Files
test2/source/blender/gpu/intern/gpu_shader_interface.cc
Christoph Neuhauser ad4adccdeb GPU: Added image format validation for shader image bindings
The OpenGL specs require that the storage image qualifier in shaders
(e.g., "rgba32f") needs to be compatible with the format of a bound image
(see https://registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf#page=318).

We know that Blender currently does not handle this correctly in
multiple places. AMD and NVIDIA seem to silently ignore a mismatch and
just seem to use the format of the bound image. However, for the
Intel Windows drivers, this seems to lead to visual corruptions
(#141436, #141173). While a more graceful handling of a mismatch may
be nice, this is in line with the OpenGL specs.

This PR adds code for validating image formats for bindings.

Pull Request: https://projects.blender.org/blender/blender/pulls/143791
2025-08-27 15:43:09 +02:00

149 lines
4.4 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* GPU shader interface (C --> GLSL)
*/
#include "MEM_guardedalloc.h"
#include "BLI_span.hh"
#include "BLI_vector.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
namespace blender::gpu {
/* TODO(fclem): add unique ID for debugging. */
ShaderInterface::ShaderInterface()
{
image_formats_.fill(TextureWriteFormat::Invalid);
}
ShaderInterface::~ShaderInterface()
{
/* Free memory used by name_buffer. */
MEM_SAFE_FREE(name_buffer_);
MEM_SAFE_FREE(inputs_);
}
static void sort_input_list(MutableSpan<ShaderInput> dst)
{
if (dst.is_empty()) {
return;
}
Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
src.copy_from(dst);
/* Simple sorting by going through the array and selecting the biggest element each time. */
for (uint i = 0; i < dst.size(); i++) {
ShaderInput *input_src = src.data();
for (uint j = 1; j < src.size(); j++) {
if (src[j].name_hash > input_src->name_hash) {
input_src = &src[j];
}
}
dst[i] = *input_src;
input_src->name_hash = 0;
}
}
void ShaderInterface::sort_inputs()
{
/* Sorts all inputs inside their respective array.
* This is to allow fast hash collision detection.
* See `ShaderInterface::input_lookup` for more details. */
uint offset = 0;
sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, attr_len_));
offset += attr_len_;
sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, ubo_len_));
offset += ubo_len_;
sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, uniform_len_));
offset += uniform_len_;
sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, ssbo_len_));
offset += ssbo_len_;
sort_input_list(MutableSpan<ShaderInput>(inputs_ + offset, constant_len_));
offset += constant_len_;
}
void ShaderInterface::set_image_formats_from_info(const shader::ShaderCreateInfo &info)
{
for (const shader::ShaderCreateInfo::Resource &res : info.pass_resources_) {
if (res.bind_type == shader::ShaderCreateInfo::Resource::BindType::IMAGE) {
image_formats_[res.slot] = TextureWriteFormat(res.image.format);
}
}
for (const shader::ShaderCreateInfo::Resource &res : info.batch_resources_) {
if (res.bind_type == shader::ShaderCreateInfo::Resource::BindType::IMAGE) {
image_formats_[res.slot] = TextureWriteFormat(res.image.format);
}
}
for (const shader::ShaderCreateInfo::Resource &res : info.geometry_resources_) {
if (res.bind_type == shader::ShaderCreateInfo::Resource::BindType::IMAGE) {
image_formats_[res.slot] = TextureWriteFormat(res.image.format);
}
}
}
void ShaderInterface::debug_print() const
{
Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
Span<ShaderInput> ssbos = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_ + uniform_len_,
ssbo_len_);
char *name_buf = name_buffer_;
const char format[] = " | %.8x : %4d : %s\n";
if (attrs.size() > 0) {
printf("\n Attributes :\n");
}
for (const ShaderInput &attr : attrs) {
printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
}
if (uniforms.size() > 0) {
printf("\n Uniforms :\n");
}
for (const ShaderInput &uni : uniforms) {
/* Bypass samplers. */
if (uni.binding == -1) {
printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
}
}
if (ubos.size() > 0) {
printf("\n Uniform Buffer Objects :\n");
}
for (const ShaderInput &ubo : ubos) {
printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
}
if (enabled_tex_mask_ > 0) {
printf("\n Samplers :\n");
}
for (const ShaderInput &samp : uniforms) {
/* Bypass uniforms. */
if (samp.binding != -1) {
printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset);
}
}
if (ssbos.size() > 0) {
printf("\n Shader Storage Objects :\n");
}
for (const ShaderInput &ssbo : ssbos) {
printf(format, ssbo.name_hash, ssbo.binding, name_buf + ssbo.name_offset);
}
printf("\n");
}
} // namespace blender::gpu