The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
512 lines
18 KiB
C++
512 lines
18 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation */
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/** \file
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* \ingroup gpu
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*
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* Descriptor type used to define shader structure, resources and interfaces.
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*/
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#include "BLI_map.hh"
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#include "BLI_set.hh"
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#include "BLI_string_ref.hh"
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#include "GPU_capabilities.h"
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#include "GPU_context.h"
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#include "GPU_platform.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_create_info_private.hh"
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#include "gpu_shader_dependency_private.h"
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#undef GPU_SHADER_INTERFACE_INFO
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#undef GPU_SHADER_CREATE_INFO
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namespace blender::gpu::shader {
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using CreateInfoDictionnary = Map<StringRef, ShaderCreateInfo *>;
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using InterfaceDictionnary = Map<StringRef, StageInterfaceInfo *>;
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static CreateInfoDictionnary *g_create_infos = nullptr;
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static InterfaceDictionnary *g_interfaces = nullptr;
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void ShaderCreateInfo::finalize()
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{
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if (finalized_) {
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return;
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}
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finalized_ = true;
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Set<StringRefNull> deps_merged;
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validate_vertex_attributes();
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for (auto &info_name : additional_infos_) {
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/* Fetch create info. */
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const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
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gpu_shader_create_info_get(info_name.c_str()));
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/* Recursive. */
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const_cast<ShaderCreateInfo &>(info).finalize();
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interface_names_size_ += info.interface_names_size_;
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/* NOTE: EEVEE Materials can result in nested includes. To avoid duplicate
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* shader resources, we need to avoid inserting duplicates.
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* TODO: Optimize create info preparation to include each individual "additional_info"
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* only a single time. */
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vertex_inputs_.extend_non_duplicates(info.vertex_inputs_);
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fragment_outputs_.extend_non_duplicates(info.fragment_outputs_);
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vertex_out_interfaces_.extend_non_duplicates(info.vertex_out_interfaces_);
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geometry_out_interfaces_.extend_non_duplicates(info.geometry_out_interfaces_);
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validate_vertex_attributes(&info);
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/* Insert with duplicate check. */
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push_constants_.extend_non_duplicates(info.push_constants_);
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defines_.extend_non_duplicates(info.defines_);
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batch_resources_.extend_non_duplicates(info.batch_resources_);
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pass_resources_.extend_non_duplicates(info.pass_resources_);
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typedef_sources_.extend_non_duplicates(info.typedef_sources_);
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if (info.early_fragment_test_) {
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early_fragment_test_ = true;
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}
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/* Modify depth write if has been changed from default.
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* `UNCHANGED` implies gl_FragDepth is not used at all. */
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if (info.depth_write_ != DepthWrite::UNCHANGED) {
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depth_write_ = info.depth_write_;
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}
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validate_merge(info);
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auto assert_no_overlap = [&](const bool test, const StringRefNull error) {
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if (!test) {
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std::cout << name_ << ": Validation failed while merging " << info.name_ << " : ";
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std::cout << error << std::endl;
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BLI_assert(0);
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}
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};
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if (!deps_merged.add(info.name_)) {
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assert_no_overlap(false, "additional info already merged via another info");
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}
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if (info.compute_layout_.local_size_x != -1) {
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assert_no_overlap(compute_layout_.local_size_x == -1, "Compute layout already defined");
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compute_layout_ = info.compute_layout_;
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}
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if (!info.vertex_source_.is_empty()) {
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assert_no_overlap(vertex_source_.is_empty(), "Vertex source already existing");
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vertex_source_ = info.vertex_source_;
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}
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if (!info.geometry_source_.is_empty()) {
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assert_no_overlap(geometry_source_.is_empty(), "Geometry source already existing");
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geometry_source_ = info.geometry_source_;
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geometry_layout_ = info.geometry_layout_;
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}
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if (!info.fragment_source_.is_empty()) {
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assert_no_overlap(fragment_source_.is_empty(), "Fragment source already existing");
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fragment_source_ = info.fragment_source_;
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}
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if (!info.compute_source_.is_empty()) {
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assert_no_overlap(compute_source_.is_empty(), "Compute source already existing");
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compute_source_ = info.compute_source_;
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}
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}
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if (auto_resource_location_) {
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int images = 0, samplers = 0, ubos = 0, ssbos = 0;
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auto set_resource_slot = [&](Resource &res) {
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switch (res.bind_type) {
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case Resource::BindType::UNIFORM_BUFFER:
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res.slot = ubos++;
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break;
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case Resource::BindType::STORAGE_BUFFER:
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res.slot = ssbos++;
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break;
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case Resource::BindType::SAMPLER:
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res.slot = samplers++;
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break;
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case Resource::BindType::IMAGE:
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res.slot = images++;
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break;
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}
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};
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for (auto &res : batch_resources_) {
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set_resource_slot(res);
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}
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for (auto &res : pass_resources_) {
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set_resource_slot(res);
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}
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}
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}
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std::string ShaderCreateInfo::check_error() const
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{
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std::string error;
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/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
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if (this->compute_source_.is_empty()) {
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if (this->vertex_source_.is_empty()) {
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error += "Missing vertex shader in " + this->name_ + ".\n";
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}
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if (tf_type_ == GPU_SHADER_TFB_NONE && this->fragment_source_.is_empty()) {
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error += "Missing fragment shader in " + this->name_ + ".\n";
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}
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}
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else {
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if (!this->vertex_source_.is_empty()) {
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error += "Compute shader has vertex_source_ shader attached in " + this->name_ + ".\n";
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}
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if (!this->geometry_source_.is_empty()) {
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error += "Compute shader has geometry_source_ shader attached in " + this->name_ + ".\n";
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}
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if (!this->fragment_source_.is_empty()) {
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error += "Compute shader has fragment_source_ shader attached in " + this->name_ + ".\n";
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}
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}
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return error;
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}
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void ShaderCreateInfo::validate_merge(const ShaderCreateInfo &other_info)
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{
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if (!auto_resource_location_) {
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/* Check same bind-points usage in OGL. */
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Set<int> images, samplers, ubos, ssbos;
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auto register_resource = [&](const Resource &res) -> bool {
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switch (res.bind_type) {
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case Resource::BindType::UNIFORM_BUFFER:
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return images.add(res.slot);
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case Resource::BindType::STORAGE_BUFFER:
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return samplers.add(res.slot);
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case Resource::BindType::SAMPLER:
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return ubos.add(res.slot);
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case Resource::BindType::IMAGE:
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return ssbos.add(res.slot);
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default:
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return false;
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}
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};
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auto print_error_msg = [&](const Resource &res) {
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std::cout << name_ << ": Validation failed : Overlapping ";
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switch (res.bind_type) {
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case Resource::BindType::UNIFORM_BUFFER:
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std::cout << "Uniform Buffer " << res.uniformbuf.name;
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break;
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case Resource::BindType::STORAGE_BUFFER:
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std::cout << "Storage Buffer " << res.storagebuf.name;
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break;
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case Resource::BindType::SAMPLER:
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std::cout << "Sampler " << res.sampler.name;
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break;
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case Resource::BindType::IMAGE:
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std::cout << "Image " << res.image.name;
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break;
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default:
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std::cout << "Unknown Type";
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break;
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}
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std::cout << " (" << res.slot << ") while merging " << other_info.name_ << std::endl;
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};
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for (auto &res : batch_resources_) {
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if (register_resource(res) == false) {
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print_error_msg(res);
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}
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}
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for (auto &res : pass_resources_) {
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if (register_resource(res) == false) {
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print_error_msg(res);
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}
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}
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}
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}
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void ShaderCreateInfo::validate_vertex_attributes(const ShaderCreateInfo *other_info)
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{
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uint32_t attr_bits = 0;
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for (auto &attr : vertex_inputs_) {
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if (attr.index >= 16 || attr.index < 0) {
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std::cout << name_ << ": \"" << attr.name
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<< "\" : Type::MAT3 unsupported as vertex attribute." << std::endl;
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BLI_assert(0);
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}
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if (attr.index >= 16 || attr.index < 0) {
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std::cout << name_ << ": Invalid index for attribute \"" << attr.name << "\"" << std::endl;
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BLI_assert(0);
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}
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uint32_t attr_new = 0;
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if (attr.type == Type::MAT4) {
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for (int i = 0; i < 4; i++) {
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attr_new |= 1 << (attr.index + i);
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}
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}
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else {
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attr_new |= 1 << attr.index;
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}
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if ((attr_bits & attr_new) != 0) {
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std::cout << name_ << ": Attribute \"" << attr.name
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<< "\" overlap one or more index from another attribute."
