Files
test/source/blender/gpu/intern/gpu_shader.cc
Miguel Pozo 0cf4d39aa9 GPU: Improve the do_static_compilation_ check coverage (2)
162a24e05d had to be reverted, since it
didn't take into account other types of dynamically generated
`ShaderCreateInfo` (external shaders like OCIO or Python ones).
This just marks `ShaderCreateInfo`s as generated by default and only
sets the ones from gpu_shader_create_info_list as non generated.

Pull Request: https://projects.blender.org/blender/blender/pulls/145128
2025-08-27 20:17:04 +02:00

1056 lines
31 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BLI_math_matrix.h"
#include "BLI_string.h"
#include "BLI_time.h"
#include "GPU_capabilities.hh"
#include "GPU_debug.hh"
#include "GPU_matrix.hh"
#include "GPU_platform.hh"
#include "glsl_preprocess/glsl_preprocess.hh"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gpu_profile_report.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"
#include "gpu_shader_dependency_private.hh"
#include "gpu_shader_private.hh"
#include <string>
extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
namespace blender::gpu {
std::string Shader::defines_declare(const shader::ShaderCreateInfo &info) const
{
std::string defines;
for (const auto &def : info.defines_) {
defines += "#define ";
defines += def[0];
defines += " ";
defines += def[1];
defines += "\n";
}
return defines;
}
} // namespace blender::gpu
using namespace blender;
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
* \{ */
Shader::Shader(const char *sh_name)
{
STRNCPY(this->name, sh_name);
}
Shader::~Shader()
{
BLI_assert_msg(Context::get() == nullptr || Context::get()->shader != this,
"Shader must be unbound from context before being freed");
delete interface;
}
static void standard_defines(Vector<StringRefNull> &sources)
{
BLI_assert(sources.is_empty());
/* Version and specialization constants needs to be first.
* Exact values will be added by implementation. */
sources.append("version");
sources.append("/* specialization_constants */");
/* Define to identify code usage in shading language. */
sources.append("#define GPU_SHADER\n");
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_ATI\n");
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_NVIDIA\n");
}
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_INTEL\n");
}
else if (GPU_type_matches(GPU_DEVICE_APPLE, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_APPLE\n");
}
/* some useful defines to detect OS type */
if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
sources.append("#define OS_WIN\n");
}
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
sources.append("#define OS_MAC\n");
}
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
sources.append("#define OS_UNIX\n");
}
/* API Definition */
eGPUBackendType backend = GPU_backend_get_type();
switch (backend) {
case GPU_BACKEND_OPENGL:
sources.append("#define GPU_OPENGL\n");
break;
case GPU_BACKEND_METAL:
sources.append("#define GPU_METAL\n");
break;
case GPU_BACKEND_VULKAN:
sources.append("#define GPU_VULKAN\n");
break;
default:
BLI_assert_msg(false, "Invalid GPU Backend Type");
break;
}
if (GPU_crappy_amd_driver()) {
sources.append("#define GPU_DEPRECATED_AMD_DRIVER\n");
}
}
void GPU_shader_free(blender::gpu::Shader *shader)
{
delete shader;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Creation utils
* \{ */
const GPUShaderCreateInfo *GPU_shader_create_info_get(const char *info_name)
{
return gpu_shader_create_info_get(info_name);
}
bool GPU_shader_create_info_check_error(const GPUShaderCreateInfo *_info, char r_error[128])
{
using namespace blender::gpu::shader;
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
std::string error = info.check_error();
if (error.length() == 0) {
return true;
}
BLI_strncpy(r_error, error.c_str(), 128);
return false;
}
blender::gpu::Shader *GPU_shader_create_from_info_name(const char *info_name)
{
using namespace blender::gpu::shader;
const GPUShaderCreateInfo *_info = gpu_shader_create_info_get(info_name);
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
if (!info.do_static_compilation_) {
std::cerr << "Warning: Trying to compile \"" << info.name_
<< "\" which was not marked for static compilation.\n";
}
return GPU_shader_create_from_info(_info);
}
blender::gpu::Shader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
{
using namespace blender::gpu::shader;
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
return GPUBackend::get()->get_compiler()->compile(info, false);
}
