Revert "Revert "GPUShaderCreateInfo for interface abstraction""

This reverts commit edee5a947b.

Fixes compilation error (Missing file BLI_float2.hh)
This commit is contained in:
2022-01-17 14:45:22 +01:00
parent edee5a947b
commit 9d3f35a0bf
151 changed files with 5209 additions and 812 deletions

View File

@@ -25,7 +25,9 @@
#include "BLI_bitmap.h"
#include "gl_backend.hh"
#include "gl_batch.hh"
#include "gl_context.hh"
#include "gl_shader_interface.hh"
@@ -323,6 +325,137 @@ GLShaderInterface::GLShaderInterface(GLuint program)
this->sort_inputs();
}
GLShaderInterface::GLShaderInterface(GLuint program, const shader::ShaderCreateInfo &info)
{
using namespace blender::gpu::shader;
attr_len_ = info.vertex_inputs_.size();
uniform_len_ = info.push_constants_.size();
ubo_len_ = 0;
ssbo_len_ = 0;
Vector<ShaderCreateInfo::Resource> all_resources;
all_resources.extend(info.pass_resources_);
all_resources.extend(info.batch_resources_);
for (ShaderCreateInfo::Resource &res : all_resources) {
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
ubo_len_++;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
ssbo_len_++;
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
uniform_len_++;
break;
case ShaderCreateInfo::Resource::BindType::IMAGE:
uniform_len_++;
break;
}
}
BLI_assert_msg(ubo_len_ <= 16, "enabled_ubo_mask_ is uint16_t");
int input_tot_len = attr_len_ + ubo_len_ + uniform_len_ + ssbo_len_;
inputs_ = (ShaderInput *)MEM_callocN(sizeof(ShaderInput) * input_tot_len, __func__);
ShaderInput *input = inputs_;
name_buffer_ = (char *)MEM_mallocN(info.interface_names_size_, "name_buffer");
uint32_t name_buffer_offset = 0;
/* Attributes */
for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
copy_input_name(input, attr.name, name_buffer_, name_buffer_offset);
if (true || !GLContext::explicit_location_support) {
input->location = input->binding = glGetAttribLocation(program, attr.name.c_str());
}
else {
input->location = input->binding = attr.index;
}
enabled_attr_mask_ |= (1 << input->location);
input++;
}
/* Uniform Blocks */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
copy_input_name(input, res.uniformbuf.name, name_buffer_, name_buffer_offset);
if (true || !GLContext::explicit_location_support) {
input->location = glGetUniformBlockIndex(program, res.uniformbuf.name.c_str());
glUniformBlockBinding(program, input->location, res.slot);
}
input->binding = res.slot;
enabled_ubo_mask_ |= (1 << input->binding);
input++;
}
}
/* Uniforms & samplers & images */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
copy_input_name(input, res.sampler.name, name_buffer_, name_buffer_offset);
/* Until we make use of explicit uniform location or eliminate all
* sampler manually changing. */
if (true || !GLContext::explicit_location_support) {
input->location = glGetUniformLocation(program, res.sampler.name.c_str());
glUniform1i(input->location, res.slot);
}
input->binding = res.slot;
enabled_tex_mask_ |= (1 << input->binding);
input++;
}
else if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
/* Until we make use of explicit uniform location. */
if (true || !GLContext::explicit_location_support) {
input->location = glGetUniformLocation(program, res.image.name.c_str());
glUniform1i(input->location, res.slot);
}
input->binding = res.slot;
enabled_ima_mask_ |= (1 << input->binding);
input++;
}
}
for (const ShaderCreateInfo::PushConst &uni : info.push_constants_) {
copy_input_name(input, uni.name, name_buffer_, name_buffer_offset);
/* Until we make use of explicit uniform location. */
if (true || !GLContext::explicit_location_support) {
input->location = glGetUniformLocation(program, uni.name.c_str());
}
input->binding = -1;
input++;
}
/* SSBOs */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
copy_input_name(input, res.storagebuf.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
enabled_ubo_mask_ |= (1 << input->binding);
input++;
}
}
/* Builtin Uniforms */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
const ShaderInput *uni = this->uniform_get(builtin_uniform_name(u));
builtins_[u] = (uni != nullptr) ? uni->location : -1;
}
/* Builtin Uniforms Blocks */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
builtin_blocks_[u] = (block != nullptr) ? block->binding : -1;
}
this->sort_inputs();
// this->debug_print();
}
GLShaderInterface::~GLShaderInterface()
{
for (auto *ref : refs_) {