Blender 4.0 requires OpenGL 4.3 which always support SSBO's. Platforms that don't support enough SSBO bind points will be marked as unsupported. Users who start Blender on those platforms will be informed via a dialog. This PR also updates the `--debug-gpu-force-workarounds` to match our minimum requirements. Note that some bugs are still there that should be solved in other PRs: * Workbench only renders the object using a unit matrix this is because there is a bug in the workaround for shader_draw_parameters * Navigating with middle mouse button is not working. Unsure what the cause is, but might be a missing feature check in the OpenGL backend. Related to #112224 Pull Request: https://projects.blender.org/blender/blender/pulls/112572
602 lines
21 KiB
C++
602 lines
21 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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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/* -------------------------------------------------------------------- */
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/** \name Check Backend Support
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*
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* \{ */
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static bool is_vulkan_compatible_interface(const StageInterfaceInfo &iface)
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{
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if (iface.instance_name.is_empty()) {
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return true;
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}
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bool use_flat = false;
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bool use_smooth = false;
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bool use_noperspective = false;
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for (const StageInterfaceInfo::InOut &attr : iface.inouts) {
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switch (attr.interp) {
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case Interpolation::FLAT:
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use_flat = true;
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break;
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case Interpolation::SMOOTH:
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use_smooth = true;
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break;
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case Interpolation::NO_PERSPECTIVE:
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use_noperspective = true;
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break;
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}
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}
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int num_used_interpolation_types = (use_flat ? 1 : 0) + (use_smooth ? 1 : 0) +
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(use_noperspective ? 1 : 0);
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#if 0
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if (num_used_interpolation_types > 1) {
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std::cout << "'" << iface.name << "' uses multiple interpolation types\n";
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}
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#endif
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return num_used_interpolation_types <= 1;
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}
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bool ShaderCreateInfo::is_vulkan_compatible() const
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{
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/* Vulkan doesn't support setting an interpolation mode per attribute in a struct. */
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for (const StageInterfaceInfo *iface : vertex_out_interfaces_) {
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if (!is_vulkan_compatible_interface(*iface)) {
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return false;
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}
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}
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for (const StageInterfaceInfo *iface : geometry_out_interfaces_) {
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if (!is_vulkan_compatible_interface(*iface)) {
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return false;
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}
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}
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return true;
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}
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/** \} */
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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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subpass_inputs_.extend_non_duplicates(info.subpass_inputs_);
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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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/* Inherit builtin bits from additional info. */
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builtins_ |= info.builtins_;
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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 (!geometry_source_.is_empty() && bool(builtins_ & BuiltinBits::LAYER)) {
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std::cout << name_
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<< ": Validation failed. BuiltinBits::LAYER shouldn't be used with geometry shaders."
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<< std::endl;
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BLI_assert(0);
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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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#ifdef DEBUG
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if (!this->is_vulkan_compatible()) {
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error += this->name_ +
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" contains a stage interface using an instance name and mixed interpolation modes. "
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"This is not compatible with Vulkan and need to be adjusted.\n";
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}
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#endif
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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, Vector<Resource> &resources) {
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auto print_resource_name = [&](const Resource &res) {
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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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};
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for (const Resource &_res : resources) {
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if (&res != &_res && res.bind_type == _res.bind_type && res.slot == _res.slot) {
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std::cout << name_ << ": Validation failed : Overlapping ";
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print_resource_name(res);
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std::cout << " and ";
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print_resource_name(_res);
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std::cout << " at (" << res.slot << ") while merging " << other_info.name_ << std::endl;
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}
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}
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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, batch_resources_);
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print_error_msg(res, pass_resources_);
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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, batch_resources_);
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print_error_msg(res, pass_resources_);
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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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StageInterfaceInfo *ptr_##_interface = new StageInterfaceInfo(#_interface, _inst_name); \
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StageInterfaceInfo &_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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ShaderCreateInfo *ptr_##_info = new ShaderCreateInfo(#_info); \
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ShaderCreateInfo &_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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{
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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;
|
|
eevee_legacy_volumes_scatter_with_lights = eevee_legacy_volumes_scatter_with_lights_no_geom;
|
|
eevee_legacy_volumes_integration = eevee_legacy_volumes_integration_no_geom;
|
|
eevee_legacy_volumes_integration_OPTI = eevee_legacy_volumes_integration_OPTI_no_geom;
|
|
|
|
/* EEVEE Volumetric Material */
|
|
eevee_legacy_material_volumetric_vert = eevee_legacy_material_volumetric_vert_no_geom;
|
|
|
|
/* GPencil stroke. */
|
|
gpu_shader_gpencil_stroke = gpu_shader_gpencil_stroke_no_geom;
|
|
}
|
|
#endif
|
|
|
|
for (ShaderCreateInfo *info : g_create_infos->values()) {
|
|
info->builtins_ |= gpu_shader_dependency_get_builtins(info->vertex_source_);
|
|
info->builtins_ |= gpu_shader_dependency_get_builtins(info->fragment_source_);
|
|
info->builtins_ |= gpu_shader_dependency_get_builtins(info->geometry_source_);
|
|
info->builtins_ |= gpu_shader_dependency_get_builtins(info->compute_source_);
|
|
|
|
#ifdef DEBUG
|
|
/* Automatically amend the create info for ease of use of the debug feature. */
|
|
if ((info->builtins_ & BuiltinBits::USE_DEBUG_DRAW) == BuiltinBits::USE_DEBUG_DRAW) {
|
|
info->additional_info("draw_debug_draw");
|
|
}
|
|
if ((info->builtins_ & BuiltinBits::USE_DEBUG_PRINT) == BuiltinBits::USE_DEBUG_PRINT) {
|
|
info->additional_info("draw_debug_print");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* TEST */
|
|
// gpu_shader_create_info_compile_all();
|
|
}
|
|
|
|
void gpu_shader_create_info_exit()
|
|
{
|
|
for (auto *value : g_create_infos->values()) {
|
|
delete value;
|
|
}
|
|
delete g_create_infos;
|
|
|
|
for (auto *value : g_interfaces->values()) {
|
|
delete value;
|
|
}
|
|
delete g_interfaces;
|
|
}
|
|
|
|
bool gpu_shader_create_info_compile_all()
|
|
{
|
|
using namespace blender::gpu;
|
|
int success = 0;
|
|
int skipped = 0;
|
|
int total = 0;
|
|
for (ShaderCreateInfo *info : g_create_infos->values()) {
|
|
info->finalize();
|
|
if (info->do_static_compilation_) {
|
|
if ((info->metal_backend_only_ && GPU_backend_get_type() != GPU_BACKEND_METAL) ||
|
|
(GPU_compute_shader_support() == false && info->compute_source_ != nullptr) ||
|
|
(GPU_geometry_shader_support() == false && info->geometry_source_ != nullptr) ||
|
|
(GPU_shader_image_load_store_support() == false && info->has_resource_image()))
|
|
{
|
|
skipped++;
|
|
continue;
|
|
}
|
|
total++;
|
|
GPUShader *shader = GPU_shader_create_from_info(
|
|
reinterpret_cast<const GPUShaderCreateInfo *>(info));
|
|
if (shader == nullptr) {
|
|
std::cerr << "Compilation " << info->name_.c_str() << " Failed\n";
|
|
}
|
|
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::cerr << "Error: " << info->name_;
|
|
std::cerr << ": Resource « " << name << " » not found in the shader interface\n";
|
|
}
|
|
else if (input->location == -1) {
|
|
std::cerr << "Warning: " << info->name_;
|
|
std::cerr << ": 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);
|
|
}
|