598 lines
17 KiB
C++
598 lines
17 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) 2005 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 "MEM_guardedalloc.h"
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#include "BLI_string_utils.h"
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#include "GPU_capabilities.h"
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#include "GPU_matrix.h"
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#include "GPU_platform.h"
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#include "gpu_backend.hh"
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#include "gpu_context_private.hh"
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#include "gpu_shader_private.hh"
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extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
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using namespace blender;
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using namespace blender::gpu;
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static bool gpu_shader_srgb_uniform_dirty_get();
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/* -------------------------------------------------------------------- */
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/** \name Creation / Destruction
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* \{ */
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Shader::Shader(const char *sh_name)
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{
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BLI_strncpy(this->name, sh_name, sizeof(this->name));
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}
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Shader::~Shader()
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{
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delete interface;
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}
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static void standard_defines(Vector<const char *> &sources)
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{
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BLI_assert(sources.size() == 0);
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/* Version needs to be first. Exact values will be added by implementation. */
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sources.append("version");
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/* some useful defines to detect GPU type */
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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sources.append("#define GPU_ATI\n");
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}
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else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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sources.append("#define GPU_NVIDIA\n");
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}
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else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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sources.append("#define GPU_INTEL\n");
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}
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/* some useful defines to detect OS type */
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if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
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sources.append("#define OS_WIN\n");
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}
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else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
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sources.append("#define OS_MAC\n");
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}
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else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
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sources.append("#define OS_UNIX\n");
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}
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if (GPU_crappy_amd_driver()) {
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sources.append("#define GPU_DEPRECATED_AMD_DRIVER\n");
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}
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}
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GPUShader *GPU_shader_create_ex(const char *vertcode,
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const char *fragcode,
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const char *geomcode,
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const char *computecode,
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const char *libcode,
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const char *defines,
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const eGPUShaderTFBType tf_type,
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const char **tf_names,
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const int tf_count,
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const char *shname)
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{
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/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
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BLI_assert(((fragcode != nullptr) && (vertcode != nullptr) && (computecode == nullptr)) ||
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((fragcode == nullptr) && (vertcode == nullptr) && (geomcode == nullptr) &&
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(computecode != nullptr)));
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Shader *shader = GPUBackend::get()->shader_alloc(shname);
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if (vertcode) {
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Vector<const char *> sources;
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standard_defines(sources);
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sources.append("#define GPU_VERTEX_SHADER\n");
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sources.append("#define IN_OUT out\n");
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if (geomcode) {
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sources.append("#define USE_GEOMETRY_SHADER\n");
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}
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if (defines) {
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sources.append(defines);
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}
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sources.append(vertcode);
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shader->vertex_shader_from_glsl(sources);
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}
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if (fragcode) {
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Vector<const char *> sources;
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standard_defines(sources);
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sources.append("#define GPU_FRAGMENT_SHADER\n");
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sources.append("#define IN_OUT in\n");
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if (geomcode) {
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sources.append("#define USE_GEOMETRY_SHADER\n");
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}
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if (defines) {
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sources.append(defines);
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}
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if (libcode) {
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sources.append(libcode);
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}
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sources.append(fragcode);
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shader->fragment_shader_from_glsl(sources);
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}
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if (geomcode) {
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Vector<const char *> sources;
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standard_defines(sources);
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sources.append("#define GPU_GEOMETRY_SHADER\n");
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if (defines) {
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sources.append(defines);
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}
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sources.append(geomcode);
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shader->geometry_shader_from_glsl(sources);
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}
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if (computecode) {
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Vector<const char *> sources;
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standard_defines(sources);
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sources.append("#define GPU_COMPUTE_SHADER\n");
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if (defines) {
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sources.append(defines);
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}
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if (libcode) {
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sources.append(libcode);
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}
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sources.append(computecode);
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shader->compute_shader_from_glsl(sources);
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}
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if (tf_names != nullptr && tf_count > 0) {
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BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
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shader->transform_feedback_names_set(Span<const char *>(tf_names, tf_count), tf_type);
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}
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if (!shader->finalize()) {
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delete shader;
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return nullptr;
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};
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return wrap(shader);
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}
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void GPU_shader_free(GPUShader *shader)
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{
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delete unwrap(shader);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Creation utils
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* \{ */
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GPUShader *GPU_shader_create(const char *vertcode,
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const char *fragcode,
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const char *geomcode,
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const char *libcode,
