Also adds a few things to GPUShader for easily create shaders. Heavy usage of macros to compose the createInfo and avoid duplications and copy paste bugs. This makes the link between the shader request functions (in workbench_shader.cc) and the actual createInfo a bit obscure since the names are composed and not searchable. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13910
978 lines
28 KiB
C++
978 lines
28 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2020 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#include "BKE_global.h"
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#include "BLI_string.h"
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#include "BLI_vector.hh"
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#include "GPU_capabilities.h"
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#include "GPU_platform.h"
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#include "gl_backend.hh"
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#include "gl_debug.hh"
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#include "gl_vertex_buffer.hh"
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#include "gl_shader.hh"
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#include "gl_shader_interface.hh"
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using namespace blender;
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using namespace blender::gpu;
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using namespace blender::gpu::shader;
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/* -------------------------------------------------------------------- */
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/** \name Creation / Destruction
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* \{ */
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GLShader::GLShader(const char *name) : Shader(name)
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{
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#if 0 /* Would be nice to have, but for now the Deferred compilation \
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* does not have a GPUContext. */
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BLI_assert(GLContext::get() != nullptr);
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#endif
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shader_program_ = glCreateProgram();
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debug::object_label(GL_PROGRAM, shader_program_, name);
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}
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GLShader::~GLShader()
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{
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#if 0 /* Would be nice to have, but for now the Deferred compilation \
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* does not have a GPUContext. */
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BLI_assert(GLContext::get() != nullptr);
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#endif
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/* Invalid handles are silently ignored. */
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glDeleteShader(vert_shader_);
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glDeleteShader(geom_shader_);
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glDeleteShader(frag_shader_);
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glDeleteShader(compute_shader_);
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glDeleteProgram(shader_program_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Create Info
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* \{ */
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static const char *to_string(const Interpolation &interp)
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{
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switch (interp) {
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case Interpolation::SMOOTH:
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return "smooth";
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case Interpolation::FLAT:
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return "flat";
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case Interpolation::NO_PERSPECTIVE:
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return "noperspective";
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default:
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return "unkown";
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}
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}
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static const char *to_string(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 "float";
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case Type::VEC2:
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return "vec2";
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case Type::VEC3:
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return "vec3";
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case Type::VEC4:
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return "vec4";
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case Type::MAT3:
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return "mat3";
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case Type::MAT4:
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return "mat4";
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case Type::UINT:
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return "uint";
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case Type::UVEC2:
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return "uvec2";
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case Type::UVEC3:
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return "uvec3";
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case Type::UVEC4:
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return "uvec4";
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case Type::INT:
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return "int";
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case Type::IVEC2:
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return "ivec2";
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case Type::IVEC3:
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return "ivec3";
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case Type::IVEC4:
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return "ivec4";
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case Type::BOOL:
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return "bool";
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default:
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return "unkown";
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}
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}
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static const char *to_string(const PrimitiveIn &layout)
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{
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switch (layout) {
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case PrimitiveIn::POINTS:
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return "points";
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case PrimitiveIn::LINES:
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return "lines";
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case PrimitiveIn::LINES_ADJACENCY:
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return "lines_adjacency";
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case PrimitiveIn::TRIANGLES:
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return "triangles";
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case PrimitiveIn::TRIANGLES_ADJACENCY:
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return "triangles_adjacency";
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default:
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return "unknown";
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}
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}
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static const char *to_string(const PrimitiveOut &layout)
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{
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switch (layout) {
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case PrimitiveOut::POINTS:
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return "points";
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case PrimitiveOut::LINE_STRIP:
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return "line_strip";
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case PrimitiveOut::TRIANGLE_STRIP:
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return "triangle_strip";
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default:
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return "unknown";
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}
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}
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static void print_image_type(std::ostream &os,
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const ImageType &type,
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const ShaderCreateInfo::Resource::BindType bind_type)
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{
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switch (type) {
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case ImageType::INT_BUFFER:
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case ImageType::INT_1D:
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case ImageType::INT_1D_ARRAY:
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case ImageType::INT_2D:
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case ImageType::INT_2D_ARRAY:
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case ImageType::INT_3D:
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case ImageType::INT_CUBE:
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case ImageType::INT_CUBE_ARRAY:
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os << "i";
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break;
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case ImageType::UINT_BUFFER:
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case ImageType::UINT_1D:
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case ImageType::UINT_1D_ARRAY:
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case ImageType::UINT_2D:
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case ImageType::UINT_2D_ARRAY:
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case ImageType::UINT_3D:
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case ImageType::UINT_CUBE:
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case ImageType::UINT_CUBE_ARRAY:
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os << "u";
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break;
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default:
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break;
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}
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if (bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
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os << "image";
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}
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else {
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os << "sampler";
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}
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switch (type) {
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case ImageType::FLOAT_BUFFER:
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case ImageType::INT_BUFFER:
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case ImageType::UINT_BUFFER:
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os << "Buffer";
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break;
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case ImageType::FLOAT_1D:
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case ImageType::FLOAT_1D_ARRAY:
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case ImageType::INT_1D:
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case ImageType::INT_1D_ARRAY:
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case ImageType::UINT_1D:
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case ImageType::UINT_1D_ARRAY:
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os << "1D";
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break;
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case ImageType::FLOAT_2D:
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case ImageType::FLOAT_2D_ARRAY:
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case ImageType::INT_2D:
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case ImageType::INT_2D_ARRAY:
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case ImageType::UINT_2D:
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case ImageType::UINT_2D_ARRAY:
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case ImageType::SHADOW_2D:
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case ImageType::SHADOW_2D_ARRAY:
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case ImageType::DEPTH_2D:
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case ImageType::DEPTH_2D_ARRAY:
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os << "2D";
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break;
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case ImageType::FLOAT_3D:
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case ImageType::INT_3D:
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case ImageType::UINT_3D:
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os << "3D";
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break;
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case ImageType::FLOAT_CUBE:
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case ImageType::FLOAT_CUBE_ARRAY:
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case ImageType::INT_CUBE:
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case ImageType::INT_CUBE_ARRAY:
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case ImageType::UINT_CUBE:
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case ImageType::UINT_CUBE_ARRAY:
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case ImageType::SHADOW_CUBE:
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case ImageType::SHADOW_CUBE_ARRAY:
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case ImageType::DEPTH_CUBE:
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case ImageType::DEPTH_CUBE_ARRAY:
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os << "Cube";
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break;
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default:
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break;
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}
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switch (type) {
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case ImageType::FLOAT_1D_ARRAY:
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case ImageType::FLOAT_2D_ARRAY:
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case ImageType::FLOAT_CUBE_ARRAY:
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case ImageType::INT_1D_ARRAY:
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case ImageType::INT_2D_ARRAY:
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case ImageType::INT_CUBE_ARRAY:
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case ImageType::UINT_1D_ARRAY:
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case ImageType::UINT_2D_ARRAY:
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case ImageType::UINT_CUBE_ARRAY:
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case ImageType::SHADOW_2D_ARRAY:
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case ImageType::SHADOW_CUBE_ARRAY:
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case ImageType::DEPTH_2D_ARRAY:
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case ImageType::DEPTH_CUBE_ARRAY:
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os << "Array";
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break;
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default:
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break;
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}
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switch (type) {
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case ImageType::SHADOW_2D:
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case ImageType::SHADOW_2D_ARRAY:
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case ImageType::SHADOW_CUBE:
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case ImageType::SHADOW_CUBE_ARRAY:
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os << "Shadow";
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break;
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default:
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break;
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}
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os << " ";
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}
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static std::ostream &print_qualifier(std::ostream &os, const Qualifier &qualifiers)
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{
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if ((qualifiers & Qualifier::RESTRICT) == Qualifier::RESTRICT) {
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os << "restrict ";
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}
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if ((qualifiers & Qualifier::READ_ONLY) == Qualifier::READ_ONLY) {
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os << "readonly ";
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}
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if ((qualifiers & Qualifier::WRITE_ONLY) == Qualifier::WRITE_ONLY) {
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os << "writeonly ";
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}
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return os;
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}
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static void print_resource(std::ostream &os, const ShaderCreateInfo::Resource &res)
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{
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if (GLContext::explicit_location_support) {
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os << "layout(binding = " << res.slot;
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if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
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os << ", " << res.image.format;
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}
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else if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
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os << ", std140";
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}
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else if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
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os << ", std430";
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}
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os << ") ";
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}
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else if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
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os << "layout(std140) ";
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}
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int64_t array_offset;
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StringRef name_no_array;
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switch (res.bind_type) {
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case ShaderCreateInfo::Resource::BindType::SAMPLER:
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os << "uniform ";
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print_image_type(os, res.sampler.type, res.bind_type);
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os << res.sampler.name << ";\n";
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break;
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case ShaderCreateInfo::Resource::BindType::IMAGE:
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os << "uniform ";
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print_qualifier(os, res.image.qualifiers);
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print_image_type(os, res.image.type, res.bind_type);
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os << res.image.name << ";\n";
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break;
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case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
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array_offset = res.uniformbuf.name.find_first_of("[");
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name_no_array = (array_offset == -1) ? res.uniformbuf.name :
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StringRef(res.uniformbuf.name.c_str(), array_offset);
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os << "uniform " << name_no_array << " { " << res.uniformbuf.type_name << " _"
