Files
test/source/blender/gpu/intern/gpu_shader_interface.hh
Campbell Barton 3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00

270 lines
8.2 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU shader interface (C --> GLSL)
*
* Structure detailing needed vertex inputs and resources for a specific shader.
* A shader interface can be shared between two similar shaders.
*/
#pragma once
#include <cstring> /* required for STREQ later on. */
#include "BLI_hash.h"
#include "BLI_utildefines.h"
#include "GPU_shader.h"
namespace blender::gpu {
typedef struct ShaderInput {
uint32_t name_offset;
uint32_t name_hash;
int32_t location;
/** Defined at interface creation or in shader. Only for Samplers, UBOs and Vertex Attributes. */
int32_t binding;
} ShaderInput;
/**
* Implementation of Shader interface.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class ShaderInterface {
/* TODO(fclem): should be protected. */
public:
/** Flat array. In this order: Attributes, Ubos, Uniforms. */
ShaderInput *inputs_ = NULL;
/** Buffer containing all inputs names separated by '\0'. */
char *name_buffer_ = NULL;
/** Input counts inside input array. */
uint attr_len_ = 0;
uint ubo_len_ = 0;
uint uniform_len_ = 0;
uint ssbo_len_ = 0;
/** Enabled bind-points that needs to be fed with data. */
uint16_t enabled_attr_mask_ = 0;
uint16_t enabled_ubo_mask_ = 0;
uint8_t enabled_ima_mask_ = 0;
uint64_t enabled_tex_mask_ = 0;
/** Location of builtin uniforms. Fast access, no lookup needed. */
int32_t builtins_[GPU_NUM_UNIFORMS];
int32_t builtin_blocks_[GPU_NUM_UNIFORM_BLOCKS];
public:
ShaderInterface();
virtual ~ShaderInterface();
void debug_print();
inline const ShaderInput *attr_get(const char *name) const
{
return input_lookup(inputs_, attr_len_, name);
}
inline const ShaderInput *ubo_get(const char *name) const
{
return input_lookup(inputs_ + attr_len_, ubo_len_, name);
}
inline const ShaderInput *ubo_get(const int binding) const
{
return input_lookup(inputs_ + attr_len_, ubo_len_, binding);
}
inline const ShaderInput *uniform_get(const char *name) const
{
return input_lookup(inputs_ + attr_len_ + ubo_len_, uniform_len_, name);
}
inline const ShaderInput *texture_get(const int binding) const
{
return input_lookup(inputs_ + attr_len_ + ubo_len_, uniform_len_, binding);
}
inline const ShaderInput *ssbo_get(const char *name) const
{
return input_lookup(inputs_ + attr_len_ + ubo_len_ + uniform_len_, ssbo_len_, name);
}
inline const char *input_name_get(const ShaderInput *input) const
{
return name_buffer_ + input->name_offset;
}
/* Returns uniform location. */
inline int32_t uniform_builtin(const GPUUniformBuiltin builtin) const
{
BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS);
return builtins_[builtin];
}
/* Returns binding position. */
inline int32_t ubo_builtin(const GPUUniformBlockBuiltin builtin) const
{
BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS);
return builtin_blocks_[builtin];
}
protected:
static inline const char *builtin_uniform_name(GPUUniformBuiltin u);
static inline const char *builtin_uniform_block_name(GPUUniformBlockBuiltin u);
inline uint32_t set_input_name(ShaderInput *input, char *name, uint32_t name_len) const;
/**
* Finalize interface construction by sorting the #ShaderInputs for faster lookups.
