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blender-archive/source/blender/gpu/intern/gpu_shader_create_info.cc
Clément Foucault 5aa81594e6 GPU: ShaderBuilder: Remove do_static_compilation_ inheritance
This is because the inheritance is not done before checking if the shader
should be statically compiled. Also some inheritance scheme
might have intermediate permutation that are not compilable.
2022-03-30 15:13:25 +02:00

346 lines
11 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* Descriptor type used to define shader structure, resources and interfaces.
*/
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
#include "GPU_capabilities.h"
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"
#include "gpu_shader_dependency_private.h"
#include "gpu_shader_private.hh"
#undef GPU_SHADER_INTERFACE_INFO
#undef GPU_SHADER_CREATE_INFO
namespace blender::gpu::shader {
using CreateInfoDictionnary = Map<StringRef, ShaderCreateInfo *>;
using InterfaceDictionnary = Map<StringRef, StageInterfaceInfo *>;
static CreateInfoDictionnary *g_create_infos = nullptr;
static InterfaceDictionnary *g_interfaces = nullptr;
void ShaderCreateInfo::finalize()
{
if (finalized_) {
return;
}
finalized_ = true;
Set<StringRefNull> deps_merged;
for (auto &info_name : additional_infos_) {
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
gpu_shader_create_info_get(info_name.c_str()));
/* Recursive. */
const_cast<ShaderCreateInfo &>(info).finalize();
interface_names_size_ += info.interface_names_size_;
vertex_inputs_.extend(info.vertex_inputs_);
fragment_outputs_.extend(info.fragment_outputs_);
vertex_out_interfaces_.extend(info.vertex_out_interfaces_);
geometry_out_interfaces_.extend(info.geometry_out_interfaces_);
push_constants_.extend(info.push_constants_);
defines_.extend(info.defines_);
batch_resources_.extend(info.batch_resources_);
pass_resources_.extend(info.pass_resources_);
typedef_sources_.extend_non_duplicates(info.typedef_sources_);
if (info.early_fragment_test_) {
early_fragment_test_ = true;
}
validate(info);
auto assert_no_overlap = [&](const bool test, const StringRefNull error) {
if (!test) {
std::cout << name_ << ": Validation failed while merging " << info.name_ << " : ";
std::cout << error << std::endl;
BLI_assert(0);
}
};
if (!deps_merged.add(info.name_)) {
assert_no_overlap(false, "additional info already merged via another info");
}
if (info.compute_layout_.local_size_x != -1) {
assert_no_overlap(compute_layout_.local_size_x == -1, "Compute layout already defined");
compute_layout_ = info.compute_layout_;
}
if (!info.vertex_source_.is_empty()) {
assert_no_overlap(vertex_source_.is_empty(), "Vertex source already existing");
vertex_source_ = info.vertex_source_;
}
if (!info.geometry_source_.is_empty()) {
assert_no_overlap(geometry_source_.is_empty(), "Geometry source already existing");
geometry_source_ = info.geometry_source_;
geometry_layout_ = info.geometry_layout_;
}
if (!info.fragment_source_.is_empty()) {
assert_no_overlap(fragment_source_.is_empty(), "Fragment source already existing");
fragment_source_ = info.fragment_source_;
}
if (!info.compute_source_.is_empty()) {
assert_no_overlap(compute_source_.is_empty(), "Compute source already existing");
compute_source_ = info.compute_source_;
}
}
if (auto_resource_location_) {
int images = 0, samplers = 0, ubos = 0, ssbos = 0;
auto set_resource_slot = [&](Resource &res) {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
res.slot = ubos++;
break;
case Resource::BindType::STORAGE_BUFFER:
res.slot = ssbos++;
break;
case Resource::BindType::SAMPLER:
res.slot = samplers++;
break;
case Resource::BindType::IMAGE:
res.slot = images++;
break;
}
};
for (auto &res : batch_resources_) {
set_resource_slot(res);
}
for (auto &res : pass_resources_) {
set_resource_slot(res);
}
}
}
void ShaderCreateInfo::validate(const ShaderCreateInfo &other_info)
{
if (!auto_resource_location_) {
/* Check same bind-points usage in OGL. */
Set<int> images, samplers, ubos, ssbos;
auto register_resource = [&](const Resource &res) -> bool {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
return images.add(res.slot);
case Resource::BindType::STORAGE_BUFFER:
return samplers.add(res.slot);
case Resource::BindType::SAMPLER:
return ubos.add(res.slot);
case Resource::BindType::IMAGE:
return ssbos.add(res.slot);
default:
return false;
}
};
auto print_error_msg = [&](const Resource &res) {
std::cout << name_ << ": Validation failed : Overlapping ";
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
std::cout << "Uniform Buffer " << res.uniformbuf.name;
break;
case Resource::BindType::STORAGE_BUFFER:
std::cout << "Storage Buffer " << res.storagebuf.name;
break;
case Resource::BindType::SAMPLER:
std::cout << "Sampler " << res.sampler.name;
break;
case Resource::BindType::IMAGE:
std::cout << "Image " << res.image.name;
break;
default:
std::cout << "Unknown Type";
break;
}
std::cout << " (" << res.slot << ") while merging " << other_info.name_ << std::endl;
};
for (auto &res : batch_resources_) {
if (register_resource(res) == false) {
print_error_msg(res);
}
}
for (auto &res : pass_resources_) {
if (register_resource(res) == false) {
print_error_msg(res);
}
}
}
{
/* TODO(@fclem): Push constant validation. */
}
}
} // namespace blender::gpu::shader
using namespace blender::gpu::shader;
void gpu_shader_create_info_init()
{
g_create_infos = new CreateInfoDictionnary();
g_interfaces = new InterfaceDictionnary();
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
auto *ptr_##_interface = new StageInterfaceInfo(#_interface, _inst_name); \
auto &_interface = *ptr_##_interface; \
g_interfaces->add_new(#_interface, ptr_##_interface); \
_interface
#define GPU_SHADER_CREATE_INFO(_info) \
auto *ptr_##_info = new ShaderCreateInfo(#_info); \
auto &_info = *ptr_##_info; \
g_create_infos->add_new(#_info, ptr_##_info); \
_info
/* Declare, register and construct the infos. */
#include "gpu_shader_create_info_list.hh"
/* Baked shader data appended to create infos. */
/* TODO(jbakker): should call a function with a callback. so we could switch implementations.
