Files
test2/source/blender/gpu/intern/gpu_shader_create_info.cc
Clément Foucault fe213f80a4 GPU: Shader: Make info files generated
This is the first step of moving the create infos
back inside shader sources.

All info files are now treated as source files.
However, they are not considered in the include tree
yet. This will come in another following PR.

Each shader source file now generate a `.info` file
containing only the create info declarations.

This renames all info files so that they do not
conflict with their previous versions that were
copied (non-generated).

Pull Request: https://projects.blender.org/blender/blender/pulls/146676
2025-09-25 10:57:02 +02:00

698 lines
23 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Descriptor type used to define shader structure, resources and interfaces.
*/
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
#include "BKE_global.hh"
#include "GPU_capabilities.hh"
#include "GPU_context.hh"
#include "GPU_platform.hh"
#include "GPU_shader.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"
#include "gpu_shader_dependency_private.hh"
#undef GPU_SHADER_NAMED_INTERFACE_INFO
#undef GPU_SHADER_INTERFACE_INFO
#undef GPU_SHADER_CREATE_INFO
#undef GPU_SHADER_NAMED_INTERFACE_END
#undef GPU_SHADER_INTERFACE_END
#undef GPU_SHADER_CREATE_END
namespace blender::gpu::shader {
using CreateInfoDictionary = Map<StringRef, ShaderCreateInfo *>;
using InterfaceDictionary = Map<StringRef, StageInterfaceInfo *>;
static CreateInfoDictionary *g_create_infos = nullptr;
static InterfaceDictionary *g_interfaces = nullptr;
/* -------------------------------------------------------------------- */
/** \name Check Backend Support
*
* \{ */
static bool is_vulkan_compatible_interface(const StageInterfaceInfo &iface)
{
if (iface.instance_name.is_empty()) {
return true;
}
bool use_flat = false;
bool use_smooth = false;
bool use_noperspective = false;
for (const StageInterfaceInfo::InOut &attr : iface.inouts) {
switch (attr.interp) {
case Interpolation::FLAT:
use_flat = true;
break;
case Interpolation::SMOOTH:
use_smooth = true;
break;
case Interpolation::NO_PERSPECTIVE:
use_noperspective = true;
break;
}
}
int num_used_interpolation_types = (use_flat ? 1 : 0) + (use_smooth ? 1 : 0) +
(use_noperspective ? 1 : 0);
#if 0
if (num_used_interpolation_types > 1) {
std::cout << "'" << iface.name << "' uses multiple interpolation types\n";
}
#endif
return num_used_interpolation_types <= 1;
}
bool ShaderCreateInfo::is_vulkan_compatible() const
{
/* Vulkan doesn't support setting an interpolation mode per attribute in a struct. */
for (const StageInterfaceInfo *iface : vertex_out_interfaces_) {
if (!is_vulkan_compatible_interface(*iface)) {
return false;
}
}
for (const StageInterfaceInfo *iface : geometry_out_interfaces_) {
if (!is_vulkan_compatible_interface(*iface)) {
return false;
}
}
return true;
}
/** \} */
void ShaderCreateInfo::resource_guard_defines(std::string &defines) const
{
if (name_.startswith("MA") || name_.startswith("WO")) {
defines += "#define CREATE_INFO_Material\n";
}
else {
defines += "#define CREATE_INFO_" + name_ + "\n";
}
for (const auto &info_name : additional_infos_) {
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
gpu_shader_create_info_get(info_name.c_str()));
info.resource_guard_defines(defines);
}
}
void ShaderCreateInfo::finalize(const bool recursive)
{
if (finalized_) {
return;
}
finalized_ = true;
Set<StringRefNull> deps_merged;
validate_vertex_attributes();
for (auto &info_name : additional_infos_) {
/* Fetch create info. */
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
gpu_shader_create_info_get(info_name.c_str()));
if (recursive) {
const_cast<ShaderCreateInfo &>(info).finalize(recursive);
}
else {
BLI_assert(info.finalized_);
}
interface_names_size_ += info.interface_names_size_;
/* NOTE: EEVEE Materials can result in nested includes. To avoid duplicate
* shader resources, we need to avoid inserting duplicates.