std::string GPU_shader_preprocess_source(StringRefNull original)
{
if (original.is_empty()) {
return original;
}
gpu::shader::Preprocessor processor;
return processor.process(original);
};
blender::gpu::Shader *GPU_shader_create_from_info_python(const GPUShaderCreateInfo *_info)
{
using namespace blender::gpu::shader;
ShaderCreateInfo &info = *const_cast<ShaderCreateInfo *>(
reinterpret_cast<const ShaderCreateInfo *>(_info));
std::string vertex_source_original = info.vertex_source_generated;
std::string fragment_source_original = info.fragment_source_generated;
std::string geometry_source_original = info.geometry_source_generated;
std::string compute_source_original = info.compute_source_generated;
info.vertex_source_generated = GPU_shader_preprocess_source(info.vertex_source_generated);
info.fragment_source_generated = GPU_shader_preprocess_source(info.fragment_source_generated);
info.geometry_source_generated = GPU_shader_preprocess_source(info.geometry_source_generated);
info.compute_source_generated = GPU_shader_preprocess_source(info.compute_source_generated);
blender::gpu::Shader *result = GPUBackend::get()->get_compiler()->compile(info, false);
info.vertex_source_generated = vertex_source_original;
info.fragment_source_generated = fragment_source_original;
info.geometry_source_generated = geometry_source_original;
info.compute_source_generated = compute_source_original;
return result;
}
BatchHandle GPU_shader_batch_create_from_infos(Span<const GPUShaderCreateInfo *> infos,
CompilationPriority priority)
{
using namespace blender::gpu::shader;
Span<const ShaderCreateInfo *> &infos_ = reinterpret_cast<Span<const ShaderCreateInfo *> &>(
infos);
return GPUBackend::get()->get_compiler()->batch_compile(infos_, priority);
}
bool GPU_shader_batch_is_ready(BatchHandle handle)
{
return GPUBackend::get()->get_compiler()->batch_is_ready(handle);
}
Vector<blender::gpu::Shader *> GPU_shader_batch_finalize(BatchHandle &handle)
{
Vector<Shader *> result = GPUBackend::get()->get_compiler()->batch_finalize(handle);
return reinterpret_cast<Vector<blender::gpu::Shader *> &>(result);
}
void GPU_shader_batch_cancel(BatchHandle &handle)
{
GPUBackend::get()->get_compiler()->batch_cancel(handle);
}
bool GPU_shader_batch_is_compiling()
{
return GPUBackend::get()->get_compiler()->is_compiling();
}
void GPU_shader_batch_wait_for_all()
{
GPUBackend::get()->get_compiler()->wait_for_all();
}
void GPU_shader_compile_static()
{
printf("Compiling all static GPU shaders. This process takes a while.\n");
gpu_shader_create_info_compile("");
}
void GPU_shader_cache_dir_clear_old()
{
GPUBackend::get()->shader_cache_dir_clear_old();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
void GPU_shader_bind(blender::gpu::Shader *gpu_shader,
const shader::SpecializationConstants *constants_state)
{
Shader *shader = gpu_shader;
BLI_assert_msg(constants_state != nullptr || shader->constants->is_empty(),
"Shader requires specialization constants but none was passed");
Context *ctx = Context::get();
if (ctx->shader != shader) {
ctx->shader = shader;
shader->bind(constants_state);
GPU_matrix_bind(gpu_shader);
Shader::set_srgb_uniform(ctx, gpu_shader);
}
else {
if (constants_state) {
shader->bind(constants_state);
}
if (ctx->shader_builtin_srgb_is_dirty) {
Shader::set_srgb_uniform(ctx, gpu_shader);
}
if (GPU_matrix_dirty_get()) {
GPU_matrix_bind(gpu_shader);
}
}
#if GPU_SHADER_PRINTF_ENABLE
if (!ctx->printf_buf.is_empty()) {
GPU_storagebuf_bind(ctx->printf_buf.last(), GPU_SHADER_PRINTF_SLOT);
}
#endif
}
void GPU_shader_unbind()
{
Context *ctx = Context::get();
if (ctx == nullptr) {
return;
}
#ifndef NDEBUG
if (ctx->shader) {
ctx->shader->unbind();
}
#endif
ctx->shader = nullptr;
}
blender::gpu::Shader *GPU_shader_get_bound()
{
Context *ctx = Context::get();
if (ctx) {
return ctx->shader;
}
return nullptr;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader name
* \{ */
const char *GPU_shader_get_name(blender::gpu::Shader *shader)
{
return shader->name_get().c_str();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader cache warming
* \{ */
void GPU_shader_set_parent(blender::gpu::Shader *shader, blender::gpu::Shader *parent)
{
BLI_assert(shader != nullptr);
BLI_assert(shader != parent);
if (shader != parent) {
Shader *shd_child = shader;
Shader *shd_parent = parent;
shd_child->parent_set(shd_parent);
}
}
void GPU_shader_warm_cache(blender::gpu::Shader *shader, int limit)
{
shader->warm_cache(limit);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Assign specialization constants.
