Files
test/source/blender/gpu/intern/gpu_shader_private.hh
Jeroen Bakker e2dc63c5de Fix #147618: PyGPU incorrect colors when drawing images
644fb2b679 fixed a long standing issue
that offscreen example showed the wrong colors. However the fix assumes
that input texture color space is always sRGB.

This adds a shader variation that draws textures that are stored in scene referred
linear color space (like all of our Image data-block).

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/147788
2025-10-16 19:12:16 +02:00

345 lines
10 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_map.hh"
#include "BLI_span.hh"
#include "BLI_string_ref.hh"
#include "GPU_shader.hh"
#include "GPU_worker.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
#include <deque>
#include <string>
namespace blender::gpu {
class GPULogParser;
class Context;
/* Set to 1 to log the full source of shaders that fail to compile. */
#define DEBUG_LOG_SHADER_SRC_ON_ERROR 0
/**
* Compilation is done on a list of GLSL sources. This list contains placeholders that should be
* provided by the backend shader. These defines contains the locations where the backend can patch
* the sources.
*/
#define SOURCES_INDEX_VERSION 0
#define SOURCES_INDEX_SPECIALIZATION_CONSTANTS 1
/**
* 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;
/** Bit-set indicating the frame-buffer color attachments that this shader writes to. */
uint16_t fragment_output_bits = 0;
/* Default specialization constants state as defined inside ShaderCreateInfo.
* Should be considered as const after init(). */
std::unique_ptr<const shader::SpecializationConstants> constants;
/* WORKAROUND: True if this shader is a polyline shader and needs an appropriate setup to render.
* Eventually, in the future, we should modify the user code instead of relying on such hacks. */
bool is_polyline = false;
protected:
/** For debugging purpose. */
char name[64];
/* Parent shader can be used for shaders which are derived from the same source material.
* The child shader can pull information from its parent to prepare additional resources
* such as PSOs upfront. This enables asynchronous PSO compilation which mitigates stuttering
* when updating new materials. */
Shader *parent_shader_ = nullptr;
public:
Shader(const char *name);
virtual ~Shader();
/* TODO: Remove `is_batch_compilation`. */
virtual void init(const shader::ShaderCreateInfo &info, bool is_batch_compilation) = 0;
virtual void vertex_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
virtual void geometry_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
virtual void fragment_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
virtual void compute_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
/* Pre-warms PSOs using parent shader's cached PSO descriptors. Limit specifies maximum PSOs to
* warm. If -1, compiles all PSO permutations in parent shader.
*
* See `GPU_shader_warm_cache(..)` in `GPU_shader.hh` for more information. */
virtual void warm_cache(int limit) = 0;
virtual void bind(const shader::SpecializationConstants *constants_state) = 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;
/* Add specialization constant declarations to shader instance. */
void specialization_constants_init(const shader::ShaderCreateInfo &info);
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;
StringRefNull name_get() const
{
return name;
}
void parent_set(Shader *parent)
{
parent_shader_ = parent;
}
Shader *parent_get() const
{
return parent_shader_;
}
static void set_scene_linear_to_xyz_uniform(gpu::Shader *shader);
static void set_srgb_uniform(Context *ctx, gpu::Shader *shader);
static void set_framebuffer_srgb_target(int use_srgb_to_linear);
protected:
void print_log(Span<StringRefNull> sources,
const char *log,
const char *stage,
bool error,
GPULogParser *parser);
};
class ShaderCompiler {
struct Sources {
std::string vert;
std::string geom;
std::string frag;
std::string comp;
};
struct Batch {
Vector<Shader *> shaders;
Vector<const shader::ShaderCreateInfo *> infos;
Vector<ShaderSpecialization> specializations;
std::atomic<int> pending_compilations = 0;
std::atomic<bool> is_cancelled = false;
bool is_specialization_batch()
{
return !specializations.is_empty();
}
bool is_ready()
{
BLI_assert(pending_compilations >= 0);
