GPUShaderCreateInfo for interface abstraction

This is a first part of the Shader Create Info system could be.

A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.

- Clear source input (only one file). Cleans up the GPU api since we can create a
  shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.

This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).

This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.

There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.

What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.

Reviewed By: jbakker

Maniphest Tasks: T94975

Differential Revision: https://developer.blender.org/D13360
This commit is contained in:
Jeroen Bakker
2022-01-17 14:32:03 +01:00
committed by Jeroen Bakker
parent 08822801ac
commit 8fb2ff458b
151 changed files with 5214 additions and 812 deletions

View File

@@ -24,9 +24,12 @@
#include "BLI_string_ref.hh"
#include "GPU_shader.h"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
#include "gpu_vertex_buffer_private.hh"
#include <string>
namespace blender {
namespace gpu {
@@ -53,7 +56,7 @@ class Shader {
virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void compute_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual bool finalize() = 0;
virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
virtual void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) = 0;
@@ -68,6 +71,13 @@ class Shader {
virtual void vertformat_from_shader(GPUVertFormat *) const = 0;
std::string defines_declare(const shader::ShaderCreateInfo &info) const;
virtual std::string resources_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
/* DEPRECATED: Kept only because of BGL API. */
virtual int program_handle_get() const = 0;