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blender-archive/source/blender/gpu/intern/gpu_shader.cc
Clément Foucault 80859a6cb2 GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.

Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
  compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
  `g_data.N` for that.


Closure sampling with upstread weight eval is now supported if the engine needs
it.

This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.

The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.

This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
  polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
  radius. The SSS kernel "shape" (radii) are still defined by the socket default
  values.

Appart from the listed changes no other regressions are expected.
2022-04-14 18:47:58 +02:00

762 lines
22 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "BLI_string_utils.h"
#include "GPU_capabilities.h"
#include "GPU_debug.h"
#include "GPU_matrix.h"
#include "GPU_platform.h"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"
#include "gpu_shader_dependency_private.h"
#include "gpu_shader_private.hh"
#include <string>
extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
namespace blender::gpu {
std::string Shader::defines_declare(const shader::ShaderCreateInfo &info) const
{
std::string defines;
for (const auto &def : info.defines_) {
defines += "#define ";
defines += def[0];
defines += " ";
defines += def[1];
defines += "\n";
}
return defines;
}
} // namespace blender::gpu
using namespace blender;
using namespace blender::gpu;
static bool gpu_shader_srgb_uniform_dirty_get();
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
* \{ */
Shader::Shader(const char *sh_name)
{
BLI_strncpy(this->name, sh_name, sizeof(this->name));
}
Shader::~Shader()
{
delete interface;
}
static void standard_defines(Vector<const char *> &sources)
{
BLI_assert(sources.size() == 0);
/* Version needs to be first. Exact values will be added by implementation. */
sources.append("version");
/* Define to identify code usage in shading language. */
sources.append("#define GPU_SHADER\n");
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_ATI\n");
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_NVIDIA\n");
}
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_INTEL\n");
}
/* some useful defines to detect OS type */
if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
sources.append("#define OS_WIN\n");
}
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
sources.append("#define OS_MAC\n");
}
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
sources.append("#define OS_UNIX\n");
}
/* API Definition */
eGPUBackendType backend = GPU_backend_get_type();
switch (backend) {
case GPU_BACKEND_OPENGL:
sources.append("#define GPU_OPENGL\n");
break;
default:
BLI_assert(false && "Invalid GPU Backend Type");
break;
}
if (GPU_crappy_amd_driver()) {
sources.append("#define GPU_DEPRECATED_AMD_DRIVER\n");
}
}
GPUShader *GPU_shader_create_ex(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *computecode,
const char *libcode,
const char *defines,
const eGPUShaderTFBType tf_type,
const char **tf_names,
const int tf_count,
const char *shname)
{
/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
BLI_assert(((fragcode != nullptr) && (vertcode != nullptr) && (computecode == nullptr)) ||
((fragcode == nullptr) && (vertcode == nullptr) && (geomcode == nullptr) &&
(computecode != nullptr)));
Shader *shader = GPUBackend::get()->shader_alloc(shname);
if (vertcode) {
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_VERTEX_SHADER\n");
sources.append("#define IN_OUT out\n");
if (geomcode) {
sources.append("#define USE_GEOMETRY_SHADER\n");
}
if (defines) {
sources.append(defines);
}
sources.append(vertcode);
shader->vertex_shader_from_glsl(sources);
}
if (fragcode) {
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_FRAGMENT_SHADER\n");
sources.append("#define IN_OUT in\n");
if (geomcode) {
sources.append("#define USE_GEOMETRY_SHADER\n");
}
if (defines) {
sources.append(defines);
}
if (libcode) {
sources.append(libcode);
}
sources.append(fragcode);
shader->fragment_shader_from_glsl(sources);
}
if (geomcode) {
