Files
test2/source/blender/gpu/GPU_shader.hh
Jeroen Bakker e2dc63c5de Fix #147618: PyGPU incorrect colors when drawing images
644fb2b679 fixed a long standing issue
that offscreen example showed the wrong colors. However the fix assumes
that input texture color space is always sRGB.

This adds a shader variation that draws textures that are stored in scene referred
linear color space (like all of our Image data-block).

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/147788
2025-10-16 19:12:16 +02:00

586 lines
20 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* A #blender::gpu::Shader is a container for backend specific shader program.
*/
#pragma once
#include <mutex>
#include <optional>
#include "BLI_span.hh"
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "GPU_common_types.hh"
#include "GPU_shader_builtin.hh"
namespace blender::gpu {
class VertBuf;
class Shader;
} // namespace blender::gpu
/** Opaque type hiding #blender::gpu::shader::ShaderCreateInfo */
struct GPUShaderCreateInfo;
/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
* This makes sure the GPUVertexFormat name buffer does not overflow. */
constexpr static int GPU_MAX_ATTR = 15;
/* Determined by the maximum uniform buffer size divided by chunk size. */
constexpr static int GPU_MAX_UNIFORM_ATTR = 8;
/* -------------------------------------------------------------------- */
/** \name Creation
* \{ */
/**
* Preprocess a raw GLSL source to adhere to our backend compatible shader language.
* Needed if the string was not part of our build system and is used in a #GPUShaderCreateInfo.
*/
std::string GPU_shader_preprocess_source(blender::StringRefNull original);
/**
* Create a shader using the given #GPUShaderCreateInfo.
* Can return a null pointer if compilation fails.
*/
blender::gpu::Shader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info);
/**
* Same as GPU_shader_create_from_info but will run preprocessor on source strings.
*/
blender::gpu::Shader *GPU_shader_create_from_info_python(const GPUShaderCreateInfo *_info);
/**
* Create a shader using a named #GPUShaderCreateInfo registered at startup.
* These are declared inside `*_info.hh` files using the `GPU_SHADER_CREATE_INFO()` macro.
* They are also expected to have been flagged using `do_static_compilation`.
* Can return a null pointer if compilation fails.
*/
blender::gpu::Shader *GPU_shader_create_from_info_name(const char *info_name);
/**
* Fetch a named #GPUShaderCreateInfo registered at startup.
* These are declared inside `*_info.hh` files using the `GPU_SHADER_CREATE_INFO()` macro.
* Can return a null pointer if no match is found.
*/
const GPUShaderCreateInfo *GPU_shader_create_info_get(const char *info_name);
/**
* Error checking for user created shaders.
* \return true is create info is valid.
*/
bool GPU_shader_create_info_check_error(const GPUShaderCreateInfo *_info, char r_error[128]);
enum class CompilationPriority { Low, Medium, High };
using BatchHandle = int64_t;
/**
* Request the creation of multiple shaders at once, allowing the backend to use multithreaded
* compilation. Returns a handle that can be used to poll if all shaders have been compiled, and to
* retrieve the compiled shaders.
* NOTE: This function is asynchronous on OpenGL, but it's blocking on Vulkan.
* WARNING: The GPUShaderCreateInfo pointers should be valid until `GPU_shader_batch_finalize` has
* returned.
*/
BatchHandle GPU_shader_batch_create_from_infos(
blender::Span<const GPUShaderCreateInfo *> infos,
CompilationPriority priority = CompilationPriority::High);
/**
* Returns true if all the shaders from the batch have finished their compilation.
*/
bool GPU_shader_batch_is_ready(BatchHandle handle);
/**
* Retrieve the compiled shaders, in the same order as the `GPUShaderCreateInfo`s.
* If the compilation has not finished yet, this call will block the thread until all the shaders
* are ready.
* Shaders with compilation errors are returned as null pointers.
* WARNING: The handle will be invalidated by this call, you can't request the same batch twice.
*/
blender::Vector<blender::gpu::Shader *> GPU_shader_batch_finalize(BatchHandle &handle);
/**
* Cancel the compilation of the batch.
* WARNING: The handle will be invalidated by this call.
*/
void GPU_shader_batch_cancel(BatchHandle &handle);
/**
* Returns true if there's any batch still being compiled.
*/
bool GPU_shader_batch_is_compiling();
/**
* Wait until all the requested batches have been compiled.
*/
void GPU_shader_batch_wait_for_all();
/** \} */
/* -------------------------------------------------------------------- */
/** \name Free
* \{ */
void GPU_shader_free(blender::gpu::Shader *shader);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
/**
* Set the given shader as active shader for the active GPU context.
* It replaces any already bound shader.
* All following draw-calls and dispatches will use this shader.