* TODO: Optimize create info preparation to include each individual "additional_info"
* only a single time. */
vertex_inputs_.extend_non_duplicates(info.vertex_inputs_);
fragment_outputs_.extend_non_duplicates(info.fragment_outputs_);
vertex_out_interfaces_.extend_non_duplicates(info.vertex_out_interfaces_);
geometry_out_interfaces_.extend_non_duplicates(info.geometry_out_interfaces_);
subpass_inputs_.extend_non_duplicates(info.subpass_inputs_);
specialization_constants_.extend_non_duplicates(info.specialization_constants_);
compilation_constants_.extend_non_duplicates(info.compilation_constants_);
shared_variables_.extend(info.shared_variables_);
validate_vertex_attributes(&info);
/* Insert with duplicate check. */
push_constants_.extend_non_duplicates(info.push_constants_);
defines_.extend_non_duplicates(info.defines_);
batch_resources_.extend_non_duplicates(info.batch_resources_);
pass_resources_.extend_non_duplicates(info.pass_resources_);
geometry_resources_.extend_non_duplicates(info.geometry_resources_);
typedef_sources_.extend_non_duplicates(info.typedef_sources_);
/* API-specific parameters.
* We will only copy API-specific parameters if they are otherwise unassigned. */
#ifdef WITH_METAL_BACKEND
if (mtl_max_threads_per_threadgroup_ == 0) {
mtl_max_threads_per_threadgroup_ = info.mtl_max_threads_per_threadgroup_;
}
#endif
if (info.early_fragment_test_) {
early_fragment_test_ = true;
depth_write_ = DepthWrite::UNCHANGED;
}
/* Modify depth write if has been changed from default.
* `UNCHANGED` implies gl_FragDepth is not used at all. */
if (info.depth_write_ != DepthWrite::UNCHANGED) {
depth_write_ = info.depth_write_;
}
/* Inherit builtin bits from additional info. */
builtins_ |= info.builtins_;
validate_merge(info);
auto assert_no_overlap = [&](const bool test, const StringRefNull error) {
if (!test) {
std::cout << name_ << ": Validation failed while merging " << info.name_ << " : ";
std::cout << error << std::endl;
BLI_assert(0);
}
};
if (!deps_merged.add(info.name_)) {
assert_no_overlap(false, "additional info already merged via another info");
}
if (info.compute_layout_.local_size_x != -1) {
assert_no_overlap(compute_layout_.local_size_x == -1, "Compute layout already defined");
compute_layout_ = info.compute_layout_;
}
if (!info.vertex_source_.is_empty()) {
assert_no_overlap(vertex_source_.is_empty(), "Vertex source already existing");
vertex_source_ = info.vertex_source_;
}
if (!info.geometry_source_.is_empty()) {
assert_no_overlap(geometry_source_.is_empty(), "Geometry source already existing");
geometry_source_ = info.geometry_source_;
geometry_layout_ = info.geometry_layout_;
}
if (!info.fragment_source_.is_empty()) {
assert_no_overlap(fragment_source_.is_empty(), "Fragment source already existing");
fragment_source_ = info.fragment_source_;
}
if (!info.compute_source_.is_empty()) {
assert_no_overlap(compute_source_.is_empty(), "Compute source already existing");
compute_source_ = info.compute_source_;
}
if (info.vertex_entry_fn_ != "main") {
assert_no_overlap(vertex_entry_fn_ == "main", "Vertex function already existing");
vertex_entry_fn_ = info.vertex_entry_fn_;
}
if (info.geometry_entry_fn_ != "main") {
assert_no_overlap(geometry_entry_fn_ == "main", "Geometry function already existing");
geometry_entry_fn_ = info.geometry_entry_fn_;
}
if (info.fragment_entry_fn_ != "main") {
assert_no_overlap(fragment_entry_fn_ == "main", "Fragment function already existing");
fragment_entry_fn_ = info.fragment_entry_fn_;
}
if (info.compute_entry_fn_ != "main") {
assert_no_overlap(compute_entry_fn_ == "main", "Compute function already existing");
compute_entry_fn_ = info.compute_entry_fn_;
}
}
if (!geometry_source_.is_empty() && bool(builtins_ & BuiltinBits::LAYER)) {
std::cout << name_
<< ": Validation failed. BuiltinBits::LAYER shouldn't be used with geometry shaders."
