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blender-archive/source/blender/gpu/intern/gpu_shader.cc
Sybren A. Stüvel 11c4066159 Cleanup: partial Clang-Tidy modernize-loop-convert
Modernize loops by using the `for(type variable : container)` syntax.

Some loops were trivial to fix, whereas others required more attention
to avoid semantic changes. I couldn't address all old-style loops, so
this commit doesn't enable the `modernize-loop-convert` rule.

Although Clang-Tidy's auto-fixer prefers to use `auto` for the loop
variable declaration, I made as many declarations as possible explicit.
To me this increases local readability, as you don't need to fully
understand the container in order to understand the loop variable type.

No functional changes.
2020-12-07 12:41:17 +01:00

728 lines
21 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "BLI_dynstr.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_utildefines.h"
#include "BLI_vector.hh"
#include "BKE_appdir.h"
#include "BKE_global.h"
#include "DNA_space_types.h"
#include "GPU_capabilities.h"
#include "GPU_matrix.h"
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gpu_shader_private.hh"
#include "CLG_log.h"
extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
static CLG_LogRef LOG = {"gpu.shader"};
using namespace blender;
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Debug functions
* \{ */
void Shader::print_log(Span<const char *> sources, char *log, const char *stage, const bool error)
{
const char line_prefix[] = " | ";
char err_col[] = "\033[31;1m";
char warn_col[] = "\033[33;1m";
char info_col[] = "\033[0;2m";
char reset_col[] = "\033[0;0m";
char *sources_combined = BLI_string_join_arrayN((const char **)sources.data(), sources.size());
DynStr *dynstr = BLI_dynstr_new();
if (!CLG_color_support_get(&LOG)) {
err_col[0] = warn_col[0] = info_col[0] = reset_col[0] = '\0';
}
BLI_dynstr_appendf(dynstr, "\n");
char *log_line = log, *line_end;
char *error_line_number_end;
int error_line, error_char, last_error_line = -2, last_error_char = -1;
bool found_line_id = false;
while ((line_end = strchr(log_line, '\n'))) {
/* Skip empty lines. */
if (line_end == log_line) {
log_line++;
continue;
}
/* 0 = error, 1 = warning. */
int type = -1;
/* Skip ERROR: or WARNING:. */
const char *prefix[] = {"ERROR", "WARNING"};
for (int i = 0; i < ARRAY_SIZE(prefix); i++) {
if (STREQLEN(log_line, prefix[i], strlen(prefix[i]))) {
log_line += strlen(prefix[i]);
type = i;
break;
}
}
/* Skip whitespaces and separators. */
while (ELEM(log_line[0], ':', '(', ' ')) {
log_line++;
}
/* Parse error line & char numbers. */
error_line = error_char = -1;
if (log_line[0] >= '0' && log_line[0] <= '9') {
error_line = (int)strtol(log_line, &error_line_number_end, 10);
/* Try to fetch the error caracter (not always available). */
if (ELEM(error_line_number_end[0], '(', ':') && error_line_number_end[1] != ' ') {
error_char = (int)strtol(error_line_number_end + 1, &log_line, 10);
}
else {
log_line = error_line_number_end;
}
/* There can be a 3rd number (case of mesa driver). */
if (ELEM(log_line[0], '(', ':') && log_line[1] >= '0' && log_line[1] <= '9') {
error_line = error_char;
error_char = (int)strtol(log_line + 1, &error_line_number_end, 10);
log_line = error_line_number_end;
}
}
/* Skip whitespaces and separators. */
while (ELEM(log_line[0], ':', ')', ' ')) {
log_line++;
}
if (error_line == -1) {
found_line_id = false;
}
const char *src_line = sources_combined;
if ((error_line != -1) && (error_char != -1)) {
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL)) {
/* source:line */
int error_source = error_line;
if (error_source < sources.size()) {
src_line = sources[error_source];
error_line = error_char;
error_char = -1;
}
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) ||
GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
/* 0:line */
error_line = error_char;
error_char = -1;
}
else {
/* line:char */
}
}
/* Separate from previous block. */
if (last_error_line != error_line) {
BLI_dynstr_appendf(dynstr, "%s%s%s\n", info_col, line_prefix, reset_col);
}
else if (error_char != last_error_char) {
BLI_dynstr_appendf(dynstr, "%s\n", line_prefix);
}
/* Print line from the source file that is producing the error. */
