Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
138 lines
3.0 KiB
C++
138 lines
3.0 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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* Compile time automation of shader compilation and validation.
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*/
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#include <iostream>
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#include "GHOST_C-api.h"
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#include "GPU_context.h"
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#include "GPU_init_exit.h"
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#include "gpu_shader_create_info_private.hh"
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#include "BLI_vector.hh"
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#include "CLG_log.h"
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namespace blender::gpu::shader_builder {
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class ShaderBuilder {
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private:
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GHOST_SystemHandle ghost_system_;
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GHOST_ContextHandle ghost_context_;
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GPUContext *gpu_context_ = nullptr;
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public:
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void init();
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bool bake_create_infos();
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void exit();
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};
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bool ShaderBuilder::bake_create_infos()
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{
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return gpu_shader_create_info_compile_all();
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}
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void ShaderBuilder::init()
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{
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CLG_init();
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GHOST_GPUSettings gpuSettings = {0};
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switch (GPU_backend_type_selection_get()) {
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#ifdef WITH_OPENGL_BACKEND
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case GPU_BACKEND_OPENGL:
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gpuSettings.context_type = GHOST_kDrawingContextTypeOpenGL;
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break;
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#endif
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#ifdef WITH_METAL_BACKEND
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case GPU_BACKEND_METAL:
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gpuSettings.context_type = GHOST_kDrawingContextTypeMetal;
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break;
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#endif
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#ifdef WITH_VULKAN_BACKEND
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case GPU_BACKEND_VULKAN:
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gpuSettings.context_type = GHOST_kDrawingContextTypeVulkan;
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break;
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#endif
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default:
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BLI_assert_unreachable();
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break;
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}
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ghost_system_ = GHOST_CreateSystemBackground();
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ghost_context_ = GHOST_CreateGPUContext(ghost_system_, gpuSettings);
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GHOST_ActivateGPUContext(ghost_context_);
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gpu_context_ = GPU_context_create(nullptr, ghost_context_);
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GPU_init();
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}
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void ShaderBuilder::exit()
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{
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GPU_exit();
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GPU_context_discard(gpu_context_);
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GHOST_DisposeGPUContext(ghost_system_, ghost_context_);
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GHOST_DisposeSystem(ghost_system_);
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CLG_exit();
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}
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} // namespace blender::gpu::shader_builder
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/** \brief Entry point for the shader_builder. */
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int main(int argc, const char *argv[])
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{
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if (argc < 2) {
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printf("Usage: %s <data_file_to>\n", argv[0]);
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exit(1);
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}
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int exit_code = 0;
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struct NamedBackend {
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std::string name;
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eGPUBackendType backend;
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};
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blender::Vector<NamedBackend> backends_to_validate;
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backends_to_validate.append({"OpenGL", GPU_BACKEND_OPENGL});
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#ifdef WITH_METAL_BACKEND
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backends_to_validate.append({"Metal", GPU_BACKEND_METAL});
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#endif
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#ifdef WITH_VULKAN_BACKEND
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backends_to_validate.append({"Vulkan", GPU_BACKEND_VULKAN});
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#endif
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for (NamedBackend &backend : backends_to_validate) {
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GPU_backend_type_selection_set(backend.backend);
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if (!GPU_backend_supported()) {
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printf("%s isn't supported on this platform. Shader compilation is skipped\n",
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backend.name.c_str());
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continue;
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}
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blender::gpu::shader_builder::ShaderBuilder builder;
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builder.init();
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if (!builder.bake_create_infos()) {
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printf("Shader compilation failed for %s backend\n", backend.name.c_str());
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exit_code = 1;
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}
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else {
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printf("%s backend shader compilation succeeded.\n", backend.name.c_str());
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}
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builder.exit();
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}
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exit(exit_code);
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return exit_code;
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}
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