<< std::endl;
BLI_assert(0);
}
if (auto_resource_location_) {
int images = 0, samplers = 0, ubos = 0, ssbos = 0;
auto set_resource_slot = [&](Resource &res) {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
res.slot = ubos++;
break;
case Resource::BindType::STORAGE_BUFFER:
res.slot = ssbos++;
break;
case Resource::BindType::SAMPLER:
res.slot = samplers++;
break;
case Resource::BindType::IMAGE:
res.slot = images++;
break;
}
};
for (auto &res : batch_resources_) {
set_resource_slot(res);
}
for (auto &res : pass_resources_) {
set_resource_slot(res);
}
for (auto &res : geometry_resources_) {
set_resource_slot(res);
}
}
}
std::string ShaderCreateInfo::check_error() const
{
std::string error;
/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
if (this->compute_source_.is_empty()) {
if (this->vertex_source_.is_empty()) {
error += "Missing vertex shader in " + this->name_ + ".\n";
}
if (this->fragment_source_.is_empty()) {
error += "Missing fragment shader in " + this->name_ + ".\n";
}
}
else {
if (!this->vertex_source_.is_empty()) {
error += "Compute shader has vertex_source_ shader attached in " + this->name_ + ".\n";
}
if (!this->geometry_source_.is_empty()) {
error += "Compute shader has geometry_source_ shader attached in " + this->name_ + ".\n";
}
if (!this->fragment_source_.is_empty()) {
error += "Compute shader has fragment_source_ shader attached in " + this->name_ + ".\n";
}
}
if (!this->geometry_source_.is_empty()) {
if (bool(this->builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
error += "Shader " + this->name_ +
" has geometry stage and uses barycentric coordinates. This is not allowed as "
"fallback injects a geometry stage.\n";
}
if (bool(this->builtins_ & BuiltinBits::VIEWPORT_INDEX)) {
error += "Shader " + this->name_ +
" has geometry stage and uses multi-viewport. This is not allowed as "
"fallback injects a geometry stage.\n";
}
if (bool(this->builtins_ & BuiltinBits::LAYER)) {
error += "Shader " + this->name_ +
" has geometry stage and uses layer output. This is not allowed as "
"fallback injects a geometry stage.\n";
}
}
if ((G.debug & G_DEBUG_GPU) == 0) {
return error;
}
if (bool(this->builtins_ &
(BuiltinBits::BARYCENTRIC_COORD | BuiltinBits::VIEWPORT_INDEX | BuiltinBits::LAYER)))
{
for (const StageInterfaceInfo *interface : this->vertex_out_interfaces_) {
if (interface->instance_name.is_empty()) {
error += "Shader " + this->name_ + " uses interface " + interface->name +
" that doesn't contain an instance name, but is required for the fallback "
"geometry shader.\n";
}
}
}
if (!this->is_vulkan_compatible()) {
error += this->name_ +
" contains a stage interface using an instance name and mixed interpolation modes. "
"This is not compatible with Vulkan and need to be adjusted.\n";
}
/* Validate specialization constants. */
for (int i = 0; i < specialization_constants_.size(); i++) {
for (int j = i + 1; j < specialization_constants_.size(); j++) {
if (specialization_constants_[i].name == specialization_constants_[j].name) {
error += this->name_ + " contains two specialization constants with the name: " +
std::string(specialization_constants_[i].name);
}
}
}
/* Validate compilation constants. */
for (int i = 0; i < compilation_constants_.size(); i++) {
for (int j = i + 1; j < compilation_constants_.size(); j++) {
if (compilation_constants_[i].name == compilation_constants_[j].name) {
error += this->name_ + " contains two compilation constants with the name: " +
std::string(compilation_constants_[i].name);
}
}
}
/* Validate shared variables. */
for (int i = 0; i < shared_variables_.size(); i++) {
for (int j = i + 1; j < shared_variables_.size(); j++) {
if (shared_variables_[i].name == shared_variables_[j].name) {
error += this->name_ + " contains two specialization constants with the name: " +
std::string(shared_variables_[i].name);
}
}
}
return error;
}
void ShaderCreateInfo::validate_merge(const ShaderCreateInfo &other_info)
{
if (!auto_resource_location_) {
/* Check same bind-points usage in OGL. */
Set<int> images, samplers, ubos, ssbos;
auto register_resource = [&](const Resource &res) -> bool {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
return images.add(res.slot);
case Resource::BindType::STORAGE_BUFFER:
return samplers.add(res.slot);
case Resource::BindType::SAMPLER:
return ubos.add(res.slot);
