Files
test/source/blender/gpu/intern/gpu_shader_dependency.cc
Jeroen Bakker 40696ca452 SubDiv: Migrate GPU subdivision to use GPU module
Blender already had its own copy of OpenSubDiv containing some local fixes
and code-style. This code still used gl-calls. This PR updates the calls
to use GPU module. This allows us to use OpenSubDiv to be usable on other
backends as well.

This PR was tested on OpenGL, Vulkan and Metal. Metal can be enabled,
but Vulkan requires some API changes to work with loose geometry.

![metal.png](/attachments/bb042c3a-1a87-4140-9958-a80da10d417b)

# Considerations

**ShaderCreateInfo**

intern/opensubdiv now requires access to GPU module. This to create buffers
in the correct context and trigger correct dispatches. ShaderCreateInfo is used
to construct the shader for cross compilation to Metal/Vulkan. However opensubdiv
shader caching structures are still used.

**Vertex buffers vs storage buffers**

Implementation tries to keep as close to the original OSD implementation. If
they used storage buffers for data, we will use GPUStorageBuf. If it uses vertex
buffers, we will use gpu::VertBuf.

**Evaluator const**

The evaluator cannot be const anymore as the GPU module API only allows
updating SSBOs when constructing. API could be improved to support updating
SSBOs.

Current implementation has a change to use reads out of bounds when constructing
SSBOs. An API change is in the planning to remove this issue. This will be fixed in
an upcoming PR. We wanted to land this PR as the visibility of the issue is not
common and multiple other changes rely on this PR to land.

Pull Request: https://projects.blender.org/blender/blender/pulls/135296
2025-03-10 07:31:59 +01:00

