270 lines
10 KiB
C++
270 lines
10 KiB
C++
/* SPDX-FileCopyrightText: 2023 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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#include "vk_shader_interface.hh"
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#include "vk_backend.hh"
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#include "vk_context.hh"
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namespace blender::gpu {
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void VKShaderInterface::init(const shader::ShaderCreateInfo &info)
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{
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static char PUSH_CONSTANTS_FALLBACK_NAME[] = "push_constants_fallback";
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static size_t PUSH_CONSTANTS_FALLBACK_NAME_LEN = strlen(PUSH_CONSTANTS_FALLBACK_NAME);
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using namespace blender::gpu::shader;
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shader_builtins_ = info.builtins_;
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attr_len_ = info.vertex_inputs_.size();
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uniform_len_ = info.push_constants_.size();
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constant_len_ = info.specialization_constants_.size();
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ssbo_len_ = 0;
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ubo_len_ = 0;
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image_offset_ = -1;
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int image_max_binding = -1;
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Vector<ShaderCreateInfo::Resource> all_resources;
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all_resources.extend(info.pass_resources_);
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all_resources.extend(info.batch_resources_);
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for (ShaderCreateInfo::Resource &res : all_resources) {
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switch (res.bind_type) {
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case ShaderCreateInfo::Resource::BindType::IMAGE:
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uniform_len_++;
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image_max_binding = max_ii(image_max_binding, res.slot);
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break;
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case ShaderCreateInfo::Resource::BindType::SAMPLER:
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image_offset_ = max_ii(image_offset_, res.slot);
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uniform_len_++;
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break;
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case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
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ubo_len_++;
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break;
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case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
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ssbo_len_++;
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break;
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}
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}
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/* Reserve 1 uniform buffer for push constants fallback. */
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size_t names_size = info.interface_names_size_;
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const VKDevice &device = VKBackend::get().device_get();
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const VKPushConstants::StorageType push_constants_storage_type =
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VKPushConstants::Layout::determine_storage_type(info, device);
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if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
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ubo_len_++;
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names_size += PUSH_CONSTANTS_FALLBACK_NAME_LEN + 1;
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}
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/* Make sure that the image slots don't overlap with other sampler or image slots. */
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image_offset_++;
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if (image_offset_ != 0 && image_offset_ <= image_max_binding) {
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image_offset_ = image_max_binding + 1;
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}
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int32_t input_tot_len = attr_len_ + ubo_len_ + uniform_len_ + ssbo_len_ + constant_len_;
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inputs_ = static_cast<ShaderInput *>(
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MEM_calloc_arrayN(input_tot_len, sizeof(ShaderInput), __func__));
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ShaderInput *input = inputs_;
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name_buffer_ = (char *)MEM_mallocN(names_size, "name_buffer");
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uint32_t name_buffer_offset = 0;
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/* Attributes */
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for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
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copy_input_name(input, attr.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = attr.index;
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if (input->location != -1) {
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enabled_attr_mask_ |= (1 << input->location);
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/* Used in `GPU_shader_get_attribute_info`. */
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attr_types_[input->location] = uint8_t(attr.type);
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}
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input++;
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}
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/* Uniform blocks */
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for (const ShaderCreateInfo::Resource &res : all_resources) {
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if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
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copy_input_name(input, res.uniformbuf.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = res.slot;
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input++;
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}
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}
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/* Add push constant when using uniform buffer as fallback. */
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int32_t push_constants_fallback_location = -1;
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if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
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copy_input_name(input, PUSH_CONSTANTS_FALLBACK_NAME, name_buffer_, name_buffer_offset);
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input->location = input->binding = -1;
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input++;
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}
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/* Images, Samplers and buffers. */
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for (const ShaderCreateInfo::Resource &res : all_resources) {
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if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
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copy_input_name(input, res.sampler.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = res.slot;
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input++;
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}
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else if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
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copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = res.slot + image_offset_;
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input++;
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}
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}
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/* Push constants. */
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int32_t push_constant_location = 1024;
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for (const ShaderCreateInfo::PushConst &push_constant : info.push_constants_) {
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copy_input_name(input, push_constant.name, name_buffer_, name_buffer_offset);
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input->location = push_constant_location++;
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input->binding = -1;
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input++;
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}
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/* Storage buffers */
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for (const ShaderCreateInfo::Resource &res : all_resources) {
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if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
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copy_input_name(input, res.storagebuf.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = res.slot;
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input++;
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}
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}
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/* Constants */
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int constant_id = 0;
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for (const ShaderCreateInfo::SpecializationConstant &constant : info.specialization_constants_) {
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copy_input_name(input, constant.name, name_buffer_, name_buffer_offset);
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input->location = constant_id++;
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input++;
