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test2/source/blender/gpu/intern/gpu_shader_create_info.cc

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/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
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* Descriptor type used to define shader structure, resources and interfaces.
*/
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
#include "BKE_global.hh"
#include "GPU_capabilities.hh"
#include "GPU_context.hh"
#include "GPU_platform.hh"
#include "GPU_shader.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"
#include "gpu_shader_dependency_private.hh"
#undef GPU_SHADER_NAMED_INTERFACE_INFO
#undef GPU_SHADER_INTERFACE_INFO
#undef GPU_SHADER_CREATE_INFO
#undef GPU_SHADER_NAMED_INTERFACE_END
#undef GPU_SHADER_INTERFACE_END
#undef GPU_SHADER_CREATE_END
namespace blender::gpu::shader {
using CreateInfoDictionary = Map<StringRef, ShaderCreateInfo *>;
using InterfaceDictionary = Map<StringRef, StageInterfaceInfo *>;
static CreateInfoDictionary *g_create_infos = nullptr;
static InterfaceDictionary *g_interfaces = nullptr;
/* -------------------------------------------------------------------- */
/** \name Check Backend Support
*
* \{ */
static bool is_vulkan_compatible_interface(const StageInterfaceInfo &iface)
{
if (iface.instance_name.is_empty()) {
return true;
}
bool use_flat = false;
bool use_smooth = false;
bool use_noperspective = false;
for (const StageInterfaceInfo::InOut &attr : iface.inouts) {
switch (attr.interp) {
case Interpolation::FLAT:
use_flat = true;
break;
case Interpolation::SMOOTH:
use_smooth = true;
break;
case Interpolation::NO_PERSPECTIVE:
use_noperspective = true;
break;
}
}
int num_used_interpolation_types = (use_flat ? 1 : 0) + (use_smooth ? 1 : 0) +
(use_noperspective ? 1 : 0);
#if 0
if (num_used_interpolation_types > 1) {
std::cout << "'" << iface.name << "' uses multiple interpolation types\n";
}
#endif
return num_used_interpolation_types <= 1;
}
bool ShaderCreateInfo::is_vulkan_compatible() const
{
/* Vulkan doesn't support setting an interpolation mode per attribute in a struct. */
for (const StageInterfaceInfo *iface : vertex_out_interfaces_) {
if (!is_vulkan_compatible_interface(*iface)) {
return false;
}
}
for (const StageInterfaceInfo *iface : geometry_out_interfaces_) {
if (!is_vulkan_compatible_interface(*iface)) {
return false;
}
}
return true;
}
/** \} */
void ShaderCreateInfo::resource_guard_defines(std::string &defines) const
{
if (name_.startswith("MA") || name_.startswith("WO")) {
defines += "#define CREATE_INFO_Material\n";
}
else {
defines += "#define CREATE_INFO_" + name_ + "\n";
}
for (const auto &info_name : additional_infos_) {
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
gpu_shader_create_info_get(info_name.c_str()));
info.resource_guard_defines(defines);
}
}
void ShaderCreateInfo::finalize(const bool recursive)
{
if (finalized_) {
return;
}
finalized_ = true;
Set<StringRefNull> deps_merged;
validate_vertex_attributes();
for (auto &info_name : additional_infos_) {
/* Fetch create info. */
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
gpu_shader_create_info_get(info_name.c_str()));
if (recursive) {
const_cast<ShaderCreateInfo &>(info).finalize(recursive);
}
else {
BLI_assert(info.finalized_);
}
interface_names_size_ += info.interface_names_size_;
/* NOTE: EEVEE Materials can result in nested includes. To avoid duplicate
* shader resources, we need to avoid inserting duplicates.
* TODO: Optimize create info preparation to include each individual "additional_info"
* only a single time. */
vertex_inputs_.extend_non_duplicates(info.vertex_inputs_);
fragment_outputs_.extend_non_duplicates(info.fragment_outputs_);
vertex_out_interfaces_.extend_non_duplicates(info.vertex_out_interfaces_);
geometry_out_interfaces_.extend_non_duplicates(info.geometry_out_interfaces_);
subpass_inputs_.extend_non_duplicates(info.subpass_inputs_);
specialization_constants_.extend_non_duplicates(info.specialization_constants_);
compilation_constants_.extend_non_duplicates(info.compilation_constants_);
shared_variables_.extend(info.shared_variables_);
validate_vertex_attributes(&info);
/* Insert with duplicate check. */
push_constants_.extend_non_duplicates(info.push_constants_);
defines_.extend_non_duplicates(info.defines_);
batch_resources_.extend_non_duplicates(info.batch_resources_);
pass_resources_.extend_non_duplicates(info.pass_resources_);
geometry_resources_.extend_non_duplicates(info.geometry_resources_);
typedef_sources_.extend_non_duplicates(info.typedef_sources_);
/* API-specific parameters.