586 lines
18 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Shader source dependency builder that make possible to support #include directive inside the
* shader files.
*/
#include <algorithm>
#include <iomanip>
#include <iostream>
#include <regex>
#include <string>
#include "BLI_ghash.h"
#include "BLI_map.hh"
#include "BLI_string_ref.hh"
#include "gpu_material_library.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_dependency_private.hh"
#ifdef WITH_OPENSUBDIV
# include "opensubdiv_capi_type.hh"
# include "opensubdiv_evaluator_capi.hh"
#endif
#include "../glsl_preprocess/glsl_preprocess.hh"
extern "C" {
#define SHADER_SOURCE(datatoc, filename, filepath) extern char datatoc[];
#include "glsl_compositor_source_list.h"
#include "glsl_draw_source_list.h"
#include "glsl_gpu_source_list.h"
#ifdef WITH_OCIO
# include "glsl_ocio_source_list.h"
#endif
#ifdef WITH_OPENSUBDIV
# include "glsl_osd_source_list.h"
#endif
#undef SHADER_SOURCE
}
namespace blender::gpu {
using GPUPrintFormatMap = Map<uint32_t, shader::PrintfFormat>;
using GPUSourceDictionnary = Map<StringRef, struct GPUSource *>;
using GPUFunctionDictionnary = Map<StringRef, GPUFunction *>;
struct GPUSource {
StringRefNull fullpath;
StringRefNull filename;
StringRefNull source;
Vector<StringRef> dependencies_names;
Vector<GPUSource *> dependencies;
bool dependencies_init = false;
shader::BuiltinBits builtins = shader::BuiltinBits::NONE;
shader::BuiltinBits parse_builtin_bit(StringRef builtin)
{
using namespace blender::gpu::shader;
using namespace blender::gpu::shader::metadata;
switch (Builtin(std::stoull(builtin))) {
case Builtin::FragCoord:
return BuiltinBits::FRAG_COORD;
case Builtin::FrontFacing:
return BuiltinBits::FRONT_FACING;
case Builtin::GlobalInvocationID:
return BuiltinBits::GLOBAL_INVOCATION_ID;
case Builtin::InstanceID:
return BuiltinBits::INSTANCE_ID;
case Builtin::LocalInvocationID:
return BuiltinBits::LOCAL_INVOCATION_ID;
case Builtin::LocalInvocationIndex:
return BuiltinBits::LOCAL_INVOCATION_INDEX;
case Builtin::NumWorkGroup:
return BuiltinBits::NUM_WORK_GROUP;
case Builtin::PointCoord:
return BuiltinBits::POINT_COORD;
case Builtin::PointSize:
return BuiltinBits::POINT_SIZE;
case Builtin::PrimitiveID:
return BuiltinBits::PRIMITIVE_ID;
case Builtin::VertexID:
return BuiltinBits::VERTEX_ID;
case Builtin::WorkGroupID:
return BuiltinBits::WORK_GROUP_ID;
case Builtin::WorkGroupSize:
return BuiltinBits::WORK_GROUP_SIZE;
case Builtin::drw_debug:
#ifndef NDEBUG
return BuiltinBits::USE_DEBUG_DRAW;
#else
return BuiltinBits::NONE;
#endif
case Builtin::assert:
case Builtin::printf:
#if GPU_SHADER_PRINTF_ENABLE
return BuiltinBits::USE_PRINTF;
#else
return BuiltinBits::NONE;
#endif
}
BLI_assert_unreachable();
return BuiltinBits::NONE;
}
GPUFunctionQual parse_qualifier(StringRef qualifier)
{
using namespace blender::gpu::shader;
switch (metadata::Qualifier(std::stoull(qualifier))) {
case metadata::Qualifier::in:
return FUNCTION_QUAL_IN;
case metadata::Qualifier::out:
return FUNCTION_QUAL_OUT;
case metadata::Qualifier::inout:
return FUNCTION_QUAL_INOUT;
}
BLI_assert_unreachable();
return FUNCTION_QUAL_IN;
}
eGPUType parse_type(StringRef type)
{
using namespace blender::gpu::shader;
switch (metadata::Type(std::stoull(type))) {
case metadata::Type::vec1:
return GPU_FLOAT;
case metadata::Type::vec2:
return GPU_VEC2;
case metadata::Type::vec3:
return GPU_VEC3;
case metadata::Type::vec4:
return GPU_VEC4;
case metadata::Type::mat3:
return GPU_MAT3;
case metadata::Type::mat4:
return GPU_MAT4;
case metadata::Type::sampler1DArray:
return GPU_TEX1D_ARRAY;
case metadata::Type::sampler2DArray:
return GPU_TEX2D_ARRAY;
case metadata::Type::sampler2D:
return GPU_TEX2D;
case metadata::Type::sampler3D:
return GPU_TEX3D;
case metadata::Type::Closure:
return GPU_CLOSURE;
}
BLI_assert_unreachable();
return GPU_NONE;
}
StringRef split_on(StringRef &data, char token)
{
/* Assume lines are terminated by `\n`. */
int64_t pos = data.find(token);