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}
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sort_inputs();
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/* Builtin Uniforms */
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for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
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GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
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const ShaderInput *uni = this->uniform_get(builtin_uniform_name(u));
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builtins_[u] = (uni != nullptr) ? uni->location : -1;
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}
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/* Builtin Uniforms Blocks */
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for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
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GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
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const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
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builtin_blocks_[u] = (block != nullptr) ? block->binding : -1;
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}
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/* Determine the descriptor set locations after the inputs have been sorted. */
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/* Note: input_tot_len is sometimes more than we need. */
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const uint32_t resources_len = input_tot_len;
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descriptor_set_locations_ = Array<VKDescriptorSet::Location>(resources_len);
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descriptor_set_locations_.fill(-1);
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descriptor_set_bind_types_ = Array<shader::ShaderCreateInfo::Resource::BindType>(resources_len);
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descriptor_set_bind_types_.fill(shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER);
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uint32_t descriptor_set_location = 0;
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for (ShaderCreateInfo::Resource &res : all_resources) {
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const ShaderInput *input = shader_input_get(res);
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BLI_assert(input);
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descriptor_set_location_update(input, descriptor_set_location++, res.bind_type);
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}
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/* Post initializing push constants. */
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/* Determine the binding location of push constants fallback buffer. */
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int32_t push_constant_descriptor_set_location = -1;
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if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
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push_constant_descriptor_set_location = descriptor_set_location++;
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const ShaderInput *push_constant_input = ubo_get(PUSH_CONSTANTS_FALLBACK_NAME);
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descriptor_set_location_update(push_constant_input,
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push_constants_fallback_location,
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shader::ShaderCreateInfo::Resource::UNIFORM_BUFFER);
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}
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push_constants_layout_.init(
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info, *this, push_constants_storage_type, push_constant_descriptor_set_location);
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}
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static int32_t shader_input_index(const ShaderInput *shader_inputs,
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const ShaderInput *shader_input)
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{
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int32_t index = (shader_input - shader_inputs);
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return index;
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}
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void VKShaderInterface::descriptor_set_location_update(
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const ShaderInput *shader_input,
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const VKDescriptorSet::Location location,
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const shader::ShaderCreateInfo::Resource::BindType bind_type)
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{
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int32_t index = shader_input_index(inputs_, shader_input);
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BLI_assert(descriptor_set_locations_[index].binding == -1);
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descriptor_set_locations_[index] = location;
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descriptor_set_bind_types_[index] = bind_type;
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}
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const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
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const ShaderInput *shader_input) const
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{
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int32_t index = shader_input_index(inputs_, shader_input);
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return descriptor_set_locations_[index];
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}
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const shader::ShaderCreateInfo::Resource::BindType VKShaderInterface::descriptor_set_bind_type(
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const ShaderInput *shader_input) const
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{
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int32_t index = shader_input_index(inputs_, shader_input);
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return descriptor_set_bind_types_[index];
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}
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const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
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const shader::ShaderCreateInfo::Resource &resource) const
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{
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const ShaderInput *shader_input = shader_input_get(resource);
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BLI_assert(shader_input);
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return descriptor_set_location(shader_input);
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}
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const std::optional<VKDescriptorSet::Location> VKShaderInterface::descriptor_set_location(
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const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
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{
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const ShaderInput *shader_input = shader_input_get(bind_type, binding);
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if (shader_input == nullptr) {
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return std::nullopt;
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}
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if (descriptor_set_bind_type(shader_input) != bind_type) {
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return std::nullopt;
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}
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return descriptor_set_location(shader_input);
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}
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const ShaderInput *VKShaderInterface::shader_input_get(
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const shader::ShaderCreateInfo::Resource &resource) const
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{
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return shader_input_get(resource.bind_type, resource.slot);
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}
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const ShaderInput *VKShaderInterface::shader_input_get(
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const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
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{
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switch (bind_type) {
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case shader::ShaderCreateInfo::Resource::BindType::IMAGE:
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/* Not really nice, but the binding namespace between OpenGL and Vulkan don't match. To fix
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* this we need to check if one of both cases return a binding.
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* TODO: we might want to introduce a different API to fix this. */
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return texture_get((binding >= image_offset_) ? binding : binding + image_offset_);
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case shader::ShaderCreateInfo::Resource::BindType::SAMPLER:
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return texture_get(binding);
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case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
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return ssbo_get(binding);
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case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
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return ubo_get(binding);
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}
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return nullptr;
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}
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} // namespace blender::gpu
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