GPUShader: Add name for debugging & identifying shaders.

This commit is contained in:
2018-08-02 18:31:38 +02:00
parent 3578212e46
commit 8f6ff3adfa
9 changed files with 55 additions and 21 deletions

View File

@@ -257,7 +257,7 @@ void DRW_deferred_shader_remove(GPUMaterial *mat)
GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines) GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines)
{ {
return GPU_shader_create(vert, frag, geom, NULL, defines); return GPU_shader_create(vert, frag, geom, NULL, defines, __func__);
} }
GPUShader *DRW_shader_create_with_lib( GPUShader *DRW_shader_create_with_lib(
@@ -274,7 +274,7 @@ GPUShader *DRW_shader_create_with_lib(
geom_with_lib = BLI_string_joinN(lib, geom); geom_with_lib = BLI_string_joinN(lib, geom);
} }
sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines); sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, __func__);
MEM_freeN(vert_with_lib); MEM_freeN(vert_with_lib);
MEM_freeN(frag_with_lib); MEM_freeN(frag_with_lib);
@@ -290,22 +290,22 @@ GPUShader *DRW_shader_create_with_transform_feedback(
const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count) const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count)
{ {
return GPU_shader_create_ex(vert, NULL, geom, NULL, defines, GPU_SHADER_FLAGS_NONE, return GPU_shader_create_ex(vert, NULL, geom, NULL, defines, GPU_SHADER_FLAGS_NONE,
prim_type, varying_names, varying_count); prim_type, varying_names, varying_count, __func__);
} }
GPUShader *DRW_shader_create_2D(const char *frag, const char *defines) GPUShader *DRW_shader_create_2D(const char *frag, const char *defines)
{ {
return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines); return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines, __func__);
} }
GPUShader *DRW_shader_create_3D(const char *frag, const char *defines) GPUShader *DRW_shader_create_3D(const char *frag, const char *defines)
{ {
return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines); return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines, __func__);
} }
GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines) GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
{ {
return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines); return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__);
} }
GPUShader *DRW_shader_create_3D_depth_only(void) GPUShader *DRW_shader_create_3D_depth_only(void)
@@ -351,7 +351,7 @@ GPUMaterial *DRW_shader_create_from_world(
if (mat == NULL) { if (mat == NULL) {
mat = GPU_material_from_nodetree( mat = GPU_material_from_nodetree(
scene, wo->nodetree, &wo->gpumaterial, engine_type, options, scene, wo->nodetree, &wo->gpumaterial, engine_type, options,
vert, geom, frag_lib, defines); vert, geom, frag_lib, defines, wo->id.name);
} }
if (GPU_material_status(mat) == GPU_MAT_QUEUED) { if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
@@ -373,7 +373,7 @@ GPUMaterial *DRW_shader_create_from_material(
if (mat == NULL) { if (mat == NULL) {
mat = GPU_material_from_nodetree( mat = GPU_material_from_nodetree(
scene, ma->nodetree, &ma->gpumaterial, engine_type, options, scene, ma->nodetree, &ma->gpumaterial, engine_type, options,
vert, geom, frag_lib, defines); vert, geom, frag_lib, defines, ma->id.name);
} }
if (GPU_material_status(mat) == GPU_MAT_QUEUED) { if (GPU_material_status(mat) == GPU_MAT_QUEUED) {

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@@ -247,7 +247,7 @@ GPUMaterial *GPU_material_from_nodetree_find(
struct ListBase *gpumaterials, const void *engine_type, int options); struct ListBase *gpumaterials, const void *engine_type, int options);
GPUMaterial *GPU_material_from_nodetree( GPUMaterial *GPU_material_from_nodetree(
struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options, struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options,
const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines); const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, const char *name);
void GPU_material_compile(GPUMaterial *mat); void GPU_material_compile(GPUMaterial *mat);
void GPU_material_free(struct ListBase *gpumaterial); void GPU_material_free(struct ListBase *gpumaterial);