* \{ */
const shader::SpecializationConstants &GPU_shader_get_default_constant_state(
blender::gpu::Shader *sh)
{
return *sh->constants;
}
void Shader::specialization_constants_init(const shader::ShaderCreateInfo &info)
{
using namespace shader;
shader::SpecializationConstants constants_tmp;
for (const SpecializationConstant &sc : info.specialization_constants_) {
constants_tmp.types.append(sc.type);
constants_tmp.values.append(sc.value);
}
constants = std::make_unique<const shader::SpecializationConstants>(std::move(constants_tmp));
}
SpecializationBatchHandle GPU_shader_batch_specializations(
blender::Span<ShaderSpecialization> specializations, CompilationPriority priority)
{
return GPUBackend::get()->get_compiler()->precompile_specializations(specializations, priority);
}
bool GPU_shader_batch_specializations_is_ready(SpecializationBatchHandle &handle)
{
return GPUBackend::get()->get_compiler()->specialization_batch_is_ready(handle);
}
void GPU_shader_batch_specializations_cancel(SpecializationBatchHandle &handle)
{
GPUBackend::get()->get_compiler()->batch_cancel(handle);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms / Resource location
* \{ */
int GPU_shader_get_uniform(blender::gpu::Shader *shader, const char *name)
{
const ShaderInterface *interface = shader->interface;
const ShaderInput *uniform = interface->uniform_get(name);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_constant(blender::gpu::Shader *shader, const char *name)
{
const ShaderInterface *interface = shader->interface;
const ShaderInput *constant = interface->constant_get(name);
return constant ? constant->location : -1;
}
int GPU_shader_get_builtin_uniform(blender::gpu::Shader *shader, int builtin)
{
const ShaderInterface *interface = shader->interface;
return interface->uniform_builtin((GPUUniformBuiltin)builtin);
}
int GPU_shader_get_ssbo_binding(blender::gpu::Shader *shader, const char *name)
{
const ShaderInterface *interface = shader->interface;
const ShaderInput *ssbo = interface->ssbo_get(name);
return ssbo ? ssbo->location : -1;
}
int GPU_shader_get_uniform_block(blender::gpu::Shader *shader, const char *name)
{
const ShaderInterface *interface = shader->interface;
const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->location : -1;
}
int GPU_shader_get_ubo_binding(blender::gpu::Shader *shader, const char *name)
{
const ShaderInterface *interface = shader->interface;
const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->binding : -1;
}
int GPU_shader_get_sampler_binding(blender::gpu::Shader *shader, const char *name)
{
const ShaderInterface *interface = shader->interface;
const ShaderInput *tex = interface->uniform_get(name);
return tex ? tex->binding : -1;
}
uint GPU_shader_get_attribute_len(const blender::gpu::Shader *shader)
{
const ShaderInterface *interface = shader->interface;
return interface->valid_bindings_get(interface->inputs_, interface->attr_len_);
}
uint GPU_shader_get_ssbo_input_len(const blender::gpu::Shader *shader)
{
const ShaderInterface *interface = shader->interface;
return interface->ssbo_len_;
}
int GPU_shader_get_attribute(const blender::gpu::Shader *shader, const char *name)
{
const ShaderInterface *interface = shader->interface;
const ShaderInput *attr = interface->attr_get(name);
return attr ? attr->location : -1;
}
bool GPU_shader_get_attribute_info(const blender::gpu::Shader *shader,
int attr_location,
char r_name[256],
int *r_type)
{
const ShaderInterface *interface = shader->interface;
const ShaderInput *attr = interface->attr_get(attr_location);
if (!attr) {
return false;
}
BLI_strncpy(r_name, interface->input_name_get(attr), 256);
*r_type = attr->location != -1 ? interface->attr_types_[attr->location] : -1;
return true;
}
bool GPU_shader_get_ssbo_input_info(const blender::gpu::Shader *shader,
int ssbo_location,
char r_name[256])
{
