/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2023 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #include "vk_shader_interface.hh" namespace blender::gpu { void VKShaderInterface::init(const shader::ShaderCreateInfo &info) { using namespace blender::gpu::shader; attr_len_ = 0; uniform_len_ = 0; ssbo_len_ = 0; ubo_len_ = 0; image_offset_ = -1; Vector 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::IMAGE: uniform_len_++; break; case ShaderCreateInfo::Resource::BindType::SAMPLER: image_offset_ = max_ii(image_offset_, res.slot); uniform_len_++; break; case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER: ubo_len_++; break; case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER: ssbo_len_++; break; } } /* Make sure that the image slots don't overlap with the sampler slots. */ image_offset_++; int32_t input_tot_len = ubo_len_ + uniform_len_ + ssbo_len_; inputs_ = static_cast( MEM_calloc_arrayN(input_tot_len, sizeof(ShaderInput), __func__)); ShaderInput *input = inputs_; name_buffer_ = (char *)MEM_mallocN(info.interface_names_size_, "name_buffer"); uint32_t name_buffer_offset = 0; /* Uniform blocks */ for (const ShaderCreateInfo::Resource &res : all_resources) { if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) { copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset); input->location = input->binding = res.slot; input++; } } /* Images, Samplers and buffers. */ 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); input->location = input->binding = res.slot; input++; } else if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) { copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset); input->location = input->binding = res.slot + image_offset_; input++; } } /* Storage buffers */ 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; input++; } } sort_inputs(); /* Builtin Uniforms */ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) { GPUUniformBuiltin u = static_cast(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(u_int); const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u)); builtin_blocks_[u] = (block != nullptr) ? block->binding : -1; } /* Determine the descriptor set locations after the inputs have been sorted. */ descriptor_set_locations_ = Array(input_tot_len); uint32_t descriptor_set_location = 0; for (ShaderCreateInfo::Resource &res : all_resources) { const ShaderInput *input = shader_input_get(res); descriptor_set_location_update(input, descriptor_set_location++); } } static int32_t shader_input_index(const ShaderInput *shader_inputs, const ShaderInput *shader_input) { int32_t index = (shader_input - shader_inputs); return index; } void VKShaderInterface::descriptor_set_location_update(const ShaderInput *shader_input, const VKDescriptorSet::Location location) { int32_t index = shader_input_index(inputs_, shader_input); descriptor_set_locations_[index] = location; } const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location( const ShaderInput *shader_input) const { int32_t index = shader_input_index(inputs_, shader_input); return descriptor_set_locations_[index]; } const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location( const shader::ShaderCreateInfo::Resource &resource) const { const ShaderInput *shader_input = shader_input_get(resource); BLI_assert(shader_input); return descriptor_set_location(shader_input); } const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location( const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const { const ShaderInput *shader_input = shader_input_get(bind_type, binding); BLI_assert(shader_input); return descriptor_set_location(shader_input); } const ShaderInput *VKShaderInterface::shader_input_get( const shader::ShaderCreateInfo::Resource &resource) const { return shader_input_get(resource.bind_type, resource.slot); } const ShaderInput *VKShaderInterface::shader_input_get( const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const { switch (bind_type) { case shader::ShaderCreateInfo::Resource::BindType::IMAGE: return texture_get(binding + image_offset_); case shader::ShaderCreateInfo::Resource::BindType::SAMPLER: return texture_get(binding); case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER: return ssbo_get(binding); case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER: return ubo_get(binding); } return nullptr; } } // namespace blender::gpu