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
110 lines
3.4 KiB
C++
110 lines
3.4 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) 2022 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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* Glue definition to make shared declaration of struct & functions work in both C / C++ and GLSL.
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* We use the same vector and matrix types as Blender C++. Some math functions are defined to use
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* the float version to match the GLSL syntax.
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* This file can be used for C & C++ code and the syntax used should follow the same rules.
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* Some preprocessing is done by the GPU backend to make it GLSL compatible.
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*
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* IMPORTANT:
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* - Don't add trailing comma at the end of the enum. Our custom pre-processor will noy trim it
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* for GLSL.
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* - Always use `u` suffix for enum values. GLSL do not support implicit cast.
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* - Define all values. This is in order to simplify custom pre-processor code.
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* - Always use uint32_t as underlying type.
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* - Use float suffix by default for float literals to avoid double promotion in C++.
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* - Pack one float or int after a vec3/ivec3 to fullfil alligment rules.
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*
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* NOTE: Due to alignment restriction and buggy drivers, do not try to use mat3 inside structs.
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* NOTE: (UBO only) Do not use arrays of float. They are padded to arrays of vec4 and are not worth
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* it. This does not apply to SSBO.
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*
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* IMPORTANT: Do not forget to align mat4, vec3 and vec4 to 16 bytes, and vec2 to 8 bytes.
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*
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* NOTE: You can use bool type using bool1 a int boolean type matching the GLSL type.
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*/
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#ifdef GPU_SHADER
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# define BLI_STATIC_ASSERT_ALIGN(type_, align_)
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# define BLI_STATIC_ASSERT_SIZE(type_, size_)
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# define static
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# define inline
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# define cosf cos
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# define sinf sin
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# define tanf tan
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# define acosf acos
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# define asinf asin
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# define atanf atan
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# define floorf floor
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# define ceilf ceil
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# define sqrtf sqrt
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# define float2 vec2
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# define float3 vec3
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# define float4 vec4
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# define float4x4 mat4
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# define int2 ivec2
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# define int3 ivec3
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# define int4 ivec4
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# define uint2 uvec2
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# define uint3 uvec3
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# define uint4 uvec4
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# define bool1 bool
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# define bool2 bvec2
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# define bool3 bvec3
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# define bool4 bvec4
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#else /* C */
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# pragma once
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# include "BLI_assert.h"
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# ifdef __cplusplus
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# include "BLI_float2.hh"
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# include "BLI_float3.hh"
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# include "BLI_float4.hh"
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# include "BLI_float4x4.hh"
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/* TODO */
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// # include "BLI_int2.hh"
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// # include "BLI_int3.hh"
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# else
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typedef float float2[2];
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typedef float float3[3];
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typedef float float4[4];
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typedef float float4x4[4][4];
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# endif
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typedef int int2[2];
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typedef int int3[2];
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typedef int int4[4];
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typedef uint uint2[2];
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typedef uint uint3[3];
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typedef uint uint4[4];
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typedef int int2[2];
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typedef int int3[2];
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typedef int int4[4];
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typedef int bool1;
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typedef int bool2[2];
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typedef int bool3[2];
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typedef int bool4[4];
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#endif |