Those are usually not supported but some driver silently fix them and most just silently fail (rendering error).
882 lines
23 KiB
C++
882 lines
23 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Descriptor type used to define shader structure, resources and interfaces.
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*
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* Some rule of thumb:
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* - Do not include anything else than this file in each info file.
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*/
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#pragma once
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#include "BLI_string_ref.hh"
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#include "BLI_vector.hh"
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#include "GPU_material.h"
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#include "GPU_texture.h"
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#include <iostream>
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namespace blender::gpu::shader {
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#ifndef GPU_SHADER_CREATE_INFO
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/* Helps intellisense / auto-completion. */
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# define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
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StageInterfaceInfo _interface(#_interface, _inst_name); \
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_interface
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# define GPU_SHADER_CREATE_INFO(_info) \
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ShaderCreateInfo _info(#_info); \
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_info
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#endif
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enum class Type {
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FLOAT = 0,
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VEC2,
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VEC3,
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VEC4,
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MAT3,
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MAT4,
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UINT,
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UVEC2,
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UVEC3,
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UVEC4,
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INT,
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IVEC2,
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IVEC3,
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IVEC4,
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BOOL,
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};
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/* All of these functions is a bit out of place */
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static inline Type to_type(const eGPUType type)
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{
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switch (type) {
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case GPU_FLOAT:
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return Type::FLOAT;
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case GPU_VEC2:
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return Type::VEC2;
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case GPU_VEC3:
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return Type::VEC3;
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case GPU_VEC4:
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return Type::VEC4;
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case GPU_MAT3:
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return Type::MAT3;
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case GPU_MAT4:
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return Type::MAT4;
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default:
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BLI_assert_msg(0, "Error: Cannot convert eGPUType to shader::Type.");
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return Type::FLOAT;
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}
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}
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static inline std::ostream &operator<<(std::ostream &stream, const Type type)
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{
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switch (type) {
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case Type::FLOAT:
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return stream << "float";
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case Type::VEC2:
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return stream << "vec2";
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case Type::VEC3:
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return stream << "vec3";
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case Type::VEC4:
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return stream << "vec4";
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case Type::MAT3:
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return stream << "mat3";
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case Type::MAT4:
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return stream << "mat4";
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default:
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BLI_assert(0);
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return stream;
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}
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}
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static inline std::ostream &operator<<(std::ostream &stream, const eGPUType type)
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{
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switch (type) {
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case GPU_CLOSURE:
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return stream << "Closure";
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default:
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return stream << to_type(type);
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}
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}
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enum class BuiltinBits {
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NONE = 0,
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/**
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* Allow getting barycentric coordinates inside the fragment shader.
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* \note Emulated on OpenGL.
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*/
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BARYCENTRIC_COORD = (1 << 0),
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FRAG_COORD = (1 << 2),
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FRONT_FACING = (1 << 4),
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GLOBAL_INVOCATION_ID = (1 << 5),
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INSTANCE_ID = (1 << 6),
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/**
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* Allow setting the target layer when the output is a layered frame-buffer.
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* \note Emulated through geometry shader on older hardware.
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*/
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LAYER = (1 << 7),
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LOCAL_INVOCATION_ID = (1 << 8),
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LOCAL_INVOCATION_INDEX = (1 << 9),
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NUM_WORK_GROUP = (1 << 10),
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POINT_COORD = (1 << 11),
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POINT_SIZE = (1 << 12),
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PRIMITIVE_ID = (1 << 13),
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VERTEX_ID = (1 << 14),
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WORK_GROUP_ID = (1 << 15),
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WORK_GROUP_SIZE = (1 << 16),
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};
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ENUM_OPERATORS(BuiltinBits, BuiltinBits::WORK_GROUP_SIZE);
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/**
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* Follow convention described in:
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* https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_conservative_depth.txt
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*/
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enum class DepthWrite {
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ANY = 0,
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GREATER,
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LESS,
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UNCHANGED,
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};
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/* Samplers & images. */
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enum class ImageType {
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/** Color samplers/image. */
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FLOAT_BUFFER = 0,
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FLOAT_1D,
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FLOAT_1D_ARRAY,
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FLOAT_2D,
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FLOAT_2D_ARRAY,
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FLOAT_3D,
