Allows basic support for using `namespace X {}` and `X::symbol`
syntax.
Benefit:
- More sharing possible with host C++ code.
- Isolation of symbols when including shader files as C++.
Requirements:
- Nesting must be done using `namespace A::B{}` rather than
`namespace A{ namespace B {}}`, which is unsupported.
- No support for `using namespace`.
- Support of `using X` and `using X = Y` inside of function scope.
- Support of `using X` and `using X = Y` inside of namespace scope.
However, this is only to bring symbols from the same namespace
declared in another block (potentially inside another file).
- Only support namespace elision for symbols defined and used
inside of the same namespace scope.
Note that this is currently limited to blender GLSL files and
not for the shared headers. This is because we need to port a lot
of code to use namespaces before allowing this.
### Follow Up:
Nesting like `namespace A{ namespace B {}}` shouldn't be hard to
support and could be added if needed.
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/137445
This avoid manual code duplication and readability issues.
This is implemented as simple copy pasting of the function
with the different argument count, calling the overload with
the next argument count for each overload.
A `#line` directive is added to each line make sure errors
still make sense and refer to the original line.
Example:
```cpp
int func(int a, int b = 0, const int2 c = int2(1, 0))
{
/* ... */
}
```
Gets expanded to:
```cpp
int func(int a, int b, const int c)
{
/* ... */
}
int func(int a, int b)
{
return func(a, b, int2(1, 0));
}
int func(int a)
{
return func(a, 0);
}
```
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/138254
Implementation of #137341
This adds support for using references to any variable in a local scope
inside the shader codebase.
Example:
```cpp
int a = 0;
int &b = a;
b++; /* a == 1 */
```
Using `auto` is supported for reference definition as the type is not
preserved by the copy paste procedure. Type checking is done by the
C++ shader compilation or after the copy paste procedure during shader
compilation. `auto` is still unsupported for other variable declarations.
Reference to opaque types (`image`, `sampler`) are supported since
they are never really assigned to a temp variable.
This implements all safety feature related to the implementation being
copy pasting the definition string. That is:
- No `--`, `++` operators.
- No function calls.
- Array subscript index needs to be int constants or constant variable.
The copy pasting does not replace member access:
`auto &a = b; a.a = c;` becomes `b.a = c;`
The copy pasting does not replace function calls:
`auto &a = b; a = a();` becomes `b = a();`
While limited, this already allows for nicer syntax (aliasing) for
accessing SSBOs and the potential overhead of a copy semantic:
```cpp
ViewMatrices matrices = drw_view_buf[0];
matrices.viewmat = float4x4(1);
drw_view_buf[0] = matrices;
```
Can now be written as;
```cpp
ViewMatrices &matrices = drw_view_buf[0];
matrices.viewmat = float4x4(1);
```
Which expands to;
```cpp
drw_view_buf[0].viewmat = float4x4(1);
```
Note that the reference semantic is not carried through function call
because arguments are transformed to `inout` in GLSL. `inout` has
copy semantic but it is often implemented as reference by some
implementations.
Another important note is that this copy-pasting doesn't check if a
symbol is a variable. It can match a typename. But given that our
typenames have different capitalizations style this is unlikely to be
an issue. If that issue arise, we can add a check for it.
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/138412
Allows basic usage of templated functions.
There is no support for templated struct.
Benefit:
- More readable than macros in shader sources.
- Compatible with C++ tools.
- More sharing possible with host C++ code.
Requirements/Limitations:
- No default arguments to template parameters.
- Must use explicit instantiation for all variant needed.
- Explicit instantiation needs to **not** use argument deduction.
- Calls to template needs to have all template argument explicit
or all implicit.
- Template overload is not supported (redefining the same template
with different template argument or function argument types).
Currently implemented as Macros inside the build-time pre-pocessor,
but that could change to copy-paste to allow better error reporting.
However, the Macros keep the shader code reduced in the final binary
and allow different file to declare different instantiation.
The implementation is done by declaring overloads for each explicit
instantiation.
If a template has arguments not present in function
arguments, then all arguments **values** are appended to the
function name. The explicit template callsite is then modified to use
`TEMPLATE_GLUE` which will call the correct function. This is
why template argument deduction is not supported in this case.
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/137441
This adds basic unrolling support for 2 syntax:
- `[[gpu::unroll]]` which does full loop unrolling
- `[[gpu::unroll(x)]]` which unrolls `x` iteration
Nesting is supported.
This change is motivated by the added cost in compilation
and execution time that some loops have even if they have
compile time defined iteration counts.
The syntax is inspired by `GL_EXT_control_flow_attributes`.
However, we might want to have our own prefix to show it is
a blender specific feature and that it differs from the standard.
I propose `[[gpu::unroll]]`.
In the future, we could extend this to support more directives that
can be expanded to backend specific extension / syntax. This would
avoid readability issue an error prone copy paste of large amount
of preprocessor directives.
Currently, given that GL's GLSL flavor doesn't support
any of these attributes, the preprocessor does some copy-pasting
that does the unrolling at the source level. Note that the added
`#line` allow for correct error logging.
For the `[[gpu::unroll]]` syntax, the `for` declaration
needs to follow a specific syntax to deduce the number
of loop iteration.
This variant removes the continue condition between iteration,
so all iterations are evaluated. This could be modified
using a special keyword.
For the `[[gpu::unroll(n)]]` syntax, the usercode needs
to make sure that `n` is large enough to cover all iterations
as the loop is completely removed.
We could add shader `assert` to make sure that there is
never a remaining iteration.