if (pos == StringRef::not_found) {
StringRef line = data;
data = data.substr(0, 0);
return line;
}
StringRef line = data.substr(0, pos);
data = data.substr(pos + 1);
return line;
}
StringRef pop_line(StringRef &data)
{
/* Assume lines are terminated by `\n`. */
return split_on(data, '\n');
}
StringRef pop_token(StringRef &data)
{
/* Assumes tokens are split by spaces. */
return split_on(data, ' ');
}
GPUSource(const char *path,
const char *file,
const char *datatoc,
GPUFunctionDictionnary *g_functions,
GPUPrintFormatMap *g_formats)
: fullpath(path), filename(file), source(datatoc)
{
/* Extract metadata string. */
int64_t sta = source.rfind("//__blender_metadata_sta");
int64_t end = source.rfind("//__blender_metadata_end");
StringRef metadata = source.substr(sta, end - sta);
pop_line(metadata);
/* Non-library files contains functions with unsupported argument types.
* Also Non-library files are not supposed to be referenced for GPU node-tree. */
const bool do_parse_function = is_from_material_library();
StringRef line;
while ((line = pop_line(metadata)).is_empty() == false) {
using namespace blender::gpu::shader;
/* Skip comment start. */
pop_token(line);
StringRef identifier = pop_token(line);
switch (uint64_t(std::stoull(identifier))) {
case Preprocessor::hash("function"):
if (do_parse_function) {
parse_function(line, g_functions);
}
break;
case Preprocessor::hash("string"):
parse_string(line, g_formats);
break;
case Preprocessor::hash("builtin"):
parse_builtin(line);
break;
case Preprocessor::hash("dependency"):
parse_dependency(line);
break;
default:
BLI_assert_unreachable();
break;
}
}
};
void parse_builtin(StringRef line)
{
builtins |= parse_builtin_bit(pop_token(line));
}
void parse_dependency(StringRef line)
{
dependencies_names.append(line);
}
void parse_string(StringRef line, GPUPrintFormatMap *format_map)
{
/* TODO(fclem): Move this to gpu log. */
auto add_format = [&](uint32_t format_hash, std::string format) {
if (format_map->contains(format_hash)) {
if (format_map->lookup(format_hash).format_str != format) {
print_error(format, 0, "printf format hash collision.");
}
else {
/* The format map already have the same format. */
}
}
else {
shader::PrintfFormat fmt;
/* Save for hash collision comparison. */
fmt.format_str = format;
/* Escape characters replacement. Do the most common ones. */
format = std::regex_replace(format, std::regex(R"(\\n)"), "\n");
format = std::regex_replace(format, std::regex(R"(\\v)"), "\v");
format = std::regex_replace(format, std::regex(R"(\\t)"), "\t");
format = std::regex_replace(format, std::regex(R"(\\')"), "\'");
format = std::regex_replace(format, std::regex(R"(\\")"), "\"");
format = std::regex_replace(format, std::regex(R"(\\\\)"), "\\");
shader::PrintfFormat::Block::ArgumentType type =
shader::PrintfFormat::Block::ArgumentType::NONE;
int64_t start = 0, end = 0;
while ((end = format.find_first_of('%', start + 1)) != -1) {
/* Add the previous block without the newly found % character. */
fmt.format_blocks.append({type, format.substr(start, end - start)});
/* Format type of the next block. */
/* TODO(fclem): This doesn't support advance formats like `%3.2f`. */
switch (format[end + 1]) {
case 'x':
case 'u':
type = shader::PrintfFormat::Block::ArgumentType::UINT;
break;
case 'd':
type = shader::PrintfFormat::Block::ArgumentType::INT;
break;
case 'f':
type = shader::PrintfFormat::Block::ArgumentType::FLOAT;
break;
default:
BLI_assert_msg(0, "Printing format unsupported");
break;
}
/* Start of the next block. */
start = end;
}
fmt.format_blocks.append({type, format.substr(start, format.size() - start)});
format_map->add(format_hash, fmt);
}
};
StringRef hash = pop_token(line);
StringRef string = line;
add_format(uint32_t(std::stoul(hash)), string);
}
void parse_function(StringRef line, GPUFunctionDictionnary *g_functions)
{
StringRef name = pop_token(line);
GPUFunction *func = MEM_new<GPUFunction>(__func__);
name.copy_utf8_truncated(func->name, sizeof(func->name));