* Uniform functions need to have the shader bound in order to work. (TODO: until we use
* glProgramUniform)
*/
void GPU_shader_bind(
blender::gpu::Shader *shader,
const blender::gpu::shader::SpecializationConstants *constants_state = nullptr);
/**
* Unbind the active shader.
* \note this is a no-op in release builds. But it make sense to actually do it in user land code
* to detect incorrect API usage.
*/
void GPU_shader_unbind();
/**
* Return the currently bound shader to the active GPU context.
* \return null pointer if no shader is bound of if no context is active.
*/
blender::gpu::Shader *GPU_shader_get_bound();
/** \} */
/* -------------------------------------------------------------------- */
/** \name Debugging introspection API.
* \{ */
const char *GPU_shader_get_name(blender::gpu::Shader *shader);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniform API.
* \{ */
/**
* Returns binding point location.
* Binding location are given to be set at shader compile time and immutable.
*/
int GPU_shader_get_ubo_binding(blender::gpu::Shader *shader, const char *name);
int GPU_shader_get_ssbo_binding(blender::gpu::Shader *shader, const char *name);
int GPU_shader_get_sampler_binding(blender::gpu::Shader *shader, const char *name);
/**
* Returns uniform location.
* If cached, it is faster than querying the interface for each uniform assignment.
*/
int GPU_shader_get_uniform(blender::gpu::Shader *shader, const char *name);
/**
* Returns specialization constant location.
*/
int GPU_shader_get_constant(blender::gpu::Shader *shader, const char *name);
/**
* Sets a generic push constant (a.k.a. uniform).
* \a length and \a array_size should match the create info push_constant declaration.
*/
void GPU_shader_uniform_float_ex(
blender::gpu::Shader *shader, int location, int length, int array_size, const float *value);
void GPU_shader_uniform_int_ex(
blender::gpu::Shader *shader, int location, int length, int array_size, const int *value);
/**
* Sets a generic push constant (a.k.a. uniform).
* \a length and \a array_size should match the create info push_constant declaration.
* These functions need to have the shader bound in order to work. (TODO: until we use
* glProgramUniform)
*/
void GPU_shader_uniform_1i(blender::gpu::Shader *sh, const char *name, int value);
void GPU_shader_uniform_1b(blender::gpu::Shader *sh, const char *name, bool value);
void GPU_shader_uniform_1f(blender::gpu::Shader *sh, const char *name, float value);
void GPU_shader_uniform_2f(blender::gpu::Shader *sh, const char *name, float x, float y);
void GPU_shader_uniform_3f(blender::gpu::Shader *sh, const char *name, float x, float y, float z);
void GPU_shader_uniform_4f(
blender::gpu::Shader *sh, const char *name, float x, float y, float z, float w);
void GPU_shader_uniform_2fv(blender::gpu::Shader *sh, const char *name, const float data[2]);
void GPU_shader_uniform_3fv(blender::gpu::Shader *sh, const char *name, const float data[3]);
void GPU_shader_uniform_4fv(blender::gpu::Shader *sh, const char *name, const float data[4]);
void GPU_shader_uniform_2iv(blender::gpu::Shader *sh, const char *name, const int data[2]);
void GPU_shader_uniform_3iv(blender::gpu::Shader *sh, const char *name, const int data[3]);
void GPU_shader_uniform_mat4(blender::gpu::Shader *sh, const char *name, const float data[4][4]);
void GPU_shader_uniform_mat3_as_mat4(blender::gpu::Shader *sh,
const char *name,
const float data[3][3]);
void GPU_shader_uniform_1f_array(blender::gpu::Shader *sh,
const char *name,
int len,
const float *val);
void GPU_shader_uniform_2fv_array(blender::gpu::Shader *sh,
const char *name,
int len,
const float (*val)[2]);
void GPU_shader_uniform_4fv_array(blender::gpu::Shader *sh,
const char *name,
int len,
const float (*val)[4]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Attribute API.
*
* Used to create #GPUVertexFormat from the shader's vertex input layout.
* \{ */
uint GPU_shader_get_attribute_len(const blender::gpu::Shader *shader);
uint GPU_shader_get_ssbo_input_len(const blender::gpu::Shader *shader);
int GPU_shader_get_attribute(const blender::gpu::Shader *shader, const char *name);
bool GPU_shader_get_attribute_info(const blender::gpu::Shader *shader,
int attr_location,
char r_name[256],
int *r_type);
bool GPU_shader_get_ssbo_input_info(const blender::gpu::Shader *shader,
int ssbo_location,
char r_name[256]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Specialization API.
*
* Used to allow specialization constants.
* IMPORTANT: All constants must be specified before binding a shader that needs specialization.
* Otherwise, it will produce undefined behavior.