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const char *defines,
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const char *shname)
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{
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return GPU_shader_create_ex(vertcode,
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fragcode,
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geomcode,
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nullptr,
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libcode,
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defines,
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GPU_SHADER_TFB_NONE,
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nullptr,
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0,
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shname);
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}
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GPUShader *GPU_shader_create_compute(const char *computecode,
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const char *libcode,
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const char *defines,
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const char *shname)
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{
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return GPU_shader_create_ex(nullptr,
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nullptr,
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nullptr,
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computecode,
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libcode,
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defines,
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GPU_SHADER_TFB_NONE,
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nullptr,
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0,
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shname);
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}
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GPUShader *GPU_shader_create_from_python(const char *vertcode,
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const char *fragcode,
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const char *geomcode,
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const char *libcode,
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const char *defines)
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{
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char *libcodecat = nullptr;
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if (libcode == nullptr) {
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libcode = datatoc_gpu_shader_colorspace_lib_glsl;
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}
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else {
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libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
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}
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GPUShader *sh = GPU_shader_create_ex(vertcode,
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fragcode,
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geomcode,
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nullptr,
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libcode,
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defines,
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GPU_SHADER_TFB_NONE,
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nullptr,
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0,
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"pyGPUShader");
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MEM_SAFE_FREE(libcodecat);
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return sh;
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}
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static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
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{
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bool is_alloc = false;
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if (str_arr == nullptr) {
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*r_is_alloc = false;
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return nullptr;
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}
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/* Skip empty strings (avoid alloc if we can). */
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while (str_arr[0] && str_arr[0][0] == '\0') {
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str_arr++;
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}
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int i;
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for (i = 0; str_arr[i]; i++) {
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if (i != 0 && str_arr[i][0] != '\0') {
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is_alloc = true;
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}
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}
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*r_is_alloc = is_alloc;
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if (is_alloc) {
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return BLI_string_join_arrayN(str_arr, i);
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}
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return str_arr[0];
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}
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/**
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* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
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*
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* Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
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*
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* It has the advantage that each item can be conditionally included
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* without having to build the string inline, then free it.
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*
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* \param params: NULL terminated arrays of strings.
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*
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* Example:
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* \code{.c}
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* sh = GPU_shader_create_from_arrays({
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* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
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* .geom = (const char *[]){shader_geom_glsl, NULL},
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* .frag = (const char *[]){shader_frag_glsl, NULL},
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* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
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* });
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* \endcode
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*/
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struct GPUShader *GPU_shader_create_from_arrays_impl(
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const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line)
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{
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struct {
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const char *str;
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bool is_alloc;
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} str_dst[4] = {{nullptr}};
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const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
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for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
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str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
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}
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char name[64];
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BLI_snprintf(name, sizeof(name), "%s_%d", func, line);
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GPUShader *sh = GPU_shader_create(
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str_dst[0].str, str_dst[1].str, str_dst[2].str, nullptr, str_dst[3].str, name);
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for (auto &i : str_dst) {
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if (i.is_alloc) {
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MEM_freeN((void *)i.str);
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}
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}
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return sh;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Binding
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* \{ */
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void GPU_shader_bind(GPUShader *gpu_shader)
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{
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Shader *shader = unwrap(gpu_shader);
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Context *ctx = Context::get();
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if (ctx->shader != shader) {
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ctx->shader = shader;
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shader->bind();
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GPU_matrix_bind(gpu_shader);
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GPU_shader_set_srgb_uniform(gpu_shader);
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}
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else {
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if (gpu_shader_srgb_uniform_dirty_get()) {
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GPU_shader_set_srgb_uniform(gpu_shader);
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}
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if (GPU_matrix_dirty_get()) {
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GPU_matrix_bind(gpu_shader);
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}
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}
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}
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void GPU_shader_unbind(void)
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{
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#ifndef NDEBUG
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Context *ctx = Context::get();
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if (ctx->shader) {
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ctx->shader->unbind();
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}
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ctx->shader = nullptr;
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#endif
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Transform feedback
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*
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* TODO(fclem): Should be replaced by compute shaders.