* We will only copy API-specific parameters if they are otherwise unassigned. */
#ifdef WITH_METAL_BACKEND
if (mtl_max_threads_per_threadgroup_ == 0) {
mtl_max_threads_per_threadgroup_ = info.mtl_max_threads_per_threadgroup_;
}
#endif
if (info.early_fragment_test_) {
early_fragment_test_ = true;
depth_write_ = DepthWrite::UNCHANGED;
}
/* Modify depth write if has been changed from default.
* `UNCHANGED` implies gl_FragDepth is not used at all. */
if (info.depth_write_ != DepthWrite::UNCHANGED) {
depth_write_ = info.depth_write_;
}
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/* Inherit builtin bits from additional info. */
builtins_ |= info.builtins_;
validate_merge(info);
auto assert_no_overlap = [&](const bool test, const StringRefNull error) {
if (!test) {
std::cout << name_ << ": Validation failed while merging " << info.name_ << " : ";
std::cout << error << std::endl;
BLI_assert(0);
}
};
if (!deps_merged.add(info.name_)) {
assert_no_overlap(false, "additional info already merged via another info");
}
if (info.compute_layout_.local_size_x != -1) {
assert_no_overlap(compute_layout_.local_size_x == -1, "Compute layout already defined");
compute_layout_ = info.compute_layout_;
}
if (!info.vertex_source_.is_empty()) {
assert_no_overlap(vertex_source_.is_empty(), "Vertex source already existing");
vertex_source_ = info.vertex_source_;
}
if (!info.geometry_source_.is_empty()) {
assert_no_overlap(geometry_source_.is_empty(), "Geometry source already existing");
geometry_source_ = info.geometry_source_;
geometry_layout_ = info.geometry_layout_;
}
if (!info.fragment_source_.is_empty()) {
assert_no_overlap(fragment_source_.is_empty(), "Fragment source already existing");
fragment_source_ = info.fragment_source_;
}
if (!info.compute_source_.is_empty()) {
assert_no_overlap(compute_source_.is_empty(), "Compute source already existing");
compute_source_ = info.compute_source_;
}
if (info.vertex_entry_fn_ != "main") {
assert_no_overlap(vertex_entry_fn_ == "main", "Vertex function already existing");
vertex_entry_fn_ = info.vertex_entry_fn_;
}
if (info.geometry_entry_fn_ != "main") {
assert_no_overlap(geometry_entry_fn_ == "main", "Geometry function already existing");
geometry_entry_fn_ = info.geometry_entry_fn_;
}
if (info.fragment_entry_fn_ != "main") {
assert_no_overlap(fragment_entry_fn_ == "main", "Fragment function already existing");
fragment_entry_fn_ = info.fragment_entry_fn_;
}
if (info.compute_entry_fn_ != "main") {
assert_no_overlap(compute_entry_fn_ == "main", "Compute function already existing");
compute_entry_fn_ = info.compute_entry_fn_;
}
}
if (!geometry_source_.is_empty() && bool(builtins_ & BuiltinBits::LAYER)) {
std::cout << name_
<< ": Validation failed. BuiltinBits::LAYER shouldn't be used with geometry shaders."
