Now that all relevant code is C++, the indirection from the C struct `GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds complexity and necessitates a wrapper API, making more cleanups like use of RAII or other C++ types more difficult. This commit replaces the C wrapper structs with direct use of the vertex and index buffer base classes. In C++ we can choose which parts of a class are private, so we don't risk exposing too many implementation details here. Pull Request: https://projects.blender.org/blender/blender/pulls/119825
146 lines
4.9 KiB
C++
146 lines
4.9 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 "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_pipeline.hh"
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#include "BLI_string_ref.hh"
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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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VkShaderModule vertex_module_ = VK_NULL_HANDLE;
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VkShaderModule geometry_module_ = VK_NULL_HANDLE;
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VkShaderModule fragment_module_ = VK_NULL_HANDLE;
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VkShaderModule compute_module_ = VK_NULL_HANDLE;
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bool compilation_failed_ = false;
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/* TODO: Should we move descriptor set layout and pipeline layout to VKShaderInterface? */
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VkDescriptorSetLayout vk_descriptor_set_layout_ = VK_NULL_HANDLE;
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VkPipelineLayout vk_pipeline_layout_ = VK_NULL_HANDLE;
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VKPipeline pipeline_;
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public:
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VKShader(const char *name);
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virtual ~VKShader();
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void init(const shader::ShaderCreateInfo & /*info*/) 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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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 &pipeline_get();
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VkPipelineLayout vk_pipeline_layout_get() const
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{
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return vk_pipeline_layout_;
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}
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const VKShaderInterface &interface_get() const;
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void update_graphics_pipeline(VKContext &context,
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const GPUPrimType prim_type,
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const VKVertexAttributeObject &vertex_attribute_object);
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bool is_graphics_shader() const
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{
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return !is_compute_shader();
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}
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bool is_compute_shader() const
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{
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return compute_module_ != VK_NULL_HANDLE;
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}
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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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Vector<uint32_t> compile_glsl_to_spirv(Span<const char *> sources, shaderc_shader_kind kind);
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void build_shader_module(Span<uint32_t> spirv_module, VkShaderModule *r_shader_module);
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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_descriptor_set_layouts(VkDevice vk_device,
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const VKShaderInterface &shader_interface,
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const shader::ShaderCreateInfo &info);
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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);
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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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