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<< res.uniformbuf.name << "; };\n";
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break;
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case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
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array_offset = res.storagebuf.name.find_first_of("[");
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name_no_array = (array_offset == -1) ? res.storagebuf.name :
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StringRef(res.storagebuf.name.c_str(), array_offset);
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print_qualifier(os, res.storagebuf.qualifiers);
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os << "buffer ";
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os << name_no_array << " { " << res.storagebuf.type_name << " _" << res.storagebuf.name
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<< "; };\n";
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break;
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}
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}
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static void print_resource_alias(std::ostream &os, const ShaderCreateInfo::Resource &res)
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{
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int64_t array_offset;
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StringRef name_no_array;
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switch (res.bind_type) {
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case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
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array_offset = res.uniformbuf.name.find_first_of("[");
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name_no_array = (array_offset == -1) ? res.uniformbuf.name :
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StringRef(res.uniformbuf.name.c_str(), array_offset);
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os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
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break;
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case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
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array_offset = res.storagebuf.name.find_first_of("[");
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name_no_array = (array_offset == -1) ? res.storagebuf.name :
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StringRef(res.storagebuf.name.c_str(), array_offset);
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os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
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break;
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default:
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break;
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}
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}
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static void print_interface(std::ostream &os,
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const StringRefNull &prefix,
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const StageInterfaceInfo &iface,
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const StringRefNull &suffix = "")
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{
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/* TODO(fclem) Move that to interface check. */
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// if (iface.instance_name.is_empty()) {
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// BLI_assert_msg(0, "Interfaces require an instance name for geometry shader.");
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// std::cout << iface.name << ": Interfaces require an instance name for geometry shader.\n";
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// continue;
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// }
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os << prefix << " " << iface.name << "{" << std::endl;
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for (const StageInterfaceInfo::InOut &inout : iface.inouts) {
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os << " " << to_string(inout.interp) << " " << to_string(inout.type) << " " << inout.name
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<< ";\n";
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}
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os << "}";
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os << (iface.instance_name.is_empty() ? "" : "\n") << iface.instance_name << suffix << ";\n";
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}
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std::string GLShader::resources_declare(const ShaderCreateInfo &info) const
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{
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std::stringstream ss;
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/* NOTE: We define macros in GLSL to trigger compilation error if the resource names
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* are reused for local variables. This is to match other backend behavior which needs accessors
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* macros. */
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ss << "\n/* Pass Resources. */\n";
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for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
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print_resource(ss, res);
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}
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for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
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print_resource_alias(ss, res);
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}
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ss << "\n/* Batch Resources. */\n";
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for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
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print_resource(ss, res);
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}
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for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
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print_resource_alias(ss, res);
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}
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ss << "\n/* Push Constants. */\n";
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for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
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if (GLContext::explicit_location_support) {
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ss << "layout(location = " << uniform.index << ") ";
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}
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ss << "uniform " << to_string(uniform.type) << " " << uniform.name;
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if (uniform.array_size > 0) {
