Adds a SPIR-V cache that skips frontend compilation for shaders that are already compiled in a previous run of Blender. Initially this was postponed to 4.4 but it was observed that the vulkan backend didn't perform well on Windows in debug builds. The reason is that the compiler would also be a debug build which makes compiling a shader really slow. Starting Blender on a debug build could take minutes. So the decision was made to give this task a higher priority so the vulkan backend would become more usable to developers as well. The cache is stored in the application cache dir. The SPIR-V binaries can be used by different Blender versions so there is no version specific cache folder. **Sidecar**: SPIR-V files are a stream of bytes. There is no header information that allow us to validate the stream. To add basic validations we could add our custom header or a sidecar. It was chosen to use a sidecar as having the SPIR-V files unmodified allows us to load them directly in debug tools for analyzing. **Retention**: Shaders that are not used are automatically removed with a retention period of 30 days. **Shader builder**: Shader builder cannot use the SPIR-V cache as it uses stubs that returns invalid cache directories. This would load/save the cache to the location where you started the build. Pull Request: https://projects.blender.org/blender/blender/pulls/128741
161 lines
5.5 KiB
C++
161 lines
5.5 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_string_ref.hh"
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#include "gpu_shader_private.hh"
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#include "vk_backend.hh"
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#include "vk_context.hh"
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#include "vk_push_constants.hh"
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#include "vk_shader_module.hh"
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#include "shaderc/shaderc.hpp"
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namespace blender::gpu {
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class VKShaderInterface;
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class VKShader : public Shader {
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private:
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VKContext *context_ = nullptr;
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/**
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* Not owning handle to the descriptor layout.
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* The handle is owned by `VKDescriptorSetLayouts` of the device.
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*/
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VkDescriptorSetLayout vk_descriptor_set_layout_ = VK_NULL_HANDLE;
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/**
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* Base VkPipeline handle. This handle is used as template when building a variation of
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* the shader. In case for compute shaders without specialization constants this handle is also
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* used as an early exit as in there would only be a single variation.
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*/
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VkPipeline vk_pipeline_base_ = VK_NULL_HANDLE;
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bool is_compute_shader_ = false;
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bool is_static_shader_ = false;
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bool use_batch_compilation_ = false;
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public:
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VKShaderModule vertex_module;
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VKShaderModule geometry_module;
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VKShaderModule fragment_module;
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VKShaderModule compute_module;
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bool compilation_finished = false;
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bool compilation_failed = false;
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VkPipelineLayout vk_pipeline_layout = VK_NULL_HANDLE;
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VKPushConstants push_constants;
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VKShader(const char *name);
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virtual ~VKShader();
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void init(const shader::ShaderCreateInfo &info, bool is_batch_compilation) override;
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void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
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void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
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void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
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void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
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bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
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bool finalize_post();
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/**
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* Check if needed compilation steps have been finished.
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*
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* Returns `true` when all modules that needed compilation have finished their compilation steps.
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* Compilations with errors are still considered finished.
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* Returns `false` when compilation is still needed for one of the shader modules.
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*/
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bool is_ready() const;
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void warm_cache(int limit) override;
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void transform_feedback_names_set(Span<const char *> name_list,
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eGPUShaderTFBType geom_type) override;
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bool transform_feedback_enable(VertBuf *) override;
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void transform_feedback_disable() override;
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void bind() override;
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void unbind() override;
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void uniform_float(int location, int comp_len, int array_size, const float *data) override;
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void uniform_int(int location, int comp_len, int array_size, const int *data) override;
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std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
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std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
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std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
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/* Unused: SSBO vertex fetch draw parameters. */
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bool get_uses_ssbo_vertex_fetch() const override
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{
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return false;
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}
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int get_ssbo_vertex_fetch_output_num_verts() const override
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{
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return 0;
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}
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/* DEPRECATED: Kept only because of BGL API. */
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int program_handle_get() const override;
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VkPipeline ensure_and_get_compute_pipeline();
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VkPipeline ensure_and_get_graphics_pipeline(GPUPrimType primitive,
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VKVertexAttributeObject &vao,
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VKStateManager &state_manager,
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VKFrameBuffer &framebuffer);
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const VKShaderInterface &interface_get() const;
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/**
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* Some shaders don't have a descriptor set and should not bind any descriptor set to the
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* pipeline. This function can be used to determine if a descriptor set can be bound when this
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* shader or one of its pipelines are active.
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*/
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bool has_descriptor_set() const
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{
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return vk_descriptor_set_layout_ != VK_NULL_HANDLE;
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}
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VkDescriptorSetLayout vk_descriptor_set_layout_get() const
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{
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return vk_descriptor_set_layout_;
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}
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private:
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void build_shader_module(MutableSpan<const char *> sources,
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shaderc_shader_kind stage,
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VKShaderModule &r_shader_module);
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bool finalize_shader_module(VKShaderModule &shader_module, const char *stage_name);
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bool finalize_descriptor_set_layouts(VKDevice &vk_device,
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const VKShaderInterface &shader_interface);
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bool finalize_pipeline_layout(VkDevice vk_device, const VKShaderInterface &shader_interface);
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/**
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* \brief features available on newer implementation such as native barycentric coordinates
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* and layered rendering, necessitate a geometry shader to work on older hardware.
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*/
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std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
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bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info) const;
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};
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static inline VKShader &unwrap(Shader &shader)
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{
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return static_cast<VKShader &>(shader);
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}
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static inline VKShader *unwrap(Shader *shader)
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{
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return static_cast<VKShader *>(shader);
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}
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} // namespace blender::gpu
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