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@@ -62,7 +62,8 @@ GPUShader *GPU_shader_create(
const char *fragcode, const char *fragcode,
const char *geocode, const char *geocode,
const char *libcode, const char *libcode,
const char *defines); const char *defines,
const char *shader_name);
GPUShader *GPU_shader_create_ex( GPUShader *GPU_shader_create_ex(
const char *vertexcode, const char *vertexcode,
const char *fragcode, const char *fragcode,
@@ -72,7 +73,8 @@ GPUShader *GPU_shader_create_ex(
const int flags, const int flags,
const GPUShaderTFBType tf_type, const GPUShaderTFBType tf_type,
const char **tf_names, const char **tf_names,
const int tf_count); const int tf_count,
const char *shader_name);
void GPU_shader_free(GPUShader *shader); void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader); void GPU_shader_bind(GPUShader *shader);

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@@ -243,7 +243,8 @@ static GPUShader *gpu_basic_shader(int options)
datatoc_gpu_shader_basic_frag_glsl, datatoc_gpu_shader_basic_frag_glsl,
geom_glsl, geom_glsl,
NULL, NULL,
defines); defines,
__func__);
if (shader) { if (shader) {
/* set texture map to first texture unit */ /* set texture map to first texture unit */

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@@ -1993,7 +1993,7 @@ GPUPass *GPU_generate_pass_new(
return pass; return pass;
} }
void GPU_pass_compile(GPUPass *pass) void GPU_pass_compile(GPUPass *pass, const char *shname)
{ {
if (!pass->compiled) { if (!pass->compiled) {
pass->shader = GPU_shader_create( pass->shader = GPU_shader_create(
@@ -2001,7 +2001,8 @@ void GPU_pass_compile(GPUPass *pass)
pass->fragmentcode, pass->fragmentcode,
pass->geometrycode, pass->geometrycode,
NULL, NULL,
pass->defines); pass->defines,
shname);
pass->compiled = true; pass->compiled = true;
} }
} }

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@@ -184,7 +184,7 @@ void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs
void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs); void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs);
void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink); void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
void GPU_pass_compile(GPUPass *pass); void GPU_pass_compile(GPUPass *pass, const char *shname);
void GPU_pass_release(GPUPass *pass); void GPU_pass_release(GPUPass *pass);
void GPU_pass_free_nodes(ListBase *nodes); void GPU_pass_free_nodes(ListBase *nodes);

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@@ -43,6 +43,7 @@
#include "BLI_math.h" #include "BLI_math.h"
#include "BLI_listbase.h" #include "BLI_listbase.h"
#include "BLI_utildefines.h" #include "BLI_utildefines.h"
#include "BLI_string.h"
#include "BKE_main.h" #include "BKE_main.h"
#include "BKE_node.h" #include "BKE_node.h"
@@ -120,6 +121,10 @@ struct GPUMaterial {
short int sss_falloff; short int sss_falloff;
float sss_sharpness; float sss_sharpness;
bool sss_dirty; bool sss_dirty;
#ifndef NDEBUG
char name[64];
#endif
}; };
enum { enum {
@@ -581,7 +586,7 @@ GPUMaterial *GPU_material_from_nodetree_find(
*/ */
GPUMaterial *GPU_material_from_nodetree( GPUMaterial *GPU_material_from_nodetree(
Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, const void *engine_type, int options, Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, const void *engine_type, int options,
const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines) const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, const char *name)
{ {
LinkData *link; LinkData *link;
bool has_volume_output, has_surface_output; bool has_volume_output, has_surface_output;
@@ -594,6 +599,11 @@ GPUMaterial *GPU_material_from_nodetree(
mat->scene = scene; mat->scene = scene;
mat->engine_type = engine_type; mat->engine_type = engine_type;
mat->options = options; mat->options = options;
#ifndef NDEBUG
BLI_snprintf(mat->name, sizeof(mat->name), "%s", name);
#else
UNUSED_VARS(name);
#endif
/* localize tree to create links for reroute and mute */ /* localize tree to create links for reroute and mute */
bNodeTree *localtree = ntreeLocalize(ntree); bNodeTree *localtree = ntreeLocalize(ntree);
@@ -666,7 +676,12 @@ void GPU_material_compile(GPUMaterial *mat)
/* NOTE: The shader may have already been compiled here since we are /* NOTE: The shader may have already been compiled here since we are
* sharing GPUShader across GPUMaterials. In this case it's a no-op. */ * sharing GPUShader across GPUMaterials. In this case it's a no-op. */
GPU_pass_compile(mat->pass); #ifndef NDEBUG
GPU_pass_compile(mat->pass, mat->name);
#else
GPU_pass_compile(mat->pass, __func__);
#endif
GPUShader *sh = GPU_pass_shader_get(mat->pass); GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) { if (sh != NULL) {