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FLOAT_CUBE,
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FLOAT_CUBE_ARRAY,
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INT_BUFFER,
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INT_1D,
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INT_1D_ARRAY,
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INT_2D,
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INT_2D_ARRAY,
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INT_3D,
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INT_CUBE,
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INT_CUBE_ARRAY,
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UINT_BUFFER,
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UINT_1D,
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UINT_1D_ARRAY,
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UINT_2D,
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UINT_2D_ARRAY,
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UINT_3D,
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UINT_CUBE,
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UINT_CUBE_ARRAY,
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/** Depth samplers (not supported as image). */
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SHADOW_2D,
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SHADOW_2D_ARRAY,
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SHADOW_CUBE,
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SHADOW_CUBE_ARRAY,
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DEPTH_2D,
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DEPTH_2D_ARRAY,
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DEPTH_CUBE,
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DEPTH_CUBE_ARRAY,
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};
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/* Storage qualifiers. */
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enum class Qualifier {
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/** Restrict flag is set by default. Unless specified otherwise. */
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NO_RESTRICT = (1 << 0),
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READ = (1 << 1),
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WRITE = (1 << 2),
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/** Shorthand version of combined flags. */
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READ_WRITE = READ | WRITE,
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QUALIFIER_MAX = (WRITE << 1) - 1,
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};
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ENUM_OPERATORS(Qualifier, Qualifier::QUALIFIER_MAX);
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enum class Frequency {
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BATCH = 0,
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PASS,
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};
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/* Dual Source Blending Index. */
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enum class DualBlend {
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NONE = 0,
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SRC_0,
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SRC_1,
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};
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/* Interpolation qualifiers. */
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enum class Interpolation {
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SMOOTH = 0,
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FLAT,
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NO_PERSPECTIVE,
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};
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/** Input layout for geometry shader. */
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enum class PrimitiveIn {
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POINTS = 0,
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LINES,
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LINES_ADJACENCY,
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TRIANGLES,
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TRIANGLES_ADJACENCY,
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};
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/** Output layout for geometry shader. */
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enum class PrimitiveOut {
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POINTS = 0,
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LINE_STRIP,
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TRIANGLE_STRIP,
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};
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struct StageInterfaceInfo {
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struct InOut {
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Interpolation interp;
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Type type;
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StringRefNull name;
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};
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StringRefNull name;
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/** Name of the instance of the block (used to access).
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* Can be empty string (i.e: "") only if not using geometry shader. */
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StringRefNull instance_name;
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/** List of all members of the interface. */
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Vector<InOut> inouts;
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StageInterfaceInfo(const char *name_, const char *instance_name_)
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: name(name_), instance_name(instance_name_){};
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~StageInterfaceInfo(){};
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using Self = StageInterfaceInfo;
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Self &smooth(Type type, StringRefNull _name)
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{
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inouts.append({Interpolation::SMOOTH, type, _name});
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return *(Self *)this;
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}
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Self &flat(Type type, StringRefNull _name)
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{
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inouts.append({Interpolation::FLAT, type, _name});
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return *(Self *)this;
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}
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Self &no_perspective(Type type, StringRefNull _name)
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{
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inouts.append({Interpolation::NO_PERSPECTIVE, type, _name});
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return *(Self *)this;
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}
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};
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/**
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* \brief Describe inputs & outputs, stage interfaces, resources and sources of a shader.
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* If all data is correctly provided, this is all that is needed to create and compile
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* a GPUShader.
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*
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* IMPORTANT: All strings are references only. Make sure all the strings used by a
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* ShaderCreateInfo are not freed until it is consumed or deleted.
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*/
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struct ShaderCreateInfo {
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/** Shader name for debugging. */
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StringRefNull name_;
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/** True if the shader is static and can be pre-compiled at compile time. */
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bool do_static_compilation_ = false;
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/** If true, all additionally linked create info will be merged into this one. */
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bool finalized_ = false;
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/** If true, all resources will have an automatic location assigned. */
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bool auto_resource_location_ = false;
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/** If true, force depth and stencil tests to always happen before fragment shader invocation. */
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bool early_fragment_test_ = false;
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/** If true, force the use of the GL shader introspection for resource location. */
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bool legacy_resource_location_ = false;
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/** Allow optimization when fragment shader writes to `gl_FragDepth`. */
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DepthWrite depth_write_ = DepthWrite::ANY;
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/**
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* Maximum length of all the resource names including each null terminator.
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* Only for names used by gpu::ShaderInterface.