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ss << "[" << uniform.array_size << "]";
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}
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ss << ";\n";
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}
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for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
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ss << "#define " << uniform.name << " (" << uniform.name << ")\n";
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}
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ss << "\n";
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return ss.str();
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}
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std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) const
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{
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std::stringstream ss;
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ss << "\n/* Inputs. */\n";
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for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
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if (GLContext::explicit_location_support) {
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ss << "layout(location = " << attr.index << ") ";
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}
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ss << "in " << to_string(attr.type) << " " << attr.name << ";\n";
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}
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ss << "\n/* Interfaces. */\n";
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for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
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print_interface(ss, "out", *iface);
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}
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ss << "\n";
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return ss.str();
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}
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std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) const
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{
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std::stringstream ss;
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ss << "\n/* Interfaces. */\n";
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const Vector<StageInterfaceInfo *> &in_interfaces = (info.geometry_source_.is_empty()) ?
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info.vertex_out_interfaces_ :
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info.geometry_out_interfaces_;
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for (const StageInterfaceInfo *iface : in_interfaces) {
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print_interface(ss, "in", *iface);
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}
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ss << "\n/* Outputs. */\n";
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for (const ShaderCreateInfo::FragOut &output : info.fragment_outputs_) {
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ss << "layout(location = " << output.index;
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switch (output.blend) {
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case DualBlend::SRC_0:
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ss << ", index = 0";
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break;
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case DualBlend::SRC_1:
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ss << ", index = 1";
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break;
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default:
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break;
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}
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ss << ") ";
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ss << "out " << to_string(output.type) << " " << output.name << ";\n";
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}
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ss << "\n";
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return ss.str();
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}
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std::string GLShader::geometry_layout_declare(const ShaderCreateInfo &info) const
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{
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int max_verts = info.geometry_layout_.max_vertices;
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int invocations = info.geometry_layout_.invocations;
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if (GLContext::geometry_shader_invocations == false && invocations != -1) {
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max_verts *= invocations;
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invocations = -1;
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}
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std::stringstream ss;
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ss << "\n/* Geometry Layout. */\n";
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ss << "layout(" << to_string(info.geometry_layout_.primitive_in);
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if (invocations != -1) {
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ss << ", invocations = " << invocations;
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}
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ss << ") in;\n";
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ss << "layout(" << to_string(info.geometry_layout_.primitive_out)
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<< ", max_vertices = " << max_verts << ") out;\n";
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ss << "\n";
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return ss.str();
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}
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static StageInterfaceInfo *find_interface_by_name(const Vector<StageInterfaceInfo *> &ifaces,
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const StringRefNull &name)
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{
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for (auto iface : ifaces) {
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if (iface->name == name) {
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|
return iface;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
std::string GLShader::geometry_interface_declare(const ShaderCreateInfo &info) const
|
|
{
|
|
|
|
std::stringstream ss;
|
|
ss << "\n/* Interfaces. */\n";
|
|
for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
|
|
bool has_matching_output_iface = find_interface_by_name(info.geometry_out_interfaces_,
|
|
iface->instance_name) != nullptr;
|
|
const char *suffix = (has_matching_output_iface) ? "_in[]" : "[]";
|
|
print_interface(ss, "in", *iface, suffix);
|
|
}
|
|
ss << "\n";
|
|
