This API is no longer used for 5.0. Pull Request: https://projects.blender.org/blender/blender/pulls/144819
145 lines
5.2 KiB
C++
145 lines
5.2 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 "BLI_string_ref.hh"
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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_push_constants.hh"
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#include "vk_shader_module.hh"
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#include "shaderc/shaderc.hpp"
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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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/**
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* Not owning handle to the descriptor layout.
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* The handle is owned by `VKDescriptorSetLayouts` of the device.
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*/
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VkDescriptorSetLayout vk_descriptor_set_layout_ = VK_NULL_HANDLE;
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/**
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* Base VkPipeline handle. This handle is used as template when building a variation of
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* the shader. In case for compute shaders without specialization constants this handle is also
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* used as an early exit as in there would only be a single variation.
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*/
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VkPipeline vk_pipeline_base_ = VK_NULL_HANDLE;
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bool is_compute_shader_ = false;
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bool is_static_shader_ = false;
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bool use_batch_compilation_ = false;
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public:
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VKShaderModule vertex_module;
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VKShaderModule geometry_module;
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VKShaderModule fragment_module;
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VKShaderModule compute_module;
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bool compilation_finished = false;
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bool compilation_failed = false;
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VkPipelineLayout vk_pipeline_layout = VK_NULL_HANDLE;
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VKPushConstants push_constants;
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VKShader(const char *name);
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virtual ~VKShader();
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void init(const shader::ShaderCreateInfo &info, bool is_batch_compilation) override;
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void vertex_shader_from_glsl(MutableSpan<StringRefNull> sources) override;
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void geometry_shader_from_glsl(MutableSpan<StringRefNull> sources) override;
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void fragment_shader_from_glsl(MutableSpan<StringRefNull> sources) override;
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void compute_shader_from_glsl(MutableSpan<StringRefNull> sources) override;
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bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
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bool finalize_post();
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/**
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* Check if needed compilation steps have been finished.
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*
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* Returns `true` when all modules that needed compilation have finished their compilation steps.
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* Compilations with errors are still considered finished.
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* Returns `false` when compilation is still needed for one of the shader modules.
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*/
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bool is_ready() const;
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void warm_cache(int limit) override;
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void bind(const shader::SpecializationConstants *constants_state) 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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VkPipeline ensure_and_get_compute_pipeline(
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const shader::SpecializationConstants &constants_state);
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VkPipeline ensure_and_get_graphics_pipeline(GPUPrimType primitive,
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VKVertexAttributeObject &vao,
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VKStateManager &state_manager,
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VKFrameBuffer &framebuffer,
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shader::SpecializationConstants &constants_state);
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const VKShaderInterface &interface_get() const;
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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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void build_shader_module(MutableSpan<StringRefNull> sources,
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shaderc_shader_kind stage,
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VKShaderModule &r_shader_module);
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bool finalize_shader_module(VKShaderModule &shader_module, const char *stage_name);
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bool finalize_descriptor_set_layouts(VKDevice &vk_device,
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const VKShaderInterface &shader_interface);
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bool finalize_pipeline_layout(VKDevice &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) const;
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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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