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*/
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size_t interface_names_size_ = 0;
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/** Manually set builtins. */
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BuiltinBits builtins_ = BuiltinBits::NONE;
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/** Manually set generated code. */
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std::string vertex_source_generated = "";
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std::string fragment_source_generated = "";
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std::string geometry_source_generated = "";
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std::string typedef_source_generated = "";
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/** Manually set generated dependencies. */
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Vector<const char *, 0> dependencies_generated;
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#define TEST_EQUAL(a, b, _member) \
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if (!((a)._member == (b)._member)) { \
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return false; \
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}
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#define TEST_VECTOR_EQUAL(a, b, _vector) \
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TEST_EQUAL(a, b, _vector.size()); \
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for (auto i : _vector.index_range()) { \
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TEST_EQUAL(a, b, _vector[i]); \
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}
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struct VertIn {
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int index;
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Type type;
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StringRefNull name;
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bool operator==(const VertIn &b)
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{
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TEST_EQUAL(*this, b, index);
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TEST_EQUAL(*this, b, type);
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TEST_EQUAL(*this, b, name);
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return true;
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}
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};
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Vector<VertIn> vertex_inputs_;
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struct GeometryStageLayout {
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PrimitiveIn primitive_in;
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int invocations;
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PrimitiveOut primitive_out;
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/** Set to -1 by default to check if used. */
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int max_vertices = -1;
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bool operator==(const GeometryStageLayout &b)
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{
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TEST_EQUAL(*this, b, primitive_in);
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TEST_EQUAL(*this, b, invocations);
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TEST_EQUAL(*this, b, primitive_out);
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TEST_EQUAL(*this, b, max_vertices);
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return true;
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}
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};
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GeometryStageLayout geometry_layout_;
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struct ComputeStageLayout {
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int local_size_x = -1;
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int local_size_y = -1;
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int local_size_z = -1;
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bool operator==(const ComputeStageLayout &b)
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{
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TEST_EQUAL(*this, b, local_size_x);
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TEST_EQUAL(*this, b, local_size_y);
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TEST_EQUAL(*this, b, local_size_z);
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return true;
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}
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};
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ComputeStageLayout compute_layout_;
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struct FragOut {
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int index;
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Type type;
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DualBlend blend;
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StringRefNull name;
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bool operator==(const FragOut &b)
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{
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TEST_EQUAL(*this, b, index);
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TEST_EQUAL(*this, b, type);
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TEST_EQUAL(*this, b, blend);
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TEST_EQUAL(*this, b, name);
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return true;
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}
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};
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Vector<FragOut> fragment_outputs_;
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struct Sampler {
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ImageType type;
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eGPUSamplerState sampler;
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StringRefNull name;
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};
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struct Image {
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eGPUTextureFormat format;
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ImageType type;
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Qualifier qualifiers;
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StringRefNull name;
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};
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struct UniformBuf {
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StringRefNull type_name;
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StringRefNull name;
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};
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struct StorageBuf {
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Qualifier qualifiers;
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StringRefNull type_name;
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StringRefNull name;
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};
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struct Resource {
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enum BindType {
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UNIFORM_BUFFER = 0,
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STORAGE_BUFFER,
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SAMPLER,
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IMAGE,
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};
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BindType bind_type;
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int slot;
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union {
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Sampler sampler;
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Image image;
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UniformBuf uniformbuf;
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StorageBuf storagebuf;
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};
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Resource(BindType type, int _slot) : bind_type(type), slot(_slot){};
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bool operator==(const Resource &b)
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{
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TEST_EQUAL(*this, b, bind_type);
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TEST_EQUAL(*this, b, slot);
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switch (bind_type) {
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case UNIFORM_BUFFER:
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TEST_EQUAL(*this, b, uniformbuf.type_name);
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TEST_EQUAL(*this, b, uniformbuf.name);
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break;
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case STORAGE_BUFFER:
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TEST_EQUAL(*this, b, storagebuf.qualifiers);
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TEST_EQUAL(*this, b, storagebuf.type_name);
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TEST_EQUAL(*this, b, storagebuf.name);
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break;
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case SAMPLER:
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TEST_EQUAL(*this, b, sampler.type);
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TEST_EQUAL(*this, b, sampler.sampler);
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TEST_EQUAL(*this, b, sampler.name);
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break;
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case IMAGE:
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TEST_EQUAL(*this, b, image.format);
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TEST_EQUAL(*this, b, image.type);
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TEST_EQUAL(*this, b, image.qualifiers);
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TEST_EQUAL(*this, b, image.name);
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break;
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}
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return true;
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}
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};
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/**
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* Resources are grouped by frequency of change.
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* Pass resources are meant to be valid for the whole pass.
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* Batch resources can be changed in a more granular manner (per object/material).
