Files
test/source/blender/gpu/opengl/gl_shader.hh
Jeroen Bakker 463a4c6211 Cleanup: Move specialization constant default hash
The specialization constant default hash was implemented in gl_shader.hh
But the same implementation is needed for vulkan. This PR moves the
default hash to a common place where both backends can use it.

Pull Request: https://projects.blender.org/blender/blender/pulls/120889
2024-04-21 16:56:00 +02:00

221 lines
6.6 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include <epoxy/gl.h>
#include "BLI_map.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_private.hh"
namespace blender::gpu {
/**
* Shaders that uses specialization constants must keep track of the sources in order to rebuild
* shader stages.
*
* Some sources are shared and won't be copied. For example for dependencies. In this case we
* would only store the source_ref.
*
* Other sources would be stored in the #source attribute. #source_ref
* would still be updated.
*/
struct GLSource {
std::string source;
const char *source_ref;
GLSource() = default;
GLSource(const char *other_source);
};
class GLSources : public Vector<GLSource> {
public:
GLSources &operator=(Span<const char *> other);
Vector<const char *> sources_get() const;
};
/**
* Implementation of shader compilation and uniforms handling using OpenGL.
*/
class GLShader : public Shader {
friend shader::ShaderCreateInfo;
friend shader::StageInterfaceInfo;
private:
struct GLProgram {
/** Handle for program. */
GLuint program_id = 0;
/** Handle for individual shader stages. */
GLuint vert_shader = 0;
GLuint geom_shader = 0;
GLuint frag_shader = 0;
GLuint compute_shader = 0;
GLProgram() {}
GLProgram(GLProgram &&other)
{
program_id = other.program_id;
vert_shader = other.vert_shader;
geom_shader = other.geom_shader;
frag_shader = other.frag_shader;
compute_shader = other.compute_shader;
other.program_id = 0;
other.vert_shader = 0;
other.geom_shader = 0;
other.frag_shader = 0;
other.compute_shader = 0;
}
~GLProgram();
};
using GLProgramCacheKey = Vector<shader::ShaderCreateInfo::SpecializationConstant::Value>;
Map<GLProgramCacheKey, GLProgram> program_cache_;
/**
* Points to the active program. When binding a shader the active program is
* setup.
*/
GLProgram *program_active_ = nullptr;
/**
* When the shader uses Specialization Constants these attribute contains the sources to
* rebuild shader stages. When Specialization Constants aren't used they are empty to
* reduce memory needs.
*/
GLSources vertex_sources_;
GLSources geometry_sources_;
GLSources fragment_sources_;
GLSources compute_sources_;
Vector<const char *> specialization_constant_names_;
/**
* Initialize an this instance.
*
* - Ensures that program_cache at least has a default GLProgram.
* - Ensures that active program is set.
* - Active GLProgram has a shader_program (at least in creation state).
* - Does nothing when instance was already initialized.
*/
void init_program();
void update_program_and_sources(GLSources &stage_sources, MutableSpan<const char *> sources);
/**
* Link the active program.
*/
bool program_link();
/**
* Return a GLProgram program id that reflects the current state of shader.constants.values.
* The returned program_id is in linked state, or an error happened during linking.
*/
GLuint program_get();
/** True if any shader failed to compile. */
bool compilation_failed_ = false;
eGPUShaderTFBType transform_feedback_type_ = GPU_SHADER_TFB_NONE;
std::string debug_source;
public:
GLShader(const char *name);
~GLShader();
void init(const shader::ShaderCreateInfo &info) override;
/** Return true on success. */
void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
void warm_cache(int /*limit*/) override{};
std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
std::string constants_declare() const;
std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
/** Should be called before linking. */
void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) override;
bool transform_feedback_enable(VertBuf *buf) override;
void transform_feedback_disable() override;
void bind() override;
void unbind() override;
void uniform_float(int location, int comp_len, int array_size, const float *data) override;
void uniform_int(int location, int comp_len, int array_size, const int *data) override;
/* Unused: SSBO vertex fetch draw parameters. */
bool get_uses_ssbo_vertex_fetch() const override
{
return false;
}
int get_ssbo_vertex_fetch_output_num_verts() const override
{
return 0;
}
/** DEPRECATED: Kept only because of BGL API. */
int program_handle_get() const override;
bool is_compute() const
{
if (!vertex_sources_.is_empty()) {
return false;
}
if (!compute_sources_.is_empty()) {
return true;
}
return program_active_->compute_shader != 0;
}
private:
const char *glsl_patch_get(GLenum gl_stage);
/** Create, compile and attach the shader stage to the shader program. */
GLuint create_shader_stage(GLenum gl_stage,
MutableSpan<const char *> sources,
const GLSources &gl_sources);
/**
* \brief features available on newer implementation such as native barycentric coordinates
* and layered rendering, necessitate a geometry shader to work on older hardware.
*/
std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info);
MEM_CXX_CLASS_ALLOC_FUNCS("GLShader");
};
class GLLogParser : public GPULogParser {
public:
const char *parse_line(const char *source_combined,
const char *log_line,
GPULogItem &log_item) override;
protected:
const char *skip_severity_prefix(const char *log_line, GPULogItem &log_item);
const char *skip_severity_keyword(const char *log_line, GPULogItem &log_item);
MEM_CXX_CLASS_ALLOC_FUNCS("GLLogParser");
};
} // namespace blender::gpu