define _FLOAT_1D(T) T##1D
# define _FLOAT_1D_ARRAY(T) T##1DArray
# define _FLOAT_2D(T) T##2D
# define _FLOAT_2D_ARRAY(T) T##2DArray
# define _FLOAT_3D(T) T##3D
# define _FLOAT_CUBE(T) T##Cube
# define _FLOAT_CUBE_ARRAY(T) T##CubeArray
# define _INT_BUFFER(T) i##T##Buffer
# define _INT_1D(T) i##T##1D
# define _INT_1D_ARRAY(T) i##T##1DArray
# define _INT_2D(T) i##T##2D
# define _INT_2D_ARRAY(T) i##T##2DArray
# define _INT_3D(T) i##T##3D
# define _INT_CUBE(T) i##T##Cube
# define _INT_CUBE_ARRAY(T) i##T##CubeArray
# define _UINT_BUFFER(T) u##T##Buffer
# define _UINT_1D(T) u##T##1D
# define _UINT_1D_ARRAY(T) u##T##1DArray
# define _UINT_2D(T) u##T##2D
# define _UINT_2D_ARRAY(T) u##T##2DArray
# define _UINT_3D(T) u##T##3D
# define _UINT_CUBE(T) u##T##Cube
# define _UINT_CUBE_ARRAY(T) u##T##CubeArray
# define _SHADOW_2D(T) T##2DShadow
# define _SHADOW_2D_ARRAY(T) T##2DArrayShadow
# define _SHADOW_CUBE(T) T##CubeShadow
# define _SHADOW_CUBE_ARRAY(T) T##CubeArrayShadow
# define _DEPTH_2D(T) T##2D
# define _DEPTH_2D_ARRAY(T) T##2DArray
# define _DEPTH_CUBE(T) T##Cube
# define _DEPTH_CUBE_ARRAY(T) T##CubeArray
# define SMOOTH(type, name) type name = {};
# define FLAT(type, name) type name = {};
# define NO_PERSPECTIVE(type, name) type name = {};
/* LOCAL_GROUP_SIZE(int size_x, int size_y = -1, int size_z = -1) */
# define LOCAL_GROUP_SIZE(...)
# define VERTEX_IN(slot, type, name) \
namespace gl_VertexShader { \
const type name = {}; \
}
# define VERTEX_OUT(stage_interface) using namespace stage_interface;
/* TO REMOVE. */
# define GEOMETRY_LAYOUT(...)
# define GEOMETRY_OUT(stage_interface) using namespace stage_interface;
# define SUBPASS_IN(slot, type, name, rog) const type name = {};
# define FRAGMENT_OUT(slot, type, name) \
namespace gl_FragmentShader { \
type name; \
}
# define FRAGMENT_OUT_DUAL(slot, type, name, blend) \
namespace gl_FragmentShader { \
type name; \
}
# define FRAGMENT_OUT_ROG(slot, type, name, rog) \
namespace gl_FragmentShader { \
type name; \
}
# define EARLY_FRAGMENT_TEST(enable)
# define DEPTH_WRITE(value)
# define SPECIALIZATION_CONSTANT(type, name, default_value) constexpr type name = {};
# define PUSH_CONSTANT(type, name) const type name = {};
# define PUSH_CONSTANT_ARRAY(type, name, array_size) const type name[array_size] = {};
# define UNIFORM_BUF(slot, type_name, name) const type_name name = {};
# define UNIFORM_BUF_FREQ(slot, type_name, name, freq) const type_name name = {};
# define STORAGE_BUF(slot, qualifiers, type_name, name) qualifiers type_name name = {};
# define STORAGE_BUF_FREQ(slot, qualifiers, type_name, name, freq) qualifiers type_name name = {};
# define SAMPLER(slot, type, name) _##type(sampler) name;
# define SAMPLER_FREQ(slot, type, name, freq) _##type(sampler) name;
# define IMAGE(slot, format, qualifiers, type, name) qualifiers _##type(image) name;
# define IMAGE_FREQ(slot, format, qualifiers, type, name, freq) qualifiers _##type(image) name;
# define BUILTINS(builtin)
# define VERTEX_SOURCE(filename)
# define GEOMETRY_SOURCE(filename)
# define FRAGMENT_SOURCE(filename)
# define COMPUTE_SOURCE(filename)
# define DEFINE(name)
# define DEFINE_VALUE(name, value)
# define DO_STATIC_COMPILATION()
# define AUTO_RESOURCE_LOCATION()
/* TO REMOVE. */
# define METAL_BACKEND_ONLY()
# define ADDITIONAL_INFO(info_name) using namespace info_name;
# define TYPEDEF_SOURCE(filename)
# define MTL_MAX_TOTAL_THREADS_PER_THREADGROUP(value) \
.mtl_max_total_threads_per_threadgroup(value)
#endif
/* All of these functions is a bit out of place */
@@ -326,7 +555,7 @@ struct StageInterfaceInfo {
/** List of all members of the interface. */
Vector<InOut> inouts;
StageInterfaceInfo(const char *name_, const char *instance_name_)
StageInterfaceInfo(const char *name_, const char *instance_name_ = "")
: name(name_), instance_name(instance_name_){};
~StageInterfaceInfo(){};
@@ -1166,3 +1395,17 @@ template<> struct DefaultHash<Vector<blender::gpu::shader::SpecializationConstan
}
};
} // namespace blender
#define _INFO_EXPAND2(a, b) ADDITIONAL_INFO(a) ADDITIONAL_INFO(b)
#define _INFO_EXPAND3(a, b, c) _INFO_EXPAND2(a, b) ADDITIONAL_INFO(c)
#define _INFO_EXPAND4(a, b, c, d) _INFO_EXPAND3(a, b, c) ADDITIONAL_INFO(d)
#define _INFO_EXPAND5(a, b, c, d, e) _INFO_EXPAND4(a, b, c, d) ADDITIONAL_INFO(e)
#define _INFO_EXPAND6(a, b, c, d, e, f) _INFO_EXPAND5(a, b, c, d, e) ADDITIONAL_INFO(f)
#define ADDITIONAL_INFO_EXPAND(...) VA_NARGS_CALL_OVERLOAD(_INFO_EXPAND, __VA_ARGS__)
#define CREATE_INFO_VARIANT(name, ...) \
GPU_SHADER_CREATE_INFO(name) \
DO_STATIC_COMPILATION() \
ADDITIONAL_INFO_EXPAND(__VA_ARGS__) \
GPU_SHADER_CREATE_END()