This repository has been archived on 2023-10-09.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.cc
Clément Foucault 48690d967a GPUContext: Move GPUContext to gpu::Context for more consistency
This makes the GPUContext follow the same naming convention as the rest
of the module.

Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
2020-09-08 04:15:50 +02:00

698 lines
20 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) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_utildefines.h"
#include "BLI_vector.hh"
#include "BKE_appdir.h"
#include "BKE_global.h"
#include "DNA_space_types.h"
#include "GPU_capabilities.h"
#include "GPU_matrix.h"
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gpu_shader_private.hh"
extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
using namespace blender;
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Debug functions
* \{ */
void Shader::print_errors(Span<const char *> sources, char *log, const char *stage)
{
const char line_prefix[] = " | ";
char *sources_combined = BLI_string_join_arrayN((const char **)sources.data(), sources.size());
fprintf(stderr, "GPUShader: Compilation Log : %s : %s\n", this->name, stage);
char *log_line = log, *line_end;
char *error_line_number_end;
int error_line, error_char, last_error_line = -2, last_error_char = -1;
bool found_line_id = false;
while ((line_end = strchr(log_line, '\n'))) {
/* Skip empty lines. */
if (line_end == log_line) {
log_line++;
continue;
}
/* 0 = error, 1 = warning. */
int type = -1;
/* Skip ERROR: or WARNING:. */
const char *prefix[] = {"ERROR", "WARNING"};
for (int i = 0; i < ARRAY_SIZE(prefix); i++) {
if (STREQLEN(log_line, prefix[i], strlen(prefix[i]))) {
log_line += strlen(prefix[i]);
type = i;
break;
}
}
/* Skip whitespaces and separators. */
while (ELEM(log_line[0], ':', '(', ' ')) {
log_line++;
}
/* Parse error line & char numbers. */
error_line = error_char = -1;
if (log_line[0] >= '0' && log_line[0] <= '9') {
error_line = (int)strtol(log_line, &error_line_number_end, 10);
/* Try to fetch the error caracter (not always available). */
if (ELEM(error_line_number_end[0], '(', ':') && error_line_number_end[1] != ' ') {
error_char = (int)strtol(error_line_number_end + 1, &log_line, 10);
}
else {
log_line = error_line_number_end;
}
/* There can be a 3rd number (case of mesa driver). */
if (ELEM(log_line[0], '(', ':') && log_line[1] >= '0' && log_line[1] <= '9') {
error_line = error_char;
error_char = (int)strtol(log_line + 1, &error_line_number_end, 10);
log_line = error_line_number_end;
}
}
/* Skip whitespaces and separators. */
while (ELEM(log_line[0], ':', ')', ' ')) {
log_line++;
}
if (error_line == -1) {
found_line_id = false;
}
const char *src_line = sources_combined;
if ((error_line != -1) && (error_char != -1)) {
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL)) {
/* source:line */
int error_source = error_line;
if (error_source < sources.size()) {
src_line = sources[error_source];
error_line = error_char;
error_char = -1;
}
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) ||
GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
/* 0:line */
error_line = error_char;
error_char = -1;
}
else {
/* line:char */
}
}
/* Separate from previous block. */
if (last_error_line != error_line) {
fprintf(stderr, "\033[90m%s\033[39m\n", line_prefix);
}
else if (error_char != last_error_char) {
fprintf(stderr, "%s\n", line_prefix);
}
/* Print line from the source file that is producing the error. */
if ((error_line != -1) && (error_line != last_error_line || error_char != last_error_char)) {
const char *src_line_end = src_line;
found_line_id = false;
/* error_line is 1 based in this case. */
int src_line_index = 1;
while ((src_line_end = strchr(src_line, '\n'))) {
if (src_line_index == error_line) {
found_line_id = true;
break;
}
/* Continue to next line. */
src_line = src_line_end + 1;
src_line_index++;
}
/* Print error source. */
if (found_line_id) {
if (error_line != last_error_line) {
fprintf(stderr, "%5d | ", src_line_index);
}
else {
fprintf(stderr, line_prefix);
}
fwrite(src_line, (src_line_end + 1) - src_line, 1, stderr);
/* Print char offset. */
fprintf(stderr, line_prefix);
if (error_char != -1) {
for (int i = 0; i < error_char; i++) {
fprintf(stderr, " ");
}
fprintf(stderr, "^");
}
fprintf(stderr, "\n");
}
}
fprintf(stderr, line_prefix);
/* Skip to message. Avoid redundant info. */
const char *keywords[] = {"error", "warning"};
for (int i = 0; i < ARRAY_SIZE(prefix); i++) {
if (STREQLEN(log_line, keywords[i], strlen(keywords[i]))) {
log_line += strlen(keywords[i]);
type = i;
break;
}
}
/* Skip and separators. */
