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