Files
test2/source/blender/gpu/intern/gpu_shader_builder.cc
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

135 lines
3.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation */
/** \file
* \ingroup gpu
*
* Compile time automation of shader compilation and validation.
*/
#include <iostream>
#include "GHOST_C-api.h"
#include "GPU_context.h"
#include "GPU_init_exit.h"
#include "gpu_shader_create_info_private.hh"
#include "BLI_vector.hh"
#include "CLG_log.h"
namespace blender::gpu::shader_builder {
class ShaderBuilder {
private:
GHOST_SystemHandle ghost_system_;
GHOST_ContextHandle ghost_context_;
GPUContext *gpu_context_ = nullptr;
public:
void init();
bool bake_create_infos();
void exit();
};
bool ShaderBuilder::bake_create_infos()
{
return gpu_shader_create_info_compile_all();
}
void ShaderBuilder::init()
{
CLG_init();
GHOST_GLSettings glSettings = {0};
switch (GPU_backend_type_selection_get()) {
case GPU_BACKEND_OPENGL:
glSettings.context_type = GHOST_kDrawingContextTypeOpenGL;
break;
#ifdef WITH_METAL_BACKEND
case GPU_BACKEND_METAL:
glSettings.context_type = GHOST_kDrawingContextTypeMetal;
break;
#endif
#ifdef WITH_VULKAN_BACKEND
case GPU_BACKEND_VULKAN:
glSettings.context_type = GHOST_kDrawingContextTypeVulkan;
break;
#endif
default:
BLI_assert_unreachable();
break;
}
ghost_system_ = GHOST_CreateSystemBackground();
ghost_context_ = GHOST_CreateOpenGLContext(ghost_system_, glSettings);
GHOST_ActivateOpenGLContext(ghost_context_);
gpu_context_ = GPU_context_create(nullptr, ghost_context_);
GPU_init();
}
void ShaderBuilder::exit()
{
GPU_exit();
GPU_context_discard(gpu_context_);
GHOST_DisposeOpenGLContext(ghost_system_, ghost_context_);
GHOST_DisposeSystem(ghost_system_);
CLG_exit();
}
} // namespace blender::gpu::shader_builder
/** \brief Entry point for the shader_builder. */
int main(int argc, const char *argv[])
{
if (argc < 2) {
printf("Usage: %s <data_file_to>\n", argv[0]);
exit(1);
}
int exit_code = 0;
struct NamedBackend {
std::string name;
eGPUBackendType backend;
};
blender::Vector<NamedBackend> backends_to_validate;
backends_to_validate.append({"OpenGL", GPU_BACKEND_OPENGL});
#ifdef WITH_METAL_BACKEND
backends_to_validate.append({"Metal", GPU_BACKEND_METAL});
#endif
#ifdef WITH_VULKAN_BACKEND
backends_to_validate.append({"Vulkan", GPU_BACKEND_VULKAN});
#endif
for (NamedBackend &backend : backends_to_validate) {
GPU_backend_type_selection_set(backend.backend);
if (!GPU_backend_supported()) {
printf("%s isn't supported on this platform. Shader compilation is skipped\n",
backend.name.c_str());
continue;
}
blender::gpu::shader_builder::ShaderBuilder builder;
builder.init();
if (!builder.bake_create_infos()) {
printf("Shader compilation failed for %s backend\n", backend.name.c_str());
exit_code = 1;
}
else {
printf("%s backend shader compilation succeeded.\n", backend.name.c_str());
}
builder.exit();
}
exit(exit_code);
return exit_code;
}