* \{ */
/* Return the default constants.
* All constants available for this shader should fit the returned structure. */
const blender::gpu::shader::SpecializationConstants &GPU_shader_get_default_constant_state(
blender::gpu::Shader *sh);
using SpecializationBatchHandle = int64_t;
struct ShaderSpecialization {
blender::gpu::Shader *shader;
blender::gpu::shader::SpecializationConstants constants;
};
/**
* Request the compilation of multiple specialization constant variations at once,
* allowing the backend to use multi-threaded compilation.
* Returns a handle that can be used to poll if all variations have been compiled.
* A NULL handle indicates no compilation of any variant was possible (likely due to
* some state being currently available) and so no batch was created. Compilation
* of the specialized variant will instead occur at draw/dispatch time.
* NOTE: This function is asynchronous on OpenGL and Metal and a no-op on Vulkan.
* Batches are processed one by one in FIFO order.
* WARNING: Binding a specialization before the batch finishes will fail.
*/
SpecializationBatchHandle GPU_shader_batch_specializations(
blender::Span<ShaderSpecialization> specializations,
CompilationPriority priority = CompilationPriority::High);
/**
* Returns true if all the specializations from the batch have finished their compilation.
* NOTE: Polling this function is required for the compilation process to keep progressing.
* WARNING: Invalidates the handle if it returns true.
*/
bool GPU_shader_batch_specializations_is_ready(SpecializationBatchHandle &handle);
/**
* Cancel the specialization batch.
* WARNING: The handle will be invalidated by this call.
*/
void GPU_shader_batch_specializations_cancel(SpecializationBatchHandle &handle);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Legacy API
*
* All of this section is deprecated and should be ported to use the API described above.
* \{ */
/**
* Shader cache warming.
* For each shader, rendering APIs perform a two-step compilation:
*
* * The first stage is Front-End compilation which only needs to be performed once, and generates
* a portable intermediate representation. This happens during `gpu::Shader::finalize()`.
*
* * The second is Back-End compilation which compiles a device-specific executable shader
* program. This compilation requires some contextual pipeline state which is baked into the
* executable shader source, producing a Pipeline State Object (PSO). In OpenGL, backend
* compilation happens in the background, within the driver, but can still incur runtime stutters.
* In Metal/Vulkan, PSOs are compiled explicitly. These are currently resolved within the backend
* based on the current pipeline state and can incur runtime stalls when they occur.
*
* Shader Cache warming uses the specified parent shader set using `GPU_shader_set_parent(..)` as a
* template reference for pre-compiling Render Pipeline State Objects (PSOs) outside of the main
* render pipeline.
*
* PSOs require descriptors containing information on the render state for a given shader, which
* includes input vertex data layout and output pixel formats, along with some state such as
* blend mode and color output masks. As this state information is usually consistent between
* similar draws, we can assign a parent shader and use this shader's cached pipeline state's to
* prime compilations.
*
* Shaders do not necessarily have to be similar in functionality to be used as a parent, so long
* as the #GPUVertFormat and #gpu::FrameBuffer which they are used with remain the same.
* Other bindings such as textures, uniforms and UBOs are all assigned independently as dynamic
* state.
*
* This function should be called asynchronously, mitigating the impact of run-time stuttering from
* dynamic compilation of PSOs during normal rendering.
*
* \param: shader: The shader whose cache to warm.
* \param limit: The maximum number of PSOs to compile within a call. Specifying
* a limit <= 0 will compile a PSO for all cached PSOs in the parent shader. */
void GPU_shader_warm_cache(blender::gpu::Shader *shader, int limit);
/* We expect the parent shader to be compiled and already have some cached PSOs when being assigned
* as a reference. Ensure the parent shader still exists when `GPU_shader_cache_warm(..)` is
* called. */
void GPU_shader_set_parent(blender::gpu::Shader *shader, blender::gpu::Shader *parent);
/**
* Indexed commonly used uniform name for faster lookup into the uniform cache.
*/
enum GPUUniformBuiltin {
GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
GPU_UNIFORM_SCENE_LINEAR_XFORM, /* float3x3 gpu_scene_linear_to_xyz */
};
#define GPU_NUM_UNIFORMS (GPU_UNIFORM_SCENE_LINEAR_XFORM + 1)
/**
* TODO: To be moved as private API. Not really used outside of gpu_matrix.cc and doesn't really
* offer a noticeable performance boost.
*/
int GPU_shader_get_builtin_uniform(blender::gpu::Shader *shader, int builtin);
/**
* Compile all statically defined shaders and print a report to the console.
*
* This is used for platform support, where bug reports can list all failing shaders.
