A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
136 lines
3.0 KiB
C++
136 lines
3.0 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Foundation
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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_GLSettings glSettings = {0};
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switch (GPU_backend_type_selection_get()) {
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case GPU_BACKEND_OPENGL:
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glSettings.context_type = GHOST_kDrawingContextTypeOpenGL;
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break;
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#ifdef WITH_METAL_BACKEND
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case GPU_BACKEND_METAL:
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glSettings.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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glSettings.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_CreateOpenGLContext(ghost_system_, glSettings);
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GHOST_ActivateOpenGLContext(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_DisposeOpenGLContext(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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