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test2/source/blender/gpu/opengl/gl_compilation_subprocess.cc

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GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gl_compilation_subprocess.hh"
#if BLI_SUBPROCESS_SUPPORT
# include "BKE_appdir.hh"
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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# include "BLI_fileops.hh"
# include "BLI_hash.hh"
# include "BLI_path_utils.hh"
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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# include "CLG_log.h"
# include "GHOST_C-api.h"
# include "GPU_context.hh"
# include "GPU_init_exit.hh"
# include <iostream>
# include <string>
# ifndef _WIN32
# include <unistd.h>
# else
# include "BLI_winstuff.h"
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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# endif
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/* Include after BLI_winstuff.h to avoid APIENTRY redefinition. */
# include <epoxy/gl.h>
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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namespace blender::gpu {
class SubprocessShader {
GLuint comp_ = 0;
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
GLuint vert_ = 0;
GLuint geom_ = 0;
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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GLuint frag_ = 0;
GLuint program_ = 0;
bool success_ = false;
public:
SubprocessShader(const char *comp_src,
const char *vert_src,
const char *geom_src,
const char *frag_src)
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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{
GLint status;
program_ = glCreateProgram();
auto compile_stage = [&](const char *src, GLenum stage) -> GLuint {
if (src == nullptr) {
/* We only want status errors if compilation fails. */
status = GL_TRUE;
return 0;
}
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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GLuint shader = glCreateShader(stage);
glShaderSource(shader, 1, &src, nullptr);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
glAttachShader(program_, shader);
return shader;
};
comp_ = compile_stage(comp_src, GL_COMPUTE_SHADER);
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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if (!status) {
return;
}
vert_ = compile_stage(vert_src, GL_VERTEX_SHADER);
if (!status) {
return;
}
geom_ = compile_stage(geom_src, GL_GEOMETRY_SHADER);
if (!status) {
return;
}
frag_ = compile_stage(frag_src, GL_FRAGMENT_SHADER);
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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if (!status) {
return;
}
glLinkProgram(program_);
glGetProgramiv(program_, GL_LINK_STATUS, &status);
if (!status) {
return;
}
success_ = true;
}
~SubprocessShader()
{
glDeleteShader(comp_);
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
glDeleteShader(vert_);
glDeleteShader(geom_);
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
glDeleteShader(frag_);
glDeleteProgram(program_);
}
ShaderBinaryHeader *get_binary(void *memory)
{
ShaderBinaryHeader *bin = reinterpret_cast<ShaderBinaryHeader *>(memory);
bin->format = 0;
bin->size = 0;
if (success_) {
glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &bin->size);
if (bin->size > sizeof(ShaderBinaryHeader::data)) {
bin->size = 0;
return nullptr;
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
}
glGetProgramBinary(program_, bin->size, nullptr, &bin->format, bin->data);
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
}
return bin;
}
};
/* Check if the binary is valid and can be loaded by the driver. */
static bool validate_binary(void *binary)
{
ShaderBinaryHeader *bin = reinterpret_cast<ShaderBinaryHeader *>(binary);
GLuint program = glCreateProgram();
glProgramBinary(program, bin->format, bin->data, bin->size);
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
glDeleteProgram(program);
return status;
}
} // namespace blender::gpu
static std::string cache_dir_get()
{
static char tmp_dir_buffer[1024];
BKE_appdir_folder_caches(tmp_dir_buffer, sizeof(tmp_dir_buffer));
std::string cache_dir = std::string(tmp_dir_buffer) + "gl-shader-cache" + SEP_STR;
BLI_dir_create_recursive(cache_dir.c_str());
return cache_dir;
}
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
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void GPU_compilation_subprocess_run(const char *subprocess_name)
{
using namespace blender;
using namespace blender::gpu;
# ifndef _WIN32
/** NOTE: Technically, the parent process could have crashed before this. */
pid_t ppid = getppid();
# endif
CLG_init();
std::string name = subprocess_name;
SharedMemory shared_mem(name, compilation_subprocess_shared_memory_size, false);
if (!shared_mem.get_data()) {
std::cerr << "Compilation Subprocess: Failed to open shared memory " << subprocess_name
<< "\n";
return;
}
SharedSemaphore start_semaphore(name + "_START", true);
SharedSemaphore end_semaphore(name + "_END", true);
SharedSemaphore close_semaphore(name + "_CLOSE", true);
GHOST_SystemHandle ghost_system = GHOST_CreateSystemBackground();
BLI_assert(ghost_system);
GPU_backend_ghost_system_set(ghost_system);
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
GHOST_GPUSettings gpu_settings = {0};
gpu_settings.context_type = GHOST_kDrawingContextTypeOpenGL;
GHOST_ContextHandle ghost_context = GHOST_CreateGPUContext(ghost_system, gpu_settings);
if (ghost_context == nullptr) {
std::cerr << "Compilation Subprocess: Failed to initialize GHOST context for "
<< subprocess_name << "\n";
GHOST_DisposeSystem(ghost_system);
return;
}
GHOST_ActivateGPUContext(ghost_context);
GPUContext *gpu_context = GPU_context_create(nullptr, ghost_context);
GPU_init();
std::string cache_dir = cache_dir_get();
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
while (true) {
/* Process events to avoid crashes on Wayland.