if ((error_line != -1) && (error_line != last_error_line || error_char != last_error_char)) {
const char *src_line_end = src_line;
found_line_id = false;
/* error_line is 1 based in this case. */
int src_line_index = 1;
while ((src_line_end = strchr(src_line, '\n'))) {
if (src_line_index == error_line) {
found_line_id = true;
break;
}
/* Continue to next line. */
src_line = src_line_end + 1;
src_line_index++;
}
/* Print error source. */
if (found_line_id) {
if (error_line != last_error_line) {
BLI_dynstr_appendf(dynstr, "%5d | ", src_line_index);
}
else {
BLI_dynstr_appendf(dynstr, line_prefix);
}
BLI_dynstr_nappend(dynstr, src_line, (src_line_end + 1) - src_line);
/* Print char offset. */
BLI_dynstr_appendf(dynstr, line_prefix);
if (error_char != -1) {
for (int i = 0; i < error_char; i++) {
BLI_dynstr_appendf(dynstr, " ");
}
BLI_dynstr_appendf(dynstr, "^");
}
BLI_dynstr_appendf(dynstr, "\n");
}
}
BLI_dynstr_appendf(dynstr, line_prefix);
/* Skip to message. Avoid redundant info. */
const char *keywords[] = {"error", "warning"};
for (int i = 0; i < ARRAY_SIZE(prefix); i++) {
if (STREQLEN(log_line, keywords[i], strlen(keywords[i]))) {
log_line += strlen(keywords[i]);
type = i;
break;
}
}
/* Skip and separators. */
while (ELEM(log_line[0], ':', ')')) {
log_line++;
}
if (type == 0) {
BLI_dynstr_appendf(dynstr, "%s%s%s: ", err_col, "Error", info_col);
}
else if (type == 1) {
BLI_dynstr_appendf(dynstr, "%s%s%s: ", warn_col, "Warning", info_col);
}
/* Print the error itself. */
BLI_dynstr_append(dynstr, info_col);
BLI_dynstr_nappend(dynstr, log_line, (line_end + 1) - log_line);
BLI_dynstr_append(dynstr, reset_col);
/* Continue to next line. */
log_line = line_end + 1;
last_error_line = error_line;
last_error_char = error_char;
}
MEM_freeN(sources_combined);
CLG_Severity severity = error ? CLG_SEVERITY_ERROR : CLG_SEVERITY_WARN;
if (((LOG.type->flag & CLG_FLAG_USE) && (LOG.type->level >= 0)) ||
(severity >= CLG_SEVERITY_WARN)) {
const char *_str = BLI_dynstr_get_cstring(dynstr);
CLG_log_str(LOG.type, severity, this->name, stage, _str);
MEM_freeN((void *)_str);
}
BLI_dynstr_free(dynstr);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \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");
/* 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");
}
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 *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. */
BLI_assert((fragcode != nullptr) && (vertcode != 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 (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, libcode, defines, GPU_SHADER_TFB_NONE, nullptr, 0, shname);
}
GPUShader *GPU_shader_create_from_python(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines)
{
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);
}
GPUShader *sh = GPU_shader_create_ex(vertcode,
fragcode,
geomcode,
libcode,
defines,
GPU_SHADER_TFB_NONE,
nullptr,
0,
"pyGPUShader");
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];
}
/**
* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
*
* Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
*
* It has the advantage that each item can be conditionally included
* without having to build the string inline, then free it.
*
* \param params: NULL terminated arrays of strings.
*
* Example:
* \code{.c}
* sh = GPU_shader_create_from_arrays({
* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
* .geom = (const char *[]){shader_geom_glsl, NULL},
* .frag = (const char *[]){shader_frag_glsl, NULL},
* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
* });
* \endcode
*/
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);
}
if (GPU_matrix_dirty_get()) {
GPU_matrix_bind(gpu_shader);
}
}
void GPU_shader_unbind(void)
{
#ifndef NDEBUG
Context *ctx = Context::get();
if (ctx->shader) {
ctx->shader->unbind();
}
ctx->shader = nullptr;
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \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);
}
/* DEPRECATED. */
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
* \{ */
/* DEPRECATED: Kept only because of BGL API */
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;
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);
}
}
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
{
g_shader_builtin_srgb_transform = use_srgb_to_linear;
}
/** \} */