644fb2b679 fixed a long standing issue
that offscreen example showed the wrong colors. However the fix assumes
that input texture color space is always sRGB.
This adds a shader variation that draws textures that are stored in scene referred
linear color space (like all of our Image data-block).
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/147788
345 lines
10 KiB
C++
345 lines
10 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_map.hh"
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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_worker.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 <deque>
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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 0
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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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/* Default specialization constants state as defined inside ShaderCreateInfo.
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* Should be considered as const after init(). */
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std::unique_ptr<const shader::SpecializationConstants> 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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/* TODO: Remove `is_batch_compilation`. */
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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(const shader::SpecializationConstants *constants_state) = 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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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 void set_scene_linear_to_xyz_uniform(gpu::Shader *shader);
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static void set_srgb_uniform(Context *ctx, gpu::Shader *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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class ShaderCompiler {
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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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struct Batch {
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Vector<Shader *> shaders;
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Vector<const shader::ShaderCreateInfo *> infos;
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Vector<ShaderSpecialization> specializations;
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std::atomic<int> pending_compilations = 0;
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std::atomic<bool> is_cancelled = false;
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bool is_specialization_batch()
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{
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return !specializations.is_empty();
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}
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bool is_ready()
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{
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BLI_assert(pending_compilations >= 0);
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return pending_compilations == 0;
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}
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void free_shaders()
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{
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for (Shader *shader : shaders) {
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if (shader) {
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GPU_shader_free(shader);
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}
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}
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shaders.clear();
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}
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};
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Map<BatchHandle, Batch *> batches_;
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std::mutex mutex_;
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std::condition_variable compilation_finished_notification_;
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struct ParallelWork {
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Batch *batch = nullptr;
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int shader_index = 0;
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};
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struct CompilationQueue {
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std::deque<ParallelWork> low_priority;
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std::deque<ParallelWork> normal_priority;
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std::deque<ParallelWork> high_priority;
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void push(ParallelWork &&work, CompilationPriority priority)
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{
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switch (priority) {
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case CompilationPriority::Low:
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low_priority.push_back(work);
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break;
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case CompilationPriority::Medium:
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normal_priority.push_back(work);
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break;
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case CompilationPriority::High:
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high_priority.push_back(work);
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break;
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default:
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BLI_assert_unreachable();
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break;
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}
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}
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ParallelWork pop()
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{
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if (!high_priority.empty()) {
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ParallelWork work = high_priority.front();
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high_priority.pop_front();
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return work;
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}
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if (!normal_priority.empty()) {
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ParallelWork work = normal_priority.front();
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normal_priority.pop_front();
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return work;
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}
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if (!low_priority.empty()) {
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ParallelWork work = low_priority.front();
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low_priority.pop_front();
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return work;
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}
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BLI_assert_unreachable();
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return {};
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}
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bool is_empty()
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{
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return low_priority.empty() && normal_priority.empty() && high_priority.empty();
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}
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void remove_batch(Batch *batch)
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{
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auto remove = [](std::deque<ParallelWork> &queue, Batch *batch) {
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for (ParallelWork &work : queue) {
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if (work.batch == batch) {
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work = {};
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batch->pending_compilations--;
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}
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}
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queue.erase(std::remove_if(queue.begin(),
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queue.end(),
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[](const ParallelWork &work) { return !work.batch; }),
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queue.end());
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};
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remove(low_priority, batch);
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remove(normal_priority, batch);
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remove(high_priority, batch);
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}
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};
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CompilationQueue compilation_queue_;
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std::unique_ptr<GPUWorker> compilation_worker_;
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bool support_specializations_;
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void *pop_work();
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void do_work(void *work_payload);
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BatchHandle next_batch_handle_ = 1;
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bool is_compiling_impl();
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protected:
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/* Must be called earlier from the destructor of the subclass if the compilation process relies
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* on subclass resources. */
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void destruct_compilation_worker()
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{
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compilation_worker_.reset();
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}
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public:
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ShaderCompiler(uint32_t threads_count = 1,
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GPUWorker::ContextType context_type = GPUWorker::ContextType::PerThread,
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bool support_specializations = false);
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virtual ~ShaderCompiler();
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Shader *compile(const shader::ShaderCreateInfo &info, bool is_batch_compilation);
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virtual Shader *compile_shader(const shader::ShaderCreateInfo &info);
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virtual void specialize_shader(ShaderSpecialization & /*specialization*/) {};
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BatchHandle batch_compile(Span<const shader::ShaderCreateInfo *> &infos,
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CompilationPriority priority);
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void batch_cancel(BatchHandle &handle);
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bool batch_is_ready(BatchHandle handle);
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Vector<Shader *> batch_finalize(BatchHandle &handle);
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SpecializationBatchHandle precompile_specializations(Span<ShaderSpecialization> specializations,
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CompilationPriority priority);
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bool specialization_batch_is_ready(SpecializationBatchHandle &handle);
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bool is_compiling();
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void wait_for_all();
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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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std::string 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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static size_t line_start_get(StringRefNull source_combined, size_t target_line);
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static StringRef filename_get(StringRefNull source_combined, size_t pos);
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static size_t source_line_get(StringRefNull source_combined, size_t pos);
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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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blender::gpu::Shader *immGetShader();
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