* See https://bugreports.qt.io/browse/QTBUG-81504 */
GHOST_ProcessEvents(ghost_system, false);
# ifdef _WIN32
start_semaphore.decrement();
# else
bool lost_parent = false;
while (!lost_parent && !start_semaphore.try_decrement(1000)) {
lost_parent = getppid() != ppid;
}
if (lost_parent) {
std::cerr << "Compilation Subprocess: Lost parent process\n";
break;
}
# endif
if (close_semaphore.try_decrement()) {
break;
}
ShaderSourceHeader *source = reinterpret_cast<ShaderSourceHeader *>(shared_mem.get_data());
const char *next_src = source->sources;
const char *comp_src = nullptr;
const char *vert_src = nullptr;
const char *geom_src = nullptr;
const char *frag_src = nullptr;
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
DefaultHash<StringRefNull> hasher;
std::string hash_str = "_";
auto get_src = [&]() {
const char *src = next_src;
next_src += strlen(src) + sizeof('\0');
hash_str += std::to_string(hasher(src)) + "_";
return src;
};
if (source->type == ShaderSourceHeader::Type::COMPUTE) {
comp_src = get_src();
}
else {
vert_src = get_src();
if (source->type == ShaderSourceHeader::Type::GRAPHICS_WITH_GEOMETRY_STAGE) {
geom_src = get_src();
}
frag_src = get_src();
}
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
std::string cache_path = cache_dir + SEP_STR + hash_str;
/* TODO: This should lock the files? */
if (BLI_exists(cache_path.c_str())) {
/* Prevent old cache files from being deleted if they're still being used. */
BLI_file_touch(cache_path.c_str());
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
/* Read cached binary. */
fstream file(cache_path, std::ios::binary | std::ios::in | std::ios::ate);
std::streamsize size = file.tellg();
if (size <= compilation_subprocess_shared_memory_size) {
file.seekg(0, std::ios::beg);
file.read(reinterpret_cast<char *>(shared_mem.get_data()), size);
/* Ensure it's valid. */
if (!validate_binary(shared_mem.get_data())) {
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
std::cout << "Compilation Subprocess: Failed to load cached shader binary " << hash_str
<< "\n";
/* We can't compile the shader anymore since we have written over the source code,
* but we delete the cache for the next time this shader is requested. */
file.close();
BLI_delete(cache_path.c_str(), false, false);
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
}
end_semaphore.increment();
continue;
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
}
else {
/* This should never happen, since shaders larger than the pool size should be discarded
* and compiled in the main Blender process. */
std::cerr << "Compilation Subprocess: Wrong size for cached shader binary " << hash_str
<< "\n";
BLI_assert_unreachable();
}
}
SubprocessShader shader(comp_src, vert_src, geom_src, frag_src);
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
ShaderBinaryHeader *binary = shader.get_binary(shared_mem.get_data());
end_semaphore.increment();
if (binary) {
fstream file(cache_path, std::ios::binary | std::ios::out);
file.write(reinterpret_cast<char *>(shared_mem.get_data()),
binary->size + offsetof(ShaderBinaryHeader, data));
}
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
}
GPU_exit();
GPU_context_discard(gpu_context);
GHOST_DisposeGPUContext(ghost_system, ghost_context);
GHOST_DisposeSystem(ghost_system);
}
namespace blender::gpu {
void GL_shader_cache_dir_clear_old()
{
std::string cache_dir = cache_dir_get();
direntry *entries = nullptr;
uint32_t dir_len = BLI_filelist_dir_contents(cache_dir.c_str(), &entries);
for (int i : blender::IndexRange(dir_len)) {
direntry entry = entries[i];
if (S_ISDIR(entry.s.st_mode)) {
continue;
}
const time_t ts_now = time(nullptr);
const time_t delete_threshold = 60 /*seconds*/ * 60 /*minutes*/ * 24 /*hours*/ * 30 /*days*/;
if (entry.s.st_mtime + delete_threshold < ts_now) {
BLI_delete(entry.path, false, false);
}
}
BLI_filelist_free(entries, dir_len);
}
} // namespace blender::gpu
GPU: Add GPU_shader_batch_create_from_infos This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
#endif