2018-07-17 14:46:44 +02:00
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 by Mike Erwin.
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* All rights reserved.
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*/
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup gpu
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2018-07-17 14:46:44 +02:00
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*
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2018-07-18 00:12:21 +02:00
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* GPU shader interface (C --> GLSL)
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2018-07-17 14:46:44 +02:00
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*/
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2017-03-02 21:27:51 -05:00
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2020-03-19 09:33:03 +01:00
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#include "MEM_guardedalloc.h"
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2018-07-31 16:54:58 +02:00
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2020-08-20 13:05:22 +02:00
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#include "BLI_span.hh"
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#include "BLI_vector.hh"
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2020-07-30 23:49:13 +02:00
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2020-08-20 13:05:22 +02:00
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#include "gpu_shader_interface.hh"
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2017-03-02 21:27:51 -05:00
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2020-08-20 13:05:22 +02:00
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namespace blender::gpu {
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2020-06-04 13:43:28 +02:00
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2020-08-20 13:05:22 +02:00
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ShaderInterface::ShaderInterface()
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2018-07-17 14:46:44 +02:00
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{
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2020-09-19 14:32:41 +10:00
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/* TODO(fclem): add unique ID for debugging. */
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2018-07-17 14:46:44 +02:00
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}
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2017-04-15 19:19:00 -04:00
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2020-08-20 13:05:22 +02:00
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ShaderInterface::~ShaderInterface()
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2018-07-17 14:46:44 +02:00
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{
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2020-08-20 13:05:22 +02:00
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/* Free memory used by name_buffer. */
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MEM_freeN(name_buffer_);
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MEM_freeN(inputs_);
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2018-07-17 14:46:44 +02:00
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}
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2017-06-01 12:26:27 +02:00
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2020-08-20 13:05:22 +02:00
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static void sort_input_list(MutableSpan<ShaderInput> dst)
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2018-07-17 14:46:44 +02:00
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{
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2020-08-20 13:05:22 +02:00
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if (dst.size() == 0) {
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return;
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2020-06-02 12:11:39 +02:00
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}
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2017-06-01 12:26:27 +02:00
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2020-08-20 13:05:22 +02:00
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Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
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MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
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src.copy_from(dst);
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2017-10-04 17:36:52 +05:00
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2020-08-20 13:05:22 +02:00
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/* Simple sorting by going through the array and selecting the biggest element each time. */
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for (uint i = 0; i < dst.size(); i++) {
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ShaderInput *input_src = &src[0];
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for (uint j = 1; j < src.size(); j++) {
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2020-06-02 12:11:39 +02:00
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if (src[j].name_hash > input_src->name_hash) {
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input_src = &src[j];
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}
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2017-10-06 01:50:16 +02:00
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}
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2020-06-02 12:11:39 +02:00
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dst[i] = *input_src;
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input_src->name_hash = 0;
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2017-10-06 01:50:16 +02:00
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}
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2018-07-17 14:46:44 +02:00
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}
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2017-10-06 01:50:16 +02:00
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2020-08-20 13:05:22 +02:00
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/* Sorts all inputs inside their respective array.
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* This is to allow fast hash collision detection.
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* See ShaderInterface::input_lookup for more details. */
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void ShaderInterface::sort_inputs()
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2018-07-17 14:46:44 +02:00
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{
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2020-08-20 13:05:22 +02:00
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sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
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sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
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sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
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2018-07-17 14:46:44 +02:00
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}
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2017-03-02 21:27:51 -05:00
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2020-08-20 13:05:22 +02:00
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void ShaderInterface::debug_print()
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2018-07-17 14:46:44 +02:00
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{
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2020-08-20 13:05:22 +02:00
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Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
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Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
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Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
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char *name_buf = name_buffer_;
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const char format[] = " | %.8x : %4d : %s\n";
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2017-10-05 18:26:50 +02:00
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2020-08-20 13:05:22 +02:00
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if (attrs.size() > 0) {
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printf("\n Attributes :\n");
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2019-04-06 14:23:25 +02:00
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}
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2020-08-20 13:05:22 +02:00
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for (const ShaderInput &attr : attrs) {
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printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
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2020-06-02 12:11:39 +02:00
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}
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2020-08-20 13:05:22 +02:00
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if (uniforms.size() > 0) {
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printf("\n Uniforms :\n");
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2020-06-04 15:28:35 +02:00
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}
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2020-08-20 13:05:22 +02:00
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for (const ShaderInput &uni : uniforms) {
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/* Bypass samplers. */
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if (uni.binding == -1) {
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printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
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2020-06-02 12:11:39 +02:00
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}
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}
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2020-08-20 13:05:22 +02:00
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if (ubos.size() > 0) {
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printf("\n Uniform Buffer Objects :\n");
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2018-07-17 14:46:44 +02:00
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}
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2020-08-20 13:05:22 +02:00
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for (const ShaderInput &ubo : ubos) {
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printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
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2020-06-02 12:11:39 +02:00
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}
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2017-10-06 14:57:21 +02:00
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2020-08-20 13:05:22 +02:00
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if (enabled_tex_mask_ > 0) {
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printf("\n Samplers :\n");
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2020-06-02 12:11:39 +02:00
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}
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2020-08-20 13:05:22 +02:00
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for (const ShaderInput &samp : uniforms) {
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/* Bypass uniforms. */
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if (samp.binding != -1) {
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printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset);
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2020-06-02 12:11:39 +02:00
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}
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}
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2020-08-20 13:05:22 +02:00
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printf("\n");
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2018-07-17 14:46:44 +02:00
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}
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2017-04-12 17:56:26 -04:00
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2020-08-20 13:05:22 +02:00
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} // namespace blender::gpu
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