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blender-archive/source/blender/gpu/intern/gpu_shader_interface.cc

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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) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU shader interface (C --> GLSL)
*/
#include "BKE_global.h"
#include "BLI_bitmap.h"
#include "BLI_math_base.h"
#include "MEM_guardedalloc.h"
#include "GPU_shader_interface.h"
#include "gpu_batch_private.hh"
#include "gpu_context_private.hh"
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#define DEBUG_SHADER_INTERFACE 0
#if DEBUG_SHADER_INTERFACE
# include <stdio.h>
#endif
static const char *BuiltinUniform_name(GPUUniformBuiltin u)
{
switch (u) {
case GPU_UNIFORM_MODEL:
return "ModelMatrix";
case GPU_UNIFORM_VIEW:
return "ViewMatrix";
case GPU_UNIFORM_MODELVIEW:
return "ModelViewMatrix";
case GPU_UNIFORM_PROJECTION:
return "ProjectionMatrix";
case GPU_UNIFORM_VIEWPROJECTION:
return "ViewProjectionMatrix";
case GPU_UNIFORM_MVP:
return "ModelViewProjectionMatrix";
case GPU_UNIFORM_MODEL_INV:
return "ModelMatrixInverse";
case GPU_UNIFORM_VIEW_INV:
return "ViewMatrixInverse";
case GPU_UNIFORM_MODELVIEW_INV:
return "ModelViewMatrixInverse";
case GPU_UNIFORM_PROJECTION_INV:
return "ProjectionMatrixInverse";
case GPU_UNIFORM_VIEWPROJECTION_INV:
return "ViewProjectionMatrixInverse";
case GPU_UNIFORM_NORMAL:
return "NormalMatrix";
case GPU_UNIFORM_ORCO:
return "OrcoTexCoFactors";
case GPU_UNIFORM_CLIPPLANES:
return "WorldClipPlanes";
case GPU_UNIFORM_COLOR:
return "color";
case GPU_UNIFORM_BASE_INSTANCE:
return "baseInstance";
case GPU_UNIFORM_RESOURCE_CHUNK:
return "resourceChunk";
case GPU_UNIFORM_RESOURCE_ID:
return "resourceId";
case GPU_UNIFORM_SRGB_TRANSFORM:
return "srgbTarget";
default:
return NULL;
}
}
static const char *BuiltinUniformBlock_name(GPUUniformBlockBuiltin u)
{
switch (u) {
case GPU_UNIFORM_BLOCK_VIEW:
return "viewBlock";
case GPU_UNIFORM_BLOCK_MODEL:
return "modelBlock";
case GPU_UNIFORM_BLOCK_INFO:
return "infoBlock";
default:
return NULL;
}
}
GPU_INLINE bool match(const char *a, const char *b)
{
return STREQ(a, b);
}
GPU_INLINE uint hash_string(const char *str)
{
uint i = 0, c;
while ((c = *str++)) {
i = i * 37 + c;
}
return i;
}
GPU_INLINE uint32_t set_input_name(GPUShaderInterface *shaderface,
GPUShaderInput *input,
char *name,
uint32_t name_len)
{
/* remove "[0]" from array name */
if (name[name_len - 1] == ']') {
name[name_len - 3] = '\0';
name_len -= 3;
}
input->name_offset = (uint32_t)(name - shaderface->name_buffer);
input->name_hash = hash_string(name);
return name_len + 1; /* include NULL terminator */
}
GPU_INLINE const GPUShaderInput *input_lookup(const GPUShaderInterface *shaderface,
const GPUShaderInput *const inputs,
const uint inputs_len,
const char *name)
{
const uint name_hash = hash_string(name);
/* Simple linear search for now. */
for (int i = inputs_len - 1; i >= 0; i--) {
if (inputs[i].name_hash == name_hash) {
if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) {
/* Hash colision resolve. */
for (; i >= 0 && inputs[i].name_hash == name_hash; i--) {
if (match(name, shaderface->name_buffer + inputs[i].name_offset)) {
return inputs + i; /* not found */
}
}
return NULL; /* not found */
}
/* This is a bit dangerous since we could have a hash collision.