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* \{ */
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bool GPU_shader_transform_feedback_enable(GPUShader *shader, GPUVertBuf *vertbuf)
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{
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return unwrap(shader)->transform_feedback_enable(vertbuf);
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}
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void GPU_shader_transform_feedback_disable(GPUShader *shader)
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{
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unwrap(shader)->transform_feedback_disable();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Uniforms / Resource location
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* \{ */
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int GPU_shader_get_uniform(GPUShader *shader, const char *name)
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{
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ShaderInterface *interface = unwrap(shader)->interface;
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const ShaderInput *uniform = interface->uniform_get(name);
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return uniform ? uniform->location : -1;
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}
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int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
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{
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ShaderInterface *interface = unwrap(shader)->interface;
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return interface->uniform_builtin((GPUUniformBuiltin)builtin);
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}
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int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
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{
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ShaderInterface *interface = unwrap(shader)->interface;
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return interface->ubo_builtin((GPUUniformBlockBuiltin)builtin);
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}
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int GPU_shader_get_ssbo(GPUShader *shader, const char *name)
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{
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ShaderInterface *interface = unwrap(shader)->interface;
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const ShaderInput *ssbo = interface->ssbo_get(name);
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return ssbo ? ssbo->location : -1;
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}
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/* DEPRECATED. */
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int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
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{
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ShaderInterface *interface = unwrap(shader)->interface;
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const ShaderInput *ubo = interface->ubo_get(name);
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return ubo ? ubo->location : -1;
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}
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int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
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{
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ShaderInterface *interface = unwrap(shader)->interface;
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const ShaderInput *ubo = interface->ubo_get(name);
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return ubo ? ubo->binding : -1;
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}
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int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
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{
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ShaderInterface *interface = unwrap(shader)->interface;
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const ShaderInput *tex = interface->uniform_get(name);
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return tex ? tex->binding : -1;
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}
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int GPU_shader_get_attribute(GPUShader *shader, const char *name)
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{
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ShaderInterface *interface = unwrap(shader)->interface;
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const ShaderInput *attr = interface->attr_get(name);
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return attr ? attr->location : -1;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Getters
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* \{ */
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/* DEPRECATED: Kept only because of BGL API */
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int GPU_shader_get_program(GPUShader *shader)
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{
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return unwrap(shader)->program_handle_get();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Uniforms setters
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* \{ */
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void GPU_shader_uniform_vector(
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GPUShader *shader, int loc, int len, int arraysize, const float *value)
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{
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unwrap(shader)->uniform_float(loc, len, arraysize, value);
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}
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void GPU_shader_uniform_vector_int(
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GPUShader *shader, int loc, int len, int arraysize, const int *value)
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{
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unwrap(shader)->uniform_int(loc, len, arraysize, value);
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}
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value)
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{
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GPU_shader_uniform_vector_int(shader, location, 1, 1, &value);
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}
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void GPU_shader_uniform_float(GPUShader *shader, int location, float value)
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{
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GPU_shader_uniform_vector(shader, location, 1, 1, &value);
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}
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void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
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{
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const int loc = GPU_shader_get_uniform(sh, name);
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GPU_shader_uniform_int(sh, loc, value);
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}
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void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value)
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{
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GPU_shader_uniform_1i(sh, name, value ? 1 : 0);
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}
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void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y)
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{
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const float data[2] = {x, y};
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GPU_shader_uniform_2fv(sh, name, data);
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}
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void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z)
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{
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const float data[3] = {x, y, z};
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GPU_shader_uniform_3fv(sh, name, data);
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}
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void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w)
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{
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const float data[4] = {x, y, z, w};
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GPU_shader_uniform_4fv(sh, name, data);
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}
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void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value)
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{
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const int loc = GPU_shader_get_uniform(sh, name);
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GPU_shader_uniform_float(sh, loc, value);
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}
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void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2])
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{
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const int loc = GPU_shader_get_uniform(sh, name);
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GPU_shader_uniform_vector(sh, loc, 2, 1, data);
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}
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void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3])
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{
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const int loc = GPU_shader_get_uniform(sh, name);
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GPU_shader_uniform_vector(sh, loc, 3, 1, data);
|
|
}
|
|
|
|
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 4, 1, data);
|
|
}
|
|
|
|
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data);
|
|
}
|
|
|
|
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 2, len, (const float *)val);
|
|
}
|
|
|
|
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 4, len, (const float *)val);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name sRGB Rendering Workaround
|
|
*
|
|
* The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
|
|
* Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
|
|
* the shader output color to be in sRGB space
|
|
* (assumed display encoded color-space as the time of writing).
|
|
* For this reason we have a uniform to switch the transform on and off depending on the current
|
|
* frame-buffer color-space.
|
|
* \{ */
|
|
|
|
static int g_shader_builtin_srgb_transform = 0;
|
|
static bool g_shader_builtin_srgb_is_dirty = false;
|
|
|
|
static bool gpu_shader_srgb_uniform_dirty_get()
|
|
{
|
|
return g_shader_builtin_srgb_is_dirty;
|
|
}
|
|
|
|
void GPU_shader_set_srgb_uniform(GPUShader *shader)
|
|
{
|
|
int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM);
|
|
if (loc != -1) {
|
|
GPU_shader_uniform_vector_int(shader, loc, 1, 1, &g_shader_builtin_srgb_transform);
|
|
}
|
|
g_shader_builtin_srgb_is_dirty = false;
|
|
}
|
|
|
|
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
|
|
{
|
|
if (g_shader_builtin_srgb_transform != use_srgb_to_linear) {
|
|
g_shader_builtin_srgb_transform = use_srgb_to_linear;
|
|
g_shader_builtin_srgb_is_dirty = true;
|
|
}
|
|
}
|
|
|
|
/** \} */
|