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
148 lines
4.5 KiB
C++
148 lines
4.5 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.
|
|
*/
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "BLI_span.hh"
|
|
#include "BLI_string_ref.hh"
|
|
|
|
#include "GPU_shader.h"
|
|
#include "gpu_shader_create_info.hh"
|
|
#include "gpu_shader_interface.hh"
|
|
#include "gpu_vertex_buffer_private.hh"
|
|
|
|
#include <string>
|
|
|
|
namespace blender {
|
|
namespace gpu {
|
|
|
|
class GPULogParser;
|
|
|
|
/**
|
|
* Implementation of shader compilation and uniforms handling.
|
|
* Base class which is then specialized for each implementation (GL, VK, ...).
|
|
*/
|
|
class Shader {
|
|
public:
|
|
/** Uniform & attribute locations for shader. */
|
|
ShaderInterface *interface = nullptr;
|
|
|
|
protected:
|
|
/** For debugging purpose. */
|
|
char name[64];
|
|
|
|
public:
|
|
Shader(const char *name);
|
|
virtual ~Shader();
|
|
|
|
virtual void vertex_shader_from_glsl(MutableSpan<const char *> sources) = 0;
|
|
virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
|
|
virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
|
|
virtual void compute_shader_from_glsl(MutableSpan<const char *> sources) = 0;
|
|
virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
|
|
|
|
virtual void transform_feedback_names_set(Span<const char *> name_list,
|
|
eGPUShaderTFBType geom_type) = 0;
|
|
virtual bool transform_feedback_enable(GPUVertBuf *) = 0;
|
|
virtual void transform_feedback_disable() = 0;
|
|
|
|
virtual void bind() = 0;
|
|
virtual void unbind() = 0;
|
|
|
|
virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0;
|
|
virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0;
|
|
|
|
virtual void vertformat_from_shader(GPUVertFormat *) const = 0;
|
|
|
|
std::string defines_declare(const shader::ShaderCreateInfo &info) const;
|
|
virtual std::string resources_declare(const shader::ShaderCreateInfo &info) const = 0;
|
|
virtual std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
|
|
virtual std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
|
|
virtual std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
|
|
virtual std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
|
|
|
|
/* DEPRECATED: Kept only because of BGL API. */
|
|
virtual int program_handle_get() const = 0;
|
|
|
|
inline const char *const name_get() const
|
|
{
|
|
return name;
|
|
};
|
|
|
|
protected:
|
|
void print_log(
|
|
Span<const char *> sources, char *log, const char *stage, bool error, GPULogParser *parser);
|
|
};
|
|
|
|
/* Syntactic sugar. */
|
|
static inline GPUShader *wrap(Shader *vert)
|
|
{
|
|
return reinterpret_cast<GPUShader *>(vert);
|
|
}
|
|
static inline Shader *unwrap(GPUShader *vert)
|
|
{
|
|
return reinterpret_cast<Shader *>(vert);
|
|
}
|
|
static inline const Shader *unwrap(const GPUShader *vert)
|
|
{
|
|
return reinterpret_cast<const Shader *>(vert);
|
|
}
|
|
|
|
enum class Severity {
|
|
Unknown,
|
|
Warning,
|
|
Error,
|
|
};
|
|
|
|
struct LogCursor {
|
|
int source = -1;
|
|
int row = -1;
|
|
int column = -1;
|
|
};
|
|
|
|
struct GPULogItem {
|
|
LogCursor cursor;
|
|
Severity severity = Severity::Unknown;
|
|
};
|
|
|
|
class GPULogParser {
|
|
public:
|
|
virtual char *parse_line(char *log_line, GPULogItem &log_item) = 0;
|
|
|
|
protected:
|
|
char *skip_severity(char *log_line,
|
|
GPULogItem &log_item,
|
|
const char *error_msg,
|
|
const char *warning_msg) const;
|
|
char *skip_separators(char *log_line, const StringRef separators) const;
|
|
char *skip_until(char *log_line, char stop_char) const;
|
|
bool at_number(const char *log_line) const;
|
|
bool at_any(const char *log_line, const StringRef chars) const;
|
|
int parse_number(const char *log_line, char **r_new_position) const;
|
|
|
|
MEM_CXX_CLASS_ALLOC_FUNCS("GPULogParser");
|
|
};
|
|
|
|
} // namespace gpu
|
|
} // namespace blender
|
|
|
|
/* XXX do not use it. Special hack to use OCIO with batch API. */
|
|
GPUShader *immGetShader();
|