Files
test/source/blender/gpu/intern/gpu_shader_private.hh
Clément Foucault c017820692 GPUShader: Improve error/warning logging experience
Thanks to the new `ShaderCreateInfo` we now include source files without
any modification. This let us query which are the source files passed to the
`print_log` function. The log will now include a file with row and column
number which is interpreted as a link in most IDE.

DEBUG_CONTEXT_LINES will add more lines around the error lines for more
context. This is also useful if the error line is imprecise (because of
driver bugs) and the reported line is not sufficient to know the location
of the error.

The DEBUG_DEPENDENCIES option will display the list of included files in
the shader sources. Note that it will not print generated source.

This commit also fixes some issues with unhelpful logs, bogus row & column
numbers, other error format, and bug if row was 0.
2022-02-04 20:21:41 +01:00

150 lines
4.6 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.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_span.hh"
#include "BLI_string_ref.hh"
#include "GPU_shader.h"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
#include "gpu_vertex_buffer_private.hh"
#include <string>
namespace blender {
namespace gpu {
class GPULogParser;
/**
* Implementation of shader compilation and uniforms handling.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class Shader {
public:
/** Uniform & attribute locations for shader. */
ShaderInterface *interface = nullptr;
protected:
/** For debugging purpose. */
char name[64];
public:
Shader(const char *name);
virtual ~Shader();
virtual void vertex_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void compute_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
virtual void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) = 0;
virtual bool transform_feedback_enable(GPUVertBuf *) = 0;
virtual void transform_feedback_disable() = 0;
virtual void bind() = 0;
virtual void unbind() = 0;
virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0;
virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0;
virtual void vertformat_from_shader(GPUVertFormat *) const = 0;
std::string defines_declare(const shader::ShaderCreateInfo &info) const;
virtual std::string resources_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
/* DEPRECATED: Kept only because of BGL API. */
virtual int program_handle_get() const = 0;
inline const char *const name_get() const
{
return name;
};
protected:
void print_log(
Span<const char *> sources, char *log, const char *stage, bool error, GPULogParser *parser);
};
/* Syntactic sugar. */
static inline GPUShader *wrap(Shader *vert)
{
return reinterpret_cast<GPUShader *>(vert);
}
static inline Shader *unwrap(GPUShader *vert)
{
return reinterpret_cast<Shader *>(vert);
}
static inline const Shader *unwrap(const GPUShader *vert)
{
return reinterpret_cast<const Shader *>(vert);
}
enum class Severity {
Unknown,
Warning,
Error,
};
struct LogCursor {
int source = -1;
int row = -1;
int column = -1;
};
struct GPULogItem {
LogCursor cursor;
bool source_base_row = false;
Severity severity = Severity::Unknown;
};
class GPULogParser {
public:
virtual char *parse_line(char *log_line, GPULogItem &log_item) = 0;
protected:
char *skip_severity(char *log_line,
GPULogItem &log_item,
const char *error_msg,
const char *warning_msg) const;
char *skip_separators(char *log_line, const StringRef separators) const;
char *skip_until(char *log_line, char stop_char) const;
bool at_number(const char *log_line) const;
bool at_any(const char *log_line, const StringRef chars) const;
int parse_number(const char *log_line, char **r_new_position) const;
MEM_CXX_CLASS_ALLOC_FUNCS("GPULogParser");
};
} // namespace gpu
} // namespace blender
/* XXX do not use it. Special hack to use OCIO with batch API. */
GPUShader *immGetShader();