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* Mis-usage will only produce suboptimal performance.
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*/
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Vector<Resource> pass_resources_, batch_resources_;
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Vector<StageInterfaceInfo *> vertex_out_interfaces_;
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Vector<StageInterfaceInfo *> geometry_out_interfaces_;
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struct PushConst {
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Type type;
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StringRefNull name;
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int array_size;
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bool operator==(const PushConst &b)
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{
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TEST_EQUAL(*this, b, type);
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TEST_EQUAL(*this, b, name);
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TEST_EQUAL(*this, b, array_size);
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return true;
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}
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};
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Vector<PushConst> push_constants_;
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/* Sources for resources type definitions. */
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Vector<StringRefNull> typedef_sources_;
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StringRefNull vertex_source_, geometry_source_, fragment_source_, compute_source_;
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Vector<std::array<StringRefNull, 2>> defines_;
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/**
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* Name of other infos to recursively merge with this one.
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* No data slot must overlap otherwise we throw an error.
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*/
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Vector<StringRefNull> additional_infos_;
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public:
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ShaderCreateInfo(const char *name) : name_(name){};
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~ShaderCreateInfo(){};
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using Self = ShaderCreateInfo;
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/* -------------------------------------------------------------------- */
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/** \name Shaders in/outs (fixed function pipeline config)
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* \{ */
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Self &vertex_in(int slot, Type type, StringRefNull name)
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{
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vertex_inputs_.append({slot, type, name});
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interface_names_size_ += name.size() + 1;
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return *(Self *)this;
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}
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Self &vertex_out(StageInterfaceInfo &interface)
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{
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vertex_out_interfaces_.append(&interface);
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return *(Self *)this;
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}
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/**
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* IMPORTANT: invocations count is only used if GL_ARB_gpu_shader5 is supported. On
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* implementations that do not supports it, the max_vertices will be multiplied by invocations.
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* Your shader needs to account for this fact. Use `#ifdef GPU_ARB_gpu_shader5` and make a code
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* path that does not rely on #gl_InvocationID.
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*/
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Self &geometry_layout(PrimitiveIn prim_in,
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PrimitiveOut prim_out,
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int max_vertices,
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int invocations = -1)
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{
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geometry_layout_.primitive_in = prim_in;
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geometry_layout_.primitive_out = prim_out;
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geometry_layout_.max_vertices = max_vertices;
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geometry_layout_.invocations = invocations;
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return *(Self *)this;
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}
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Self &local_group_size(int local_size_x = -1, int local_size_y = -1, int local_size_z = -1)
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{
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compute_layout_.local_size_x = local_size_x;
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compute_layout_.local_size_y = local_size_y;
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compute_layout_.local_size_z = local_size_z;
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return *(Self *)this;
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}
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/**
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* Force fragment tests before fragment shader invocation.
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* IMPORTANT: This is incompatible with using the gl_FragDepth output.
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*/
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Self &early_fragment_test(bool enable)
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{
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early_fragment_test_ = enable;
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return *(Self *)this;
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}
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/**
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* Only needed if geometry shader is enabled.
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* IMPORTANT: Input and output instance name will have respectively "_in" and "_out" suffix
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* appended in the geometry shader IF AND ONLY IF the vertex_out interface instance name matches
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* the geometry_out interface instance name.