<< std::endl;
BLI_assert(0);
}
if (auto_resource_location_) {
int images = 0, samplers = 0, ubos = 0, ssbos = 0;
auto set_resource_slot = [&](Resource &res) {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
res.slot = ubos++;
break;
case Resource::BindType::STORAGE_BUFFER:
res.slot = ssbos++;
break;
case Resource::BindType::SAMPLER:
res.slot = samplers++;
break;
case Resource::BindType::IMAGE:
res.slot = images++;
break;
}
};
for (auto &res : batch_resources_) {
set_resource_slot(res);
}
for (auto &res : pass_resources_) {
set_resource_slot(res);
}
for (auto &res : geometry_resources_) {
set_resource_slot(res);
}
}
}
std::string ShaderCreateInfo::check_error() const
{
std::string error;
/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
if (this->compute_source_.is_empty()) {
if (this->vertex_source_.is_empty()) {
error += "Missing vertex shader in " + this->name_ + ".\n";
}
if (this->fragment_source_.is_empty()) {
error += "Missing fragment shader in " + this->name_ + ".\n";
}
}
else {
if (!this->vertex_source_.is_empty()) {
error += "Compute shader has vertex_source_ shader attached in " + this->name_ + ".\n";
}
if (!this->geometry_source_.is_empty()) {
error += "Compute shader has geometry_source_ shader attached in " + this->name_ + ".\n";
}
if (!this->fragment_source_.is_empty()) {
error += "Compute shader has fragment_source_ shader attached in " + this->name_ + ".\n";
}
}
if (!this->geometry_source_.is_empty()) {
if (bool(this->builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
error += "Shader " + this->name_ +
" has geometry stage and uses barycentric coordinates. This is not allowed as "
"fallback injects a geometry stage.\n";
}
if (bool(this->builtins_ & BuiltinBits::VIEWPORT_INDEX)) {
error += "Shader " + this->name_ +
" has geometry stage and uses multi-viewport. This is not allowed as "
"fallback injects a geometry stage.\n";
}
if (bool(this->builtins_ & BuiltinBits::LAYER)) {
error += "Shader " + this->name_ +
" has geometry stage and uses layer output. This is not allowed as "
"fallback injects a geometry stage.\n";
}
}
if ((G.debug & G_DEBUG_GPU) == 0) {
return error;
}
if (bool(this->builtins_ &
(BuiltinBits::BARYCENTRIC_COORD | BuiltinBits::VIEWPORT_INDEX | BuiltinBits::LAYER)))
{
for (const StageInterfaceInfo *interface : this->vertex_out_interfaces_) {
if (interface->instance_name.is_empty()) {
error += "Shader " + this->name_ + " uses interface " + interface->name +
" that doesn't contain an instance name, but is required for the fallback "
"geometry shader.\n";
}
}
}
if (!this->is_vulkan_compatible()) {
error += this->name_ +
" contains a stage interface using an instance name and mixed interpolation modes. "
"This is not compatible with Vulkan and need to be adjusted.\n";
}
/* Validate specialization constants. */
for (int i = 0; i < specialization_constants_.size(); i++) {
for (int j = i + 1; j < specialization_constants_.size(); j++) {
if (specialization_constants_[i].name == specialization_constants_[j].name) {
error += this->name_ + " contains two specialization constants with the name: " +
std::string(specialization_constants_[i].name);
}
}
}
/* Validate compilation constants. */
for (int i = 0; i < compilation_constants_.size(); i++) {
for (int j = i + 1; j < compilation_constants_.size(); j++) {
if (compilation_constants_[i].name == compilation_constants_[j].name) {
error += this->name_ + " contains two compilation constants with the name: " +
std::string(compilation_constants_[i].name);
}
}
}
/* Validate shared variables. */
for (int i = 0; i < shared_variables_.size(); i++) {
for (int j = i + 1; j < shared_variables_.size(); j++) {
if (shared_variables_[i].name == shared_variables_[j].name) {
error += this->name_ + " contains two specialization constants with the name: " +
std::string(shared_variables_[i].name);
}
}
}
return error;
}
void ShaderCreateInfo::validate_merge(const ShaderCreateInfo &other_info)
{
if (!auto_resource_location_) {
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/* Check same bind-points usage in OGL. */
Set<int> images, samplers, ubos, ssbos;
auto register_resource = [&](const Resource &res) -> bool {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
return images.add(res.slot);
case Resource::BindType::STORAGE_BUFFER:
return samplers.add(res.slot);
case Resource::BindType::SAMPLER:
return ubos.add(res.slot);
