This reduces the time needed to get to the first pixel on screen by multithreading the builtin shader compilation. We avoid doing this if subprocess compilation is on as the overhead of potentially partially starting all subprocess is far greater than the benefit of paralllel compilation. For some reasons, the compilation is much slower when done async for these shaders (on Metal ~200ms > ~1.2ms), so the saving might not be substantial. Mac M1: First frame 6s > 5s. Pull Request: https://projects.blender.org/blender/blender/pulls/139627
162 lines
5.7 KiB
C++
162 lines
5.7 KiB
C++
/* SPDX-FileCopyrightText: 2023 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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* Set of shaders used for interface drawing.
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*
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* 2D shaders are not expected to work in 3D.
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* 3D shaders can work with 2D geometry and matrices.
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*
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* `INST` suffix means instance, which means the shader is build to leverage instancing
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* capabilities to reduce the number of draw-calls.
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*
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* For full list of parameters, search for the associated #ShaderCreateInfo.
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* Example: `GPU_SHADER_ICON` is defined by `GPU_SHADER_CREATE_INFO(gpu_shader_icon)`
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* Some parameters are builtins and are set automatically (ex: `ModelViewProjectionMatrix`).
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*/
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#pragma once
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struct GPUShader;
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enum eGPUBuiltinShader {
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/** Glyph drawing shader used by the BLF module. */
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GPU_SHADER_TEXT = 0,
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/** Draws keyframe markers. All markers shapes are supported through a single shader. */
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GPU_SHADER_KEYFRAME_SHAPE,
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/** Draw solid mesh with a single distant light using a clamped simple dot product. */
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GPU_SHADER_SIMPLE_LIGHTING,
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/** Draw an icon, leaving a semi-transparent rectangle on top of the icon. */
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GPU_SHADER_ICON,
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/** Draw a texture with a uniform color multiplied. */
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GPU_SHADER_2D_IMAGE_RECT_COLOR,
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/** Draw a texture with a desaturation factor. */
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GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
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/** Draw a group of texture rectangle with an associated color multiplied. */
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GPU_SHADER_ICON_MULTI,
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/** Draw a two color checker based on screen position (not UV coordinates). */
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GPU_SHADER_2D_CHECKER,
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/** Draw diagonal stripes with two alternating colors. */
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GPU_SHADER_2D_DIAG_STRIPES,
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/** Draw dashed lines with custom dash length and uniform color. */
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
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/** Draw triangles / lines / points with only depth output. */
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GPU_SHADER_3D_DEPTH_ONLY,
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/** Merge viewport overlay texture with the render output. */
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GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
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GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE,
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/** Merge viewport overlay texture with the render output. */
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GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
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/** Used for drawing of annotations (former grease pencil). */
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GPU_SHADER_GPENCIL_STROKE,
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/** Draw rounded area borders with silky smooth anti-aliasing without any over-draw. */
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GPU_SHADER_2D_AREA_BORDERS,
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/** Multi usage widget shaders for drawing buttons and other UI elements. */
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GPU_SHADER_2D_WIDGET_BASE,
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GPU_SHADER_2D_WIDGET_BASE_INST,
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GPU_SHADER_2D_WIDGET_SHADOW,
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/** Draw a node socket given it's bounding rectangle. All socket shapes are supported through
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* a single shader. */
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GPU_SHADER_2D_NODE_SOCKET,
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GPU_SHADER_2D_NODE_SOCKET_INST,
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/** Draw a node link given an input quadratic Bezier curve. */
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GPU_SHADER_2D_NODELINK,
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GPU_SHADER_2D_NODELINK_INST,
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/** Draw round points with per vertex size and color. */
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GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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/** Draw round points with a uniform size. Disabling blending will disable AA. */
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/** Draw round points with a uniform size and an outline. Disabling blending will disable AA. */
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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/** Draw geometry with uniform color. Has an additional clip plane parameter. */
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GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
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/** Draw wide lines with uniform color. Has an additional clip plane parameter. */
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GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
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/** Draw strip widgets in sequencer timeline. */
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GPU_SHADER_SEQUENCER_STRIPS,
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/** Draw strip thumbnails in sequencer timeline. */
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GPU_SHADER_SEQUENCER_THUMBS,
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/** Compute shaders to generate 2d index buffers (mainly for curve drawing). */
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GPU_SHADER_INDEXBUF_POINTS,
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GPU_SHADER_INDEXBUF_LINES,
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GPU_SHADER_INDEXBUF_TRIS,
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/**
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* ----------------------- Shaders exposed through pyGPU module -----------------------
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*
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* Avoid breaking the interface of these shaders as they are used by addons.
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* Polyline versions are used for drawing wide lines (> 1px width).
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*/
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_FLAT_COLOR,
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GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
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GPU_SHADER_3D_POINT_FLAT_COLOR,
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/**
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* Take a 3D position and color for each vertex with perspective correct interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_SMOOTH_COLOR,
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GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR,
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/**
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_UNIFORM_COLOR,
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GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
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GPU_SHADER_3D_POINT_UNIFORM_COLOR,
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/**
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* Draw a texture in 3D. Take a 3D position and a 2D texture coordinate for each vertex.
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*
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE,
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/**
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* Take a 3D position and color for each vertex with linear interpolation in window space.
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*
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* \param color: uniform vec4
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE_COLOR,
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};
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#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_3D_IMAGE_COLOR + 1)
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/** Support multiple configurations. */
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enum eGPUShaderConfig {
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GPU_SHADER_CFG_DEFAULT = 0,
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GPU_SHADER_CFG_CLIPPED = 1,
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};
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#define GPU_SHADER_CFG_LEN (GPU_SHADER_CFG_CLIPPED + 1)
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GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
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eGPUShaderConfig sh_cfg);
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GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader);
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void GPU_shader_builtin_warm_up();
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void GPU_shader_free_builtin_shaders();
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