This works by wrapping the entry point call inside a `main` function. Since resources are still defined in global space, function accessing these are marked with a custom attribute. This custom attribute expands in a `#ifdef` guard for the matching stage. This is a temporary solution and will eventually be lifted once we support SRD. ### TODO - [ ] Implement `[[gpu::vertex/fragment_function]]`. Pull Request: https://projects.blender.org/blender/blender/pulls/139233
60 lines
2.6 KiB
C++
60 lines
2.6 KiB
C++
/* SPDX-FileCopyrightText: 2021 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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#define SRD_STRUCT_BEGIN(srd) \
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namespace srd { \
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namespace gl_VertexShader { \
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} \
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namespace gl_FragmentShader { \
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} \
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namespace gl_ComputeShader { \
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}
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#define SRD_STRUCT_END(srd) }
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#define SRD_VERTEX_IN_BEGIN(srd) SRD_STRUCT_BEGIN(srd)
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#define SRD_VERTEX_IN_END(srd) SRD_STRUCT_END(srd)
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#define SRD_VERTEX_IN(srd, binding, type, name) const type name = {};
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#define SRD_VERTEX_OUT_BEGIN(srd) GPU_SHADER_INTERFACE_INFO(srd)
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#define SRD_VERTEX_OUT_END(srd) GPU_SHADER_INTERFACE_END()
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#define SRD_VERTEX_OUT(srd, qual, type, name) type name = {};
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#define SRD_FRAGMENT_IN_BEGIN(srd) SRD_STRUCT_BEGIN(srd)
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#define SRD_FRAGMENT_IN_END(srd) SRD_STRUCT_END(srd)
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#define SRD_FRAGMENT_IN(srd, qual, type, name) const type name = {};
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#define SRD_FRAGMENT_IN_ROG(srd, slot, type, img_type, name, rog) const type name = {};
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#define SRD_FRAGMENT_OUT_BEGIN(srd) SRD_STRUCT_BEGIN(srd)
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#define SRD_FRAGMENT_OUT_END(srd) SRD_STRUCT_END(srd)
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#define SRD_FRAGMENT_OUT(srd, binding, type, name) type name = {};
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#define SRD_FRAGMENT_OUT_DUAL(srd, slot, type, name, blend) type name = {};
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#define SRD_FRAGMENT_OUT_ROG(srd, slot, type, name, rog) type name = {};
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#define SRD_RESOURCE_BEGIN(srd) SRD_STRUCT_BEGIN(srd)
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#define SRD_RESOURCE_END(srd) SRD_STRUCT_END(srd)
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#define SRD_RESOURCE_SPECIALIZATION_CONSTANT(srd, type, name, default) type name = {};
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#define SRD_RESOURCE_PUSH_CONSTANT(srd, type, name) type name = {};
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#define SRD_RESOURCE_PUSH_CONSTANT_ARRAY(srd, type, name, array) type(*name) = {};
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#define SRD_RESOURCE_SAMPLER(srd, binding, type, name) type name = {};
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#define SRD_RESOURCE_SAMPLER_FREQ(srd, binding, type, name, freq) type name = {};
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#define SRD_RESOURCE_IMAGE(srd, binding, format, access, type, name) _##access type name;
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#define SRD_RESOURCE_IMAGE_FREQ(srd, binding, format, access, type, name, freq) \
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_##access type name;
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#define SRD_RESOURCE_STORAGE_BUF(srd, binding, access, type, name, array) type(*name) array = {};
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#define SRD_RESOURCE_STORAGE_BUF_FREQ(srd, binding, access, type, name, array, freq) \
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type(*name) array = {};
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#define SRD_RESOURCE_UNIFORM_BUF(srd, binding, type, name, array) type(*name) array = {};
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#define SRD_RESOURCE_UNIFORM_BUF_FREQ(srd, binding, type, name, array, freq) \
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type(*name) array = {};
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#define SRD_RESOURCE_STRUCT(srd, type, name) type name = {};
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/* Temporary solution while everything is being ported.
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* Should be replace by SRD_RESOURCE_STRUCT. */
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#define SRD_RESOURCE_ADDITIONAL_INFO(srd, type) using namespace type;
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