Vulkan backend has recently switched to a render graph approach. Many code was left so we could develop the render graph beside the previous implementation. Last week we removed the switch. This PR will remove most of the unused code. There might be some left and will be removed when detected. Pull Request: https://projects.blender.org/blender/blender/pulls/123422
156 lines
5.5 KiB
C++
156 lines
5.5 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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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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#pragma once
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#include "gpu_shader_private.hh"
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#include "vk_backend.hh"
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#include "vk_context.hh"
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#include "vk_push_constants.hh"
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#include "BLI_string_ref.hh"
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namespace blender::gpu {
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class VKShaderInterface;
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class VKShader : public Shader {
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private:
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VKContext *context_ = nullptr;
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VkShaderModule vertex_module_ = VK_NULL_HANDLE;
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VkShaderModule geometry_module_ = VK_NULL_HANDLE;
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VkShaderModule fragment_module_ = VK_NULL_HANDLE;
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VkShaderModule compute_module_ = VK_NULL_HANDLE;
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bool compilation_failed_ = false;
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/**
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* Not owning handle to the descriptor layout.
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* The handle is owned by `VKDescriptorSetLayouts` of the device.
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*/
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VkDescriptorSetLayout vk_descriptor_set_layout_ = VK_NULL_HANDLE;
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/* deprecated `when use_render_graph=true`. In that case use vk_pipeline_ */
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/**
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* Last created VkPipeline handle. This handle is used as template when building a variation of
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* the shader. In case for compute shaders without specialization constants this handle is also
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* used as an early exit. In this case there is only 1 variation.
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*/
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// TODO: Should be refactored to stor the vk_pipeline_base_. What is the reason to store the last
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// pipeline.
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VkPipeline vk_pipeline_ = VK_NULL_HANDLE;
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public:
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VkPipelineLayout vk_pipeline_layout = VK_NULL_HANDLE;
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VKPushConstants push_constants;
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VKShader(const char *name);
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virtual ~VKShader();
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void init(const shader::ShaderCreateInfo &info, bool is_batch_compilation) override;
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void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
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void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
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void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
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void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
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bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
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void warm_cache(int limit) override;
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void transform_feedback_names_set(Span<const char *> name_list,
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eGPUShaderTFBType geom_type) override;
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bool transform_feedback_enable(VertBuf *) override;
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void transform_feedback_disable() override;
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void bind() override;
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void unbind() override;
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void uniform_float(int location, int comp_len, int array_size, const float *data) override;
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void uniform_int(int location, int comp_len, int array_size, const int *data) override;
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std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
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std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
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std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
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/* Unused: SSBO vertex fetch draw parameters. */
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bool get_uses_ssbo_vertex_fetch() const override
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{
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return false;
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}
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int get_ssbo_vertex_fetch_output_num_verts() const override
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{
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return 0;
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}
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/* DEPRECATED: Kept only because of BGL API. */
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int program_handle_get() const override;
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VkPipeline ensure_and_get_compute_pipeline();
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VkPipeline ensure_and_get_graphics_pipeline(GPUPrimType primitive,
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VKVertexAttributeObject &vao,
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VKStateManager &state_manager,
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VKFrameBuffer &framebuffer);
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const VKShaderInterface &interface_get() const;
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bool is_graphics_shader() const
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{
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return !is_compute_shader();
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}
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bool is_compute_shader() const
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{
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return compute_module_ != VK_NULL_HANDLE;
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}
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/**
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* Some shaders don't have a descriptor set and should not bind any descriptor set to the
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* pipeline. This function can be used to determine if a descriptor set can be bound when this
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* shader or one of its pipelines are active.
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*/
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bool has_descriptor_set() const
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{
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return vk_descriptor_set_layout_ != VK_NULL_HANDLE;
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}
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VkDescriptorSetLayout vk_descriptor_set_layout_get() const
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{
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return vk_descriptor_set_layout_;
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}
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private:
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Vector<uint32_t> compile_glsl_to_spirv(Span<const char *> sources, shaderc_shader_kind kind);
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void build_shader_module(Span<uint32_t> spirv_module, VkShaderModule *r_shader_module);
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void build_shader_module(MutableSpan<const char *> sources,
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shaderc_shader_kind stage,
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VkShaderModule *r_shader_module);
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bool finalize_descriptor_set_layouts(VKDevice &vk_device,
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const VKShaderInterface &shader_interface);
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bool finalize_pipeline_layout(VkDevice vk_device, const VKShaderInterface &shader_interface);
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/**
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* \brief features available on newer implementation such as native barycentric coordinates
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* and layered rendering, necessitate a geometry shader to work on older hardware.
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*/
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std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
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bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info);
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};
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static inline VKShader &unwrap(Shader &shader)
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{
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return static_cast<VKShader &>(shader);
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}
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static inline VKShader *unwrap(Shader *shader)
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{
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return static_cast<VKShader *>(shader);
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}
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} // namespace blender::gpu
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