const ShaderInterface *interface = shader->interface;
const ShaderInput *ssbo_input = interface->ssbo_get(ssbo_location);
if (!ssbo_input) {
return false;
}
BLI_strncpy(r_name, interface->input_name_get(ssbo_input), 256);
return true;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms setters
* \{ */
void GPU_shader_uniform_float_ex(
blender::gpu::Shader *shader, int loc, int len, int array_size, const float *value)
{
shader->uniform_float(loc, len, array_size, value);
}
void GPU_shader_uniform_int_ex(
blender::gpu::Shader *shader, int loc, int len, int array_size, const int *value)
{
shader->uniform_int(loc, len, array_size, value);
}
void GPU_shader_uniform_1i(blender::gpu::Shader *sh, const char *name, int value)
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_int_ex(sh, loc, 1, 1, &value);
}
void GPU_shader_uniform_1b(blender::gpu::Shader *sh, const char *name, bool value)
{
GPU_shader_uniform_1i(sh, name, value ? 1 : 0);
}
void GPU_shader_uniform_2f(blender::gpu::Shader *sh, const char *name, float x, float y)
{
const float data[2] = {x, y};
GPU_shader_uniform_2fv(sh, name, data);
}
void GPU_shader_uniform_3f(blender::gpu::Shader *sh, const char *name, float x, float y, float z)
{
const float data[3] = {x, y, z};
GPU_shader_uniform_3fv(sh, name, data);
}
void GPU_shader_uniform_4f(
blender::gpu::Shader *sh, const char *name, float x, float y, float z, float w)
{
const float data[4] = {x, y, z, w};
GPU_shader_uniform_4fv(sh, name, data);
}
void GPU_shader_uniform_1f(blender::gpu::Shader *sh, const char *name, float value)
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float_ex(sh, loc, 1, 1, &value);
}
void GPU_shader_uniform_2fv(blender::gpu::Shader *sh, const char *name, const float data[2])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float_ex(sh, loc, 2, 1, data);
}
void GPU_shader_uniform_3fv(blender::gpu::Shader *sh, const char *name, const float data[3])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float_ex(sh, loc, 3, 1, data);
}
void GPU_shader_uniform_4fv(blender::gpu::Shader *sh, const char *name, const float data[4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float_ex(sh, loc, 4, 1, data);
}
void GPU_shader_uniform_2iv(blender::gpu::Shader *sh, const char *name, const int data[2])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_int_ex(sh, loc, 2, 1, data);
}
void GPU_shader_uniform_3iv(blender::gpu::Shader *sh, const char *name, const int data[3])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_int_ex(sh, loc, 3, 1, data);
}
void GPU_shader_uniform_mat4(blender::gpu::Shader *sh, const char *name, const float data[4][4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float_ex(sh, loc, 16, 1, (const float *)data);
}
void GPU_shader_uniform_mat3_as_mat4(blender::gpu::Shader *sh,
const char *name,
const float data[3][3])
{
float matrix[4][4];
copy_m4_m3(matrix, data);
GPU_shader_uniform_mat4(sh, name, matrix);
}
void GPU_shader_uniform_1f_array(blender::gpu::Shader *sh,
const char *name,
int len,
const float *val)
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float_ex(sh, loc, 1, len, val);
}
void GPU_shader_uniform_2fv_array(blender::gpu::Shader *sh,
const char *name,
int len,
const float (*val)[2])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float_ex(sh, loc, 2, len, (const float *)val);
}
void GPU_shader_uniform_4fv_array(blender::gpu::Shader *sh,
const char *name,
int len,
const float (*val)[4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float_ex(sh, loc, 4, len, (const float *)val);
}
/** \} */
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name sRGB Rendering Workaround
*
* The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
* Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
* the shader output color to be in sRGB space
* (assumed display encoded color-space as the time of writing).