* We cannot compile bf_gpu twice. */
#ifdef GPU_RUNTIME
# include "gpu_shader_baked.hh"
#endif
/* WORKAROUND: Replace draw_mesh info with the legacy one for systems that have problems with UBO
* indexing. */
if (GPU_type_matches(GPU_DEVICE_INTEL | GPU_DEVICE_INTEL_UHD, GPU_OS_ANY, GPU_DRIVER_ANY) ||
GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY) || GPU_crappy_amd_driver()) {
draw_modelmat = draw_modelmat_legacy;
}
for (ShaderCreateInfo *info : g_create_infos->values()) {
if (info->do_static_compilation_) {
info->builtins_ |= gpu_shader_dependency_get_builtins(info->vertex_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->fragment_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->geometry_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->compute_source_);
}
}
/* TEST */
// gpu_shader_create_info_compile_all();
}
void gpu_shader_create_info_exit()
{
for (auto *value : g_create_infos->values()) {
delete value;
}
delete g_create_infos;
for (auto *value : g_interfaces->values()) {
delete value;
}
delete g_interfaces;
}
bool gpu_shader_create_info_compile_all()
{
using namespace blender::gpu;
int success = 0;
int skipped = 0;
int total = 0;
for (ShaderCreateInfo *info : g_create_infos->values()) {
if (info->do_static_compilation_) {
if (GPU_compute_shader_support() == false && info->compute_source_ != nullptr) {
skipped++;
continue;
}
total++;
GPUShader *shader = GPU_shader_create_from_info(
reinterpret_cast<const GPUShaderCreateInfo *>(info));
if (shader == nullptr) {
printf("Compilation %s Failed\n", info->name_.c_str());
}
else {
success++;
#if 0 /* TODO(fclem): This is too verbose for now. Make it a cmake option. */
/* Test if any resource is optimized out and print a warning if that's the case. */
/* TODO(fclem): Limit this to OpenGL backend. */
const ShaderInterface *interface = unwrap(shader)->interface;
blender::Vector<ShaderCreateInfo::Resource> all_resources;
all_resources.extend(info->pass_resources_);
all_resources.extend(info->batch_resources_);
for (ShaderCreateInfo::Resource &res : all_resources) {
blender::StringRefNull name = "";
const ShaderInput *input = nullptr;
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
input = interface->ubo_get(res.slot);
name = res.uniformbuf.name;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
input = interface->ssbo_get(res.slot);
name = res.storagebuf.name;
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
input = interface->texture_get(res.slot);
name = res.sampler.name;
break;
case ShaderCreateInfo::Resource::BindType::IMAGE:
input = interface->texture_get(res.slot);
name = res.image.name;
break;
}
if (input == nullptr) {
std::cout << "Error: " << info->name_;
std::cout << ": Resource « " << name << " » not found in the shader interface\n";
}
else if (input->location == -1) {
std::cout << "Warning: " << info->name_;
std::cout << ": Resource « " << name << " » is optimized out\n";
}
}
#endif
}
GPU_shader_free(shader);
}
}
printf("Shader Test compilation result: %d / %d passed", success, total);
if (skipped > 0) {
printf(" (skipped %d for compatibility reasons)", skipped);
}
printf("\n");
return success == total;
}
/* Runtime create infos are not registered in the dictionary and cannot be searched. */
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
{
if (g_create_infos->contains(info_name) == false) {
printf("Error: Cannot find shader create info named \"%s\"\n", info_name);
return nullptr;
}
ShaderCreateInfo *info = g_create_infos->lookup(info_name);
return reinterpret_cast<const GPUShaderCreateInfo *>(info);
}