This PR introduces the concept of primitive expansion draws. This allows to create a drawcall that will generate N amount of new primitive for an original primitive in a `gpu::Batch`. The intent is to phase out the use of geometry shader for this purpose. This adds a new `Frequency::GEOMETRY` only available for SSBOs. The resources using this will be fed the current `gpu::Batch` VBOs using name matching. A dedicated slot is reserved for the index buffer, which has its own internal lib to decode the index buffer content. A new attribute lib is added to ease the loading of unaligned attribute. This should be revisited and made obsolete once more refactor lands. It is similar to the Metal backend SSBO vertex fetch path but it is defined on a different level. The main difference is that this PR is backend independant and modify the draw module instead of the GPU module. However, it doesn't cover all possible attribute conversion cases. This will only be added if needed. This system is less automatic than the Metal backend one and needs more care to make sure the data matches what the shader expects. The Metal system will be removed once all its usage have been converted. This PR only shows example usage for workbench shadows. Cleanup PRs will follow this one. Rel #105221 Pull Request: https://projects.blender.org/blender/blender/pulls/125782
319 lines
10 KiB
C++
319 lines
10 KiB
C++
/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
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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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* GPU shader interface (C --> GLSL)
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*
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* Structure detailing needed vertex inputs and resources for a specific shader.
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* A shader interface can be shared between two similar shaders.
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*/
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#pragma once
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#include <cstring> /* required for STREQ later on. */
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#include "BLI_hash.h"
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#include "BLI_utildefines.h"
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#include "GPU_shader.hh"
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#include "GPU_vertex_format.hh" /* GPU_VERT_ATTR_MAX_LEN */
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#include "gpu_shader_create_info.hh"
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namespace blender::gpu {
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struct ShaderInput {
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uint32_t name_offset;
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uint32_t name_hash;
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/**
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* Location is openGl legacy and its legacy usages should be phased out in Blender 3.7.
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*
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* Vulkan backend use location to encode the descriptor set binding. This binding is different
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* than the binding stored in the binding attribute. In Vulkan the binding inside a descriptor
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* set must be unique. In future the location will also be used to select the right descriptor
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* set.
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*/
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int32_t location;
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/** Defined at interface creation or in shader. Only for Samplers, UBOs and Vertex Attributes. */
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int32_t binding;
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};
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/**
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* Implementation of Shader interface.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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*/
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class ShaderInterface {
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friend shader::ShaderCreateInfo;
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/* TODO(fclem): should be protected. */
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public:
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/** Flat array. In this order: Attributes, Ubos, Uniforms, SSBOs, Constants. */
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ShaderInput *inputs_ = nullptr;
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/** Buffer containing all inputs names separated by '\0'. */
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char *name_buffer_ = nullptr;
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/** Input counts inside input array. */
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uint attr_len_ = 0;
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uint ubo_len_ = 0;
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uint uniform_len_ = 0;
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uint ssbo_len_ = 0;
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uint constant_len_ = 0;
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/** Enabled bind-points that needs to be fed with data. */
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uint16_t enabled_attr_mask_ = 0;
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uint16_t enabled_ubo_mask_ = 0;
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uint8_t enabled_ima_mask_ = 0;
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uint64_t enabled_tex_mask_ = 0;
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uint16_t enabled_ssbo_mask_ = 0;
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/* Bitmask to apply to enabled_ssbo_mask_ to get attributes that are sourced from SSBOs. */
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uint16_t ssbo_attr_mask_ = 0;
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/** Location of builtin uniforms. Fast access, no lookup needed. */
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int32_t builtins_[GPU_NUM_UNIFORMS];
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int32_t builtin_blocks_[GPU_NUM_UNIFORM_BLOCKS];
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/**
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* Currently only used for `GPU_shader_get_attribute_info`.
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* This utility is useful for automatic creation of `GPUVertFormat` in Python.
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* Use `ShaderInput::location` to identify the `Type`.