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_GEOMETRY_SHADER\n");
if (defines) {
sources.append(defines);
}
sources.append(geomcode);
shader->geometry_shader_from_glsl(sources);
}
if (computecode) {
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_COMPUTE_SHADER\n");
if (defines) {
sources.append(defines);
}
if (libcode) {
sources.append(libcode);
}
sources.append(computecode);
shader->compute_shader_from_glsl(sources);
}
if (tf_names != nullptr && tf_count > 0) {
BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
shader->transform_feedback_names_set(Span<const char *>(tf_names, tf_count), tf_type);
}
if (!shader->finalize()) {
delete shader;
return nullptr;
};
return wrap(shader);
}
void GPU_shader_free(GPUShader *shader)
{
delete unwrap(shader);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Creation utils
* \{ */
GPUShader *GPU_shader_create(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines,
const char *shname)
{
return GPU_shader_create_ex(vertcode,
fragcode,
geomcode,
nullptr,
libcode,
defines,
GPU_SHADER_TFB_NONE,
nullptr,
0,
shname);
}
GPUShader *GPU_shader_create_compute(const char *computecode,
const char *libcode,
const char *defines,
const char *shname)
{
return GPU_shader_create_ex(nullptr,
nullptr,
nullptr,
computecode,
libcode,
defines,
GPU_SHADER_TFB_NONE,
nullptr,
0,
shname);
}
const GPUShaderCreateInfo *GPU_shader_create_info_get(const char *info_name)
{
return gpu_shader_create_info_get(info_name);
}
bool GPU_shader_create_info_check_error(const GPUShaderCreateInfo *_info, char r_error[128])
{
using namespace blender::gpu::shader;
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
std::string error = info.check_error();
if (error.length() == 0) {
return true;
}
BLI_strncpy(r_error, error.c_str(), 128);
return false;
}
GPUShader *GPU_shader_create_from_info_name(const char *info_name)
{
using namespace blender::gpu::shader;
const GPUShaderCreateInfo *_info = gpu_shader_create_info_get(info_name);
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
if (!info.do_static_compilation_) {
printf("Warning: Trying to compile \"%s\" which was not marked for static compilation.\n",
info.name_.c_str());
}
return GPU_shader_create_from_info(_info);
}
GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
{
using namespace blender::gpu::shader;
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
const_cast<ShaderCreateInfo &>(info).finalize();
GPU_debug_group_begin(GPU_DEBUG_SHADER_COMPILATION_GROUP);
const std::string error = info.check_error();
if (!error.empty()) {
printf("%s\n", error.c_str());
BLI_assert(false);
}
Shader *shader = GPUBackend::get()->shader_alloc(info.name_.c_str());
std::string defines = shader->defines_declare(info);
std::string resources = shader->resources_declare(info);
if (info.legacy_resource_location_ == false) {
defines += "#define USE_GPU_SHADER_CREATE_INFO\n";
}
Vector<const char *> typedefs;
if (!info.typedef_sources_.is_empty() || !info.typedef_source_generated.empty()) {
typedefs.append(gpu_shader_dependency_get_source("GPU_shader_shared_utils.h").c_str());
}
if (!info.typedef_source_generated.empty()) {
typedefs.append(info.typedef_source_generated.c_str());
}
for (auto filename : info.typedef_sources_) {
typedefs.append(gpu_shader_dependency_get_source(filename).c_str());
}
if (!info.vertex_source_.is_empty()) {
auto code = gpu_shader_dependency_get_resolved_source(info.vertex_source_);
std::string interface = shader->vertex_interface_declare(info);
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_VERTEX_SHADER\n");
if (!info.geometry_source_.is_empty()) {
sources.append("#define USE_GEOMETRY_SHADER\n");
}
sources.append(defines.c_str());
sources.extend(typedefs);
sources.append(resources.c_str());
sources.append(interface.c_str());
sources.extend(code);
sources.extend(info.dependencies_generated);
sources.append(info.vertex_source_generated.c_str());
shader->vertex_shader_from_glsl(sources);
}
if (!info.fragment_source_.is_empty()) {
auto code = gpu_shader_dependency_get_resolved_source(info.fragment_source_);
std::string interface = shader->fragment_interface_declare(info);
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_FRAGMENT_SHADER\n");
if (!info.geometry_source_.is_empty()) {