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*/
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Self &geometry_out(StageInterfaceInfo &interface)
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{
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geometry_out_interfaces_.append(&interface);
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return *(Self *)this;
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}
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Self &fragment_out(int slot, Type type, StringRefNull name, DualBlend blend = DualBlend::NONE)
|
|
{
|
|
fragment_outputs_.append({slot, type, blend, name});
|
|
return *(Self *)this;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Resources bindings points
|
|
* \{ */
|
|
|
|
Self &uniform_buf(int slot,
|
|
StringRefNull type_name,
|
|
StringRefNull name,
|
|
Frequency freq = Frequency::PASS)
|
|
{
|
|
Resource res(Resource::BindType::UNIFORM_BUFFER, slot);
|
|
res.uniformbuf.name = name;
|
|
res.uniformbuf.type_name = type_name;
|
|
((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
|
|
interface_names_size_ += name.size() + 1;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
Self &storage_buf(int slot,
|
|
Qualifier qualifiers,
|
|
StringRefNull type_name,
|
|
StringRefNull name,
|
|
Frequency freq = Frequency::PASS)
|
|
{
|
|
Resource res(Resource::BindType::STORAGE_BUFFER, slot);
|
|
res.storagebuf.qualifiers = qualifiers;
|
|
res.storagebuf.type_name = type_name;
|
|
res.storagebuf.name = name;
|
|
((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
|
|
interface_names_size_ += name.size() + 1;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
Self &image(int slot,
|
|
eGPUTextureFormat format,
|
|
Qualifier qualifiers,
|
|
ImageType type,
|
|
StringRefNull name,
|
|
Frequency freq = Frequency::PASS)
|
|
{
|
|
Resource res(Resource::BindType::IMAGE, slot);
|
|
res.image.format = format;
|
|
res.image.qualifiers = qualifiers;
|
|
res.image.type = type;
|
|
res.image.name = name;
|
|
((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
|
|
interface_names_size_ += name.size() + 1;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
Self &sampler(int slot,
|
|
ImageType type,
|
|
StringRefNull name,
|
|
Frequency freq = Frequency::PASS,
|
|
eGPUSamplerState sampler = (eGPUSamplerState)-1)
|
|
{
|
|
Resource res(Resource::BindType::SAMPLER, slot);
|
|
res.sampler.type = type;
|
|
res.sampler.name = name;
|
|
/* Produces ASAN errors for the moment. */
|
|
// res.sampler.sampler = sampler;
|
|
UNUSED_VARS(sampler);
|
|
((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
|
|
interface_names_size_ += name.size() + 1;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Shader Source
|
|
* \{ */
|
|
|
|
Self &vertex_source(StringRefNull filename)
|
|
{
|
|
vertex_source_ = filename;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
Self &geometry_source(StringRefNull filename)
|
|
{
|
|
geometry_source_ = filename;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
Self &fragment_source(StringRefNull filename)
|
|
{
|
|
fragment_source_ = filename;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
Self &compute_source(StringRefNull filename)
|
|
{
|
|
compute_source_ = filename;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Push constants
|
|
*
|
|
* Data managed by GPUShader. Can be set through uniform functions. Must be less than 128bytes.
|
|
* \{ */
|
|
|
|
Self &push_constant(Type type, StringRefNull name, int array_size = 0)
|
|
{
|
|
BLI_assert_msg(name.find("[") == -1,
|
|
"Array syntax is forbidden for push constants."
|
|
"Use the array_size parameter instead.");
|
|
push_constants_.append({type, name, array_size});
|
|
interface_names_size_ += name.size() + 1;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Defines
|
|
* \{ */
|
|
|
|
Self &define(StringRefNull name, StringRefNull value = "")
|
|
{
|
|
defines_.append({name, value});
|
|
return *(Self *)this;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Defines
|
|
* \{ */
|
|
|
|
Self &do_static_compilation(bool value)
|
|
{
|
|
do_static_compilation_ = value;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
Self &builtins(BuiltinBits builtin)
|
|
{
|
|
builtins_ |= builtin;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
/* Defines how the fragment shader will write to gl_FragDepth. */
|
|
Self &depth_write(DepthWrite value)
|
|
{
|
|
depth_write_ = value;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
Self &auto_resource_location(bool value)
|
|
{
|
|
auto_resource_location_ = value;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
Self &legacy_resource_location(bool value)
|
|
{
|
|
legacy_resource_location_ = value;
|
|
return *(Self *)this;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Additional Create Info
|
|
*
|
|
* Used to share parts of the infos that are common to many shaders.
|
|
* \{ */
|
|
|
|
Self &additional_info(StringRefNull info_name0,
|
|
StringRefNull info_name1 = "",
|
|
StringRefNull info_name2 = "",
|
|
StringRefNull info_name3 = "",
|
|
StringRefNull info_name4 = "",
|
|
StringRefNull info_name5 = "",
|
|
StringRefNull info_name6 = "")
|
|
{
|
|
additional_infos_.append(info_name0);
|
|
if (!info_name1.is_empty()) {
|
|
additional_infos_.append(info_name1);
|
|
}
|
|
if (!info_name2.is_empty()) {
|
|
additional_infos_.append(info_name2);
|
|
}
|
|
if (!info_name3.is_empty()) {
|
|
additional_infos_.append(info_name3);
|
|
}
|
|
if (!info_name4.is_empty()) {
|
|
additional_infos_.append(info_name4);
|
|
}
|
|
if (!info_name5.is_empty()) {
|
|
additional_infos_.append(info_name5);
|
|
}
|
|
if (!info_name6.is_empty()) {
|
|
additional_infos_.append(info_name6);
|
|
}
|
|
return *(Self *)this;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Typedef Sources
|
|
*
|
|
* Some resource declarations might need some special structure defined.
