Files
test2/source/blender/compositor/COM_shader_operation.hh
Clément Foucault f729e639f4 GPU: Simplify Codegen dependency injection
Dependencies were previously merged manually
inside the generated_sources by EEVEE.
This caused issues with double includes.

Instead, we now only gather the name of the
nodetree dependencies and add them to the
dependencies of the `GeneratedSource`.

This also make the compositor use the `GeneratedSource`
mechanism.

Pull Request: https://projects.blender.org/blender/blender/pulls/146106
2025-09-12 16:07:55 +02:00

196 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <memory>
#include "BLI_map.hh"
#include "GPU_material.hh"
#include "GPU_shader.hh"
#include "gpu_shader_create_info.hh"
#include "NOD_derived_node_tree.hh"
#include "COM_context.hh"
#include "COM_input_descriptor.hh"
#include "COM_pixel_operation.hh"
#include "COM_scheduler.hh"
#include "COM_shader_node.hh"
namespace blender::compositor {
using namespace nodes::derived_node_tree_types;
/* ------------------------------------------------------------------------------------------------
* Shader Operation
*
* A pixel operation that evaluates a shader compiled from the pixel compile unit using the GPU
* material compiler, see GPU_material.hh for more information. Also see the PixelOperation class
* for more information on pixel operations.
*
* An input to the pixel operation is declared for a distinct output socket as follows:
*
* - A texture is added to the shader, which will be bound to the result of the output socket
* during evaluation.
* - A GPU attribute is added to the GPU material for that output socket and is linked to the GPU
* input stack of the inputs linked to the output socket.
* - Code is emitted to initialize the values of the attributes by sampling the textures
* corresponding to each of the inputs.
* - The newly added attribute is mapped to the output socket in output_to_material_attribute_map_
* to share that same attributes for all inputs linked to the same output socket.
*
* An output to the pixel operation is declared for an output socket as follows:
*
* - An image is added in the shader where the output value will be written.
* - A storer GPU material node that stores the value of the output is added and linked to the GPU
* output stack of the output. The storer will store the value in the image identified by the
* index of the output given to the storer.
* - The storer functions are generated dynamically to map each index with its appropriate image.
*
* The GPU material code generator source is used to construct a compute shader that is then
* dispatched during operation evaluation after binding the inputs, outputs, and any necessary
* resources. */
class ShaderOperation : public PixelOperation {
private:
/* The GPU material backing the operation. This is created and compiled during construction and
* freed during destruction. */
GPUMaterial *material_;
/* A map that associates each node in the compile unit with an instance of its shader node. */
Map<DNode, std::unique_ptr<ShaderNode>> shader_nodes_;
/* A map that associates the output socket of a node that is not part of the shader operation to
* the attribute that was created for it. This is used to share the same attribute with all
* inputs that are linked to the same output socket. */
Map<DOutputSocket, GPUNodeLink *> output_to_material_attribute_map_;
/* A map that associates implicit inputs to the attributes that were created for them. */
Map<ImplicitInput, GPUNodeLink *> implicit_input_to_material_attribute_map_;
public:
/* Construct and compile a GPU material from the given shader compile unit and execution schedule
* by calling GPU_material_from_callbacks with the appropriate callbacks. */
ShaderOperation(Context &context, PixelCompileUnit &compile_unit, const Schedule &schedule);
/* Free the GPU material. */
~ShaderOperation() override;
/* Allocate the output results, bind the shader and all its needed resources, then dispatch the
* shader. */
void execute() override;
private:
/* Bind the uniform buffer of the GPU material as well as any color band textures needed by the
* GPU material. The compiled shader of the material is given as an argument and assumed to be
* bound. */
void bind_material_resources(gpu::Shader *shader);
/* Bind the input results of the operation to the appropriate textures in the GPU material. The
* attributes stored in output_to_material_attribute_map_ have names that match the texture
* samplers in the shader as well as the identifiers of the operation inputs that they correspond
* to. The compiled shader of the material is given as an argument and assumed to be bound. */
void bind_inputs(gpu::Shader *shader);
/* Bind the output results of the operation to the appropriate images in the GPU material. The
* name of the images in the shader match the identifier of their corresponding outputs. The
* compiled shader of the material is given as an argument and assumed to be bound. */
void bind_outputs(gpu::Shader *shader);
/* A static callback method of interface ConstructGPUMaterialFn that is passed to
* GPU_material_from_callbacks to construct the GPU material graph. The thunk parameter will be a
* pointer to the instance of ShaderOperation that is being compiled. The method goes over the
* compile unit and does the following for each node:
*
* - Instantiate a ShaderNode from the node and add it to shader_nodes_.
* - Link the inputs of the node if needed. The inputs are either linked to other nodes in the
* GPU material graph or are exposed as inputs to the shader operation itself if they are
* linked to nodes that are not part of the shader operation.
