This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/intern/gpu_shader_shared_utils.h
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

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