func->source = reinterpret_cast<void *>(this);
func->totparam = 0;
while (true) {
StringRef arg_qual = pop_token(line);
StringRef arg_type = pop_token(line);
if (arg_qual.is_empty()) {
break;
}
if (func->totparam >= ARRAY_SIZE(func->paramtype)) {
print_error(source, source.find(name), "Too many parameters in function");
break;
}
func->paramqual[func->totparam] = parse_qualifier(arg_qual);
func->paramtype[func->totparam] = parse_type(arg_type);
func->totparam++;
}
bool insert = g_functions->add(func->name, func);
/* NOTE: We allow overloading non void function, but only if the function comes from the
* same file. Otherwise the dependency system breaks. */
if (!insert) {
GPUSource *other_source = reinterpret_cast<GPUSource *>(g_functions->lookup(name)->source);
if (other_source != this) {
const char *msg = "Function redefinition or overload in two different files ...";
print_error(source, source.find(name), msg);
print_error(other_source->source,
other_source->source.find(name),
"... previous definition was here");
}
else {
/* Non-void function overload. */
MEM_delete(func);
}
}
}
void print_error(const StringRef &input, int64_t offset, const StringRef message)
{
StringRef sub = input.substr(0, offset);
int64_t line_number = std::count(sub.begin(), sub.end(), '\n') + 1;
int64_t line_end = input.find("\n", offset);
int64_t line_start = input.rfind("\n", offset) + 1;
int64_t char_number = offset - line_start + 1;
/* TODO Use clog. */
std::cerr << fullpath << ":" << line_number << ":" << char_number;
std::cerr << " error: " << message << "\n";
std::cerr << std::setw(5) << line_number << " | "
<< input.substr(line_start, line_end - line_start) << "\n";
std::cerr << " | ";
for (int64_t i = 0; i < char_number - 1; i++) {
std::cerr << " ";
}
std::cerr << "^\n";
}
/* Return 1 one error. */
int init_dependencies(const GPUSourceDictionnary &dict,
const GPUFunctionDictionnary &g_functions)
{
if (this->dependencies_init) {
return 0;
}
this->dependencies_init = true;
using namespace shader;
/* Auto dependency injection for debug capabilities. */
if ((builtins & BuiltinBits::USE_PRINTF) == BuiltinBits::USE_PRINTF) {
dependencies.append_non_duplicates(dict.lookup("gpu_shader_print_lib.glsl"));
}
if ((builtins & BuiltinBits::USE_DEBUG_DRAW) == BuiltinBits::USE_DEBUG_DRAW) {
dependencies.append_non_duplicates(dict.lookup("common_debug_draw_lib.glsl"));
}
for (auto dependency_name : dependencies_names) {
GPUSource *dependency_source = dict.lookup_default(dependency_name, nullptr);
if (dependency_source == nullptr) {
std::string error = std::string("Dependency not found : ") + dependency_name;
print_error(source, 0, error.c_str());
return 1;
}
/* Recursive. */
int result = dependency_source->init_dependencies(dict, g_functions);
if (result != 0) {
return 1;
}
for (auto *dep : dependency_source->dependencies) {
dependencies.append_non_duplicates(dep);
}
dependencies.append_non_duplicates(dependency_source);
}
dependencies_names.clear();
return 0;
}
/* Returns the final string with all includes done. */
void build(Vector<StringRefNull> &result) const
{
for (auto *dep : dependencies) {
result.append(dep->source);
}
result.append(source);
}
shader::BuiltinBits builtins_get() const
{
shader::BuiltinBits out_builtins = builtins;
for (auto *dep : dependencies) {
out_builtins |= dep->builtins;
}
return out_builtins;
}
bool is_from_material_library() const
{
return (filename.startswith("gpu_shader_material_") ||
filename.startswith("gpu_shader_common_") ||
filename.startswith("gpu_shader_compositor_")) &&
filename.endswith(".glsl");
}
};
} // namespace blender::gpu
using namespace blender::gpu;
static GPUPrintFormatMap *g_formats = nullptr;
static GPUSourceDictionnary *g_sources = nullptr;
static GPUFunctionDictionnary *g_functions = nullptr;
static bool force_printf_injection = false;
void gpu_shader_dependency_init()
{
g_formats = new GPUPrintFormatMap();
g_sources = new GPUSourceDictionnary();
g_functions = new GPUFunctionDictionnary();