sources.append("#define USE_GEOMETRY_SHADER\n");
}
sources.append(defines.c_str());
sources.extend(typedefs);
sources.append(resources.c_str());
sources.append(interface.c_str());
sources.extend(code);
sources.extend(info.dependencies_generated);
sources.append(info.fragment_source_generated.c_str());
shader->fragment_shader_from_glsl(sources);
}
if (!info.geometry_source_.is_empty()) {
auto code = gpu_shader_dependency_get_resolved_source(info.geometry_source_);
std::string layout = shader->geometry_layout_declare(info);
std::string interface = shader->geometry_interface_declare(info);
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_GEOMETRY_SHADER\n");
sources.append(defines.c_str());
sources.extend(typedefs);
sources.append(resources.c_str());
sources.append(layout.c_str());
sources.append(interface.c_str());
sources.append(info.geometry_source_generated.c_str());
sources.extend(code);
shader->geometry_shader_from_glsl(sources);
}
if (!info.compute_source_.is_empty()) {
auto code = gpu_shader_dependency_get_resolved_source(info.compute_source_);
std::string layout = shader->compute_layout_declare(info);
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_COMPUTE_SHADER\n");
sources.append(defines.c_str());
sources.extend(typedefs);
sources.append(resources.c_str());
sources.append(layout.c_str());
sources.extend(code);
shader->compute_shader_from_glsl(sources);
}
if (!shader->finalize(&info)) {
delete shader;
GPU_debug_group_end();
return nullptr;
}
GPU_debug_group_end();
return wrap(shader);
}
GPUShader *GPU_shader_create_from_python(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines,
const char *name)
{
char *libcodecat = nullptr;
if (libcode == nullptr) {
libcode = datatoc_gpu_shader_colorspace_lib_glsl;
}
else {
libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
}
/* Use pyGPUShader as default name for shader. */
const char *shname = name != nullptr ? name : "pyGPUShader";
GPUShader *sh = GPU_shader_create_ex(vertcode,
fragcode,
geomcode,
nullptr,
libcode,
defines,
GPU_SHADER_TFB_NONE,
nullptr,
0,
shname);
MEM_SAFE_FREE(libcodecat);
return sh;
}
static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
{
bool is_alloc = false;
if (str_arr == nullptr) {
*r_is_alloc = false;
return nullptr;
}
/* Skip empty strings (avoid alloc if we can). */
while (str_arr[0] && str_arr[0][0] == '\0') {
str_arr++;
}
int i;
for (i = 0; str_arr[i]; i++) {
if (i != 0 && str_arr[i][0] != '\0') {
is_alloc = true;
}
}
*r_is_alloc = is_alloc;
if (is_alloc) {
return BLI_string_join_arrayN(str_arr, i);
}
return str_arr[0];
}
struct GPUShader *GPU_shader_create_from_arrays_impl(
const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line)
{
struct {
const char *str;
bool is_alloc;
} str_dst[4] = {{nullptr}};
const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
}
char name[64];
BLI_snprintf(name, sizeof(name), "%s_%d", func, line);
GPUShader *sh = GPU_shader_create(
str_dst[0].str, str_dst[1].str, str_dst[2].str, nullptr, str_dst[3].str, name);
for (auto &i : str_dst) {
if (i.is_alloc) {
MEM_freeN((void *)i.str);
}
}
return sh;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
void GPU_shader_bind(GPUShader *gpu_shader)
{
Shader *shader = unwrap(gpu_shader);
Context *ctx = Context::get();
if (ctx->shader != shader) {
ctx->shader = shader;
shader->bind();
GPU_matrix_bind(gpu_shader);
GPU_shader_set_srgb_uniform(gpu_shader);
}
else {
if (gpu_shader_srgb_uniform_dirty_get()) {
GPU_shader_set_srgb_uniform(gpu_shader);
}
if (GPU_matrix_dirty_get()) {
GPU_matrix_bind(gpu_shader);
}
}
}
void GPU_shader_unbind()
{
#ifndef NDEBUG
Context *ctx = Context::get();
if (ctx->shader) {
ctx->shader->unbind();
}
ctx->shader = nullptr;
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader name
* \{ */
const char *GPU_shader_get_name(GPUShader *shader)
{
return unwrap(shader)->name_get();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transform feedback
*
* TODO(fclem): Should be replaced by compute shaders.
* \{ */
bool GPU_shader_transform_feedback_enable(GPUShader *shader, GPUVertBuf *vertbuf)
{
return unwrap(shader)->transform_feedback_enable(vertbuf);
}
void GPU_shader_transform_feedback_disable(GPUShader *shader)
{