case Resource::BindType::IMAGE:
return ssbos.add(res.slot);
default:
return false;
}
};
auto print_error_msg = [&](const Resource &res, const Vector<Resource> &resources) {
auto print_resource_name = [&](const Resource &res) {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
std::cout << "Uniform Buffer " << res.uniformbuf.name;
break;
case Resource::BindType::STORAGE_BUFFER:
std::cout << "Storage Buffer " << res.storagebuf.name;
break;
case Resource::BindType::SAMPLER:
std::cout << "Sampler " << res.sampler.name;
break;
case Resource::BindType::IMAGE:
std::cout << "Image " << res.image.name;
break;
default:
std::cout << "Unknown Type";
break;
}
};
for (const Resource &_res : resources) {
if (&res != &_res && res.bind_type == _res.bind_type && res.slot == _res.slot) {
std::cout << name_ << ": Validation failed : Overlapping ";
print_resource_name(res);
std::cout << " and ";
print_resource_name(_res);
std::cout << " at (" << res.slot << ") while merging " << other_info.name_ << std::endl;
}
}
};
for (auto &res : batch_resources_) {
if (register_resource(res) == false) {
print_error_msg(res, resources_get_all_());
}
}
for (auto &res : pass_resources_) {
if (register_resource(res) == false) {
print_error_msg(res, resources_get_all_());
}
}
for (auto &res : geometry_resources_) {
if (register_resource(res) == false) {
print_error_msg(res, resources_get_all_());
}
}
}
}
void ShaderCreateInfo::validate_vertex_attributes(const ShaderCreateInfo *other_info)
{
uint32_t attr_bits = 0;
for (auto &attr : vertex_inputs_) {
if (attr.index >= 16 || attr.index < 0) {
std::cout << name_ << ": \"" << attr.name
<< "\" : Type::float3x3_t unsupported as vertex attribute." << std::endl;
BLI_assert(0);
}
if (attr.index >= 16 || attr.index < 0) {
std::cout << name_ << ": Invalid index for attribute \"" << attr.name << "\"" << std::endl;
BLI_assert(0);
}
uint32_t attr_new = 0;
if (attr.type == Type::float4x4_t) {
for (int i = 0; i < 4; i++) {
attr_new |= 1 << (attr.index + i);
}
}
else {
attr_new |= 1 << attr.index;
}
if ((attr_bits & attr_new) != 0) {
std::cout << name_ << ": Attribute \"" << attr.name
<< "\" overlap one or more index from another attribute."
" Note that mat4 takes up 4 indices.";
if (other_info) {
std::cout << " While merging " << other_info->name_ << std::endl;
}
std::cout << std::endl;
BLI_assert(0);
}
attr_bits |= attr_new;
}
}
} // namespace blender::gpu::shader
using namespace blender::gpu::shader;
#ifdef _MSC_VER
/* Disable optimization for this function with MSVC. It does not like the fact
* shaders info are declared in the same function (same basic block or not does
* not change anything).
* Since it is just a function called to register shaders (once),
* the fact it's optimized or not does not matter, it's not on any hot
* code path. */
# pragma optimize("", off)
#endif
void gpu_shader_create_info_init()
{
g_create_infos = new CreateInfoDictionary();
g_interfaces = new InterfaceDictionary();
#define GPU_SHADER_NAMED_INTERFACE_INFO(_interface, _inst_name) \
StageInterfaceInfo *ptr_##_interface = new StageInterfaceInfo(#_interface, #_inst_name); \
StageInterfaceInfo &_interface = *ptr_##_interface; \
g_interfaces->add_new(#_interface, ptr_##_interface); \
_interface
#define GPU_SHADER_INTERFACE_INFO(_interface) \
StageInterfaceInfo *ptr_##_interface = new StageInterfaceInfo(#_interface); \
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StageInterfaceInfo &_interface = *ptr_##_interface; \
g_interfaces->add_new(#_interface, ptr_##_interface); \
_interface
#define GPU_SHADER_CREATE_INFO(_info) \
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ShaderCreateInfo *ptr_##_info = new ShaderCreateInfo(#_info); \
ShaderCreateInfo &_info = *ptr_##_info; \
g_create_infos->add_new(#_info, ptr_##_info); \
_info
#define GPU_SHADER_NAMED_INTERFACE_END(_inst_name) ;
#define GPU_SHADER_INTERFACE_END() ;
#define GPU_SHADER_CREATE_END() ;
/* Declare, register and construct the infos. */
#include "glsl_compositor_infos_list.hh"
#include "glsl_draw_infos_list.hh"
#include "glsl_gpu_infos_list.hh"
#include "glsl_ocio_infos_list.hh"
#ifdef WITH_OPENSUBDIV
# include "glsl_osd_infos_list.hh"
#endif
if (GPU_stencil_clasify_buffer_workaround()) {
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/* WORKAROUND: Adding a dummy buffer that isn't used fixes a bug inside the Qualcomm driver. */
eevee_deferred_tile_classify.storage_buf(