* where the asked uniform that does not exist has the same hash
* as a real uniform. */
BLI_assert(match(name, shaderface->name_buffer + inputs[i].name_offset));
return inputs + i;
}
}
return NULL; /* not found */
}
/* Note that this modify the src array. */
GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const uint input_len)
{
for (uint i = 0; i < input_len; i++) {
GPUShaderInput *input_src = &src[0];
for (uint j = 1; j < input_len; j++) {
if (src[j].name_hash > input_src->name_hash) {
input_src = &src[j];
}
}
dst[i] = *input_src;
input_src->name_hash = 0;
}
}
static int block_binding(int32_t program, uint32_t block_index)
{
/* For now just assign a consecutive index. In the future, we should set it in
* the shader using layout(binding = i) and query its value. */
glUniformBlockBinding(program, block_index, block_index);
return block_index;
}
static int sampler_binding(int32_t program,
uint32_t uniform_index,
int32_t uniform_location,
int *sampler_len)
{
/* Identify sampler uniforms and asign sampler units to them. */
GLint type;
glGetActiveUniformsiv(program, 1, &uniform_index, GL_UNIFORM_TYPE, &type);
switch (type) {
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_MAP_ARRAY_ARB: /* OpenGL 4.0 */
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_1D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_BUFFER:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_1D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_BUFFER: {
/* For now just assign a consecutive index. In the future, we should set it in
* the shader using layout(binding = i) and query its value. */
int binding = *sampler_len;
glUniform1i(uniform_location, binding);
(*sampler_len)++;
return binding;
}
default:
return -1;
}
}
GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
{
#ifndef NDEBUG
GLint curr_program;
glGetIntegerv(GL_CURRENT_PROGRAM, &curr_program);
BLI_assert(curr_program == program);
#endif
GLint max_attr_name_len = 0, attr_len = 0;
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attr_name_len);
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len);
GLint max_ubo_name_len = 0, ubo_len = 0;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len);
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len);
GLint max_uniform_name_len = 0, active_uniform_len = 0, uniform_len = 0;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_len);
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active_uniform_len);
uniform_len = active_uniform_len;
/* Work around driver bug with Intel HD 4600 on Windows 7/8, where
* GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH does not work. */
if (attr_len > 0 && max_attr_name_len == 0) {
max_attr_name_len = 256;
}
if (ubo_len > 0 && max_ubo_name_len == 0) {
max_ubo_name_len = 256;
}
if (uniform_len > 0 && max_uniform_name_len == 0) {
max_uniform_name_len = 256;
}
/* GL_ACTIVE_UNIFORMS lied to us! Remove the UBO uniforms from the total before
* allocating the uniform array. */
GLint max_ubo_uni_len = 0;
for (int i = 0; i < ubo_len; i++) {
GLint ubo_uni_len;
glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
max_ubo_uni_len = max_ii(max_ubo_uni_len, ubo_uni_len);
uniform_len -= ubo_uni_len;
}
/* Bit set to true if uniform comes from a uniform block. */
BLI_bitmap *uniforms_from_blocks = BLI_BITMAP_NEW(active_uniform_len, __func__);
/* Set uniforms from block for exclusion. */
GLint *ubo_uni_ids = (GLint *)MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__);
for (int i = 0; i < ubo_len; i++) {
GLint ubo_uni_len;
glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, ubo_uni_ids);
for (int u = 0; u < ubo_uni_len; u++) {
BLI_BITMAP_ENABLE(uniforms_from_blocks, ubo_uni_ids[u]);
}
}
MEM_freeN(ubo_uni_ids);
uint32_t name_buffer_offset = 0;
const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len +
uniform_len * max_uniform_name_len;
int input_tot_len = attr_len + ubo_len + uniform_len;
size_t interface_size = sizeof(GPUShaderInterface) + sizeof(GPUShaderInput) * input_tot_len;
GPUShaderInterface *shaderface = (GPUShaderInterface *)MEM_callocN(interface_size,
"GPUShaderInterface");
shaderface->attribute_len = attr_len;
shaderface->ubo_len = ubo_len;
shaderface->uniform_len = uniform_len;
shaderface->name_buffer = (char *)MEM_mallocN(name_buffer_len, "name_buffer");
GPUShaderInput *inputs = shaderface->inputs;
/* Temp buffer. */
int input_tmp_len = max_iii(attr_len, ubo_len, uniform_len);
GPUShaderInput *inputs_tmp = (GPUShaderInput *)MEM_mallocN(
sizeof(GPUShaderInput) * input_tmp_len, "name_buffer");
/* Attributes */
shaderface->enabled_attr_mask = 0;
for (int i = 0, idx = 0; i < attr_len; i++) {
char *name = shaderface->name_buffer + name_buffer_offset;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
GLsizei name_len = 0;
GLenum type;
GLint size;
glGetActiveAttrib(program, i, remaining_buffer, &name_len, &size, &type, name);
GLint location = glGetAttribLocation(program, name);
/* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
if (location == -1) {
shaderface->attribute_len--;
continue;
}
GPUShaderInput *input = &inputs_tmp[idx++];
input->location = input->binding = location;
name_buffer_offset += set_input_name(shaderface, input, name, name_len);
shaderface->enabled_attr_mask |= (1 << input->location);
}
sort_input_list(inputs, inputs_tmp, shaderface->attribute_len);
inputs += shaderface->attribute_len;
/* Uniform Blocks */
for (int i = 0, idx = 0; i < ubo_len; i++) {
char *name = shaderface->name_buffer + name_buffer_offset;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