* - Call the compile method of the shader node to actually add and link the GPU material graph
* nodes.
* - If any of the outputs of the node are linked to nodes that are not part of the shader
* operation, they are exposed as outputs to the shader operation itself. */
static void construct_material(void *thunk, GPUMaterial *material);
/* Link the inputs of the node if needed. Unlinked inputs will be linked to constant values. If
* the input is linked to a node that is not part of the shader operation, the input will be
* exposed as an input to the shader operation and linked to it. While if the input is linked to
* a node that is part of the shader operation, then it is linked to that node in the GPU
* material node graph. */
void link_node_inputs(DNode node);
/* Link the GPU stack of the given unavailable input to a constant zero value setter GPU node.
* The value is ignored since the socket is unavailable, but the GPU Material compiler expects
* all inputs to be linked, even unavailable ones. */
void link_node_input_unavailable(const DInputSocket input);
/* Link the GPU stack of the given unlinked input to a constant value setter GPU node that
* supplies the value of the unlinked input. The value is taken from the given origin input,
* which will be equal to the input in most cases, but can also be an unlinked input of a group
* node. */
void link_node_input_constant(const DInputSocket input, const DInputSocket origin);
/* Given an unlinked input with an implicit input. Declare a new input to the operation for that
* implicit input if not done already and link it to the input link of the GPU node stack of the
* input socket. The implicit input and type are taken from the given origin input, which will
* be equal to the input in most cases, but can also be an unlinked input of a group node */
void link_node_input_implicit(const DInputSocket input, const DInputSocket origin);
/* Given the input socket of a node that is part of the shader operation which is linked to the
* given output socket of a node that is also part of the shader operation, just link the output
* link of the GPU node stack of the output socket to the input link of the GPU node stack of the
* input socket. This essentially establishes the needed links in the GPU material node graph. */
void link_node_input_internal(DInputSocket input_socket, DOutputSocket output_socket);
/* Given the input socket of a node that is part of the shader operation which is linked to the
* given output socket of a node that is not part of the shader operation, declare a new
* operation input and link it to the input link of the GPU node stack of the input socket. An
* operation input is only declared if no input was already declared for that same output socket
* before. */
void link_node_input_external(DInputSocket input_socket, DOutputSocket output_socket);
/* Given the input socket of a node that is part of the shader operation which is linked to the
* given output socket of a node that is not part of the shader operation, declare a new input to
* the operation that is represented in the GPU material by a newly created GPU attribute. It is
* assumed that no operation input was declared for this same output socket before. In the
* generate_code_for_inputs method, a texture will be added in the shader for each of the
* declared inputs, having the same name as the attribute. Additionally, code will be emitted to
* initialize the attributes by sampling their corresponding textures. */
void declare_operation_input(DInputSocket input_socket, DOutputSocket output_socket);
/* Populate the output results of the shader operation for output sockets of the given node that
* are linked to nodes outside of the shader operation or are used to compute a preview for the
* node. */
void populate_results_for_node(DNode node);
/* Given the output socket of a node that is part of the shader operation which is linked to an
* input socket of a node that is not part of the shader operation, declare a new output to the
* operation and link it to an output storer passing in the index of the output. In the
* generate_code_for_outputs method, an image will be added in the shader for each of the
* declared outputs. Additionally, code will be emitted to define the storer functions that store
* the value in the appropriate image identified by the given index. */
void populate_operation_result(DOutputSocket output_socket);
/* A static callback method of interface GPUCodegenCallbackFn that is passed to
* GPU_material_from_callbacks to create the shader create info of the GPU material. The thunk
* parameter will be a pointer to the instance of ShaderOperation that is being compiled.
*
* This method first generates the necessary code to load the inputs and store the outputs. Then,
* it creates a compute shader from the generated sources. Finally, it adds the necessary GPU
* resources to the shader. */
static void generate_code(void *thunk, GPUMaterial *material, GPUCodegenOutput *code_generator);
/* Add an image in the shader for each of the declared outputs. Additionally, emit code to define
* the storer functions that store the given value in the appropriate image identified by the
* given index. */
std::string generate_code_for_outputs(gpu::shader::ShaderCreateInfo &shader_create_info);
/* Add a texture will in the shader for each of the declared inputs/attributes in the operation,
* having the same name as the attribute. Additionally, emit code to initialize the attributes by
* sampling their corresponding textures. */
std::string generate_code_for_inputs(GPUMaterial *material,
gpu::shader::ShaderCreateInfo &shader_create_info);
};
} // namespace blender::compositor