Most of the cleanup is inside the metal backend. Pull Request: https://projects.blender.org/blender/blender/pulls/134349
261 lines
8.2 KiB
C++
261 lines
8.2 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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#pragma once
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#include "BLI_span.hh"
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#include "BLI_string_ref.hh"
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#include "GPU_shader.hh"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_interface.hh"
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#include "BLI_map.hh"
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#include <string>
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namespace blender::gpu {
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class GPULogParser;
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class Context;
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/* Set to 1 to log the full source of shaders that fail to compile. */
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#define DEBUG_LOG_SHADER_SRC_ON_ERROR 1
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/**
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* Compilation is done on a list of GLSL sources. This list contains placeholders that should be
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* provided by the backend shader. These defines contains the locations where the backend can patch
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* the sources.
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*/
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#define SOURCES_INDEX_VERSION 0
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#define SOURCES_INDEX_SPECIALIZATION_CONSTANTS 1
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/**
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* Implementation of shader compilation and uniforms handling.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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*/
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class Shader {
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public:
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/** Uniform & attribute locations for shader. */
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ShaderInterface *interface = nullptr;
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/** Bit-set indicating the frame-buffer color attachments that this shader writes to. */
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uint16_t fragment_output_bits = 0;
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/**
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* Specialization constants as a Struct-of-Arrays. Allow simpler comparison and reset.
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* The backend is free to implement their support as they see fit.
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*/
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struct Constants {
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using Value = shader::SpecializationConstant::Value;
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Vector<gpu::shader::Type> types;
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/* Current values set by `GPU_shader_constant_*()` call. The backend can choose to interpret
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* that however it wants (i.e: bind another shader instead). */
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Vector<Value> values;
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/**
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* OpenGL needs to know if a different program needs to be attached when constants are
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* changed. Vulkan and Metal uses pipelines and don't have this issue. Attribute can be
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* removed after the OpenGL backend has been phased out.
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*/
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bool is_dirty;
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} constants;
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/* WORKAROUND: True if this shader is a polyline shader and needs an appropriate setup to render.
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* Eventually, in the future, we should modify the user code instead of relying on such hacks. */
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bool is_polyline = false;
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protected:
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/** For debugging purpose. */
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char name[64];
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/* Parent shader can be used for shaders which are derived from the same source material.
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* The child shader can pull information from its parent to prepare additional resources
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* such as PSOs upfront. This enables asynchronous PSO compilation which mitigates stuttering
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* when updating new materials. */
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Shader *parent_shader_ = nullptr;
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public:
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Shader(const char *name);
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virtual ~Shader();
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/* `is_batch_compilation` is true when the shader is being compiled as part of a
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* `GPU_shader_batch`. Backends that use the `ShaderCompilerGeneric` can ignore it. */
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virtual void init(const shader::ShaderCreateInfo &info, bool is_batch_compilation) = 0;
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virtual void vertex_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
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virtual void geometry_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
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virtual void fragment_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
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virtual void compute_shader_from_glsl(MutableSpan<StringRefNull> sources) = 0;
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virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
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/* Pre-warms PSOs using parent shader's cached PSO descriptors. Limit specifies maximum PSOs to
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* warm. If -1, compiles all PSO permutations in parent shader.
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*
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* See `GPU_shader_warm_cache(..)` in `GPU_shader.hh` for more information. */
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virtual void warm_cache(int limit) = 0;
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virtual void bind() = 0;
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virtual void unbind() = 0;
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virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0;
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virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0;
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/* Add specialization constant declarations to shader instance. */
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void specialization_constants_init(const shader::ShaderCreateInfo &info);
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std::string defines_declare(const shader::ShaderCreateInfo &info) const;
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virtual std::string resources_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
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/* DEPRECATED: Kept only because of BGL API. */
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virtual int program_handle_get() const = 0;
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StringRefNull name_get() const
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{
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return name;
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}
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void parent_set(Shader *parent)
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{
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parent_shader_ = parent;
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}
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Shader *parent_get() const
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{
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return parent_shader_;
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}
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static bool srgb_uniform_dirty_get();
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static void set_srgb_uniform(GPUShader *shader);
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static void set_framebuffer_srgb_target(int use_srgb_to_linear);
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protected:
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void print_log(Span<StringRefNull> sources,
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const char *log,
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const char *stage,
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bool error,
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GPULogParser *parser);
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};
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/* Syntactic sugar. */
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static inline GPUShader *wrap(Shader *vert)
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{
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return reinterpret_cast<GPUShader *>(vert);
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}
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static inline Shader *unwrap(GPUShader *vert)
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{
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return reinterpret_cast<Shader *>(vert);
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}
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static inline const Shader *unwrap(const GPUShader *vert)
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{
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return reinterpret_cast<const Shader *>(vert);
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}
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class ShaderCompiler {
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protected:
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struct Sources {
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std::string vert;
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std::string geom;
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std::string frag;
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std::string comp;
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};
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public:
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virtual ~ShaderCompiler() = default;
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Shader *compile(const shader::ShaderCreateInfo &info, bool is_batch_compilation);
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virtual BatchHandle batch_compile(Span<const shader::ShaderCreateInfo *> &infos) = 0;
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virtual bool batch_is_ready(BatchHandle handle) = 0;
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virtual Vector<Shader *> batch_finalize(BatchHandle &handle) = 0;
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virtual SpecializationBatchHandle precompile_specializations(
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Span<ShaderSpecialization> /*specializations*/)
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{
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/* No-op. */
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return 0;
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};
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virtual bool specialization_batch_is_ready(SpecializationBatchHandle &handle)
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{
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handle = 0;
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return true;
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};
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};
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/* Generic (fully synchronous) implementation for backends that don't implement their own
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* ShaderCompiler. Used by Vulkan and Metal. */
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class ShaderCompilerGeneric : public ShaderCompiler {
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private:
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struct Batch {
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Vector<Shader *> shaders;
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Vector<const shader::ShaderCreateInfo *> infos;
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bool is_ready = false;
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};
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BatchHandle next_batch_handle = 1;
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Map<BatchHandle, Batch> batches;
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public:
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~ShaderCompilerGeneric() override;
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BatchHandle batch_compile(Span<const shader::ShaderCreateInfo *> &infos) override;
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bool batch_is_ready(BatchHandle handle) override;
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Vector<Shader *> batch_finalize(BatchHandle &handle) override;
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};
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enum class Severity {
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Unknown,
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Warning,
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Error,
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Note,
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};
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struct LogCursor {
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int source = -1;
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int row = -1;
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int column = -1;
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StringRef file_name_and_error_line = {};
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};
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struct GPULogItem {
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LogCursor cursor;
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Severity severity = Severity::Unknown;
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};
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class GPULogParser {
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public:
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virtual const char *parse_line(const char *source_combined,
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const char *log_line,
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GPULogItem &log_item) = 0;
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protected:
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const char *skip_severity(const char *log_line,
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GPULogItem &log_item,
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const char *error_msg,
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const char *warning_msg,
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const char *note_msg) const;
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const char *skip_separators(const char *log_line, const StringRef separators) const;
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const char *skip_until(const char *log_line, char stop_char) const;
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bool at_number(const char *log_line) const;
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bool at_any(const char *log_line, const StringRef chars) const;
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int parse_number(const char *log_line, const char **r_new_position) const;
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MEM_CXX_CLASS_ALLOC_FUNCS("GPULogParser");
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};
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void printf_begin(Context *ctx);
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void printf_end(Context *ctx);
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} // namespace blender::gpu
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/* XXX do not use it. Special hack to use OCIO with batch API. */
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GPUShader *immGetShader();
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