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

@@ -434,6 +434,7 @@ bool GLContext::clear_texture_support = false;
bool GLContext::copy_image_support = false;
bool GLContext::debug_layer_support = false;
bool GLContext::direct_state_access_support = false;
bool GLContext::explicit_location_support = false;
bool GLContext::fixed_restart_index_support = false;
bool GLContext::multi_bind_support = false;
bool GLContext::multi_draw_indirect_support = false;
@@ -492,6 +493,7 @@ void GLBackend::capabilities_init()
GLContext::copy_image_support = GLEW_ARB_copy_image;
GLContext::debug_layer_support = GLEW_VERSION_4_3 || GLEW_KHR_debug || GLEW_ARB_debug_output;
GLContext::direct_state_access_support = GLEW_ARB_direct_state_access;
GLContext::explicit_location_support = GLEW_VERSION_4_3;
GLContext::fixed_restart_index_support = GLEW_ARB_ES3_compatibility;
GLContext::multi_bind_support = GLEW_ARB_multi_bind;
GLContext::multi_draw_indirect_support = GLEW_ARB_multi_draw_indirect;