#define SHADER_SOURCE(datatoc, filename, filepath) \
g_sources->add_new(filename, new GPUSource(filepath, filename, datatoc, g_functions, g_formats));
#include "glsl_compositor_source_list.h"
#include "glsl_draw_source_list.h"
#include "glsl_gpu_source_list.h"
#ifdef WITH_OCIO
# include "glsl_ocio_source_list.h"
#endif
#ifdef WITH_OPENSUBDIV
# include "glsl_osd_source_list.h"
#endif
#undef SHADER_SOURCE
#ifdef WITH_OPENSUBDIV
const blender::StringRefNull patch_basis_source = openSubdiv_getGLSLPatchBasisSource();
static std::string osd_patch_basis_glsl =
"//__blender_metadata_sta\n//__blender_metadata_end\n" + patch_basis_source;
g_sources->add_new("osd_patch_basis.glsl",
new GPUSource("osd_patch_basis.glsl",
"osd_patch_basis.glsl",
osd_patch_basis_glsl.c_str(),
g_functions,
g_formats));
#endif
int errors = 0;
for (auto *value : g_sources->values()) {
errors += value->init_dependencies(*g_sources, *g_functions);
}
BLI_assert_msg(errors == 0, "Dependency errors detected: Aborting");
UNUSED_VARS_NDEBUG(errors);
#if GPU_SHADER_PRINTF_ENABLE
if (!g_formats->is_empty()) {
/* Detect if there is any printf in node lib files.
* See gpu_shader_dependency_force_gpu_print_injection(). */
for (auto *value : g_sources->values()) {
if (bool(value->builtins & shader::BuiltinBits::USE_PRINTF)) {
if (value->filename.startswith("gpu_shader_material_")) {
force_printf_injection = true;
break;
}
}
}
}
#endif
}
void gpu_shader_dependency_exit()
{
for (auto *value : g_sources->values()) {
delete value;
}
for (auto *value : g_functions->values()) {
MEM_delete(value);
}
delete g_formats;
delete g_sources;
delete g_functions;
g_formats = nullptr;
g_sources = nullptr;
g_functions = nullptr;
}
GPUFunction *gpu_material_library_use_function(GSet *used_libraries, const char *name)
{
GPUFunction *function = g_functions->lookup_default(name, nullptr);
BLI_assert_msg(function != nullptr, "Requested function not in the function library");
GPUSource *source = reinterpret_cast<GPUSource *>(function->source);
BLI_gset_add(used_libraries, const_cast<char *>(source->filename.c_str()));
return function;
}
namespace blender::gpu::shader {
bool gpu_shader_dependency_force_gpu_print_injection()
{
/* WORKAROUND: We cannot know what shader will require printing if the printf is inside shader
* node code. In this case, we just force injection inside all shaders. */
return force_printf_injection;
}
bool gpu_shader_dependency_has_printf()
{
return (g_formats != nullptr) && !g_formats->is_empty();
}
const PrintfFormat &gpu_shader_dependency_get_printf_format(uint32_t format_hash)
{
return g_formats->lookup(format_hash);
}
BuiltinBits gpu_shader_dependency_get_builtins(const StringRefNull shader_source_name)
{
if (shader_source_name.is_empty()) {
return shader::BuiltinBits::NONE;
}
if (g_sources->contains(shader_source_name) == false) {
std::cerr << "Error: Could not find \"" << shader_source_name
<< "\" in the list of registered source.\n";
BLI_assert(0);
return shader::BuiltinBits::NONE;
}
GPUSource *source = g_sources->lookup(shader_source_name);
return source->builtins_get();
}
Vector<StringRefNull> gpu_shader_dependency_get_resolved_source(
const StringRefNull shader_source_name)
{
Vector<StringRefNull> result;
GPUSource *src = g_sources->lookup_default(shader_source_name, nullptr);
if (src == nullptr) {
std::cerr << "Error source not found : " << shader_source_name << std::endl;
}
src->build(result);
return result;
}
StringRefNull gpu_shader_dependency_get_source(const StringRefNull shader_source_name)
{
GPUSource *src = g_sources->lookup_default(shader_source_name, nullptr);
if (src == nullptr) {
std::cerr << "Error source not found : " << shader_source_name << std::endl;
}
return src->source;
}
StringRefNull gpu_shader_dependency_get_filename_from_source_string(const StringRef source_string)
{
for (auto &source : g_sources->values()) {
if (source->source == source_string) {
return source->filename;
}
}
return "";
}
} // namespace blender::gpu::shader