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" Note that mat4 takes up 4 indices.";
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if (other_info) {
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std::cout << " While merging " << other_info->name_ << std::endl;
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}
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std::cout << std::endl;
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BLI_assert(0);
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}
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attr_bits |= attr_new;
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}
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}
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} // namespace blender::gpu::shader
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using namespace blender::gpu::shader;
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void gpu_shader_create_info_init()
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{
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g_create_infos = new CreateInfoDictionnary();
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g_interfaces = new InterfaceDictionnary();
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#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
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auto *ptr_##_interface = new StageInterfaceInfo(#_interface, _inst_name); \
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auto &_interface = *ptr_##_interface; \
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g_interfaces->add_new(#_interface, ptr_##_interface); \
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_interface
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#define GPU_SHADER_CREATE_INFO(_info) \
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auto *ptr_##_info = new ShaderCreateInfo(#_info); \
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auto &_info = *ptr_##_info; \
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g_create_infos->add_new(#_info, ptr_##_info); \
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_info
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/* Declare, register and construct the infos. */
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#include "compositor_shader_create_info_list.hh"
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#include "gpu_shader_create_info_list.hh"
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/* Baked shader data appended to create infos. */
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/* TODO(jbakker): should call a function with a callback. so we could switch implementations.
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* We cannot compile bf_gpu twice. */
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#ifdef GPU_RUNTIME
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# include "gpu_shader_baked.hh"
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#endif
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/* WORKAROUND: Replace draw_mesh info with the legacy one for systems that have problems with UBO
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* indexing. */
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if (GPU_type_matches_ex(GPU_DEVICE_INTEL | GPU_DEVICE_INTEL_UHD,
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GPU_OS_ANY,
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GPU_DRIVER_ANY,
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GPU_BACKEND_OPENGL) ||
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GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL) ||
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GPU_crappy_amd_driver()) {
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draw_modelmat = draw_modelmat_legacy;
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}
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/* WORKAROUND: Replace the use of gpu_BaseInstance by an instance attribute. */
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if (GPU_shader_draw_parameters_support() == false) {
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draw_resource_id_new = draw_resource_id_fallback;
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draw_resource_with_custom_id_new = draw_resource_with_custom_id_fallback;
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}
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#ifdef WITH_METAL_BACKEND
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/* Metal-specific alternatives for Geometry shaders. */
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if (GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY, GPU_BACKEND_METAL)) {
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/* 3D polyline. */
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gpu_shader_3D_polyline_uniform_color = gpu_shader_3D_polyline_uniform_color_no_geom;
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gpu_shader_3D_polyline_flat_color = gpu_shader_3D_polyline_flat_color_no_geom;
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gpu_shader_3D_polyline_smooth_color = gpu_shader_3D_polyline_smooth_color_no_geom;
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gpu_shader_3D_polyline_uniform_color_clipped =
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gpu_shader_3D_polyline_uniform_color_clipped_no_geom;
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/* Overlay Edit Mesh. */
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overlay_edit_mesh_edge = overlay_edit_mesh_edge_no_geom;
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overlay_edit_mesh_edge_flat = overlay_edit_mesh_edge_flat_no_geom;
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overlay_edit_mesh_edge_clipped = overlay_edit_mesh_edge_clipped_no_geom;
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overlay_edit_mesh_edge_flat_clipped = overlay_edit_mesh_edge_flat_clipped_no_geom;
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overlay_edit_curve_handle = overlay_edit_curve_handle_no_geom;
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overlay_edit_curve_handle_clipped = overlay_edit_curve_handle_clipped_no_geom;
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/* Overlay Armature Shape outline. */
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overlay_armature_shape_outline = overlay_armature_shape_outline_no_geom;
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overlay_armature_shape_outline_clipped = overlay_armature_shape_outline_clipped_no_geom;
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/* Overlay Motion Path Line. */
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overlay_motion_path_line = overlay_motion_path_line_no_geom;
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overlay_motion_path_line_clipped = overlay_motion_path_line_clipped_no_geom;
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/* Workbench shadows.