unwrap(shader)->transform_feedback_disable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms / Resource location
* \{ */
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *uniform = interface->uniform_get(name);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
{
ShaderInterface *interface = unwrap(shader)->interface;
return interface->uniform_builtin((GPUUniformBuiltin)builtin);
}
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
{
ShaderInterface *interface = unwrap(shader)->interface;
return interface->ubo_builtin((GPUUniformBlockBuiltin)builtin);
}
int GPU_shader_get_ssbo(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *ssbo = interface->ssbo_get(name);
return ssbo ? ssbo->location : -1;
}
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->location : -1;
}
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->binding : -1;
}
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *tex = interface->uniform_get(name);
return tex ? tex->binding : -1;
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *attr = interface->attr_get(name);
return attr ? attr->location : -1;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Getters
* \{ */
int GPU_shader_get_program(GPUShader *shader)
{
return unwrap(shader)->program_handle_get();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms setters
* \{ */
void GPU_shader_uniform_vector(
GPUShader *shader, int loc, int len, int arraysize, const float *value)
{
unwrap(shader)->uniform_float(loc, len, arraysize, value);
}
void GPU_shader_uniform_vector_int(
GPUShader *shader, int loc, int len, int arraysize, const int *value)
{
unwrap(shader)->uniform_int(loc, len, arraysize, value);
}
void GPU_shader_uniform_int(GPUShader *shader, int location, int value)
{
GPU_shader_uniform_vector_int(shader, location, 1, 1, &value);
}
void GPU_shader_uniform_float(GPUShader *shader, int location, float value)
{
GPU_shader_uniform_vector(shader, location, 1, 1, &value);
}
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_int(sh, loc, value);
}
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value)
{
GPU_shader_uniform_1i(sh, name, value ? 1 : 0);
}
void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y)
{
const float data[2] = {x, y};
GPU_shader_uniform_2fv(sh, name, data);
}
void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z)
{
const float data[3] = {x, y, z};
GPU_shader_uniform_3fv(sh, name, data);
}
void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w)
{
const float data[4] = {x, y, z, w};
GPU_shader_uniform_4fv(sh, name, data);
}
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value)
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float(sh, loc, value);
}
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 2, 1, data);
}
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 3, 1, data);
}
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 4, 1, data);
}
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data);
}
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 2, len, (const float *)val);
}
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 4, len, (const float *)val);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name sRGB Rendering Workaround
*
* The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
* Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
* the shader output color to be in sRGB space
* (assumed display encoded color-space as the time of writing).
* For this reason we have a uniform to switch the transform on and off depending on the current
* frame-buffer color-space.
* \{ */
static int g_shader_builtin_srgb_transform = 0;
static bool g_shader_builtin_srgb_is_dirty = false;
static bool gpu_shader_srgb_uniform_dirty_get()
{
return g_shader_builtin_srgb_is_dirty;
}
void GPU_shader_set_srgb_uniform(GPUShader *shader)
{
int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM);
if (loc != -1) {
GPU_shader_uniform_vector_int(shader, loc, 1, 1, &g_shader_builtin_srgb_transform);
}
g_shader_builtin_srgb_is_dirty = false;
}
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
{
if (g_shader_builtin_srgb_transform != use_srgb_to_linear) {
g_shader_builtin_srgb_transform = use_srgb_to_linear;
g_shader_builtin_srgb_is_dirty = true;
}
}
/** \} */