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*/
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uint8_t attr_types_[GPU_VERT_ATTR_MAX_LEN];
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public:
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ShaderInterface();
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virtual ~ShaderInterface();
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void debug_print() const;
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inline const ShaderInput *attr_get(const char *name) const
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{
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return input_lookup(inputs_, attr_len_, name);
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}
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inline const ShaderInput *attr_get(const int binding) const
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{
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return input_lookup(inputs_, attr_len_, binding);
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}
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inline const ShaderInput *ubo_get(const char *name) const
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{
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return input_lookup(inputs_ + attr_len_, ubo_len_, name);
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}
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inline const ShaderInput *ubo_get(const int binding) const
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{
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return input_lookup(inputs_ + attr_len_, ubo_len_, binding);
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}
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inline const ShaderInput *uniform_get(const char *name) const
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{
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return input_lookup(inputs_ + attr_len_ + ubo_len_, uniform_len_, name);
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}
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inline const ShaderInput *texture_get(const int binding) const
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{
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return input_lookup(inputs_ + attr_len_ + ubo_len_, uniform_len_, binding);
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}
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inline const ShaderInput *ssbo_get(const char *name) const
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{
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return input_lookup(inputs_ + attr_len_ + ubo_len_ + uniform_len_, ssbo_len_, name);
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}
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inline const ShaderInput *ssbo_get(const int binding) const
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{
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return input_lookup(inputs_ + attr_len_ + ubo_len_ + uniform_len_, ssbo_len_, binding);
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}
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inline const ShaderInput *constant_get(const char *name) const
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{
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return input_lookup(
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inputs_ + attr_len_ + ubo_len_ + uniform_len_ + ssbo_len_, constant_len_, name);
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}
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inline const char *input_name_get(const ShaderInput *input) const
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{
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return name_buffer_ + input->name_offset;
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}
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/* Returns uniform location. */
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inline int32_t uniform_builtin(const GPUUniformBuiltin builtin) const
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{
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BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS);
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return builtins_[builtin];
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}
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/* Returns binding position. */
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inline int32_t ubo_builtin(const GPUUniformBlockBuiltin builtin) const
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{
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BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS);
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return builtin_blocks_[builtin];
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}
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protected:
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static inline const char *builtin_uniform_name(GPUUniformBuiltin u);
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static inline const char *builtin_uniform_block_name(GPUUniformBlockBuiltin u);
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inline uint32_t set_input_name(ShaderInput *input, char *name, uint32_t name_len) const;
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inline void copy_input_name(ShaderInput *input,
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const StringRefNull &name,
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char *name_buffer,
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uint32_t &name_buffer_offset) const;
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/**
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* Finalize interface construction by sorting the #ShaderInputs for faster lookups.
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*/
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void sort_inputs();
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private:
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inline const ShaderInput *input_lookup(const ShaderInput *const inputs,
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uint inputs_len,
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const char *name) const;
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inline const ShaderInput *input_lookup(const ShaderInput *const inputs,
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uint inputs_len,
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int binding) const;
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};
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inline const char *ShaderInterface::builtin_uniform_name(GPUUniformBuiltin u)
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{
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switch (u) {
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case GPU_UNIFORM_MODEL:
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return "ModelMatrix";
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case GPU_UNIFORM_VIEW:
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return "ViewMatrix";
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case GPU_UNIFORM_MODELVIEW:
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return "ModelViewMatrix";
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case GPU_UNIFORM_PROJECTION:
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return "ProjectionMatrix";
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case GPU_UNIFORM_VIEWPROJECTION:
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return "ViewProjectionMatrix";
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case GPU_UNIFORM_MVP:
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return "ModelViewProjectionMatrix";
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case GPU_UNIFORM_MODEL_INV:
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return "ModelMatrixInverse";
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case GPU_UNIFORM_VIEW_INV:
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return "ViewMatrixInverse";
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case GPU_UNIFORM_MODELVIEW_INV:
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return "ModelViewMatrixInverse";
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case GPU_UNIFORM_PROJECTION_INV:
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return "ProjectionMatrixInverse";
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case GPU_UNIFORM_VIEWPROJECTION_INV:
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return "ViewProjectionMatrixInverse";