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* NOTE: Updates additional-info used by workbench shadow permutations.
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* Must be prepared prior to permutation preparation. */
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workbench_shadow_manifold = workbench_shadow_manifold_no_geom;
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workbench_shadow_no_manifold = workbench_shadow_no_manifold_no_geom;
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workbench_shadow_caps = workbench_shadow_caps_no_geom;
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/* Conservative rasterization. */
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basic_depth_mesh_conservative = basic_depth_mesh_conservative_no_geom;
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basic_depth_mesh_conservative_clipped = basic_depth_mesh_conservative_no_geom_clipped;
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basic_depth_pointcloud_conservative = basic_depth_pointcloud_conservative_no_geom;
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basic_depth_pointcloud_conservative_clipped =
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basic_depth_pointcloud_conservative_no_geom_clipped;
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/* Overlay pre-pass wire. */
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overlay_outline_prepass_wire = overlay_outline_prepass_wire_no_geom;
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/* Edit UV Edges. */
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overlay_edit_uv_edges = overlay_edit_uv_edges_no_geom;
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/* Down-sample Cube/Probe rendering. */
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eevee_legacy_effect_downsample_cube = eevee_legacy_effect_downsample_cube_no_geom;
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eevee_legacy_probe_filter_glossy = eevee_legacy_probe_filter_glossy_no_geom;
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eevee_legacy_lightprobe_planar_downsample = eevee_legacy_lightprobe_planar_downsample_no_geom;
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/* EEVEE Volumetrics */
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eevee_legacy_volumes_clear = eevee_legacy_volumes_clear_no_geom;
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eevee_legacy_volumes_scatter = eevee_legacy_volumes_scatter_no_geom;
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eevee_legacy_volumes_scatter_with_lights = eevee_legacy_volumes_scatter_with_lights_no_geom;
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eevee_legacy_volumes_integration = eevee_legacy_volumes_integration_no_geom;
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eevee_legacy_volumes_integration_OPTI = eevee_legacy_volumes_integration_OPTI_no_geom;
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/* EEVEE Volumetric Material */
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eevee_legacy_material_volumetric_vert = eevee_legacy_material_volumetric_vert_no_geom;
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/* GPencil stroke. */
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gpu_shader_gpencil_stroke = gpu_shader_gpencil_stroke_no_geom;
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}
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#endif
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for (ShaderCreateInfo *info : g_create_infos->values()) {
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if (info->do_static_compilation_) {
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info->builtins_ |= gpu_shader_dependency_get_builtins(info->vertex_source_);
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info->builtins_ |= gpu_shader_dependency_get_builtins(info->fragment_source_);
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info->builtins_ |= gpu_shader_dependency_get_builtins(info->geometry_source_);
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info->builtins_ |= gpu_shader_dependency_get_builtins(info->compute_source_);
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/* Automatically amend the create info for ease of use of the debug feature. */
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if ((info->builtins_ & BuiltinBits::USE_DEBUG_DRAW) == BuiltinBits::USE_DEBUG_DRAW) {
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info->additional_info("draw_debug_draw");
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}
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if ((info->builtins_ & BuiltinBits::USE_DEBUG_PRINT) == BuiltinBits::USE_DEBUG_PRINT) {
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info->additional_info("draw_debug_print");
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}
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}
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}
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/* TEST */
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// gpu_shader_create_info_compile_all();