return pending_compilations == 0;
}
void free_shaders()
{
for (Shader *shader : shaders) {
if (shader) {
GPU_shader_free(shader);
}
}
shaders.clear();
}
};
Map<BatchHandle, Batch *> batches_;
std::mutex mutex_;
std::condition_variable compilation_finished_notification_;
struct ParallelWork {
Batch *batch = nullptr;
int shader_index = 0;
};
struct CompilationQueue {
std::deque<ParallelWork> low_priority;
std::deque<ParallelWork> normal_priority;
std::deque<ParallelWork> high_priority;
void push(ParallelWork &&work, CompilationPriority priority)
{
switch (priority) {
case CompilationPriority::Low:
low_priority.push_back(work);
break;
case CompilationPriority::Medium:
normal_priority.push_back(work);
break;
case CompilationPriority::High:
high_priority.push_back(work);
break;
default:
BLI_assert_unreachable();
break;
}
}
ParallelWork pop()
{
if (!high_priority.empty()) {
ParallelWork work = high_priority.front();
high_priority.pop_front();
return work;
}
if (!normal_priority.empty()) {
ParallelWork work = normal_priority.front();
normal_priority.pop_front();
return work;
}
if (!low_priority.empty()) {
ParallelWork work = low_priority.front();
low_priority.pop_front();
return work;
}
BLI_assert_unreachable();
return {};
}
bool is_empty()
{
return low_priority.empty() && normal_priority.empty() && high_priority.empty();
}
void remove_batch(Batch *batch)
{
auto remove = [](std::deque<ParallelWork> &queue, Batch *batch) {
for (ParallelWork &work : queue) {
if (work.batch == batch) {
work = {};
batch->pending_compilations--;
}
}
queue.erase(std::remove_if(queue.begin(),
queue.end(),
[](const ParallelWork &work) { return !work.batch; }),
queue.end());
};
remove(low_priority, batch);
remove(normal_priority, batch);
remove(high_priority, batch);
}
};
CompilationQueue compilation_queue_;
std::unique_ptr<GPUWorker> compilation_worker_;
bool support_specializations_;
void *pop_work();
void do_work(void *work_payload);
BatchHandle next_batch_handle_ = 1;
bool is_compiling_impl();
protected:
/* Must be called earlier from the destructor of the subclass if the compilation process relies
* on subclass resources. */
void destruct_compilation_worker()
{
compilation_worker_.reset();
}
public:
ShaderCompiler(uint32_t threads_count = 1,
GPUWorker::ContextType context_type = GPUWorker::ContextType::PerThread,
bool support_specializations = false);
virtual ~ShaderCompiler();
Shader *compile(const shader::ShaderCreateInfo &info, bool is_batch_compilation);
virtual Shader *compile_shader(const shader::ShaderCreateInfo &info);
virtual void specialize_shader(ShaderSpecialization & /*specialization*/) {};
BatchHandle batch_compile(Span<const shader::ShaderCreateInfo *> &infos,
CompilationPriority priority);
void batch_cancel(BatchHandle &handle);
bool batch_is_ready(BatchHandle handle);
Vector<Shader *> batch_finalize(BatchHandle &handle);
SpecializationBatchHandle precompile_specializations(Span<ShaderSpecialization> specializations,
CompilationPriority priority);
bool specialization_batch_is_ready(SpecializationBatchHandle &handle);
bool is_compiling();
void wait_for_all();
};
enum class Severity {
Unknown,
Warning,
Error,
Note,
};
struct LogCursor {
int source = -1;
int row = -1;
int column = -1;
std::string file_name_and_error_line;
};
struct GPULogItem {
LogCursor cursor;
Severity severity = Severity::Unknown;
};
class GPULogParser {
public:
virtual const char *parse_line(const char *source_combined,
const char *log_line,
GPULogItem &log_item) = 0;
protected:
const char *skip_severity(const char *log_line,
GPULogItem &log_item,
const char *error_msg,
const char *warning_msg,
const char *note_msg) const;
const char *skip_separators(const char *log_line, const StringRef separators) const;
const char *skip_until(const 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, const char **r_new_position) const;
static size_t line_start_get(StringRefNull source_combined, size_t target_line);
static StringRef filename_get(StringRefNull source_combined, size_t pos);
static size_t source_line_get(StringRefNull source_combined, size_t pos);
MEM_CXX_CLASS_ALLOC_FUNCS("GPULogParser");
};
void printf_begin(Context *ctx);
void printf_end(Context *ctx);
} // namespace blender::gpu
/* XXX do not use it. Special hack to use OCIO with batch API. */
blender::gpu::Shader *immGetShader();