|
|
* Adding a file using typedef_source will include it before the resource
|
|
* and interface definitions.
|
|
* \{ */
|
|
|
|
Self &typedef_source(StringRefNull filename)
|
|
{
|
|
typedef_sources_.append(filename);
|
|
return *(Self *)this;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Recursive evaluation.
|
|
*
|
|
* Flatten all dependency so that this descriptor contains all the data from the additional
|
|
* descriptors. This avoids tedious traversal in shader source creation.
|
|
* \{ */
|
|
|
|
/* WARNING: Recursive. */
|
|
void finalize();
|
|
|
|
std::string check_error() const;
|
|
|
|
/** Error detection that some backend compilers do not complain about. */
|
|
void validate_merge(const ShaderCreateInfo &other_info);
|
|
void validate_vertex_attributes(const ShaderCreateInfo *other_info = nullptr);
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Operators.
|
|
*
|
|
* \{ */
|
|
|
|
/* Comparison operator for GPUPass cache. We only compare if it will create the same shader code.
|
|
* So we do not compare name and some other internal stuff. */
|
|
bool operator==(const ShaderCreateInfo &b)
|
|
{
|
|
TEST_EQUAL(*this, b, builtins_);
|
|
TEST_EQUAL(*this, b, vertex_source_generated);
|
|
TEST_EQUAL(*this, b, fragment_source_generated);
|
|
TEST_EQUAL(*this, b, typedef_source_generated);
|
|
TEST_VECTOR_EQUAL(*this, b, vertex_inputs_);
|
|
TEST_EQUAL(*this, b, geometry_layout_);
|
|
TEST_EQUAL(*this, b, compute_layout_);
|
|
TEST_VECTOR_EQUAL(*this, b, fragment_outputs_);
|
|
TEST_VECTOR_EQUAL(*this, b, pass_resources_);
|
|
TEST_VECTOR_EQUAL(*this, b, batch_resources_);
|
|
TEST_VECTOR_EQUAL(*this, b, vertex_out_interfaces_);
|
|
TEST_VECTOR_EQUAL(*this, b, geometry_out_interfaces_);
|
|
TEST_VECTOR_EQUAL(*this, b, push_constants_);
|
|
TEST_VECTOR_EQUAL(*this, b, typedef_sources_);
|
|
TEST_EQUAL(*this, b, vertex_source_);
|
|
TEST_EQUAL(*this, b, geometry_source_);
|
|
TEST_EQUAL(*this, b, fragment_source_);
|
|
TEST_EQUAL(*this, b, compute_source_);
|
|
TEST_VECTOR_EQUAL(*this, b, additional_infos_);
|
|
TEST_VECTOR_EQUAL(*this, b, defines_);
|
|
return true;
|
|
}
|
|
|
|
/** Debug print */
|
|
friend std::ostream &operator<<(std::ostream &stream, const ShaderCreateInfo &info)
|
|
{
|
|
/* TODO(@fclem): Complete print. */
|
|
|
|
auto print_resource = [&](const Resource &res) {
|
|
switch (res.bind_type) {
|
|
case Resource::BindType::UNIFORM_BUFFER:
|
|
stream << "UNIFORM_BUFFER(" << res.slot << ", " << res.uniformbuf.name << ")"
|
|
<< std::endl;
|
|
break;
|
|
case Resource::BindType::STORAGE_BUFFER:
|
|
stream << "STORAGE_BUFFER(" << res.slot << ", " << res.storagebuf.name << ")"
|
|
<< std::endl;
|
|
break;
|
|
case Resource::BindType::SAMPLER:
|
|
stream << "SAMPLER(" << res.slot << ", " << res.sampler.name << ")" << std::endl;
|
|
break;
|
|
case Resource::BindType::IMAGE:
|
|
stream << "IMAGE(" << res.slot << ", " << res.image.name << ")" << std::endl;
|
|
break;
|
|
}
|
|
};
|
|
|
|
/* TODO(@fclem): Order the resources. */
|
|
for (auto &res : info.batch_resources_) {
|
|
print_resource(res);
|
|
}
|
|
for (auto &res : info.pass_resources_) {
|
|
print_resource(res);
|
|
}
|
|
return stream;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
#undef TEST_EQUAL
|
|
#undef TEST_VECTOR_EQUAL
|
|
};
|
|
|
|
} // namespace blender::gpu::shader
|