Files
test2/source/blender/gpu/intern/gpu_shader_private.hh
Clément Foucault 86b70143d5 Cleanup: GPU: Remove unused Transform Feedback implementation
Most of the cleanup is inside the metal backend.

Pull Request: https://projects.blender.org/blender/blender/pulls/134349
2025-02-10 17:30:42 +01:00

261 lines
8.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_span.hh"
#include "BLI_string_ref.hh"
#include "GPU_shader.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
#include "BLI_map.hh"
#include <string>
namespace blender::gpu {
class GPULogParser;
class Context;
/* Set to 1 to log the full source of shaders that fail to compile. */
#define DEBUG_LOG_SHADER_SRC_ON_ERROR 1
/**
* Compilation is done on a list of GLSL sources. This list contains placeholders that should be
* provided by the backend shader. These defines contains the locations where the backend can patch
* the sources.
*/
#define SOURCES_INDEX_VERSION 0
#define SOURCES_INDEX_SPECIALIZATION_CONSTANTS 1
/**
* Implementation of shader compilation and uniforms handling.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class Shader {
public:
/** Uniform & attribute locations for shader. */
ShaderInterface *interface = nullptr;
/** Bit-set indicating the frame-buffer color attachments that this shader writes to. */
uint16_t fragment_output_bits = 0;
/**
* Specialization constants as a Struct-of-Arrays. Allow simpler comparison and reset.
* The backend is free to implement their support as they see fit.
*/
struct Constants {
using Value = shader::SpecializationConstant::Value;
Vector<gpu::shader::Type> types;
/* Current values set by `GPU_shader_constant_*()` call. The backend can choose to interpret
* that however it wants (i.e: bind another shader instead). */
Vector<Value> values;
/**
* OpenGL needs to know if a different program needs to be attached when constants are
* changed. Vulkan and Metal uses pipelines and don't have this issue. Attribute can be
* removed after the OpenGL backend has been phased out.
*/
bool is_dirty;
} constants;
/* WORKAROUND: True if this shader is a polyline shader and needs an appropriate setup to render.
* Eventually, in the future, we should modify the user code instead of relying on such hacks. */
bool is_polyline = false;
protected:
/** For debugging purpose. */
char name[64];
/* Parent shader can be used for shaders which are derived from the same source material.
* The child shader can pull information from its parent to prepare additional resources
* such as PSOs upfront. This enables asynchronous PSO compilation which mitigates stuttering
* when updating new materials. */
Shader *parent_shader_ = nullptr;
public:
Shader(const char *name);
virtual ~Shader();
/* `is_batch_compilation` is true when the shader is being compiled as part of a
* `GPU_shader_batch`. Backends that use the `ShaderCompilerGeneric` can ignore it. */
virtual void init(const shader::ShaderCreateInfo &info, bool is_batch_compilation) = 0;
virtual void vertex_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
virtual void geometry_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
virtual void fragment_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
virtual void compute_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
/* Pre-warms PSOs using parent shader's cached PSO descriptors. Limit specifies maximum PSOs to
* warm. If -1, compiles all PSO permutations in parent shader.
*
* See `GPU_shader_warm_cache(..)` in `GPU_shader.hh` for more information. */
virtual void warm_cache(int limit) = 0;
virtual void bind() = 0;
virtual void unbind() = 0;
virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0;
virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0;
/* Add specialization constant declarations to shader instance. */
void specialization_constants_init(const shader::ShaderCreateInfo &info);
std::string defines_declare(const shader::ShaderCreateInfo &info) const;
virtual std::string resources_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
/* DEPRECATED: Kept only because of BGL API. */
virtual int program_handle_get() const = 0;
StringRefNull name_get() const
{
return name;
}
void parent_set(Shader *parent)
{
parent_shader_ = parent;
}
Shader *parent_get() const
{
return parent_shader_;
}
static bool srgb_uniform_dirty_get();
static void set_srgb_uniform(GPUShader *shader);
static void set_framebuffer_srgb_target(int use_srgb_to_linear);
protected:
void print_log(Span<StringRefNull> sources,
const char *log,
const char *stage,
bool error,
GPULogParser *parser);
};
/* Syntactic sugar. */
static inline GPUShader *wrap(Shader *vert)
{
return reinterpret_cast<GPUShader *>(vert);
}
static inline Shader *unwrap(GPUShader *vert)
{
return reinterpret_cast<Shader *>(vert);
}
static inline const Shader *unwrap(const GPUShader *vert)
{
return reinterpret_cast<const Shader *>(vert);
}
class ShaderCompiler {
protected:
struct Sources {
std::string vert;
std::string geom;
std::string frag;
std::string comp;
};
public:
virtual ~ShaderCompiler() = default;
Shader *compile(const shader::ShaderCreateInfo &info, bool is_batch_compilation);
virtual BatchHandle batch_compile(Span<const shader::ShaderCreateInfo *> &infos) = 0;
virtual bool batch_is_ready(BatchHandle handle) = 0;
virtual Vector<Shader *> batch_finalize(BatchHandle &handle) = 0;
virtual SpecializationBatchHandle precompile_specializations(
Span<ShaderSpecialization> /*specializations*/)
{
/* No-op. */
return 0;
};
virtual bool specialization_batch_is_ready(SpecializationBatchHandle &handle)
{
handle = 0;
return true;
};
};
/* Generic (fully synchronous) implementation for backends that don't implement their own
* ShaderCompiler. Used by Vulkan and Metal. */
class ShaderCompilerGeneric : public ShaderCompiler {
private:
struct Batch {
Vector<Shader *> shaders;
Vector<const shader::ShaderCreateInfo *> infos;
bool is_ready = false;
};
BatchHandle next_batch_handle = 1;
Map<BatchHandle, Batch> batches;
public:
~ShaderCompilerGeneric() override;
BatchHandle batch_compile(Span<const shader::ShaderCreateInfo *> &infos) override;
bool batch_is_ready(BatchHandle handle) override;
Vector<Shader *> batch_finalize(BatchHandle &handle) override;
};
enum class Severity {
Unknown,
Warning,
Error,
Note,
};
struct LogCursor {
int source = -1;
int row = -1;
int column = -1;
StringRef file_name_and_error_line = {};
};
struct GPULogItem {
LogCursor cursor;
Severity severity = Severity::Unknown;
};
class GPULogParser {
public:
virtual const char *parse_line(const char *source_combined,
const char *log_line,
GPULogItem &log_item) = 0;
protected:
const char *skip_severity(const char *log_line,
GPULogItem &log_item,
const char *error_msg,
const char *warning_msg,
const char *note_msg) const;
const char *skip_separators(const char *log_line, const StringRef separators) const;
const char *skip_until(const char *log_line, char stop_char) const;
bool at_number(const char *log_line) const;
bool at_any(const char *log_line, const StringRef chars) const;
int parse_number(const char *log_line, const char **r_new_position) const;
MEM_CXX_CLASS_ALLOC_FUNCS("GPULogParser");
};
void printf_begin(Context *ctx);
void printf_end(Context *ctx);
} // namespace blender::gpu
/* XXX do not use it. Special hack to use OCIO with batch API. */
GPUShader *immGetShader();