This works by wrapping the entry point call inside a `main` function. Since resources are still defined in global space, function accessing these are marked with a custom attribute. This custom attribute expands in a `#ifdef` guard for the matching stage. This is a temporary solution and will eventually be lifted once we support SRD. ### TODO - [ ] Implement `[[gpu::vertex/fragment_function]]`. Pull Request: https://projects.blender.org/blender/blender/pulls/139233
71 lines
3.3 KiB
C++
71 lines
3.3 KiB
C++
/* SPDX-FileCopyrightText: 2021 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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#define SRD_STRUCT_BEGIN(srd) \
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struct srd { \
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static void populate(blender::gpu::shader::ShaderCreateInfo &info) \
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{
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#define SRD_STRUCT_END(srd) \
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} \
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} \
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;
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#define SRD_VERTEX_IN_BEGIN(srd) SRD_STRUCT_BEGIN(srd)
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#define SRD_VERTEX_IN_END(srd) SRD_STRUCT_END(srd)
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#define SRD_VERTEX_IN(srd, binding, type, name) info.vertex_in(binding, Type::type##_t, #name);
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#define SRD_VERTEX_OUT_BEGIN(srd) GPU_SHADER_INTERFACE_INFO(srd)
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#define SRD_VERTEX_OUT_END(srd) GPU_SHADER_INTERFACE_END()
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#define SRD_VERTEX_OUT(srd, qual, type, name) .qual(Type::type##_t, #name)
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#define SRD_FRAGMENT_IN_BEGIN(srd) SRD_STRUCT_BEGIN(srd)
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#define SRD_FRAGMENT_IN_END(srd) SRD_STRUCT_END(srd)
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#define SRD_FRAGMENT_IN(srd, qual, type, name) info.qual(Type::type##_t, #name);
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#define SRD_FRAGMENT_IN_ROG(srd, slot, type, img_type, name, rog) \
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info.subpass_in(slot, type, img_type, name, rog)
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#define SRD_FRAGMENT_OUT_BEGIN(srd) SRD_STRUCT_BEGIN(srd)
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#define SRD_FRAGMENT_OUT_END(srd) SRD_STRUCT_END(srd)
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#define SRD_FRAGMENT_OUT(srd, binding, type, name) \
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info.fragment_out(binding, Type::type##_t, #name);
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#define SRD_FRAGMENT_OUT_DUAL(srd, slot, type, name, blend) \
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info.fragment_out(slot, Type::type##_t, #name, DualBlend::blend)
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#define SRD_FRAGMENT_OUT_ROG(srd, slot, type, name, rog) \
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info.fragment_out(slot, Type::type##_t, #name, DualBlend::NONE, rog)
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#define SRD_RESOURCE_BEGIN(srd) SRD_STRUCT_BEGIN(srd)
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#define SRD_RESOURCE_END(srd) SRD_STRUCT_END(srd)
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#define SRD_RESOURCE_SPECIALIZATION_CONSTANT(srd, type, name, default) \
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info.specialization_constant(Type::type##_t, #name, default);
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#define SRD_RESOURCE_PUSH_CONSTANT(srd, type, name) info.push_constant(Type::type##_t, #name);
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#define SRD_RESOURCE_PUSH_CONSTANT_ARRAY(srd, type, name, array) \
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info.push_constant(Type::type##_t, #name, array);
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#define SRD_RESOURCE_SAMPLER(srd, binding, type, name) \
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info.sampler(binding, ImageType::type, #name);
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#define SRD_RESOURCE_SAMPLER_FREQ(srd, binding, type, name, freq) \
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info.sampler(binding, ImageType::type, #name, Frequency::freq);
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#define SRD_RESOURCE_IMAGE(srd, binding, format, access, type, name) \
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info.image(binding, format, Qualifier::access, ImageReadWriteType::type, #name);
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#define SRD_RESOURCE_IMAGE_FREQ(srd, binding, format, access, type, name, freq) \
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info.image(binding, format, Qualifier::access, ImageReadWriteType::type, #name, Frequency::freq);
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#define SRD_RESOURCE_STORAGE_BUF(srd, binding, access, type, name, array) \
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info.storage_buf(binding, Qualifier::access, #type, #name #array);
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#define SRD_RESOURCE_STORAGE_BUF_FREQ(srd, binding, access, type, name, array, freq) \
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info.storage_buf(binding, Qualifier::access, #type, #name #array, Frequency::freq);
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#define SRD_RESOURCE_UNIFORM_BUF(srd, binding, type, name, array) \
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info.uniform_buf(binding, #type, #name #array);
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#define SRD_RESOURCE_UNIFORM_BUF_FREQ(srd, binding, type, name, array, freq) \
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info.uniform_buf(binding, #type, #name #array, Frequency::freq);
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#define SRD_RESOURCE_STRUCT(srd, type, name) type::populate(info);
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/* Temporary solution while everything is being ported.
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* Should be replace by SRD_RESOURCE_STRUCT. */
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#define SRD_RESOURCE_ADDITIONAL_INFO(srd, type) info.additional_info(#type);
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