*/
void sort_inputs();
private:
inline const ShaderInput *input_lookup(const ShaderInput *const inputs,
uint inputs_len,
const char *name) const;
inline const ShaderInput *input_lookup(const ShaderInput *const inputs,
uint inputs_len,
int binding) const;
};
inline const char *ShaderInterface::builtin_uniform_name(GPUUniformBuiltin u)
{
switch (u) {
case GPU_UNIFORM_MODEL:
return "ModelMatrix";
case GPU_UNIFORM_VIEW:
return "ViewMatrix";
case GPU_UNIFORM_MODELVIEW:
return "ModelViewMatrix";
case GPU_UNIFORM_PROJECTION:
return "ProjectionMatrix";
case GPU_UNIFORM_VIEWPROJECTION:
return "ViewProjectionMatrix";
case GPU_UNIFORM_MVP:
return "ModelViewProjectionMatrix";
case GPU_UNIFORM_MODEL_INV:
return "ModelMatrixInverse";
case GPU_UNIFORM_VIEW_INV:
return "ViewMatrixInverse";
case GPU_UNIFORM_MODELVIEW_INV:
return "ModelViewMatrixInverse";
case GPU_UNIFORM_PROJECTION_INV:
return "ProjectionMatrixInverse";
case GPU_UNIFORM_VIEWPROJECTION_INV:
return "ViewProjectionMatrixInverse";
case GPU_UNIFORM_NORMAL:
return "NormalMatrix";
case GPU_UNIFORM_ORCO:
return "OrcoTexCoFactors";
case GPU_UNIFORM_CLIPPLANES:
return "WorldClipPlanes";
case GPU_UNIFORM_COLOR:
return "color";
case GPU_UNIFORM_BASE_INSTANCE:
return "baseInstance";
case GPU_UNIFORM_RESOURCE_CHUNK:
return "resourceChunk";
case GPU_UNIFORM_RESOURCE_ID:
return "resourceId";
case GPU_UNIFORM_SRGB_TRANSFORM:
return "srgbTarget";
default:
return NULL;
}
}
inline const char *ShaderInterface::builtin_uniform_block_name(GPUUniformBlockBuiltin u)
{
switch (u) {
case GPU_UNIFORM_BLOCK_VIEW:
return "viewBlock";
case GPU_UNIFORM_BLOCK_MODEL:
return "modelBlock";
case GPU_UNIFORM_BLOCK_INFO:
return "infoBlock";
default:
return NULL;
}
}
/* Returns string length including '\0' terminator. */
inline uint32_t ShaderInterface::set_input_name(ShaderInput *input,
char *name,
uint32_t name_len) const
{
/* remove "[0]" from array name */
if (name[name_len - 1] == ']') {
name[name_len - 3] = '\0';
name_len -= 3;
}
input->name_offset = (uint32_t)(name - name_buffer_);
input->name_hash = BLI_hash_string(name);
return name_len + 1; /* include NULL terminator */
}
inline const ShaderInput *ShaderInterface::input_lookup(const ShaderInput *const inputs,
const uint inputs_len,
const char *name) const
{
const uint name_hash = BLI_hash_string(name);
/* Simple linear search for now. */
for (int i = inputs_len - 1; i >= 0; i--) {
if (inputs[i].name_hash == name_hash) {
if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) {
/* Hash collision resolve. */
for (; i >= 0 && inputs[i].name_hash == name_hash; i--) {
if (STREQ(name, name_buffer_ + inputs[i].name_offset)) {
return inputs + i; /* not found */
}
}
return NULL; /* not found */
}
/* This is a bit dangerous since we could have a hash collision.
* where the asked uniform that does not exist has the same hash
* as a real uniform. */
BLI_assert(STREQ(name, name_buffer_ + inputs[i].name_offset));
return inputs + i;
}
}
return NULL; /* not found */
}
inline const ShaderInput *ShaderInterface::input_lookup(const ShaderInput *const inputs,
const uint inputs_len,
const int binding) const
{
/* Simple linear search for now. */
for (int i = inputs_len - 1; i >= 0; i--) {
if (inputs[i].binding == binding) {
return inputs + i;
}
}
return NULL; /* not found */
}
} // namespace blender::gpu