while (ELEM(log_line[0], ':', ')')) {
log_line++;
}
if (type == 0) {
fprintf(stderr, "\033[31;1mError\033[0;2m: ");
}
else if (type == 1) {
fprintf(stderr, "\033[33;1mWarning\033[0;2m: ");
}
/* Print the error itself. */
fprintf(stderr, "\033[2m");
fwrite(log_line, (line_end + 1) - log_line, 1, stderr);
fprintf(stderr, "\033[0m");
/* Continue to next line. */
log_line = line_end + 1;
last_error_line = error_line;
last_error_char = error_char;
}
fprintf(stderr, "\n");
MEM_freeN(sources_combined);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
* \{ */
Shader::Shader(const char *sh_name)
{
BLI_strncpy(this->name, sh_name, sizeof(this->name));
}
Shader::~Shader()
{
delete interface;
}
static void standard_defines(Vector<const char *> &sources)
{
BLI_assert(sources.size() == 0);
/* Version needs to be first. Exact values will be added by implementation. */
sources.append("version");
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_ATI\n");
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_NVIDIA\n");
}
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_INTEL\n");
}
/* some useful defines to detect OS type */
if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
sources.append("#define OS_WIN\n");
}
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
sources.append("#define OS_MAC\n");
}
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
sources.append("#define OS_UNIX\n");
}
if (GPU_crappy_amd_driver()) {
sources.append("#define GPU_DEPRECATED_AMD_DRIVER\n");
}
}
GPUShader *GPU_shader_create_ex(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines,
const eGPUShaderTFBType tf_type,
const char **tf_names,
const int tf_count,
const char *shname)
{
/* At least a vertex shader and a fragment shader are required. */
BLI_assert((fragcode != NULL) && (vertcode != NULL));
Shader *shader = GPUBackend::get()->shader_alloc(shname);
if (vertcode) {
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_VERTEX_SHADER\n");
sources.append("#define IN_OUT out\n");
if (geomcode) {
sources.append("#define USE_GEOMETRY_SHADER\n");
}
if (defines) {
sources.append(defines);
}
sources.append(vertcode);
shader->vertex_shader_from_glsl(sources);
}
if (fragcode) {
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_FRAGMENT_SHADER\n");
sources.append("#define IN_OUT in\n");
if (geomcode) {
sources.append("#define USE_GEOMETRY_SHADER\n");
}
if (defines) {
sources.append(defines);
}
if (libcode) {
sources.append(libcode);
}
sources.append(fragcode);
shader->fragment_shader_from_glsl(sources);
}
if (geomcode) {
Vector<const char *> sources;
standard_defines(sources);
sources.append("#define GPU_GEOMETRY_SHADER\n");
if (defines) {
sources.append(defines);
}
sources.append(geomcode);
shader->geometry_shader_from_glsl(sources);
}
if (tf_names != NULL && tf_count > 0) {
BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
shader->transform_feedback_names_set(Span<const char *>(tf_names, tf_count), tf_type);
}
if (!shader->finalize()) {
delete shader;
return NULL;
};
return wrap(shader);
}
void GPU_shader_free(GPUShader *shader)
{
delete unwrap(shader);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Creation utils
* \{ */
GPUShader *GPU_shader_create(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines,
const char *shname)
{
return GPU_shader_create_ex(
vertcode, fragcode, geomcode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, shname);
}
GPUShader *GPU_shader_create_from_python(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines)
{
char *libcodecat = NULL;
if (libcode == NULL) {
libcode = datatoc_gpu_shader_colorspace_lib_glsl;
}
else {
libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
}
GPUShader *sh = GPU_shader_create_ex(
vertcode, fragcode, geomcode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, "pyGPUShader");
MEM_SAFE_FREE(libcodecat);
return sh;
}
static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
{
bool is_alloc = false;
if (str_arr == NULL) {
*r_is_alloc = false;
return NULL;
}
/* Skip empty strings (avoid alloc if we can). */
while (str_arr[0] && str_arr[0][0] == '\0') {
str_arr++;
}
int i;
for (i = 0; str_arr[i]; i++) {
if (i != 0 && str_arr[i][0] != '\0') {
is_alloc = true;
}
}
*r_is_alloc = is_alloc;
if (is_alloc) {
return BLI_string_join_arrayN(str_arr, i);
}
return str_arr[0];
}
/**
* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
*
* Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
*
* It has the advantage that each item can be conditionally included
* without having to build the string inline, then free it.
*
* \param params: NULL terminated arrays of strings.