This behavior is usually different from what you see in other
implementation as we do not keep a loop at all. Usually, compilers
still keep the loop if it is not unrolled fully. But given we don't
have IR, this is the best we can do.
`break` and `continue` statement are forbidden at the unrolled loop
scope level. Nested loop and switch can contain these keywords.
This is accounted for by checks in the pre-processor.
Only `for` loops are supported for now. There are no real
incentive to add support for `while` given how rare it is
in the shader codebase.
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/137444
This avoid recreating the GPU context for each individual
tests. This reduces the overhead drastically.
Excluding static_shaders and texture_pool tests I get for GPUVulkanTest:
`Before: 129 tests from 1 test suite ran. (26304 ms total) `
`After: 129 tests from 1 test suite ran. (6965 ms total) `
Including static_shaders and texture_pool tests I get for GPUMetalTest:
`Before: 124 tests from 1 test suite ran. (54654 ms total)`
`After: 124 tests from 1 test suite ran. (1870 ms total)`
Given the tests are run twice for the workarounds versions, the
speedup can be multiplied by 2.
Overall tests time is still largely dominated by shader compilation time.
However, there is still 3x improvement using this patch:
Including static_shaders and texture_pool tests I get for GPUVulkanTest,
GPUVulkanWorkaroundTest, GPUOpenGLTest, GPUOpenGLWorkaroundTest:
`Before: 516 tests from 4 test suites ran. (318878 ms total)`
`After: 516 tests from 4 test suites ran. (106593 ms total)`
Pull Request: https://projects.blender.org/blender/blender/pulls/138097
Do this only when applicable.
This allow better compile time checking in Shader C++ compilation.
Moreover, this allows to have `constexpr` in shared code between
C++ and GLSL.
After investigation the `const` keyword in GLSL has the same
semantic than C/C++.
Rel #137333 and #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/137497
This unify the C++ and GLSL codebase style.
The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.
Note that this is going to break pretty much all PRs
in flight that targets shader code.
Rel #137261
Pull Request: https://projects.blender.org/blender/blender/pulls/137369
They are actually already some literals with the `f` suffix
that are in our shader codebase and we never had problem in
the past 5 years (or even 8 years).
So I think it is safe to do and improves convergence of codestyles.
Pull Request: https://projects.blender.org/blender/blender/pulls/137352
This allow to store the full object ID inside a `uint32`
buffer. This allows to get the per object data in deferred
passes and avoid to store object data inside the Gbuffer.
This data is only written if needed.
This had to modify the implementation of subpass input
for all backend to be able to bind layered texture.
This currently work because only the layer 0 is bound to the
framebuffer. This is fragile but I don't see a good builtin way
to fix it.
Rel #135935
#### Tasks
- [x] Replace light linking bits in Gbuffer
- [x] Replace Object ID in GBuffer for SSS
- [x] Conditional storage
- [x] Dummy storage if not needed
Pull Request: https://projects.blender.org/blender/blender/pulls/136428
Move the code dealing with converting float3 to GPU normals
out of the vertex format header into a separate header. Use a
proper C++ namespace and remove duplication by only using
the more recently added C++ templated conversions.
Most of the diff comes from the removal of the indirect includes
from GPU_vertex_format.hh. A lot of files ended up mistakenly
depending on that.
Pull Request: https://projects.blender.org/blender/blender/pulls/134873
This patch adds the texture pool functionality that was previously
only available in the DRW module to the GPU module.
This allows to not rely on global `DST` variable for the managment
of these temporary textures.
Moreover, this can be extended using dedicated GPU backend
specific behavior to reduce the amount of memory needed
to render.
The implementation is mostly copy pasted from the draw implementation
but with more documentation. Also it is simplified since the
`DRW_texture_pool_query` functionality is not needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/134403
When running test cases
`test_texture_roundtrip__GPU_DATA_10_11_11_REV__GPU_R11F_G11F_B10F`
would read and write outside of allocated memory. This is an error in
the test case itself the GPU API doesn't have a public function to get
the desired byte and component size.
Pull Request: https://projects.blender.org/blender/blender/pulls/129958
Move most of the string preprocessing used for MSL
compatibility to `glsl_preprocess`.
Enforce some changes like matrix constructor and
array constructor to the GLSL codebase. This is
for C++ compatibility.
Additionally reduce the amount of code duplication
inside the compatibility code.
Pull Request: https://projects.blender.org/blender/blender/pulls/128634
This changes the include directive to use the standard C preprocessor
`#include` directive.
The regex to applied to all glsl sources is:
`pragma BLENDER_REQUIRE\((\w+\.glsl)\)`
`include "$1"`
This allow C++ linter to parse the code and allow easier codebase
traversal.
However there is a small catch. While it does work like a standard
include directive when the code is treated as C++, it doesn't when
compiled by our shader backends. In this case, we still use our
dependency concatenation approach instead of file injection.
This means that included files will always be prepended when compiled
to GLSL and a file cannot be appended more than once.
This is why all GLSL lib file should have the `#pragma once` directive
and always be included at the start of the file.
These requirements are actually already enforced by our code-style
in practice.
On the implementation, the source needed to be mutated to comment
the `#pragma once` and `#include`. This is needed to avoid GLSL
compiler error out as this is an extension that not all vendor
supports.
Rel #127983
Pull Request: https://projects.blender.org/blender/blender/pulls/128076
When performing framebuffer transition on legacy opengl platforms, some
state was uninitialized. Resulting in incorrect behavior and crashes.
Note that this doens't fix the black cube on legacy platforms. With this PR we
might be able to reproduce the issue on modern HW.
Pull Request: https://projects.blender.org/blender/blender/pulls/123989