GLsizei name_len = 0;
glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
GPUShaderInput *input = &inputs_tmp[idx++];
input->binding = input->location = block_binding(program, i);
name_buffer_offset += set_input_name(shaderface, input, name, name_len);
shaderface->enabled_ubo_mask |= (1 << input->binding);
}
sort_input_list(inputs, inputs_tmp, shaderface->ubo_len);
inputs += shaderface->ubo_len;
/* Uniforms */
for (int i = 0, idx = 0, sampler = 0; i < active_uniform_len; i++) {
if (BLI_BITMAP_TEST(uniforms_from_blocks, i)) {
continue;
}
char *name = shaderface->name_buffer + name_buffer_offset;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
GLsizei name_len = 0;
glGetActiveUniformName(program, i, remaining_buffer, &name_len, name);
GPUShaderInput *input = &inputs_tmp[idx++];
input->location = glGetUniformLocation(program, name);
input->binding = sampler_binding(program, i, input->location, &sampler);
name_buffer_offset += set_input_name(shaderface, input, name, name_len);
shaderface->enabled_tex_mask |= (input->binding != -1) ? (1lu << input->binding) : 0lu;
}
sort_input_list(inputs, inputs_tmp, shaderface->uniform_len);
/* Builtin Uniforms */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
shaderface->builtins[u] = glGetUniformLocation(program, BuiltinUniform_name(u));
}
/* Builtin Uniforms Blocks */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
const GPUShaderInput *block = GPU_shaderinterface_ubo(shaderface, BuiltinUniformBlock_name(u));
shaderface->builtin_blocks[u] = (block != NULL) ? block->binding : -1;
}
/* Batches ref buffer */
shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = (GPUBatch **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
"GPUShaderInterface batches");
MEM_freeN(uniforms_from_blocks);
MEM_freeN(inputs_tmp);
/* Resize name buffer to save some memory. */
if (name_buffer_offset < name_buffer_len) {
shaderface->name_buffer = (char *)MEM_reallocN(shaderface->name_buffer, name_buffer_offset);
}
#if DEBUG_SHADER_INTERFACE
char *name_buf = shaderface->name_buffer;
printf("--- GPUShaderInterface %p, program %d ---\n", shaderface, program);
if (shaderface->attribute_len > 0) {
printf("Attributes {\n");
for (int i = 0; i < shaderface->attribute_len; i++) {
GPUShaderInput *input = shaderface->inputs + i;
printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
}
printf("};\n");
}
if (shaderface->ubo_len > 0) {
printf("Uniform Buffer Objects {\n");
for (int i = 0; i < shaderface->ubo_len; i++) {
GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len + i;
printf("\t(binding = %d) %s;\n", input->binding, name_buf + input->name_offset);
}
printf("};\n");
}
if (shaderface->enabled_tex_mask > 0) {
printf("Samplers {\n");
for (int i = 0; i < shaderface->uniform_len; i++) {
GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
shaderface->ubo_len + i;
if (input->binding != -1) {
printf("\t(location = %d, binding = %d) %s;\n",
input->location,
input->binding,
name_buf + input->name_offset);
}
}
printf("};\n");
}
if (shaderface->uniform_len > 0) {
printf("Uniforms {\n");
for (int i = 0; i < shaderface->uniform_len; i++) {
GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
shaderface->ubo_len + i;
if (input->binding == -1) {
printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
}
}
printf("};\n");
}
printf("--- GPUShaderInterface end ---\n\n");
#endif
return shaderface;
}
void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
{
/* Free memory used by name_buffer. */
MEM_freeN(shaderface->name_buffer);
/* Remove this interface from all linked Batches vao cache. */
for (int i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] != NULL) {
gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface);
}
}
MEM_freeN(shaderface->batches);
/* Free memory used by shader interface by its self. */
MEM_freeN(shaderface);
}
const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface,
const char *name)
{
uint ofs = 0;
return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->attribute_len, name);
}
const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface,
const char *name)
{
uint ofs = shaderface->attribute_len;
return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->ubo_len, name);
}
const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface,
const char *name)
{
uint ofs = shaderface->attribute_len + shaderface->ubo_len;
return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->uniform_len, name);
}
int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
GPUUniformBuiltin builtin)
{
BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS);
return shaderface->builtins[builtin];
}
int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
GPUUniformBlockBuiltin builtin)
{
BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS);
return shaderface->builtin_blocks[builtin];
}
void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
{
int i; /* find first unused slot */
for (i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] == NULL) {
break;
}
}
if (i == shaderface->batches_len) {
/* Not enough place, realloc the array. */
i = shaderface->batches_len;
shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = (GPUBatch **)MEM_recallocN(shaderface->batches,
sizeof(GPUBatch *) * shaderface->batches_len);
}
shaderface->batches[i] = batch;
}
void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
{
for (int i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] == batch) {
shaderface->batches[i] = NULL;
break; /* cannot have duplicates */
}
}
}