case Resource::BindType::IMAGE:
return ssbos.add(res.slot);
default:
return false;
}
};
auto print_error_msg = [&](const Resource &res, const Vector<Resource> &resources) {
auto print_resource_name = [&](const Resource &res) {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
std::cout << "Uniform Buffer " << res.uniformbuf.name;
break;
case Resource::BindType::STORAGE_BUFFER:
std::cout << "Storage Buffer " << res.storagebuf.name;
break;
case Resource::BindType::SAMPLER:
std::cout << "Sampler " << res.sampler.name;
break;
case Resource::BindType::IMAGE:
std::cout << "Image " << res.image.name;
break;
default:
std::cout << "Unknown Type";
break;
}
};
for (const Resource &_res : resources) {
if (&res != &_res && res.bind_type == _res.bind_type && res.slot == _res.slot) {
std::cout << name_ << ": Validation failed : Overlapping ";
print_resource_name(res);
std::cout << " and ";
print_resource_name(_res);
std::cout << " at (" << res.slot << ") while merging " << other_info.name_ << std::endl;
}
}
};
for (auto &res : batch_resources_) {
if (register_resource(res) == false) {
print_error_msg(res, resources_get_all_());
}
}
for (auto &res : pass_resources_) {
if (register_resource(res) == false) {
print_error_msg(res, resources_get_all_());
}
}
for (auto &res : geometry_resources_) {
if (register_resource(res) == false) {
print_error_msg(res, resources_get_all_());
}
}
}
}
void ShaderCreateInfo::validate_vertex_attributes(const ShaderCreateInfo *other_info)
{
uint32_t attr_bits = 0;
for (auto &attr : vertex_inputs_) {
if (attr.index >= 16 || attr.index < 0) {
std::cout << name_ << ": \"" << attr.name
<< "\" : Type::float3x3_t unsupported as vertex attribute." << std::endl;
BLI_assert(0);
}
if (attr.index >= 16 || attr.index < 0) {
std::cout << name_ << ": Invalid index for attribute \"" << attr.name << "\"" << std::endl;
BLI_assert(0);
}
uint32_t attr_new = 0;
if (attr.type == Type::float4x4_t) {
for (int i = 0; i < 4; i++) {
attr_new |= 1 << (attr.index + i);
}
}
else {
attr_new |= 1 << attr.index;
}
if ((attr_bits & attr_new) != 0) {
std::cout << name_ << ": Attribute \"" << attr.name
<< "\" overlap one or more index from another attribute."
" Note that mat4 takes up 4 indices.";
if (other_info) {
std::cout << " While merging " << other_info->name_ << std::endl;
}
std::cout << std::endl;
BLI_assert(0);
}
attr_bits |= attr_new;
}
}
} // namespace blender::gpu::shader
using namespace blender::gpu::shader;
#ifdef _MSC_VER
/* Disable optimization for this function with MSVC. It does not like the fact
* shaders info are declared in the same function (same basic block or not does
* not change anything).
* Since it is just a function called to register shaders (once),
* the fact it's optimized or not does not matter, it's not on any hot
* code path. */
# pragma optimize("", off)
#endif
void gpu_shader_create_info_init()
{
g_create_infos = new CreateInfoDictionary();
g_interfaces = new InterfaceDictionary();
#define GPU_SHADER_NAMED_INTERFACE_INFO(_interface, _inst_name) \
StageInterfaceInfo *ptr_##_interface = new StageInterfaceInfo(#_interface, #_inst_name); \
StageInterfaceInfo &_interface = *ptr_##_interface; \
g_interfaces->add_new(#_interface, ptr_##_interface); \
_interface
#define GPU_SHADER_INTERFACE_INFO(_interface) \
StageInterfaceInfo *ptr_##_interface = new StageInterfaceInfo(#_interface); \
StageInterfaceInfo &_interface = *ptr_##_interface; \
g_interfaces->add_new(#_interface, ptr_##_interface); \
_interface
#define GPU_SHADER_CREATE_INFO(_info) \
ShaderCreateInfo *ptr_##_info = new ShaderCreateInfo(#_info); \
ShaderCreateInfo &_info = *ptr_##_info; \
g_create_infos->add_new(#_info, ptr_##_info); \
_info
#define GPU_SHADER_NAMED_INTERFACE_END(_inst_name) ;
#define GPU_SHADER_INTERFACE_END() ;
#define GPU_SHADER_CREATE_END() ;
/* Declare, register and construct the infos. */
#include "glsl_compositor_infos_list.hh"
#include "glsl_draw_infos_list.hh"
#include "glsl_gpu_infos_list.hh"
#include "glsl_ocio_infos_list.hh"
#ifdef WITH_OPENSUBDIV
# include "glsl_osd_infos_list.hh"
#endif
if (GPU_stencil_clasify_buffer_workaround()) {
/* WORKAROUND: Adding a dummy buffer that isn't used fixes a bug inside the Qualcomm driver. */
eevee_deferred_tile_classify.storage_buf(
12, Qualifier::read_write, "uint", "dummy_workaround_buf[]");
}
