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test2/source/blender/gpu/intern/gpu_shader_create_info.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

515 lines
18 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Descriptor type used to define shader structure, resources and interfaces.
*/
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
#include "GPU_capabilities.h"
#include "GPU_context.h"
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"
#include "gpu_shader_dependency_private.h"
#undef GPU_SHADER_INTERFACE_INFO
#undef GPU_SHADER_CREATE_INFO
namespace blender::gpu::shader {
using CreateInfoDictionnary = Map<StringRef, ShaderCreateInfo *>;
using InterfaceDictionnary = Map<StringRef, StageInterfaceInfo *>;
static CreateInfoDictionnary *g_create_infos = nullptr;
static InterfaceDictionnary *g_interfaces = nullptr;
void ShaderCreateInfo::finalize()
{
if (finalized_) {
return;
}
finalized_ = true;
Set<StringRefNull> deps_merged;
validate_vertex_attributes();
for (auto &info_name : additional_infos_) {
/* Fetch create info. */
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
gpu_shader_create_info_get(info_name.c_str()));
/* Recursive. */
const_cast<ShaderCreateInfo &>(info).finalize();
interface_names_size_ += info.interface_names_size_;
/* NOTE: EEVEE Materials can result in nested includes. To avoid duplicate
* shader resources, we need to avoid inserting duplicates.
* TODO: Optimize create info preparation to include each individual "additional_info"
* only a single time. */
vertex_inputs_.extend_non_duplicates(info.vertex_inputs_);
fragment_outputs_.extend_non_duplicates(info.fragment_outputs_);
vertex_out_interfaces_.extend_non_duplicates(info.vertex_out_interfaces_);
geometry_out_interfaces_.extend_non_duplicates(info.geometry_out_interfaces_);
validate_vertex_attributes(&info);
/* Insert with duplicate check. */
push_constants_.extend_non_duplicates(info.push_constants_);
defines_.extend_non_duplicates(info.defines_);
batch_resources_.extend_non_duplicates(info.batch_resources_);
pass_resources_.extend_non_duplicates(info.pass_resources_);
typedef_sources_.extend_non_duplicates(info.typedef_sources_);
if (info.early_fragment_test_) {
early_fragment_test_ = true;
}
/* Modify depth write if has been changed from default.
* `UNCHANGED` implies gl_FragDepth is not used at all. */
if (info.depth_write_ != DepthWrite::UNCHANGED) {
depth_write_ = info.depth_write_;
}
validate_merge(info);
auto assert_no_overlap = [&](const bool test, const StringRefNull error) {
if (!test) {
std::cout << name_ << ": Validation failed while merging " << info.name_ << " : ";
std::cout << error << std::endl;
BLI_assert(0);
}
};
if (!deps_merged.add(info.name_)) {
assert_no_overlap(false, "additional info already merged via another info");
}
if (info.compute_layout_.local_size_x != -1) {
assert_no_overlap(compute_layout_.local_size_x == -1, "Compute layout already defined");
compute_layout_ = info.compute_layout_;
}
if (!info.vertex_source_.is_empty()) {
assert_no_overlap(vertex_source_.is_empty(), "Vertex source already existing");
vertex_source_ = info.vertex_source_;
}
if (!info.geometry_source_.is_empty()) {
assert_no_overlap(geometry_source_.is_empty(), "Geometry source already existing");
geometry_source_ = info.geometry_source_;
geometry_layout_ = info.geometry_layout_;
}
if (!info.fragment_source_.is_empty()) {
assert_no_overlap(fragment_source_.is_empty(), "Fragment source already existing");
fragment_source_ = info.fragment_source_;
}
if (!info.compute_source_.is_empty()) {
assert_no_overlap(compute_source_.is_empty(), "Compute source already existing");
compute_source_ = info.compute_source_;
}
}
if (auto_resource_location_) {
int images = 0, samplers = 0, ubos = 0, ssbos = 0;
auto set_resource_slot = [&](Resource &res) {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
res.slot = ubos++;
break;
case Resource::BindType::STORAGE_BUFFER:
res.slot = ssbos++;
break;
case Resource::BindType::SAMPLER:
res.slot = samplers++;
break;
case Resource::BindType::IMAGE:
res.slot = images++;
break;
}
};
for (auto &res : batch_resources_) {
set_resource_slot(res);
}