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}
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void gpu_shader_create_info_exit()
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{
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for (auto *value : g_create_infos->values()) {
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delete value;
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}
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delete g_create_infos;
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for (auto *value : g_interfaces->values()) {
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delete value;
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}
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delete g_interfaces;
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}
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bool gpu_shader_create_info_compile_all()
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{
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using namespace blender::gpu;
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int success = 0;
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int skipped = 0;
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int total = 0;
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for (ShaderCreateInfo *info : g_create_infos->values()) {
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info->finalize();
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if (info->do_static_compilation_) {
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if ((info->metal_backend_only_ && GPU_backend_get_type() != GPU_BACKEND_METAL) ||
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(GPU_compute_shader_support() == false && info->compute_source_ != nullptr) ||
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(GPU_geometry_shader_support() == false && info->geometry_source_ != nullptr) ||
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(GPU_shader_image_load_store_support() == false && info->has_resource_image()) ||
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(GPU_shader_storage_buffer_objects_support() == false && info->has_resource_storage())) {
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skipped++;
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continue;
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}
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total++;
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GPUShader *shader = GPU_shader_create_from_info(
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reinterpret_cast<const GPUShaderCreateInfo *>(info));
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if (shader == nullptr) {
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printf("Compilation %s Failed\n", info->name_.c_str());
|
|
}
|
|
else {
|
|
success++;
|
|
|
|
#if 0 /* TODO(fclem): This is too verbose for now. Make it a cmake option. */
|
|
/* Test if any resource is optimized out and print a warning if that's the case. */
|
|
/* TODO(fclem): Limit this to OpenGL backend. */
|
|
const ShaderInterface *interface = unwrap(shader)->interface;
|
|
|
|
blender::Vector<ShaderCreateInfo::Resource> all_resources;
|
|
all_resources.extend(info->pass_resources_);
|
|
all_resources.extend(info->batch_resources_);
|
|
|
|
for (ShaderCreateInfo::Resource &res : all_resources) {
|
|
blender::StringRefNull name = "";
|
|
const ShaderInput *input = nullptr;
|
|
|
|
switch (res.bind_type) {
|
|
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
|
|
input = interface->ubo_get(res.slot);
|
|
name = res.uniformbuf.name;
|
|
break;
|
|
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
|
|
input = interface->ssbo_get(res.slot);
|
|
name = res.storagebuf.name;
|
|
break;
|
|
case ShaderCreateInfo::Resource::BindType::SAMPLER:
|
|
input = interface->texture_get(res.slot);
|
|
name = res.sampler.name;
|
|
break;
|
|
case ShaderCreateInfo::Resource::BindType::IMAGE:
|
|
input = interface->texture_get(res.slot);
|
|
name = res.image.name;
|
|
break;
|
|
}
|
|
|
|
if (input == nullptr) {
|
|
std::cout << "Error: " << info->name_;
|
|
std::cout << ": Resource « " << name << " » not found in the shader interface\n";
|
|
}
|
|
else if (input->location == -1) {
|
|
std::cout << "Warning: " << info->name_;
|
|
std::cout << ": Resource « " << name << " » is optimized out\n";
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
GPU_shader_free(shader);
|
|
}
|
|
}
|
|
printf("Shader Test compilation result: %d / %d passed", success, total);
|
|
if (skipped > 0) {
|
|
printf(" (skipped %d for compatibility reasons)", skipped);
|
|
}
|
|
printf("\n");
|
|
return success == total;
|
|
}
|
|
|
|
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
|
|
{
|
|
if (g_create_infos->contains(info_name) == false) {
|
|
printf("Error: Cannot find shader create info named \"%s\"\n", info_name);
|
|
return nullptr;
|
|
}
|
|
ShaderCreateInfo *info = g_create_infos->lookup(info_name);
|
|
return reinterpret_cast<const GPUShaderCreateInfo *>(info);
|
|
}
|