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blender-archive/source/blender/gpu/intern/gpu_shader_private.hh
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

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();