Commit Graph

29 Commits

Author SHA1 Message Date
Clément Foucault
41ed07d55e GPU: Shader: Add support for basic template support through preprocessor
Allows basic usage of templated functions.
There is no support for templated struct.

Benefit:
- More readable than macros in shader sources.
- Compatible with C++ tools.
- More sharing possible with host C++ code.

Requirements/Limitations:
- No default arguments to template parameters.
- Must use explicit instantiation for all variant needed.
- Explicit instantiation needs to **not** use argument deduction.
- Calls to template needs to have all template argument explicit
  or all implicit.
- Template overload is not supported (redefining the same template
  with different template argument or function argument types).

Currently implemented as Macros inside the build-time pre-pocessor,
but that could change to copy-paste to allow better error reporting.
However, the Macros keep the shader code reduced in the final binary
and allow different file to declare different instantiation.

The implementation is done by declaring overloads for each explicit
instantiation.

If a template has arguments not present in function
arguments, then all arguments **values** are appended to the
function name. The explicit template callsite is then modified to use
`TEMPLATE_GLUE` which will call the correct function. This is
why template argument deduction is not supported in this case.

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137441
2025-05-06 10:41:25 +02:00
Clément Foucault
8dee08996e GPU: Shader: Add wrapper to stage agnostic function
This avoid having to guards functions that are
only available in fragment shader stage.

Calling the function inside another stage is still
invalid and will yield a compile error on Metal.

The vulkan and opengl glsl patch need to be modified
per stage to allow the fragment specific function
to be defined.

This is not yet widely used, but a good example is
the change in `film_display_depth_amend`.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/138280
2025-05-05 09:59:00 +02:00
Clément Foucault
59df50c326 GPU: Refactor Qualifier and ImageType
This allow to use types closer to GLSL in resource
declaration.

These are aliased for clarity in the GPU
module (i.e. `isampler2D` is shortened to `Int2D`).

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137954
2025-04-24 14:38:13 +02:00
Clément Foucault
47d2dffe8c GPU: Shader CodeBase use constexpr instead of const
Do this only when applicable.

This allow better compile time checking in Shader C++ compilation.
Moreover, this allows to have `constexpr` in shared code between
C++ and GLSL.

After investigation the `const` keyword in GLSL has the same
semantic than C/C++.

Rel #137333 and #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137497
2025-04-15 11:36:53 +02:00
Clément Foucault
783472671e Cleanup: GPU: Add macro for default constructor compatibility on MSL 2025-03-03 12:50:45 +01:00
Clément Foucault
2c20c200bf Cleanup: GPU: Remove warning about is_zero redundant declaration 2025-03-03 12:50:45 +01:00
Clément Foucault
b17af94e2e EEVEE: Use packed type for codegen structs
This reduces register pressure on mac.

Mr Elephant 17.9s > 17.2s (4% speedup)

Extracted from #116728

Pull Request: https://projects.blender.org/blender/blender/pulls/129605
2024-11-12 12:58:58 +01:00
Campbell Barton
5a561c6aeb Cleanup: spelling in comments 2024-10-16 21:10:49 +11:00
Clément Foucault
62826931b0 GPU: Move more linting and processing of GLSL to compile time
The goal is to reduce the startup time cost of
all of these parsing and string replacement.

All comments are now stripped at compile time.
This comment check added noticeable slowdown at
startup in debug builds and during preprocessing.

Put all metadatas between start and end token.
Use very simple parsing using `StringRef` and
hash all identifiers.

Move all the complexity to the preprocessor that
massagess the metadata into a well expected input
to the runtime parser.

All identifiers are compile time hashed so that no string
comparison is made at runtime.

Speed up the source loading:
- from 10ms to 1.6ms (6.25x speedup) in release
- from 194ms to 6ms (32.3x speedup) in debug

Follow up #129009

Pull Request: https://projects.blender.org/blender/blender/pulls/128927
2024-10-15 19:47:30 +02:00
Clément Foucault
9c0321ae9b Metal: Simplify MSL translation
Move most of the string preprocessing used for MSL
compatibility to `glsl_preprocess`.

Enforce some changes like matrix constructor and
array constructor to the GLSL codebase. This is
for C++ compatibility.

Additionally reduce the amount of code duplication
inside the compatibility code.

Pull Request: https://projects.blender.org/blender/blender/pulls/128634
2024-10-07 12:54:10 +02:00
Clément Foucault
dcd80dbe15 GPU: GLSL C++ stubs
Allows to compile GLSL code using a C++ compiler. The end result is that
IDE features such as autocompletion and error detection can work with
the GLSL codebase.

Rel #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/128598
2024-10-04 17:44:24 +02:00
Jason Fielder
f20ad70c08 EEVEE Next: Add imageStore/LoadFast ops to Renderpasses
Add fast image writing and reading variants for render passes.
These variants do not perform range checking on values
and should only be used in cases where the written texel is
guaranteed to be in range. This eliminates additional
branching and simplifies shader logic.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/121116
2024-05-24 12:41:47 +02:00
Jason Fielder
6b56ed3cd3 Metal: Resolve artifact in EEVEE Next Film Cryptomatte
Cryptomatte passes would generate a feathered outline
in Metal due to missing texture fence in chained
read->modify->write->read->... patterns.