for (auto &res : pass_resources_) {
set_resource_slot(res);
}
}
}
std::string ShaderCreateInfo::check_error() const
{
std::string error;
/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
if (this->compute_source_.is_empty()) {
if (this->vertex_source_.is_empty()) {
error += "Missing vertex shader in " + this->name_ + ".\n";
}
if (tf_type_ == GPU_SHADER_TFB_NONE && this->fragment_source_.is_empty()) {
error += "Missing fragment shader in " + this->name_ + ".\n";
}
}
else {
if (!this->vertex_source_.is_empty()) {
error += "Compute shader has vertex_source_ shader attached in " + this->name_ + ".\n";
}
if (!this->geometry_source_.is_empty()) {
error += "Compute shader has geometry_source_ shader attached in " + this->name_ + ".\n";
}
if (!this->fragment_source_.is_empty()) {
error += "Compute shader has fragment_source_ shader attached in " + this->name_ + ".\n";
}
}
return error;
}
void ShaderCreateInfo::validate_merge(const ShaderCreateInfo &other_info)
{
if (!auto_resource_location_) {
/* Check same bind-points usage in OGL. */
Set<int> images, samplers, ubos, ssbos;
auto register_resource = [&](const Resource &res) -> bool {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
return images.add(res.slot);
case Resource::BindType::STORAGE_BUFFER:
return samplers.add(res.slot);
case Resource::BindType::SAMPLER:
return ubos.add(res.slot);
case Resource::BindType::IMAGE:
return ssbos.add(res.slot);
default:
return false;
}
};
auto print_error_msg = [&](const Resource &res) {
std::cout << name_ << ": Validation failed : Overlapping ";
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
std::cout << "Uniform Buffer " << res.uniformbuf.name;
break;
case Resource::BindType::STORAGE_BUFFER:
std::cout << "Storage Buffer " << res.storagebuf.name;
break;
case Resource::BindType::SAMPLER:
std::cout << "Sampler " << res.sampler.name;
break;
case Resource::BindType::IMAGE:
std::cout << "Image " << res.image.name;
break;
default:
std::cout << "Unknown Type";
break;
}
std::cout << " (" << res.slot << ") while merging " << other_info.name_ << std::endl;
};
for (auto &res : batch_resources_) {
if (register_resource(res) == false) {
print_error_msg(res);
}
}
for (auto &res : pass_resources_) {
if (register_resource(res) == false) {
print_error_msg(res);
}
}
}
}
void ShaderCreateInfo::validate_vertex_attributes(const ShaderCreateInfo *other_info)
{
uint32_t attr_bits = 0;
for (auto &attr : vertex_inputs_) {
if (attr.index >= 16 || attr.index < 0) {
std::cout << name_ << ": \"" << attr.name
<< "\" : Type::MAT3 unsupported as vertex attribute." << std::endl;
BLI_assert(0);
}
if (attr.index >= 16 || attr.index < 0) {
std::cout << name_ << ": Invalid index for attribute \"" << attr.name << "\"" << std::endl;
BLI_assert(0);
}
uint32_t attr_new = 0;
if (attr.type == Type::MAT4) {
for (int i = 0; i < 4; i++) {
attr_new |= 1 << (attr.index + i);
}
}
else {
attr_new |= 1 << attr.index;
}
if ((attr_bits & attr_new) != 0) {
std::cout << name_ << ": Attribute \"" << attr.name
<< "\" overlap one or more index from another attribute."
" Note that mat4 takes up 4 indices.";
if (other_info) {
std::cout << " While merging " << other_info->name_ << std::endl;
}
std::cout << std::endl;
BLI_assert(0);
}
attr_bits |= attr_new;
}
}
} // namespace blender::gpu::shader
using namespace blender::gpu::shader;
void gpu_shader_create_info_init()
{
g_create_infos = new CreateInfoDictionnary();
g_interfaces = new InterfaceDictionnary();
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
auto *ptr_##_interface = new StageInterfaceInfo(#_interface, _inst_name); \
auto &_interface = *ptr_##_interface; \
g_interfaces->add_new(#_interface, ptr_##_interface); \
_interface
#define GPU_SHADER_CREATE_INFO(_info) \
auto *ptr_##_info = new ShaderCreateInfo(#_info); \
auto &_info = *ptr_##_info; \
g_create_infos->add_new(#_info, ptr_##_info); \
_info
/* Declare, register and construct the infos. */
#include "compositor_shader_create_info_list.hh"
#include "gpu_shader_create_info_list.hh"
/* Baked shader data appended to create infos. */
/* TODO(jbakker): should call a function with a callback. so we could switch implementations.