for (const StageInterfaceInfo *iface : info.geometry_out_interfaces_) {
|
|
bool has_matching_input_iface = find_interface_by_name(info.vertex_out_interfaces_,
|
|
iface->instance_name) != nullptr;
|
|
const char *suffix = (has_matching_input_iface) ? "_out" : "";
|
|
print_interface(ss, "out", *iface, suffix);
|
|
}
|
|
ss << "\n";
|
|
return ss.str();
|
|
}
|
|
|
|
std::string GLShader::compute_layout_declare(const ShaderCreateInfo &info) const
|
|
{
|
|
std::stringstream ss;
|
|
ss << "\n/* Compute Layout. */\n";
|
|
ss << "layout(local_size_x = " << info.compute_layout_.local_size_x;
|
|
if (info.compute_layout_.local_size_y != -1) {
|
|
ss << ", local_size_y = " << info.compute_layout_.local_size_y;
|
|
}
|
|
if (info.compute_layout_.local_size_z != -1) {
|
|
ss << ", local_size_y = " << info.compute_layout_.local_size_z;
|
|
}
|
|
ss << ") in;\n";
|
|
ss << "\n";
|
|
return ss.str();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Shader stage creation
|
|
* \{ */
|
|
|
|
static char *glsl_patch_default_get()
|
|
{
|
|
/** Used for shader patching. Init once. */
|
|
static char patch[700] = "\0";
|
|
if (patch[0] != '\0') {
|
|
return patch;
|
|
}
|
|
|
|
size_t slen = 0;
|
|
/* Version need to go first. */
|
|
if (GLEW_VERSION_4_3) {
|
|
STR_CONCAT(patch, slen, "#version 430\n");
|
|
}
|
|
else {
|
|
STR_CONCAT(patch, slen, "#version 330\n");
|
|
}
|
|
|
|
/* Enable extensions for features that are not part of our base GLSL version
|
|
* don't use an extension for something already available! */
|
|
if (GLContext::texture_gather_support) {
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_texture_gather: enable\n");
|
|
/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
|
|
* shader so double check the preprocessor define (see T56544). */
|
|
STR_CONCAT(patch, slen, "#ifdef GL_ARB_texture_gather\n");
|
|
STR_CONCAT(patch, slen, "# define GPU_ARB_texture_gather\n");
|
|
STR_CONCAT(patch, slen, "#endif\n");
|
|
}
|
|
if (GLContext::shader_draw_parameters_support) {
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
|
|
STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
|
|
STR_CONCAT(patch, slen, "#define gpu_BaseInstance gl_BaseInstanceARB\n");
|
|
}
|
|
if (GLContext::geometry_shader_invocations) {
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_gpu_shader5 : enable\n");
|
|
STR_CONCAT(patch, slen, "#define GPU_ARB_gpu_shader5\n");
|
|
}
|
|
if (GLContext::texture_cube_map_array_support) {
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
|
|
STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
|
|
}
|
|
if (GLEW_ARB_conservative_depth) {
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_conservative_depth : enable\n");
|
|
}
|
|
if (GPU_shader_image_load_store_support()) {
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_shader_image_load_store: enable\n");
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_shading_language_420pack: enable\n");
|
|
}
|
|
|
|
/* Fallbacks. */
|
|
if (!GLContext::shader_draw_parameters_support) {
|
|
STR_CONCAT(patch, slen, "uniform int gpu_BaseInstance;\n");
|
|
}
|
|
|
|
/* Vulkan GLSL compat. */
|
|
STR_CONCAT(patch, slen, "#define gpu_InstanceIndex (gl_InstanceID + gpu_BaseInstance)\n");
|
|
|
|
/* Derivative sign can change depending on implementation. */
|
|
STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", GLContext::derivative_signs[0]);
|
|
STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", GLContext::derivative_signs[1]);
|
|
|
|
BLI_assert(slen < sizeof(patch));
|
|
return patch;
|
|
}
|
|
|
|
static char *glsl_patch_compute_get()
|
|
{
|
|
/** Used for shader patching. Init once. */
|
|
static char patch[512] = "\0";
|
|
if (patch[0] != '\0') {
|
|
return patch;
|
|
}
|
|
|
|
size_t slen = 0;
|
|
/* Version need to go first. */
|
|
STR_CONCAT(patch, slen, "#version 430\n");
|
|
STR_CONCAT(patch, slen, "#extension GL_ARB_compute_shader :enable\n");
|
|
BLI_assert(slen < sizeof(patch));
|
|
return patch;
|
|
}
|
|
|
|
char *GLShader::glsl_patch_get(GLenum gl_stage)
|
|
{
|
|
if (gl_stage == GL_COMPUTE_SHADER) {
|
|
return glsl_patch_compute_get();
|
|
}
|
|
return glsl_patch_default_get();
|
|
}
|
|
|
|
GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources)
|
|
{
|
|
GLuint shader = glCreateShader(gl_stage);
|
|
if (shader == 0) {
|
|
fprintf(stderr, "GLShader: Error: Could not create shader object.");
|
|
return 0;
|
|
}
|
|
|
|
/* Patch the shader code using the first source slot. */
|
|
sources[0] = glsl_patch_get(gl_stage);
|
|
|
|
glShaderSource(shader, sources.size(), sources.data(), nullptr);
|
|
glCompileShader(shader);
|
|
|
|
GLint status;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
if (!status || (G.debug & G_DEBUG_GPU)) {
|
|
char log[5000] = "";
|
|
glGetShaderInfoLog(shader, sizeof(log), nullptr, log);
|
|
if (log[0] != '\0') {
|
|
GLLogParser parser;
|
|
switch (gl_stage) {
|
|
case GL_VERTEX_SHADER:
|
|
this->print_log(sources, log, "VertShader", !status, &parser);
|
|
break;
|
|
case GL_GEOMETRY_SHADER:
|
|
this->print_log(sources, log, "GeomShader", !status, &parser);
|
|
break;
|
|
case GL_FRAGMENT_SHADER:
|
|
this->print_log(sources, log, "FragShader", !status, &parser);
|
|
break;
|
|
case GL_COMPUTE_SHADER:
|
|
this->print_log(sources, log, "ComputeShader", !status, &parser);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!status) {
|
|
glDeleteShader(shader);
|
|
compilation_failed_ = true;
|
|
return 0;
|
|
}
|
|
|
|
debug::object_label(gl_stage, shader, name);
|
|
|
|
glAttachShader(shader_program_, shader);
|
|
return shader;
|
|
}
|
|
|
|
void GLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
|
|
{
|
|
vert_shader_ = this->create_shader_stage(GL_VERTEX_SHADER, sources);
|
|
}
|
|
|
|
void GLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
|
|
{
|
|
geom_shader_ = this->create_shader_stage(GL_GEOMETRY_SHADER, sources);
|
|
}
|
|
|
|
void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
|
|
{
|
|
frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
|
|
}
|
|
|
|
void GLShader::compute_shader_from_glsl(MutableSpan<const char *> sources)
|
|
{
|
|
compute_shader_ = this->create_shader_stage(GL_COMPUTE_SHADER, sources);
|
|
}
|
|
|
|
bool GLShader::finalize(const shader::ShaderCreateInfo *info)
|
|
{
|
|
if (compilation_failed_) {
|
|
return false;
|
|
}
|
|
|
|
glLinkProgram(shader_program_);
|
|
|
|
GLint status;
|
|
glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
|
|
if (!status) {
|
|
char log[5000];
|
|
glGetProgramInfoLog(shader_program_, sizeof(log), nullptr, log);
|
|
Span<const char *> sources;
|
|
GLLogParser parser;
|
|
this->print_log(sources, log, "Linking", true, &parser);
|
|
return false;
|
|
}
|
|
|
|
if (info != nullptr) {
|
|
interface = new GLShaderInterface(shader_program_, *info);
|
|
}
|
|
else {
|
|
interface = new GLShaderInterface(shader_program_);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Binding
|
|
* \{ */
|
|
|
|
void GLShader::bind()
|
|
{
|
|
BLI_assert(shader_program_ != 0);
|
|
glUseProgram(shader_program_);
|
|
}
|
|
|
|
void GLShader::unbind()
|
|
{
|
|
#ifndef NDEBUG
|
|
glUseProgram(0);
|
|
#endif
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Transform feedback
|
|
*
|
|
* TODO(fclem): Should be replaced by compute shaders.