Added imageFence function to explicitly state that
imageStore's should be visible to future imageLoad's.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/119163
2024-03-14 17:48:30 +01:00
Campbell Barton
32151abfc3 Cleanup: spelling in comments 2024-03-09 16:47:38 +11:00
Campbell Barton
b1c59a793c Cleanup: correct spelling for alignment 2024-03-09 16:43:34 +11:00
Clément Foucault
b8e726a158 GPU: Add support for small types
This implement the design of #118961.

- Add aliases in GLSL since theses types are
  not supported.
- Add detection mechanism that prevents usage
  inside shader shared code.

Check is only done in debug build to avoid slowing down
application startup.

Pull Request: https://projects.blender.org/blender/blender/pulls/119226
2024-03-08 23:28:15 +01:00
Clément Foucault
4205718dce GPU: Cleanup type aliases
This define all aliases for supported types,
document which one to use in C++ shared code,
move relevant defines to their backend file.

Rename `bool1` to `bool32_t` and cleanup
its usage as mentioned in #118961.

Rel. #118961

Pull Request: https://projects.blender.org/blender/blender/pulls/119098
2024-03-08 19:09:10 +01:00
Clément Foucault
749a3880de GL: Remove cube map array workaround 2024-01-31 18:12:59 +01:00
Jason Fielder
190567f941 EEVEE Next: Optimize HiZ with fast image load store routines
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/116953
2024-01-24 09:36:25 +01:00
Jason Fielder
9313750f0a Metal: Add fallback path for texture atomics V2
This patch adds an alternative path for devices/OSs
which do not support native texture atomics in Metal.
Support is encapsulated within the backend, ensuring
any allocated texture with the USAGE_ATOMIC flag is
allocated with a backing buffer, upon which atomic
operations happen.

The shader generation is also changed for the atomic
case, which instructs the backend to insert additional
buffer bind-points for the buffer resource. As Metal
also only supports buffer-backed textures for
textureBuffers or 2D textures, TextureArrays and
3D textures are emulated within a 2D texture, with
sample locations being indirected.

All usage of atomic textures MUST now utilise the
correct atomic texture types in the high level shader
and GPUShaderCreateInfo declarations.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/115956
2023-12-11 23:00:20 +01:00
Jason Fielder
109bc2d416 GPU: Add imageStoreFast for increased write performance
imageStoreFast provides a variant of imageStore which does
not perform any bounds checking, reducing shader divergence,
register pressure and increasing performance through fewer
instructions.

However, this should only be used for cases where the writing
coordinate is guaranteed to fall within the texture.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/111750
2023-09-04 15:15:55 +02:00
Campbell Barton
eec449ffe8 Cleanup: correct spelling, comments
Hyphenate words in GLSL code-comments.
2023-08-29 15:55:09 +10:00
Campbell Barton
0148293520 License headers: add SPDX licenses for '*.glsl' files
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.

Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.

As leading C-comments are now stripped,
added binary size of comments is no longer a concern.

Ref !111247
2023-08-24 10:57:03 +10:00
Jason Fielder
88ace032a6 Metal: Storage buffer and explicit bind location support
Adds support for Storage buffers, including changes to the resource
binding model to ensure explicit resource bind locations are supported
for all resource types.

Storage buffer support also includes required changes for shader
source generation and SSBO wrapper support for other resource
types such as GPUVertBuf, GPUIndexBuf and GPUUniformBuf.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/107175
2023-05-03 11:46:30 +02:00
Jason Fielder
dda4c0721c EEVEE-Next: Resolve compilation errors in Metal
Shader source requires explicit conversions and shader address
space qualifers in certain places in order to compile for Metal.

We also require constructors for a number of default struct types.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106219
2023-04-20 08:03:31 +02:00
Jason Fielder
dedca2c994 Fix T103313: Resolve shader compilation failures when enabling GPU workarounds.
A number of paths resulted in compilation errors after porting EEVEE to use Create-Info. Namely the fallback path for cubemap support. A number of other strict compilation failures regarding format comparison also required fixing when this mode is enabled.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261, T103313

Differential Revision: https://developer.blender.org/D16819
2022-12-20 14:22:09 +01:00
Campbell Barton
87d737cd79 Cleanup: spelling in code comments 2022-10-06 12:13:00 +11:00
Jason Fielder
7c9e128bbf Metal: GLSL Compatibility - explicit mat4_to_mat3 conversion
Explicit constructor for mat3 from a mat4 is not valid and cannot be overloaded.

Adding explicit texture resource type flags for depth textures. This is an explicit requirement for Metal Shading language. This is a temporary compatibility, as this path is already supported in GPU_SHADER_CREATE_INFO under ImageType::DEPTH_2D, though required in shader source for MSL shaders which do not have create info.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14418
2022-03-30 19:47:00 +02:00
Jason Fielder
19c793af35 Metal: Make GLSL shader source MSL compliant also
Metal shading language follows the C++ 14 standard and in some cases requires a greater level of explicitness than GLSL. There are also some small language differences:

- Explicit type-casts (C++ requirements)
- Explicit constant values (C++ requirements, e.g. floating point values using 0.0 instead of 0).
- Metal/OpenGL compatibility paths
- GLSL Function prototypes
- Explicit accessors for vector types when sampling textures.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14378
2022-03-22 12:54:44 +01:00