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case GPU_UNIFORM_NORMAL:
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return "NormalMatrix";
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case GPU_UNIFORM_ORCO:
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return "OrcoTexCoFactors";
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case GPU_UNIFORM_CLIPPLANES:
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return "WorldClipPlanes";
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case GPU_UNIFORM_COLOR:
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return "color";
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case GPU_UNIFORM_BASE_INSTANCE:
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return "gpu_BaseInstance";
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case GPU_UNIFORM_RESOURCE_CHUNK:
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return "drw_resourceChunk";
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case GPU_UNIFORM_RESOURCE_ID:
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return "drw_ResourceID";
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case GPU_UNIFORM_SRGB_TRANSFORM:
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return "srgbTarget";
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default:
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return nullptr;
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}
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}
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inline const char *ShaderInterface::builtin_uniform_block_name(GPUUniformBlockBuiltin u)
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{
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switch (u) {
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case GPU_UNIFORM_BLOCK_VIEW:
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return "viewBlock";
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case GPU_UNIFORM_BLOCK_MODEL:
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return "modelBlock";
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case GPU_UNIFORM_BLOCK_INFO:
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return "infoBlock";
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case GPU_UNIFORM_BLOCK_DRW_VIEW:
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return "drw_view_";
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case GPU_UNIFORM_BLOCK_DRW_MODEL:
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return "drw_matrices";
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case GPU_UNIFORM_BLOCK_DRW_INFOS:
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return "drw_infos";
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case GPU_UNIFORM_BLOCK_DRW_CLIPPING:
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return "drw_clipping_";
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default:
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return nullptr;
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}
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}
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/* Returns string length including '\0' terminator. */
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inline uint32_t ShaderInterface::set_input_name(ShaderInput *input,
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char *name,
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uint32_t name_len) const
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{
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/* remove "[0]" from array name */
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if (name[name_len - 1] == ']') {
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for (; name_len > 1; name_len--) {
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if (name[name_len] == '[') {
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name[name_len] = '\0';
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break;
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}
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}
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}
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input->name_offset = (uint32_t)(name - name_buffer_);
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input->name_hash = BLI_hash_string(name);
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return name_len + 1; /* include NULL terminator */
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}
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inline void ShaderInterface::copy_input_name(ShaderInput *input,
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const StringRefNull &name,
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char *name_buffer,
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uint32_t &name_buffer_offset) const
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{
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uint32_t name_len = name.size();
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/* Copy include NULL terminator. */
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memcpy(name_buffer + name_buffer_offset, name.c_str(), name_len + 1);
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name_buffer_offset += set_input_name(input, name_buffer + name_buffer_offset, name_len);
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}
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inline const ShaderInput *ShaderInterface::input_lookup(const ShaderInput *const inputs,
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const uint inputs_len,
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const char *name) const
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{
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const uint name_hash = BLI_hash_string(name);
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/* Simple linear search for now. */
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for (int i = inputs_len - 1; i >= 0; i--) {
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if (inputs[i].name_hash == name_hash) {
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if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) {
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/* Hash collision resolve. */
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for (; i >= 0 && inputs[i].name_hash == name_hash; i--) {
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if (STREQ(name, name_buffer_ + inputs[i].name_offset)) {
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return inputs + i; /* not found */
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}
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}
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return nullptr; /* not found */
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}
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/* This is a bit dangerous since we could have a hash collision.
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* where the asked uniform that does not exist has the same hash
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* as a real uniform. */
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BLI_assert(STREQ(name, name_buffer_ + inputs[i].name_offset));
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return inputs + i;
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}
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}
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return nullptr; /* not found */
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}
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inline const ShaderInput *ShaderInterface::input_lookup(const ShaderInput *const inputs,
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const uint inputs_len,
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const int binding) const
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{
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/* Simple linear search for now. */
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for (int i = inputs_len - 1; i >= 0; i--) {
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if (inputs[i].binding == binding) {
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return inputs + i;
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}
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}
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return nullptr; /* not found */
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}
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} // namespace blender::gpu
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