The OpenGL specs require that the storage image qualifier in shaders (e.g., "rgba32f") needs to be compatible with the format of a bound image (see https://registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf#page=318). We know that Blender currently does not handle this correctly in multiple places. AMD and NVIDIA seem to silently ignore a mismatch and just seem to use the format of the bound image. However, for the Intel Windows drivers, this seems to lead to visual corruptions (#141436, #141173). While a more graceful handling of a mismatch may be nice, this is in line with the OpenGL specs. This PR adds code for validating image formats for bindings. Pull Request: https://projects.blender.org/blender/blender/pulls/143791
149 lines
4.4 KiB
C++
149 lines
4.4 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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#include "MEM_guardedalloc.h"
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#include "BLI_span.hh"
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#include "BLI_vector.hh"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_interface.hh"
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namespace blender::gpu {
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/* TODO(fclem): add unique ID for debugging. */
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ShaderInterface::ShaderInterface()
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{
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image_formats_.fill(TextureWriteFormat::Invalid);
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}
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ShaderInterface::~ShaderInterface()
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{
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/* Free memory used by name_buffer. */
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MEM_SAFE_FREE(name_buffer_);
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MEM_SAFE_FREE(inputs_);
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}
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static void sort_input_list(MutableSpan<ShaderInput> dst)
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{
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if (dst.is_empty()) {
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return;
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}
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Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
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MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
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src.copy_from(dst);
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/* Simple sorting by going through the array and selecting the biggest element each time. */
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for (uint i = 0; i < dst.size(); i++) {
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ShaderInput *input_src = src.data();
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for (uint j = 1; j < src.size(); j++) {
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if (src[j].name_hash > input_src->name_hash) {
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input_src = &src[j];
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}
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}
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dst[i] = *input_src;
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input_src->name_hash = 0;
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}
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}
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void ShaderInterface::sort_inputs()
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{
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/* Sorts all inputs inside their respective array.
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* This is to allow fast hash collision detection.
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* See `ShaderInterface::input_lookup` for more details. */
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uint offset = 0;
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sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, attr_len_));
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offset += attr_len_;
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sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, ubo_len_));
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offset += ubo_len_;
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sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, uniform_len_));
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offset += uniform_len_;
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sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, ssbo_len_));
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offset += ssbo_len_;
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sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, constant_len_));
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offset += constant_len_;
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}
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void ShaderInterface::set_image_formats_from_info(const shader::ShaderCreateInfo &info)
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{
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for (const shader::ShaderCreateInfo::Resource &res : info.pass_resources_) {
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if (res.bind_type == shader::ShaderCreateInfo::Resource::BindType::IMAGE) {
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image_formats_[res.slot] = TextureWriteFormat(res.image.format);
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}
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}
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for (const shader::ShaderCreateInfo::Resource &res : info.batch_resources_) {
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if (res.bind_type == shader::ShaderCreateInfo::Resource::BindType::IMAGE) {
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image_formats_[res.slot] = TextureWriteFormat(res.image.format);
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}
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}
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for (const shader::ShaderCreateInfo::Resource &res : info.geometry_resources_) {
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if (res.bind_type == shader::ShaderCreateInfo::Resource::BindType::IMAGE) {
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image_formats_[res.slot] = TextureWriteFormat(res.image.format);
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}
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}
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}
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void ShaderInterface::debug_print() const
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{
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Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
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Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
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Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
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Span<ShaderInput> ssbos = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_ + uniform_len_,
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ssbo_len_);
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char *name_buf = name_buffer_;
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const char format[] = " | %.8x : %4d : %s\n";
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if (attrs.size() > 0) {
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printf("\n Attributes :\n");
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}
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for (const ShaderInput &attr : attrs) {
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printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
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}
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if (uniforms.size() > 0) {
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printf("\n Uniforms :\n");
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}
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for (const ShaderInput &uni : uniforms) {
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/* Bypass samplers. */
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if (uni.binding == -1) {
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printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
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}
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}
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if (ubos.size() > 0) {
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printf("\n Uniform Buffer Objects :\n");
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}
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for (const ShaderInput &ubo : ubos) {
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printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
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}
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if (enabled_tex_mask_ > 0) {
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printf("\n Samplers :\n");
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}
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for (const ShaderInput &samp : uniforms) {
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/* Bypass uniforms. */
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if (samp.binding != -1) {
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printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset);
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}
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}
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if (ssbos.size() > 0) {
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printf("\n Shader Storage Objects :\n");
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}
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for (const ShaderInput &ssbo : ssbos) {
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printf(format, ssbo.name_hash, ssbo.binding, name_buf + ssbo.name_offset);
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}
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printf("\n");
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}
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} // namespace blender::gpu
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