* For this reason we have a uniform to switch the transform on and off depending on the current
* frame-buffer color-space.
* \{ */
void Shader::set_srgb_uniform(Context *ctx, blender::gpu::Shader *shader)
{
int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM);
if (loc != -1) {
GPU_shader_uniform_int_ex(shader, loc, 1, 1, &ctx->shader_builtin_srgb_transform);
}
ctx->shader_builtin_srgb_is_dirty = false;
}
void Shader::set_framebuffer_srgb_target(int use_srgb_to_linear)
{
Context *ctx = Context::get();
if (ctx->shader_builtin_srgb_transform != use_srgb_to_linear) {
ctx->shader_builtin_srgb_transform = use_srgb_to_linear;
ctx->shader_builtin_srgb_is_dirty = true;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name ShaderCompiler
* \{ */
Shader *ShaderCompiler::compile(const shader::ShaderCreateInfo &info, bool is_batch_compilation)
{
using Clock = std::chrono::steady_clock;
using TimePoint = Clock::time_point;
using namespace blender::gpu::shader;
const_cast<ShaderCreateInfo &>(info).finalize();
BLI_assert(info.do_static_compilation_ || info.is_generated_);
TimePoint start_time;
if (Context::get()) {
/* Context can be null in Vulkan compilation threads. */
GPU_debug_group_begin(GPU_DEBUG_SHADER_COMPILATION_GROUP);
GPU_debug_group_begin(info.name_.c_str());
}
else if (G.profile_gpu) {
start_time = Clock::now();
}
const std::string error = info.check_error();
if (!error.empty()) {
std::cerr << error << "\n";
BLI_assert(false);
}
Shader *shader = GPUBackend::get()->shader_alloc(info.name_.c_str());
/* Needs to be called before init as GL uses the default specialization constants state to insert
* default shader inside a map. */
shader->specialization_constants_init(info);
shader->init(info, is_batch_compilation);
shader->fragment_output_bits = 0;
for (const shader::ShaderCreateInfo::FragOut &frag_out : info.fragment_outputs_) {
shader->fragment_output_bits |= 1u << frag_out.index;
}
std::string defines = shader->defines_declare(info);
std::string resources = shader->resources_declare(info);
info.resource_guard_defines(defines);
defines += "#define USE_GPU_SHADER_CREATE_INFO\n";
Vector<StringRefNull> typedefs;
if (!info.typedef_sources_.is_empty() || !info.typedef_source_generated.empty()) {
typedefs.append(gpu_shader_dependency_get_source("GPU_shader_shared_utils.hh").c_str());
}
if (!info.typedef_source_generated.empty()) {
typedefs.append(info.typedef_source_generated);
}
for (auto filename : info.typedef_sources_) {
typedefs.append(gpu_shader_dependency_get_source(filename));
}
if (!info.vertex_source_.is_empty()) {
Vector<StringRefNull> code = gpu_shader_dependency_get_resolved_source(info.vertex_source_,
info.generated_sources);
std::string interface = shader->vertex_interface_declare(info);
Vector<StringRefNull> sources;
standard_defines(sources);
sources.append("#define GPU_VERTEX_SHADER\n");
if (!info.geometry_source_.is_empty()) {
sources.append("#define USE_GEOMETRY_SHADER\n");
}
sources.append(defines);
sources.extend(typedefs);
sources.append(resources);
sources.append(interface);
sources.extend(code);
sources.extend(info.dependencies_generated);
sources.append(info.vertex_source_generated);
if (info.vertex_entry_fn_ != "main") {
sources.append("void main() { ");
sources.append(info.vertex_entry_fn_);
sources.append("(); }\n");
}
shader->vertex_shader_from_glsl(sources);
}
if (!info.fragment_source_.is_empty()) {
Vector<StringRefNull> code = gpu_shader_dependency_get_resolved_source(info.fragment_source_,
info.generated_sources);
std::string interface = shader->fragment_interface_declare(info);
Vector<StringRefNull> sources;
standard_defines(sources);
sources.append("#define GPU_FRAGMENT_SHADER\n");
if (!info.geometry_source_.is_empty()) {
