/* SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup gpu */ #pragma once #include "BLI_span.hh" #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 namespace blender { namespace gpu { class GPULogParser; /** * Implementation of shader compilation and uniforms handling. * Base class which is then specialized for each implementation (GL, VK, ...). */ class Shader { public: /** Uniform & attribute locations for shader. */ ShaderInterface *interface = nullptr; protected: /** For debugging purpose. */ char name[64]; /* Parent shader can be used for shaders which are derived from the same source material. * The child shader can pull information from its parent to prepare additional resources * such as PSOs upfront. This enables asynchronous PSO compilation which mitigates stuttering * when updating new materials. */ Shader *parent_shader_ = nullptr; public: Shader(const char *name); virtual ~Shader(); virtual void vertex_shader_from_glsl(MutableSpan sources) = 0; virtual void geometry_shader_from_glsl(MutableSpan sources) = 0; virtual void fragment_shader_from_glsl(MutableSpan sources) = 0; virtual void compute_shader_from_glsl(MutableSpan sources) = 0; virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0; /* Pre-warms PSOs using parent shader's cached PSO descriptors. Limit specifies maximum PSOs to * warm. If -1, compiles all PSO permutations in parent shader. * * See `GPU_shader_warm_cache(..)` in `GPU_shader.h` for more information. */ virtual void warm_cache(int limit) = 0; virtual void transform_feedback_names_set(Span name_list, eGPUShaderTFBType geom_type) = 0; virtual bool transform_feedback_enable(GPUVertBuf *) = 0; virtual void transform_feedback_disable() = 0; virtual void bind() = 0; virtual void unbind() = 0; virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0; virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 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; virtual std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const = 0; /* DEPRECATED: Kept only because of BGL API. */ virtual int program_handle_get() const = 0; inline const char *const name_get() const { return name; } inline void parent_set(Shader *parent) { parent_shader_ = parent; } inline Shader *parent_get() const { return parent_shader_; } static bool srgb_uniform_dirty_get(); static void set_srgb_uniform(GPUShader *shader); static void set_framebuffer_srgb_target(int use_srgb_to_linear); protected: void print_log( Span sources, char *log, const char *stage, bool error, GPULogParser *parser); }; /* Syntactic sugar. */ static inline GPUShader *wrap(Shader *vert) { return reinterpret_cast(vert); } static inline Shader *unwrap(GPUShader *vert) { return reinterpret_cast(vert); } static inline const Shader *unwrap(const GPUShader *vert) { return reinterpret_cast(vert); } enum class Severity { Unknown, Warning, Error, }; struct LogCursor { int source = -1; int row = -1; int column = -1; }; struct GPULogItem { LogCursor cursor; bool source_base_row = false; Severity severity = Severity::Unknown; }; class GPULogParser { public: virtual char *parse_line(char *log_line, GPULogItem &log_item) = 0; protected: char *skip_severity(char *log_line, GPULogItem &log_item, const char *error_msg, const char *warning_msg) const; char *skip_separators(char *log_line, const StringRef separators) const; char *skip_until(char *log_line, char stop_char) const; bool at_number(const char *log_line) const; bool at_any(const char *log_line, const StringRef chars) const; int parse_number(const char *log_line, char **r_new_position) const; MEM_CXX_CLASS_ALLOC_FUNCS("GPULogParser"); }; } // namespace gpu } // namespace blender /* XXX do not use it. Special hack to use OCIO with batch API. */ GPUShader *immGetShader();