Previously all shaders had its own descriptor set layout handle. This makes it difficult to see if currently bound resources can be reused when switching shaders. To work around this limitation, the vulkan backend rebound the resources over and over again. This PR is part of the render graph where changing shaders can reuse previous bound resources. This PR only makes sure that the layout handles are the same so we can identify 'compatible' pipelines. The behavior to limit rebinding of resources will be added as part of the render graph in a later commit. Pull Request: https://projects.blender.org/blender/blender/pulls/120562
149 lines
4.9 KiB
C++
149 lines
4.9 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "gpu_shader_private.hh"
|
|
|
|
#include "vk_backend.hh"
|
|
#include "vk_context.hh"
|
|
#include "vk_pipeline.hh"
|
|
|
|
#include "BLI_string_ref.hh"
|
|
|
|
namespace blender::gpu {
|
|
class VKShaderInterface;
|
|
|
|
class VKShader : public Shader {
|
|
private:
|
|
VKContext *context_ = nullptr;
|
|
VkShaderModule vertex_module_ = VK_NULL_HANDLE;
|
|
VkShaderModule geometry_module_ = VK_NULL_HANDLE;
|
|
VkShaderModule fragment_module_ = VK_NULL_HANDLE;
|
|
VkShaderModule compute_module_ = VK_NULL_HANDLE;
|
|
bool compilation_failed_ = false;
|
|
|
|
/**
|
|
* Not owning handle to the descriptor layout.
|
|
* The handle is owned by `VKDescriptorSetLayouts` of the device.
|
|
*/
|
|
VkDescriptorSetLayout vk_descriptor_set_layout_ = VK_NULL_HANDLE;
|
|
VkPipelineLayout vk_pipeline_layout_ = VK_NULL_HANDLE;
|
|
VKPipeline pipeline_;
|
|
|
|
public:
|
|
VKShader(const char *name);
|
|
virtual ~VKShader();
|
|
|
|
void init(const shader::ShaderCreateInfo & /*info*/) override {}
|
|
|
|
void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
|
|
void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
|
|
void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
|
|
void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
|
|
bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
|
|
void warm_cache(int limit) override;
|
|
|
|
void transform_feedback_names_set(Span<const char *> name_list,
|
|
eGPUShaderTFBType geom_type) override;
|
|
bool transform_feedback_enable(VertBuf *) override;
|
|
void transform_feedback_disable() override;
|
|
|
|
void bind() override;
|
|
void unbind() override;
|
|
|
|
void uniform_float(int location, int comp_len, int array_size, const float *data) override;
|
|
void uniform_int(int location, int comp_len, int array_size, const int *data) override;
|
|
|
|
std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
|
|
std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
|
|
std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
|
|
std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
|
|
std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
|
|
std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
|
|
|
|
/* Unused: SSBO vertex fetch draw parameters. */
|
|
bool get_uses_ssbo_vertex_fetch() const override
|
|
{
|
|
return false;
|
|
}
|
|
int get_ssbo_vertex_fetch_output_num_verts() const override
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
/* DEPRECATED: Kept only because of BGL API. */
|
|
int program_handle_get() const override;
|
|
|
|
VKPipeline &pipeline_get();
|
|
VkPipelineLayout vk_pipeline_layout_get() const
|
|
{
|
|
return vk_pipeline_layout_;
|
|
}
|
|
|
|
const VKShaderInterface &interface_get() const;
|
|
|
|
void update_graphics_pipeline(VKContext &context,
|
|
const GPUPrimType prim_type,
|
|
const VKVertexAttributeObject &vertex_attribute_object);
|
|
|
|
bool is_graphics_shader() const
|
|
{
|
|
return !is_compute_shader();
|
|
}
|
|
|
|
bool is_compute_shader() const
|
|
{
|
|
return compute_module_ != VK_NULL_HANDLE;
|
|
}
|
|
|
|
/**
|
|
* Some shaders don't have a descriptor set and should not bind any descriptor set to the
|
|
* pipeline. This function can be used to determine if a descriptor set can be bound when this
|
|
* shader or one of its pipelines are active.
|
|
*/
|
|
bool has_descriptor_set() const
|
|
{
|
|
return vk_descriptor_set_layout_ != VK_NULL_HANDLE;
|
|
}
|
|
|
|
VkDescriptorSetLayout vk_descriptor_set_layout_get() const
|
|
{
|
|
return vk_descriptor_set_layout_;
|
|
}
|
|
|
|
private:
|
|
Vector<uint32_t> compile_glsl_to_spirv(Span<const char *> sources, shaderc_shader_kind kind);
|
|
void build_shader_module(Span<uint32_t> spirv_module, VkShaderModule *r_shader_module);
|
|
void build_shader_module(MutableSpan<const char *> sources,
|
|
shaderc_shader_kind stage,
|
|
VkShaderModule *r_shader_module);
|
|
bool finalize_descriptor_set_layouts(VKDevice &vk_device,
|
|
const VKShaderInterface &shader_interface);
|
|
bool finalize_pipeline_layout(VkDevice vk_device, const VKShaderInterface &shader_interface);
|
|
|
|
/**
|
|
* \brief features available on newer implementation such as native barycentric coordinates
|
|
* and layered rendering, necessitate a geometry shader to work on older hardware.
|
|
*/
|
|
std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
|
|
bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info);
|
|
};
|
|
|
|
static inline VKShader &unwrap(Shader &shader)
|
|
{
|
|
return static_cast<VKShader &>(shader);
|
|
}
|
|
|
|
static inline VKShader *unwrap(Shader *shader)
|
|
{
|
|
return static_cast<VKShader *>(shader);
|
|
}
|
|
|
|
} // namespace blender::gpu
|