sources.append("#define USE_GEOMETRY_SHADER\n");
}
sources.append(defines);
sources.extend(typedefs);
sources.append(resources);
sources.append(interface);
sources.extend(code);
sources.extend(info.dependencies_generated);
sources.append(info.fragment_source_generated);
if (info.fragment_entry_fn_ != "main") {
sources.append("void main() { ");
sources.append(info.fragment_entry_fn_);
sources.append("(); }\n");
}
shader->fragment_shader_from_glsl(sources);
}
if (!info.geometry_source_.is_empty()) {
Vector<StringRefNull> code = gpu_shader_dependency_get_resolved_source(info.geometry_source_,
info.generated_sources);
std::string layout = shader->geometry_layout_declare(info);
std::string interface = shader->geometry_interface_declare(info);
Vector<StringRefNull> sources;
standard_defines(sources);
sources.append("#define GPU_GEOMETRY_SHADER\n");
sources.append(defines);
sources.extend(typedefs);
sources.append(resources);
sources.append(layout);
sources.append(interface);
sources.append(info.geometry_source_generated);
sources.extend(code);
if (info.geometry_entry_fn_ != "main") {
sources.append("void main() { ");
sources.append(info.geometry_entry_fn_);
sources.append("(); }\n");
}
shader->geometry_shader_from_glsl(sources);
}
if (!info.compute_source_.is_empty()) {
Vector<StringRefNull> code = gpu_shader_dependency_get_resolved_source(info.compute_source_,
info.generated_sources);
std::string layout = shader->compute_layout_declare(info);
Vector<StringRefNull> sources;
standard_defines(sources);
sources.append("#define GPU_COMPUTE_SHADER\n");
sources.append(defines);
sources.extend(typedefs);
sources.append(resources);
sources.append(layout);
sources.extend(code);
sources.extend(info.dependencies_generated);
sources.append(info.compute_source_generated);
if (info.compute_entry_fn_ != "main") {
sources.append("void main() { ");
sources.append(info.compute_entry_fn_);
sources.append("(); }\n");
}
shader->compute_shader_from_glsl(sources);
}
if (!shader->finalize(&info)) {
delete shader;
shader = nullptr;
}
if (Context::get()) {
/* Context can be null in Vulkan compilation threads. */
GPU_debug_group_end();
GPU_debug_group_end();
}
else if (G.profile_gpu) {
TimePoint end_time = Clock::now();
/* Note: Used by the vulkan backend. Use the same time_since_epoch as process_frame_timings. */
ProfileReport::get().add_group_cpu(GPU_DEBUG_SHADER_COMPILATION_GROUP,
start_time.time_since_epoch().count(),
end_time.time_since_epoch().count());
ProfileReport::get().add_group_cpu(info.name_.c_str(),
start_time.time_since_epoch().count(),
end_time.time_since_epoch().count());
}
return shader;
}
ShaderCompiler::ShaderCompiler(uint32_t threads_count,
GPUWorker::ContextType context_type,
bool support_specializations)
{
support_specializations_ = support_specializations;
if (!GPU_use_main_context_workaround()) {
compilation_worker_ = std::make_unique<GPUWorker>(
threads_count,
context_type,
mutex_,
[this]() -> void * { return this->pop_work(); },
[this](void *work) { this->do_work(work); });
}
}
ShaderCompiler::~ShaderCompiler()
{
compilation_worker_.reset();
/* Ensure all the requested batches have been retrieved. */
BLI_assert(batches_.is_empty());
}
Shader *ShaderCompiler::compile_shader(const shader::ShaderCreateInfo &info)
{
return compile(info, false);
}
BatchHandle ShaderCompiler::batch_compile(Span<const shader::ShaderCreateInfo *> &infos,
CompilationPriority priority)
{
std::unique_lock lock(mutex_);
Batch *batch = MEM_new<Batch>(__func__);
batch->infos = infos;
batch->shaders.reserve(infos.size());
BatchHandle handle = next_batch_handle_++;
batches_.add(handle, batch);
if (compilation_worker_) {
batch->shaders.resize(infos.size(), nullptr);
batch->pending_compilations = infos.size();