12, Qualifier::read_write, "uint", "dummy_workaround_buf[]");
}
for (ShaderCreateInfo *info : g_create_infos->values()) {
info->is_generated_ = false;
info->builtins_ |= gpu_shader_dependency_get_builtins(info->vertex_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->fragment_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->geometry_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->compute_source_);
#if GPU_SHADER_PRINTF_ENABLE
const bool is_material_shader = info->name_.startswith("eevee_surf_");
if ((info->builtins_ & BuiltinBits::USE_PRINTF) == BuiltinBits::USE_PRINTF ||
(gpu_shader_dependency_force_gpu_print_injection() && is_material_shader))
{
info->additional_info("gpu_print");
}
#endif
#ifndef NDEBUG
/* Automatically amend the create info for ease of use of the debug feature. */
if ((info->builtins_ & BuiltinBits::USE_DEBUG_DRAW) == BuiltinBits::USE_DEBUG_DRAW) {
info->additional_info("draw_debug_draw");
}
#endif
}
for (ShaderCreateInfo *info : g_create_infos->values()) {
info->finalize(true);
}
/* TEST */
// gpu_shader_create_info_compile(nullptr);
}
#ifdef _MSC_VER
# pragma optimize("", on)
#endif
void gpu_shader_create_info_exit()
{
for (auto *value : g_create_infos->values()) {
delete value;
}
delete g_create_infos;
for (auto *value : g_interfaces->values()) {
delete value;
}
delete g_interfaces;
}
bool gpu_shader_create_info_compile(const char *name_starts_with_filter)
{
using namespace blender;
using namespace blender::gpu;
int success = 0;
int skipped_filter = 0;
int skipped = 0;
int total = 0;
Vector<const GPUShaderCreateInfo *> infos;
for (ShaderCreateInfo *info : g_create_infos->values()) {
info->finalize();
if (info->do_static_compilation_) {
if (name_starts_with_filter &&
!info->name_.startswith(blender::StringRefNull(name_starts_with_filter)))
{
skipped_filter++;
continue;
}
if ((info->metal_backend_only_ && GPU_backend_get_type() != GPU_BACKEND_METAL) ||
(GPU_geometry_shader_support() == false && info->geometry_source_ != nullptr))
{
skipped++;
continue;
}
total++;
infos.append(reinterpret_cast<const GPUShaderCreateInfo *>(info));
}
}
BatchHandle batch = GPU_shader_batch_create_from_infos(infos);
Vector<blender::gpu::Shader *> result = GPU_shader_batch_finalize(batch);
for (int i : result.index_range()) {
const ShaderCreateInfo *info = reinterpret_cast<const ShaderCreateInfo *>(infos[i]);
if (result[i] == nullptr) {
std::cerr << "Compilation " << info->name_.c_str() << " Failed\n";
}
else {
success++;
#if 0 /* TODO(fclem): This is too verbose for now. Make it a cmake option. */
/* Test if any resource is optimized out and print a warning if that's the case. */
/* TODO(fclem): Limit this to OpenGL backend. */
const ShaderInterface *interface = shader->interface;
blender::Vector<ShaderCreateInfo::Resource> all_resources = info->resources_get_all_();
for (ShaderCreateInfo::Resource &res : all_resources) {
blender::StringRefNull name = "";
const ShaderInput *input = nullptr;
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
input = interface->ubo_get(res.slot);
name = res.uniformbuf.name;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
input = interface->ssbo_get(res.slot);
name = res.storagebuf.name;
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
input = interface->texture_get(res.slot);
name = res.sampler.name;
break;
case ShaderCreateInfo::Resource::BindType::IMAGE:
input = interface->texture_get(res.slot);
name = res.image.name;
break;
}
if (input == nullptr) {
std::cerr << "Error: " << info->name_;
std::cerr << ": Resource « " << name << " » not found in the shader interface\n";
}
else if (input->location == -1) {
std::cerr << "Warning: " << info->name_;
std::cerr << ": Resource « " << name << " » is optimized out\n";
}
}
#endif
GPU_shader_free(result[i]);
}
}
printf("Shader Test compilation result: %d / %d passed", success, total);
if (skipped_filter > 0) {
printf(" (skipped %d when filtering)", skipped_filter);
}
if (skipped > 0) {
printf(" (skipped %d for compatibility reasons)", skipped);
}
printf("\n");
return success == total;
}
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
{
if (g_create_infos->contains(info_name) == false) {
printf("Error: Cannot find shader create info named \"%s\"\n", info_name);
return nullptr;
}
ShaderCreateInfo *info = g_create_infos->lookup(info_name);
return reinterpret_cast<const GPUShaderCreateInfo *>(info);
}