* We cannot compile bf_gpu twice. */
#ifdef GPU_RUNTIME
# include "gpu_shader_baked.hh"
#endif
/* WORKAROUND: Replace draw_mesh info with the legacy one for systems that have problems with UBO
* indexing. */
if (GPU_type_matches_ex(GPU_DEVICE_INTEL | GPU_DEVICE_INTEL_UHD,
GPU_OS_ANY,
GPU_DRIVER_ANY,
GPU_BACKEND_OPENGL) ||
GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL) ||
GPU_crappy_amd_driver())
{
draw_modelmat = draw_modelmat_legacy;
}
/* WORKAROUND: Replace the use of gpu_BaseInstance by an instance attribute. */
if (GPU_shader_draw_parameters_support() == false) {
draw_resource_id_new = draw_resource_id_fallback;
draw_resource_with_custom_id_new = draw_resource_with_custom_id_fallback;
}
#ifdef WITH_METAL_BACKEND
/* Metal-specific alternatives for Geometry shaders. */
if (GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY, GPU_BACKEND_METAL)) {
/* 3D polyline. */
gpu_shader_3D_polyline_uniform_color = gpu_shader_3D_polyline_uniform_color_no_geom;
gpu_shader_3D_polyline_flat_color = gpu_shader_3D_polyline_flat_color_no_geom;
gpu_shader_3D_polyline_smooth_color = gpu_shader_3D_polyline_smooth_color_no_geom;
gpu_shader_3D_polyline_uniform_color_clipped =
gpu_shader_3D_polyline_uniform_color_clipped_no_geom;
/* Overlay Edit Mesh. */
overlay_edit_mesh_edge = overlay_edit_mesh_edge_no_geom;
overlay_edit_mesh_edge_flat = overlay_edit_mesh_edge_flat_no_geom;
overlay_edit_mesh_edge_clipped = overlay_edit_mesh_edge_clipped_no_geom;
overlay_edit_mesh_edge_flat_clipped = overlay_edit_mesh_edge_flat_clipped_no_geom;
overlay_edit_curve_handle = overlay_edit_curve_handle_no_geom;
overlay_edit_curve_handle_clipped = overlay_edit_curve_handle_clipped_no_geom;
/* Overlay Armature Shape outline. */
overlay_armature_shape_outline = overlay_armature_shape_outline_no_geom;
overlay_armature_shape_outline_clipped = overlay_armature_shape_outline_clipped_no_geom;
/* Overlay Motion Path Line. */
overlay_motion_path_line = overlay_motion_path_line_no_geom;
overlay_motion_path_line_clipped = overlay_motion_path_line_clipped_no_geom;
/* Workbench shadows.
* NOTE: Updates additional-info used by workbench shadow permutations.
* Must be prepared prior to permutation preparation. */
workbench_shadow_manifold = workbench_shadow_manifold_no_geom;
workbench_shadow_no_manifold = workbench_shadow_no_manifold_no_geom;
workbench_shadow_caps = workbench_shadow_caps_no_geom;
/* Conservative rasterization. */
basic_depth_mesh_conservative = basic_depth_mesh_conservative_no_geom;
basic_depth_mesh_conservative_clipped = basic_depth_mesh_conservative_no_geom_clipped;
basic_depth_pointcloud_conservative = basic_depth_pointcloud_conservative_no_geom;
basic_depth_pointcloud_conservative_clipped =
basic_depth_pointcloud_conservative_no_geom_clipped;
/* Overlay pre-pass wire. */
overlay_outline_prepass_wire = overlay_outline_prepass_wire_no_geom;
/* Edit UV Edges. */
overlay_edit_uv_edges = overlay_edit_uv_edges_no_geom;
/* Down-sample Cube/Probe rendering. */
eevee_legacy_effect_downsample_cube = eevee_legacy_effect_downsample_cube_no_geom;
eevee_legacy_probe_filter_glossy = eevee_legacy_probe_filter_glossy_no_geom;
eevee_legacy_lightprobe_planar_downsample = eevee_legacy_lightprobe_planar_downsample_no_geom;
/* EEVEE Volumetrics */
eevee_legacy_volumes_clear = eevee_legacy_volumes_clear_no_geom;
eevee_legacy_volumes_scatter = eevee_legacy_volumes_scatter_no_geom;
eevee_legacy_volumes_scatter_with_lights = eevee_legacy_volumes_scatter_with_lights_no_geom;
eevee_legacy_volumes_integration = eevee_legacy_volumes_integration_no_geom;
eevee_legacy_volumes_integration_OPTI = eevee_legacy_volumes_integration_OPTI_no_geom;
/* EEVEE Volumetric Material */
eevee_legacy_material_volumetric_vert = eevee_legacy_material_volumetric_vert_no_geom;
/* GPencil stroke. */