for (int i : infos.index_range()) {
compilation_queue_.push({batch, i}, priority);
compilation_worker_->wake_up();
}
}
else {
for (const shader::ShaderCreateInfo *info : infos) {
batch->shaders.append(compile(*info, false));
}
}
return handle;
}
void ShaderCompiler::batch_cancel(BatchHandle &handle)
{
std::unique_lock lock(mutex_);
Batch *batch = batches_.pop(handle);
compilation_queue_.remove_batch(batch);
if (batch->is_specialization_batch()) {
/* For specialization batches, we block until ready, since base shader compilation may be
* cancelled afterwards, leaving the specialization with a deleted base shader. */
compilation_finished_notification_.wait(lock, [&]() { return batch->is_ready(); });
}
if (batch->is_ready()) {
batch->free_shaders();
MEM_delete(batch);
}
else {
/* If it's currently compiling, the compilation thread makes the cleanup. */
batch->is_cancelled = true;
}
handle = 0;
}
bool ShaderCompiler::batch_is_ready(BatchHandle handle)
{
std::lock_guard lock(mutex_);
return batches_.lookup(handle)->is_ready();
}
Vector<Shader *> ShaderCompiler::batch_finalize(BatchHandle &handle)
{
std::unique_lock lock(mutex_);
/* TODO: Move to be first on the queue. */
compilation_finished_notification_.wait(lock,
[&]() { return batches_.lookup(handle)->is_ready(); });
Batch *batch = batches_.pop(handle);
Vector<Shader *> shaders = std::move(batch->shaders);
MEM_delete(batch);
handle = 0;
return shaders;
}
SpecializationBatchHandle ShaderCompiler::precompile_specializations(
Span<ShaderSpecialization> specializations, CompilationPriority priority)
{
if (!compilation_worker_ || !support_specializations_) {
return 0;
}
std::lock_guard lock(mutex_);
Batch *batch = MEM_new<Batch>(__func__);
batch->specializations = specializations;
BatchHandle handle = next_batch_handle_++;
batches_.add(handle, batch);
batch->pending_compilations = specializations.size();
for (int i : specializations.index_range()) {
compilation_queue_.push({batch, i}, priority);
compilation_worker_->wake_up();
}
return handle;
}
bool ShaderCompiler::specialization_batch_is_ready(SpecializationBatchHandle &handle)
{
if (handle != 0 && batch_is_ready(handle)) {
std::lock_guard lock(mutex_);
Batch *batch = batches_.pop(handle);
MEM_delete(batch);
handle = 0;
}
return handle == 0;
}
void *ShaderCompiler::pop_work()
{
/* NOTE: Already under mutex lock when GPUWorker calls this function. */
if (compilation_queue_.is_empty()) {
return nullptr;
}
ParallelWork work = compilation_queue_.pop();
return MEM_new<ParallelWork>(__func__, work);
}
void ShaderCompiler::do_work(void *work_payload)
{
ParallelWork *work = reinterpret_cast<ParallelWork *>(work_payload);
Batch *batch = work->batch;
int shader_index = work->shader_index;
MEM_delete(work);
/* Compile */
if (!batch->is_specialization_batch()) {
batch->shaders[shader_index] = compile_shader(*batch->infos[shader_index]);
}
else {
specialize_shader(batch->specializations[shader_index]);
}
{
std::lock_guard lock(mutex_);
batch->pending_compilations--;
if (batch->is_ready() && batch->is_cancelled) {
batch->free_shaders();
MEM_delete(batch);
}
}
compilation_finished_notification_.notify_all();
}
bool ShaderCompiler::is_compiling_impl()
{
/* The mutex should be locked befor calling this function. */
BLI_assert(!mutex_.try_lock());
if (!compilation_queue_.is_empty()) {
return true;
}
for (Batch *batch : batches_.values()) {
if (!batch->is_ready()) {
return true;
}
}
return false;
}
bool ShaderCompiler::is_compiling()
{
std::unique_lock lock(mutex_);
return is_compiling_impl();
}
void ShaderCompiler::wait_for_all()
{
std::unique_lock lock(mutex_);
compilation_finished_notification_.wait(lock, [&]() { return !is_compiling_impl(); });
}
/** \} */
} // namespace blender::gpu