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blender-archive/source/blender/gpu/intern/gpu_shader_create_info.cc
Jeroen Bakker 8fb2ff458b GPUShaderCreateInfo for interface abstraction
This is a first part of the Shader Create Info system could be.

A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.

- Clear source input (only one file). Cleans up the GPU api since we can create a
  shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.

This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).

This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.

There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.

What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.

Reviewed By: jbakker

Maniphest Tasks: T94975

Differential Revision: https://developer.blender.org/D13360
2022-01-17 14:32:28 +01:00

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5.2 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2021 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Descriptior type used to define shader structure, resources and interfaces.
*/
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_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;
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(info.typedef_sources_);
if (info.local_group_size_[0] != 0) {
BLI_assert(local_group_size_[0] == 0);
for (int i = 0; i < 3; i++) {
local_group_size_[i] = info.local_group_size_[i];
}
}
if (!info.vertex_source_.is_empty()) {
BLI_assert(vertex_source_.is_empty());
vertex_source_ = info.vertex_source_;
}
if (!info.geometry_source_.is_empty()) {
BLI_assert(geometry_source_.is_empty());
geometry_source_ = info.geometry_source_;
}
if (!info.fragment_source_.is_empty()) {
BLI_assert(fragment_source_.is_empty());
fragment_source_ = info.fragment_source_;
}
if (!info.compute_source_.is_empty()) {
BLI_assert(compute_source_.is_empty());
compute_source_ = info.compute_source_;
}
do_static_compilation_ = do_static_compilation_ || info.do_static_compilation_;
}
}
} // 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
/* 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()
{
for (ShaderCreateInfo *info : g_create_infos->values()) {
if (info->do_static_compilation_) {
// printf("Compiling %s: ... \n", info->name_.c_str());
GPUShader *shader = GPU_shader_create_from_info(
reinterpret_cast<const GPUShaderCreateInfo *>(info));
if (shader == nullptr) {
printf("Compilation %s Failed\n", info->name_.c_str());
return false;
}
GPU_shader_free(shader);
// printf("Success\n");
}
}
return true;
}
/* Runtime create infos are not registered in the dictionnary and cannot be searched. */
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
{
ShaderCreateInfo *info = g_create_infos->lookup(info_name);
return reinterpret_cast<const GPUShaderCreateInfo *>(info);
}