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@@ -31,6 +31,7 @@
#include "BLI_math_base.h" #include "BLI_math_base.h"
#include "BLI_math_vector.h" #include "BLI_math_vector.h"
#include "BLI_path_util.h" #include "BLI_path_util.h"
#include "BLI_string.h"
#include "BKE_appdir.h" #include "BKE_appdir.h"
#include "BKE_global.h" #include "BKE_global.h"
@@ -172,6 +173,8 @@ extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[];
/* cache of built-in shaders (each is created on first use) */ /* cache of built-in shaders (each is created on first use) */
static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL }; static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
static uint g_shaderid = 0;
typedef struct { typedef struct {
const char *vert; const char *vert;
const char *frag; const char *frag;
@@ -272,7 +275,8 @@ GPUShader *GPU_shader_create(
const char *fragcode, const char *fragcode,
const char *geocode, const char *geocode,
const char *libcode, const char *libcode,
const char *defines) const char *defines,
const char *shname)
{ {
return GPU_shader_create_ex( return GPU_shader_create_ex(
vertexcode, vertexcode,
@@ -283,7 +287,8 @@ GPUShader *GPU_shader_create(
GPU_SHADER_FLAGS_NONE, GPU_SHADER_FLAGS_NONE,
GPU_SHADER_TFB_NONE, GPU_SHADER_TFB_NONE,
NULL, NULL,
0); 0,
shname);
} }
#define DEBUG_SHADER_NONE "" #define DEBUG_SHADER_NONE ""
@@ -342,7 +347,8 @@ GPUShader *GPU_shader_create_ex(
const int flags, const int flags,
const GPUShaderTFBType tf_type, const GPUShaderTFBType tf_type,
const char **tf_names, const char **tf_names,
const int tf_count) const int tf_count,
const char *shname)
{ {
#ifdef WITH_OPENSUBDIV #ifdef WITH_OPENSUBDIV
bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0; bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
@@ -360,6 +366,12 @@ GPUShader *GPU_shader_create_ex(
shader = MEM_callocN(sizeof(GPUShader), "GPUShader"); shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE); gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
#ifndef NDEBUG
BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
#else
UNUSED_VARS(shname);
#endif
if (vertexcode) if (vertexcode)
shader->vertex = glCreateShader(GL_VERTEX_SHADER); shader->vertex = glCreateShader(GL_VERTEX_SHADER);
if (fragcode) if (fragcode)
@@ -969,7 +981,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
} }
/* common case */ /* common case */
builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, defines); builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, defines, __func__);
} }
return builtin_shaders[shader]; return builtin_shaders[shader];

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@@ -38,6 +38,9 @@ struct GPUShader {
GPUShaderInterface *interface; /* cached uniform & attrib interface for shader */ GPUShaderInterface *interface; /* cached uniform & attrib interface for shader */
int feedback_transform_type; int feedback_transform_type;
#ifndef NDEBUG
char name[64];
#endif
}; };
#endif /* __GPU_SHADER_PRIVATE_H__ */ #endif /* __GPU_SHADER_PRIVATE_H__ */