*/
void GPU_shader_compile_static();
void GPU_shader_cache_dir_clear_old();
/** DEPRECATED: Use hard-coded buffer location instead. */
enum GPUUniformBlockBuiltin {
GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
GPU_UNIFORM_BLOCK_DRW_VIEW,
GPU_UNIFORM_BLOCK_DRW_MODEL,
GPU_UNIFORM_BLOCK_DRW_INFOS,
GPU_UNIFORM_BLOCK_DRW_CLIPPING,
GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
};
/** DEPRECATED: Kept only because of Python GPU API. */
int GPU_shader_get_uniform_block(blender::gpu::Shader *shader, const char *name);
/** \} */
#define GPU_SHADER_FREE_SAFE(shader) \
do { \
if (shader != nullptr) { \
GPU_shader_free(shader); \
shader = nullptr; \
} \
} while (0)
#include "BLI_utility_mixins.hh"
#include <atomic>
#include <mutex>
namespace blender::gpu {
/* blender::gpu::Shader wrapper that makes compilation threadsafe.
* The compilation is deferred until the first get() call.
* Concurrently using the shader from multiple threads is still unsafe. */
class StaticShader : NonCopyable {
private:
std::string info_name_;
std::atomic<blender::gpu::Shader *> shader_ = nullptr;
/* TODO: Failed compilation detection should be supported by the blender::gpu::Shader API. */
std::atomic<bool> failed_ = false;
std::mutex mutex_;
/* Handle for async compilation. */
BatchHandle compilation_handle_ = 0;
void move(StaticShader &&other)
{
std::scoped_lock lock1(mutex_);
std::scoped_lock lock2(other.mutex_);
BLI_assert(shader_ == nullptr && info_name_.empty());
std::swap(info_name_, other.info_name_);
/* No std::swap support for atomics. */
shader_.exchange(other.shader_.exchange(shader_));
failed_.exchange(other.failed_.exchange(failed_));
std::swap(compilation_handle_, other.compilation_handle_);
}
public:
StaticShader(std::string info_name) : info_name_(info_name) {}
StaticShader() = default;
StaticShader(StaticShader &&other)
{
move(std::move(other));
}
StaticShader &operator=(StaticShader &&other)
{
move(std::move(other));
return *this;
};
~StaticShader()
{
if (compilation_handle_) {
GPU_shader_batch_cancel(compilation_handle_);
}
GPU_SHADER_FREE_SAFE(shader_);
}
/* Schedule the shader to be compile in a worker thread. */
void ensure_compile_async()
{
if (is_ready()) {
return;
}
std::scoped_lock lock(mutex_);
if (compilation_handle_) {
if (GPU_shader_batch_is_ready(compilation_handle_)) {
shader_ = GPU_shader_batch_finalize(compilation_handle_)[0];
failed_ = shader_ == nullptr;
}
return;
}
if (!shader_ && !failed_ && !compilation_handle_) {
BLI_assert(!info_name_.empty());
const GPUShaderCreateInfo *create_info = GPU_shader_create_info_get(info_name_.c_str());
compilation_handle_ = GPU_shader_batch_create_from_infos({&create_info, 1});
}
}
bool is_ready()
{
return shader_ || failed_;
}
blender::gpu::Shader *get()
{
if (is_ready()) {
return shader_;
}
std::scoped_lock lock(mutex_);
if (!shader_ && !failed_) {
if (compilation_handle_) {
shader_ = GPU_shader_batch_finalize(compilation_handle_)[0];
}
else {
BLI_assert(!info_name_.empty());
shader_ = GPU_shader_create_from_info_name(info_name_.c_str());
}
failed_ = shader_ == nullptr;
}
return shader_;
}
/* For batch compiled shaders. */
/* TODO: Find a better way to handle this. */
void set(blender::gpu::Shader *shader)
{
std::scoped_lock lock(mutex_);
BLI_assert(shader_ == nullptr);
shader_ = shader;
}
};
/* Thread-safe container for StaticShader cache classes.
* The class instance creation is deferred until the first get() call. */
template<typename T> class StaticShaderCache {
std::atomic<T *> cache_ = nullptr;
std::mutex mutex_;
public:
~StaticShaderCache()
{
BLI_assert(cache_ == nullptr);
}
template<typename... Args> T &get(Args &&...constructor_args)
{
if (cache_) {
return *cache_;
}
std::lock_guard lock(mutex_);
if (cache_ == nullptr) {
cache_ = new T(std::forward<Args>(constructor_args)...);
}
return *cache_;
}
void release()
{
if (!cache_) {
return;
}
std::lock_guard lock(mutex_);
if (cache_) {
delete cache_;
cache_ = nullptr;
}
}
std::lock_guard<std::mutex> lock_guard()
{
return std::lock_guard(mutex_);
}
};
} // namespace blender::gpu