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blender-archive/source/blender/gpu/intern/gpu_shader_dependency.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

198 lines
5.8 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
*
* Shader source dependency builder that make possible to support #include directive inside the
* shader files.
*/
#include <iostream>
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_dependency_private.h"
extern "C" {
#define SHADER_SOURCE(datatoc, filename) extern char datatoc[];
#include "glsl_draw_source_list.h"
#include "glsl_gpu_source_list.h"
#undef SHADER_SOURCE
}
namespace blender::gpu {
using GPUSourceDictionnary = Map<StringRef, struct GPUSource *>;
struct GPUSource {
StringRefNull filename;
StringRefNull source;
Vector<GPUSource *> dependencies;
bool dependencies_init = false;
shader::BuiltinBits builtins = (shader::BuiltinBits)0;
GPUSource(const char *file, const char *datatoc) : filename(file), source(datatoc)
{
/* Scan for builtins. */
/* FIXME: This can trigger false positive caused by disabled #if blocks. */
/* TODO(fclem): Could be made faster by scanning once. */
/* TODO(fclem): BARYCENTRIC_COORD. */
if (source.find("gl_FragCoord", 0)) {
builtins |= shader::BuiltinBits::FRAG_COORD;
}
if (source.find("gl_FrontFacing", 0)) {
builtins |= shader::BuiltinBits::FRONT_FACING;
}
if (source.find("gl_GlobalInvocationID", 0)) {
builtins |= shader::BuiltinBits::GLOBAL_INVOCATION_ID;
}
if (source.find("gl_InstanceID", 0)) {
builtins |= shader::BuiltinBits::INSTANCE_ID;
}
if (source.find("gl_Layer", 0)) {
builtins |= shader::BuiltinBits::LAYER;
}
if (source.find("gl_LocalInvocationID", 0)) {
builtins |= shader::BuiltinBits::LOCAL_INVOCATION_ID;
}
if (source.find("gl_LocalInvocationIndex", 0)) {
builtins |= shader::BuiltinBits::LOCAL_INVOCATION_INDEX;
}
if (source.find("gl_NumWorkGroup", 0)) {
builtins |= shader::BuiltinBits::NUM_WORK_GROUP;
}
if (source.find("gl_PointCoord", 0)) {
builtins |= shader::BuiltinBits::POINT_COORD;
}
if (source.find("gl_PointSize", 0)) {
builtins |= shader::BuiltinBits::POINT_SIZE;
}
if (source.find("gl_PrimitiveID", 0)) {
builtins |= shader::BuiltinBits::PRIMITIVE_ID;
}
if (source.find("gl_VertexID", 0)) {
builtins |= shader::BuiltinBits::VERTEX_ID;
}
if (source.find("gl_WorkGroupID", 0)) {
builtins |= shader::BuiltinBits::WORK_GROUP_ID;
}
if (source.find("gl_WorkGroupSize", 0)) {
builtins |= shader::BuiltinBits::WORK_GROUP_SIZE;
}
};
void init_dependencies(const GPUSourceDictionnary &dict)
{
if (dependencies_init) {
return;
}
dependencies_init = true;
int64_t pos = 0;
while (true) {
pos = source.find("pragma BLENDER_REQUIRE(", pos);
if (pos == -1) {
return;
}
int64_t start = source.find("(", pos) + 1;
int64_t end = source.find(")", pos);
if (end == -1) {
/* TODO Use clog. */
std::cout << "Error: " << filename << " : Malformed BLENDER_REQUIRE: Missing \")\"."
<< std::endl;
return;
}
StringRef dependency_name = source.substr(start, end - start);
GPUSource *dependency_source = dict.lookup_default(dependency_name, nullptr);
if (dependency_source == nullptr) {
/* TODO Use clog. */
std::cout << "Error: " << filename << " : Dependency not found \"" << dependency_name
<< "\"." << std::endl;
return;
}
/* Recursive. */
dependency_source->init_dependencies(dict);
for (auto *dep : dependency_source->dependencies) {
dependencies.append_non_duplicates(dep);
}
dependencies.append_non_duplicates(dependency_source);
pos++;
};
}
/* Returns the final string with all inlcudes done. */
void build(std::string &str, shader::BuiltinBits &out_builtins)
{
for (auto *dep : dependencies) {
out_builtins |= builtins;
str += dep->source;
}
str += source;
}
};
} // namespace blender::gpu
using namespace blender::gpu;
static GPUSourceDictionnary *g_sources = nullptr;
void gpu_shader_dependency_init()
{
g_sources = new GPUSourceDictionnary();
#define SHADER_SOURCE(datatoc, filename) \
g_sources->add_new(filename, new GPUSource(filename, datatoc));
#include "glsl_draw_source_list.h"
#include "glsl_gpu_source_list.h"
#undef SHADER_SOURCE
for (auto *value : g_sources->values()) {
value->init_dependencies(*g_sources);
}
}
void gpu_shader_dependency_exit()
{
for (auto *value : g_sources->values()) {
delete value;
}
delete g_sources;
}
char *gpu_shader_dependency_get_resolved_source(const char *shader_source_name, uint32_t *builtins)
{
GPUSource *source = g_sources->lookup(shader_source_name);
std::string str;
shader::BuiltinBits out_builtins;
source->build(str, out_builtins);
*builtins |= (uint32_t)out_builtins;
return strdup(str.c_str());
}
char *gpu_shader_dependency_get_source(const char *shader_source_name)
{
GPUSource *src = g_sources->lookup(shader_source_name);
return strdup(src->source.c_str());
}