*
* Example:
* \code{.c}
* sh = GPU_shader_create_from_arrays({
* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
* .geom = (const char *[]){shader_geom_glsl, NULL},
* .frag = (const char *[]){shader_frag_glsl, NULL},
* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
* });
* \endcode
*/
struct GPUShader *GPU_shader_create_from_arrays_impl(
const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line)
{
struct {
const char *str;
bool is_alloc;
} str_dst[4] = {{0}};
const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
}
char name[64];
BLI_snprintf(name, sizeof(name), "%s_%d", func, line);
GPUShader *sh = GPU_shader_create(
str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, name);
for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
if (str_dst[i].is_alloc) {
MEM_freeN((void *)str_dst[i].str);
}
}
return sh;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
void GPU_shader_bind(GPUShader *gpu_shader)
{
Shader *shader = unwrap(gpu_shader);
Context *ctx = Context::get();
if (ctx->shader != shader) {
ctx->shader = shader;
shader->bind();
GPU_matrix_bind(gpu_shader);
GPU_shader_set_srgb_uniform(gpu_shader);
}
if (GPU_matrix_dirty_get()) {
GPU_matrix_bind(gpu_shader);
}
}
void GPU_shader_unbind(void)
{
#ifndef NDEBUG
Context *ctx = Context::get();
if (ctx->shader) {
ctx->shader->unbind();
}
ctx->shader = NULL;
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transform feedback
*
* TODO(fclem) Should be replaced by compute shaders.
* \{ */
bool GPU_shader_transform_feedback_enable(GPUShader *shader, GPUVertBuf *vertbuf)
{
return unwrap(shader)->transform_feedback_enable(vertbuf);
}
void GPU_shader_transform_feedback_disable(GPUShader *shader)
{
unwrap(shader)->transform_feedback_disable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms / Resource location
* \{ */
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *uniform = interface->uniform_get(name);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
{
ShaderInterface *interface = unwrap(shader)->interface;
return interface->uniform_builtin((GPUUniformBuiltin)builtin);
}
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
{
ShaderInterface *interface = unwrap(shader)->interface;
return interface->ubo_builtin((GPUUniformBlockBuiltin)builtin);
}
/* DEPRECATED. */
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->location : -1;
}
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->binding : -1;
}
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *tex = interface->uniform_get(name);
return tex ? tex->binding : -1;
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *attr = interface->attr_get(name);
return attr ? attr->location : -1;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Getters
* \{ */
/* Clement : Temp */
int GPU_shader_get_program(GPUShader *UNUSED(shader))
{
/* TODO fixme */
return (int)0;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms setters
* \{ */
void GPU_shader_uniform_vector(
GPUShader *shader, int loc, int len, int arraysize, const float *value)
{
unwrap(shader)->uniform_float(loc, len, arraysize, value);
}
void GPU_shader_uniform_vector_int(
GPUShader *shader, int loc, int len, int arraysize, const int *value)
{
unwrap(shader)->uniform_int(loc, len, arraysize, value);
}
void GPU_shader_uniform_int(GPUShader *shader, int location, int value)
{
GPU_shader_uniform_vector_int(shader, location, 1, 1, &value);
}
void GPU_shader_uniform_float(GPUShader *shader, int location, float value)
{
GPU_shader_uniform_vector(shader, location, 1, 1, &value);
}
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_int(sh, loc, value);
}
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value)
{
GPU_shader_uniform_1i(sh, name, value ? 1 : 0);
}
void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y)
{
const float data[2] = {x, y};
GPU_shader_uniform_2fv(sh, name, data);
}
void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z)
{
const float data[3] = {x, y, z};
GPU_shader_uniform_3fv(sh, name, data);
}
void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w)
{
const float data[4] = {x, y, z, w};
GPU_shader_uniform_4fv(sh, name, data);
}
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value)
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_float(sh, loc, value);
}
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 2, 1, data);
}
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 3, 1, data);
}
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 4, 1, data);
}
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data);
}
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 2, len, (const float *)val);
}
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 4, len, (const float *)val);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name sRGB Rendering Workaround
*
* The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
* Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
* the shader output color to be in sRGB space
* (assumed display encoded color-space as the time of writing).
* For this reason we have a uniform to switch the transform on and off depending on the current
* frame-buffer color-space.
* \{ */
static int g_shader_builtin_srgb_transform = 0;
void GPU_shader_set_srgb_uniform(GPUShader *shader)
{
int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM);
if (loc != -1) {
GPU_shader_uniform_vector_int(shader, loc, 1, 1, &g_shader_builtin_srgb_transform);
}
}
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
{
g_shader_builtin_srgb_transform = use_srgb_to_linear;
}
/** \} */