|
|
* \{ */
|
|
|
|
void GLShader::transform_feedback_names_set(Span<const char *> name_list,
|
|
const eGPUShaderTFBType geom_type)
|
|
{
|
|
glTransformFeedbackVaryings(
|
|
shader_program_, name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
|
|
transform_feedback_type_ = geom_type;
|
|
}
|
|
|
|
bool GLShader::transform_feedback_enable(GPUVertBuf *buf_)
|
|
{
|
|
if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
|
|
return false;
|
|
}
|
|
|
|
GLVertBuf *buf = static_cast<GLVertBuf *>(unwrap(buf_));
|
|
|
|
BLI_assert(buf->vbo_id_ != 0);
|
|
|
|
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buf->vbo_id_);
|
|
|
|
switch (transform_feedback_type_) {
|
|
case GPU_SHADER_TFB_POINTS:
|
|
glBeginTransformFeedback(GL_POINTS);
|
|
break;
|
|
case GPU_SHADER_TFB_LINES:
|
|
glBeginTransformFeedback(GL_LINES);
|
|
break;
|
|
case GPU_SHADER_TFB_TRIANGLES:
|
|
glBeginTransformFeedback(GL_TRIANGLES);
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void GLShader::transform_feedback_disable()
|
|
{
|
|
glEndTransformFeedback();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Uniforms setters
|
|
* \{ */
|
|
|
|
void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
|
|
{
|
|
switch (comp_len) {
|
|
case 1:
|
|
glUniform1fv(location, array_size, data);
|
|
break;
|
|
case 2:
|
|
glUniform2fv(location, array_size, data);
|
|
break;
|
|
case 3:
|
|
glUniform3fv(location, array_size, data);
|
|
break;
|
|
case 4:
|
|
glUniform4fv(location, array_size, data);
|
|
break;
|
|
case 9:
|
|
glUniformMatrix3fv(location, array_size, 0, data);
|
|
break;
|
|
case 16:
|
|
glUniformMatrix4fv(location, array_size, 0, data);
|
|
break;
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
|
|
{
|
|
switch (comp_len) {
|
|
case 1:
|
|
glUniform1iv(location, array_size, data);
|
|
break;
|
|
case 2:
|
|
glUniform2iv(location, array_size, data);
|
|
break;
|
|
case 3:
|
|
glUniform3iv(location, array_size, data);
|
|
break;
|
|
case 4:
|
|
glUniform4iv(location, array_size, data);
|
|
break;
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name GPUVertFormat from Shader
|
|
* \{ */
|
|
|
|
static uint calc_component_size(const GLenum gl_type)
|
|
{
|
|
switch (gl_type) {
|
|
case GL_FLOAT_VEC2:
|
|
case GL_INT_VEC2:
|
|
case GL_UNSIGNED_INT_VEC2:
|
|
return 2;
|
|
case GL_FLOAT_VEC3:
|
|
case GL_INT_VEC3:
|
|
case GL_UNSIGNED_INT_VEC3:
|
|
return 3;
|
|
case GL_FLOAT_VEC4:
|
|
case GL_FLOAT_MAT2:
|
|
case GL_INT_VEC4:
|
|
case GL_UNSIGNED_INT_VEC4:
|
|
return 4;
|
|
case GL_FLOAT_MAT3:
|
|
return 9;
|
|
case GL_FLOAT_MAT4:
|
|
return 16;
|
|
case GL_FLOAT_MAT2x3:
|
|
case GL_FLOAT_MAT3x2:
|
|
return 6;
|
|
case GL_FLOAT_MAT2x4:
|
|
case GL_FLOAT_MAT4x2:
|
|
return 8;
|
|
case GL_FLOAT_MAT3x4:
|
|
case GL_FLOAT_MAT4x3:
|
|
return 12;
|
|
default:
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
static void get_fetch_mode_and_comp_type(int gl_type,
|
|
GPUVertCompType *r_comp_type,
|
|
GPUVertFetchMode *r_fetch_mode)
|
|
{
|
|
switch (gl_type) {
|
|
case GL_FLOAT:
|
|
case GL_FLOAT_VEC2:
|
|
case GL_FLOAT_VEC3:
|
|
case GL_FLOAT_VEC4:
|
|
case GL_FLOAT_MAT2:
|
|
case GL_FLOAT_MAT3:
|
|
case GL_FLOAT_MAT4:
|
|
case GL_FLOAT_MAT2x3:
|
|
case GL_FLOAT_MAT2x4:
|
|
case GL_FLOAT_MAT3x2:
|
|
case GL_FLOAT_MAT3x4:
|
|
case GL_FLOAT_MAT4x2:
|
|
case GL_FLOAT_MAT4x3:
|
|
*r_comp_type = GPU_COMP_F32;
|
|
*r_fetch_mode = GPU_FETCH_FLOAT;
|
|
break;
|
|
case GL_INT:
|
|
case GL_INT_VEC2:
|
|
case GL_INT_VEC3:
|
|
case GL_INT_VEC4:
|
|
*r_comp_type = GPU_COMP_I32;
|
|
*r_fetch_mode = GPU_FETCH_INT;
|
|
break;
|
|
case GL_UNSIGNED_INT:
|
|
case GL_UNSIGNED_INT_VEC2:
|
|
case GL_UNSIGNED_INT_VEC3:
|
|
case GL_UNSIGNED_INT_VEC4:
|
|
*r_comp_type = GPU_COMP_U32;
|
|
*r_fetch_mode = GPU_FETCH_INT;
|
|
break;
|
|
default:
|
|
BLI_assert(0);
|
|
}
|
|
}
|
|
|
|
void GLShader::vertformat_from_shader(GPUVertFormat *format) const
|
|
{
|
|
GPU_vertformat_clear(format);
|
|
|
|
GLint attr_len;
|
|
glGetProgramiv(shader_program_, GL_ACTIVE_ATTRIBUTES, &attr_len);
|
|
|
|
for (int i = 0; i < attr_len; i++) {
|
|
char name[256];
|
|
GLenum gl_type;
|
|
GLint size;
|
|
glGetActiveAttrib(shader_program_, i, sizeof(name), nullptr, &size, &gl_type, name);
|
|
|
|
/* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
|
|
if (glGetAttribLocation(shader_program_, name) == -1) {
|
|
continue;
|
|
}
|
|
|
|
GPUVertCompType comp_type;
|
|
GPUVertFetchMode fetch_mode;
|
|
get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode);
|
|
|
|
int comp_len = calc_component_size(gl_type) * size;
|
|
|
|
GPU_vertformat_attr_add(format, name, comp_type, comp_len, fetch_mode);
|
|
}
|
|
}
|
|
|
|
int GLShader::program_handle_get() const
|
|
{
|
|
return (int)this->shader_program_;
|
|
}
|
|
|
|
/** \} */
|