for (ShaderCreateInfo *info : g_create_infos->values()) {
info->is_generated_ = false;
info->builtins_ |= gpu_shader_dependency_get_builtins(info->vertex_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->fragment_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->geometry_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->compute_source_);
#if GPU_SHADER_PRINTF_ENABLE
const bool is_material_shader = info->name_.startswith("eevee_surf_");
if ((info->builtins_ & BuiltinBits::USE_PRINTF) == BuiltinBits::USE_PRINTF ||
(gpu_shader_dependency_force_gpu_print_injection() && is_material_shader))
{
info->additional_info("gpu_print");
}
#endif
#ifndef NDEBUG
/* Automatically amend the create info for ease of use of the debug feature. */
if ((info->builtins_ & BuiltinBits::USE_DEBUG_DRAW) == BuiltinBits::USE_DEBUG_DRAW) {
info->additional_info("draw_debug_draw");
}
#endif
}
for (ShaderCreateInfo *info : g_create_infos->values()) {
info->finalize(true);
}
/* TEST */
// gpu_shader_create_info_compile(nullptr);
}
#ifdef _MSC_VER
# pragma optimize("", on)
#endif
void gpu_shader_create_info_exit()
{
for (auto *value : g_create_infos->values()) {
delete value;
}
delete g_create_infos;
for (auto *value : g_interfaces->values()) {
delete value;
}
delete g_interfaces;
}
bool gpu_shader_create_info_compile(const char *name_starts_with_filter)
{
using namespace blender;
using namespace blender::gpu;
int success = 0;
int skipped_filter = 0;
int skipped = 0;
int total = 0;
Vector<const GPUShaderCreateInfo *> infos;
for (ShaderCreateInfo *info : g_create_infos->values()) {
info->finalize();
if (info->do_static_compilation_) {
if (name_starts_with_filter &&
!info->name_.startswith(blender::StringRefNull(name_starts_with_filter)))
{
skipped_filter++;
continue;
}
if ((info->metal_backend_only_ && GPU_backend_get_type() != GPU_BACKEND_METAL) ||
(GPU_geometry_shader_support() == false && info->geometry_source_ != nullptr))
{
skipped++;
continue;
}
total++;
infos.append(reinterpret_cast<const GPUShaderCreateInfo *>(info));
}
}
BatchHandle batch = GPU_shader_batch_create_from_infos(infos);
Vector<blender::gpu::Shader *> result = GPU_shader_batch_finalize(batch);
for (int i : result.index_range()) {
const ShaderCreateInfo *info = reinterpret_cast<const ShaderCreateInfo *>(infos[i]);
if (result[i] == nullptr) {
std::cerr << "Compilation " << info->name_.c_str() << " Failed\n";
}
else {
success++;
#if 0 /* TODO(fclem): This is too verbose for now. Make it a cmake option. */
/* Test if any resource is optimized out and print a warning if that's the case. */
/* TODO(fclem): Limit this to OpenGL backend. */
const ShaderInterface *interface = shader->interface;
blender::Vector<ShaderCreateInfo::Resource> all_resources = info->resources_get_all_();
for (ShaderCreateInfo::Resource &res : all_resources) {
blender::StringRefNull name = "";
const ShaderInput *input = nullptr;
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
input = interface->ubo_get(res.slot);
name = res.uniformbuf.name;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
input = interface->ssbo_get(res.slot);
name = res.storagebuf.name;
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
input = interface->texture_get(res.slot);
name = res.sampler.name;
break;
case ShaderCreateInfo::Resource::BindType::IMAGE:
input = interface->texture_get(res.slot);
name = res.image.name;
break;
}
if (input == nullptr) {
std::cerr << "Error: " << info->name_;
std::cerr << ": Resource « " << name << " » not found in the shader interface\n";
}
else if (input->location == -1) {
std::cerr << "Warning: " << info->name_;
std::cerr << ": Resource « " << name << " » is optimized out\n";
}
}
#endif
GPU_shader_free(result[i]);
}
}
printf("Shader Test compilation result: %d / %d passed", success, total);
if (skipped_filter > 0) {
printf(" (skipped %d when filtering)", skipped_filter);
}
if (skipped > 0) {
printf(" (skipped %d for compatibility reasons)", skipped);
}
printf("\n");
return success == total;
}
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
{
if (g_create_infos->contains(info_name) == false) {
printf("Error: Cannot find shader create info named \"%s\"\n", info_name);
return nullptr;
}
ShaderCreateInfo *info = g_create_infos->lookup(info_name);
return reinterpret_cast<const GPUShaderCreateInfo *>(info);
}