Files
test/source/blender/gpu/vulkan/vk_shader_interface.cc
Jeroen Bakker a0ea40034b Vulkan: Make ShaderInput Optional
ShaderInput lookup used to be explicit as in we know for sure that the
shader input exists. This was guarded by a assert. During development
of the graphics pipeline we came to the conclusion that this isn't
always the case due to its late bindings of resources.

This PR Makes the shader input lookup return an optional result.
This result can then be checked depending on the area where it is used
to validate the existence.

Pull Request: https://projects.blender.org/blender/blender/pulls/107735
2023-05-11 08:44:57 +02:00

232 lines
8.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation */
/** \file
* \ingroup gpu
*/
#include "vk_shader_interface.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
namespace blender::gpu {
void VKShaderInterface::init(const shader::ShaderCreateInfo &info)
{
static char PUSH_CONSTANTS_FALLBACK_NAME[] = "push_constants_fallback";
static size_t PUSH_CONSTANTS_FALLBACK_NAME_LEN = strlen(PUSH_CONSTANTS_FALLBACK_NAME);
using namespace blender::gpu::shader;
attr_len_ = info.vertex_inputs_.size();
uniform_len_ = info.push_constants_.size();
ssbo_len_ = 0;
ubo_len_ = 0;
image_offset_ = -1;
Vector<ShaderCreateInfo::Resource> all_resources;
all_resources.extend(info.pass_resources_);
all_resources.extend(info.batch_resources_);
for (ShaderCreateInfo::Resource &res : all_resources) {
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::IMAGE:
uniform_len_++;
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
image_offset_ = max_ii(image_offset_, res.slot);
uniform_len_++;
break;
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
ubo_len_++;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
ssbo_len_++;
break;
}
}
/* Reserve 1 uniform buffer for push constants fallback. */
size_t names_size = info.interface_names_size_;
const VKDevice &device = VKBackend::get().device_get();
const VKPushConstants::StorageType push_constants_storage_type =
VKPushConstants::Layout::determine_storage_type(info, device.physical_device_limits_get());
if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
ubo_len_++;
names_size += PUSH_CONSTANTS_FALLBACK_NAME_LEN + 1;
}
/* Make sure that the image slots don't overlap with the sampler slots. */
image_offset_++;
int32_t input_tot_len = attr_len_ + ubo_len_ + uniform_len_ + ssbo_len_;
inputs_ = static_cast<ShaderInput *>(
MEM_calloc_arrayN(input_tot_len, sizeof(ShaderInput), __func__));
ShaderInput *input = inputs_;
name_buffer_ = (char *)MEM_mallocN(names_size, "name_buffer");
uint32_t name_buffer_offset = 0;
/* Attributes */
for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
copy_input_name(input, attr.name, name_buffer_, name_buffer_offset);
input->location = input->binding = attr.index;
if (input->location != -1) {
enabled_attr_mask_ |= (1 << input->location);
/* Used in `GPU_shader_get_attribute_info`. */
attr_types_[input->location] = uint8_t(attr.type);
}
input++;
}
/* Uniform blocks */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
copy_input_name(input, res.uniformbuf.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
input++;
}
}
/* Add push constant when using uniform buffer as fallback. */
int32_t push_constants_fallback_location = -1;
if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
copy_input_name(input, PUSH_CONSTANTS_FALLBACK_NAME, name_buffer_, name_buffer_offset);
input->location = input->binding = -1;
input++;
}
/* Images, Samplers and buffers. */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
copy_input_name(input, res.sampler.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
input++;
}
else if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot + image_offset_;
input++;
}
}
/* Push constants. */
int32_t push_constant_location = 1024;
for (const ShaderCreateInfo::PushConst &push_constant : info.push_constants_) {
copy_input_name(input, push_constant.name, name_buffer_, name_buffer_offset);
input->location = push_constant_location++;
input->binding = -1;
input++;
}
/* Storage buffers */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
copy_input_name(input, res.storagebuf.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
input++;
}
}
sort_inputs();
/* Builtin Uniforms */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
const ShaderInput *uni = this->uniform_get(builtin_uniform_name(u));
builtins_[u] = (uni != nullptr) ? uni->location : -1;
}
/* Builtin Uniforms Blocks */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
builtin_blocks_[u] = (block != nullptr) ? block->binding : -1;
}
/* Determine the descriptor set locations after the inputs have been sorted. */
/* Note: input_tot_len is sometimes more than we need. */
const uint32_t resources_len = input_tot_len;
descriptor_set_locations_ = Array<VKDescriptorSet::Location>(resources_len);
uint32_t descriptor_set_location = 0;
for (ShaderCreateInfo::Resource &res : all_resources) {
const ShaderInput *input = shader_input_get(res);
descriptor_set_location_update(input, descriptor_set_location++);
}
/* Post initializing push constants. */
/* Determine the binding location of push constants fallback buffer. */
int32_t push_constant_descriptor_set_location = -1;
if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
push_constant_descriptor_set_location = descriptor_set_location++;
const ShaderInput *push_constant_input = ubo_get(PUSH_CONSTANTS_FALLBACK_NAME);
descriptor_set_location_update(push_constant_input, push_constants_fallback_location);
}
push_constants_layout_.init(
info, *this, push_constants_storage_type, push_constant_descriptor_set_location);
}
static int32_t shader_input_index(const ShaderInput *shader_inputs,
const ShaderInput *shader_input)
{
int32_t index = (shader_input - shader_inputs);
return index;
}
void VKShaderInterface::descriptor_set_location_update(const ShaderInput *shader_input,
const VKDescriptorSet::Location location)
{
int32_t index = shader_input_index(inputs_, shader_input);
descriptor_set_locations_[index] = location;
}
const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
const ShaderInput *shader_input) const
{
int32_t index = shader_input_index(inputs_, shader_input);
return descriptor_set_locations_[index];
}
const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
const shader::ShaderCreateInfo::Resource &resource) const
{
const ShaderInput *shader_input = shader_input_get(resource);
BLI_assert(shader_input);
return descriptor_set_location(shader_input);
}
const std::optional<VKDescriptorSet::Location> VKShaderInterface::descriptor_set_location(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
{
const ShaderInput *shader_input = shader_input_get(bind_type, binding);
if (shader_input == nullptr) {
return std::nullopt;
}
return descriptor_set_location(shader_input);
}
const ShaderInput *VKShaderInterface::shader_input_get(
const shader::ShaderCreateInfo::Resource &resource) const
{
return shader_input_get(resource.bind_type, resource.slot);
}
const ShaderInput *VKShaderInterface::shader_input_get(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
{
switch (bind_type) {
case shader::ShaderCreateInfo::Resource::BindType::IMAGE:
return texture_get(binding + image_offset_);
case shader::ShaderCreateInfo::Resource::BindType::SAMPLER:
return texture_get(binding);
case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
return ssbo_get(binding);
case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
return ubo_get(binding);
}
return nullptr;
}
} // namespace blender::gpu