gpu_shader_gpencil_stroke = gpu_shader_gpencil_stroke_no_geom;
}
#endif
for (ShaderCreateInfo *info : g_create_infos->values()) {
if (info->do_static_compilation_) {
info->builtins_ |= gpu_shader_dependency_get_builtins(info->vertex_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->fragment_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->geometry_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->compute_source_);
/* Automatically amend the create info for ease of use of the debug feature. */
if ((info->builtins_ & BuiltinBits::USE_DEBUG_DRAW) == BuiltinBits::USE_DEBUG_DRAW) {
info->additional_info("draw_debug_draw");
}
if ((info->builtins_ & BuiltinBits::USE_DEBUG_PRINT) == BuiltinBits::USE_DEBUG_PRINT) {
info->additional_info("draw_debug_print");
}
}
}
/* TEST */
// gpu_shader_create_info_compile_all();
}
void gpu_shader_create_info_exit()
{
for (auto *value : g_create_infos->values()) {
delete value;
}
delete g_create_infos;
for (auto *value : g_interfaces->values()) {
delete value;
}
delete g_interfaces;
}
bool gpu_shader_create_info_compile_all()
{
using namespace blender::gpu;
int success = 0;
int skipped = 0;
int total = 0;
for (ShaderCreateInfo *info : g_create_infos->values()) {
info->finalize();
if (info->do_static_compilation_) {
if ((info->metal_backend_only_ && GPU_backend_get_type() != GPU_BACKEND_METAL) ||
(GPU_compute_shader_support() == false && info->compute_source_ != nullptr) ||
(GPU_geometry_shader_support() == false && info->geometry_source_ != nullptr) ||
(GPU_shader_image_load_store_support() == false && info->has_resource_image()) ||
(GPU_shader_storage_buffer_objects_support() == false && info->has_resource_storage()))
{
skipped++;
continue;
}
total++;
GPUShader *shader = GPU_shader_create_from_info(
reinterpret_cast<const GPUShaderCreateInfo *>(info));
if (shader == nullptr) {
printf("Compilation %s Failed\n", info->name_.c_str());
}
else {
success++;
#if 0 /* TODO(fclem): This is too verbose for now. Make it a cmake option. */
/* Test if any resource is optimized out and print a warning if that's the case. */
/* TODO(fclem): Limit this to OpenGL backend. */
const ShaderInterface *interface = unwrap(shader)->interface;
blender::Vector<ShaderCreateInfo::Resource> all_resources;
all_resources.extend(info->pass_resources_);
all_resources.extend(info->batch_resources_);
for (ShaderCreateInfo::Resource &res : all_resources) {
blender::StringRefNull name = "";
const ShaderInput *input = nullptr;
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
input = interface->ubo_get(res.slot);
name = res.uniformbuf.name;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
input = interface->ssbo_get(res.slot);
name = res.storagebuf.name;
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
input = interface->texture_get(res.slot);
name = res.sampler.name;
break;
case ShaderCreateInfo::Resource::BindType::IMAGE:
input = interface->texture_get(res.slot);
name = res.image.name;
break;
}
if (input == nullptr) {
std::cout << "Error: " << info->name_;
std::cout << ": Resource « " << name << " » not found in the shader interface\n";
}
else if (input->location == -1) {
std::cout << "Warning: " << info->name_;
std::cout << ": Resource « " << name << " » is optimized out\n";
}
}
#endif
}
GPU_shader_free(shader);
}
}
printf("Shader Test compilation result: %d / %d passed", success, total);
if (skipped > 0) {
printf(" (skipped %d for compatibility reasons)", skipped);
}
printf("\n");
return success == total;
}
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
{
if (g_create_infos->contains(info_name) == false) {
printf("Error: Cannot find shader create info named \"%s\"\n", info_name);
return nullptr;
}
ShaderCreateInfo *info = g_create_infos->lookup(info_name);
return reinterpret_cast<const GPUShaderCreateInfo *>(info);
}