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blender-archive/source/blender/draw/intern/draw_manager_shader.c
2019-03-20 18:25:27 +11:00

396 lines
12 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "DNA_object_types.h"
#include "DNA_world_types.h"
#include "DNA_material_types.h"
#include "BLI_listbase.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "DEG_depsgraph_query.h"
#include "GPU_shader.h"
#include "GPU_material.h"
#include "WM_api.h"
#include "WM_types.h"
#include "draw_manager.h"
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_common_fullscreen_vert_glsl[];
#define USE_DEFERRED_COMPILATION 1
/* -------------------------------------------------------------------- */
/** \name Deferred Compilation (DRW_deferred)
*
* Since compiling shader can take a long time, we do it in a non blocking
* manner in another thread.
*
* \{ */
typedef struct DRWDeferredShader {
struct DRWDeferredShader *prev, *next;
GPUMaterial *mat;
} DRWDeferredShader;
typedef struct DRWShaderCompiler {
ListBase queue; /* DRWDeferredShader */
SpinLock list_lock;
DRWDeferredShader *mat_compiling;
ThreadMutex compilation_lock;
void *gl_context;
bool own_context;
int shaders_done; /* To compute progress. */
} DRWShaderCompiler;
static void drw_deferred_shader_free(DRWDeferredShader *dsh)
{
/* Make sure it is not queued before freeing. */
MEM_freeN(dsh);
}
static void drw_deferred_shader_queue_free(ListBase *queue)
{
DRWDeferredShader *dsh;
while ((dsh = BLI_pophead(queue))) {
drw_deferred_shader_free(dsh);
}
}
static void drw_deferred_shader_compilation_exec(void *custom_data, short *stop, short *do_update, float *progress)
{
DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
void *gl_context = comp->gl_context;
WM_opengl_context_activate(gl_context);
while (true) {
BLI_spin_lock(&comp->list_lock);
if (*stop != 0) {
/* We don't want user to be able to cancel the compilation
* but wm can kill the task if we are closing blender. */
BLI_spin_unlock(&comp->list_lock);
break;
}
/* Pop tail because it will be less likely to lock the main thread
* if all GPUMaterials are to be freed (see DRW_deferred_shader_remove()). */
comp->mat_compiling = BLI_poptail(&comp->queue);
if (comp->mat_compiling == NULL) {
/* No more Shader to compile. */
BLI_spin_unlock(&comp->list_lock);
break;
}
comp->shaders_done++;
int total = BLI_listbase_count(&comp->queue) + comp->shaders_done;
BLI_mutex_lock(&comp->compilation_lock);
BLI_spin_unlock(&comp->list_lock);
/* Do the compilation. */
GPU_material_compile(comp->mat_compiling->mat);
*progress = (float)comp->shaders_done / (float)total;
*do_update = true;
GPU_flush();
BLI_mutex_unlock(&comp->compilation_lock);
BLI_spin_lock(&comp->list_lock);
drw_deferred_shader_free(comp->mat_compiling);
comp->mat_compiling = NULL;
BLI_spin_unlock(&comp->list_lock);
}
WM_opengl_context_release(gl_context);
}
static void drw_deferred_shader_compilation_free(void *custom_data)
{
DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
drw_deferred_shader_queue_free(&comp->queue);
BLI_spin_end(&comp->list_lock);
BLI_mutex_end(&comp->compilation_lock);
if (comp->own_context) {
/* Only destroy if the job owns the context. */
WM_opengl_context_dispose(comp->gl_context);
}
MEM_freeN(comp);
}
static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
{
/* Do not deferre the compilation if we are rendering for image. */
if (DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION || !deferred) {
/* Double checking that this GPUMaterial is not going to be
* compiled by another thread. */
DRW_deferred_shader_remove(mat);
GPU_material_compile(mat);
return;
}
DRWDeferredShader *dsh = MEM_callocN(sizeof(DRWDeferredShader), "Deferred Shader");
dsh->mat = mat;
BLI_assert(DST.draw_ctx.evil_C);
wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C);
wmWindow *win = CTX_wm_window(DST.draw_ctx.evil_C);
/* Use original scene ID since this is what the jobs template tests for. */
Scene *scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
/* Get the running job or a new one if none is running. Can only have one job per type & owner. */
wmJob *wm_job = WM_jobs_get(wm, win, scene, "Shaders Compilation",
WM_JOB_PROGRESS | WM_JOB_SUSPEND, WM_JOB_TYPE_SHADER_COMPILATION);
DRWShaderCompiler *old_comp = (DRWShaderCompiler *)WM_jobs_customdata_get(wm_job);
DRWShaderCompiler *comp = MEM_callocN(sizeof(DRWShaderCompiler), "DRWShaderCompiler");
BLI_spin_init(&comp->list_lock);
BLI_mutex_init(&comp->compilation_lock);
if (old_comp) {
BLI_spin_lock(&old_comp->list_lock);
BLI_movelisttolist(&comp->queue, &old_comp->queue);
BLI_spin_unlock(&old_comp->list_lock);
/* Do not recreate context, just pass ownership. */
if (old_comp->gl_context) {
comp->gl_context = old_comp->gl_context;
old_comp->own_context = false;
comp->own_context = true;
}
}
BLI_addtail(&comp->queue, dsh);
/* Create only one context. */
if (comp->gl_context == NULL) {
comp->gl_context = WM_opengl_context_create();
WM_opengl_context_activate(DST.gl_context);
comp->own_context = true;
}
WM_jobs_customdata_set(wm_job, comp, drw_deferred_shader_compilation_free);
WM_jobs_timer(wm_job, 0.1, NC_MATERIAL | ND_SHADING_DRAW, 0);
WM_jobs_callbacks(wm_job, drw_deferred_shader_compilation_exec, NULL, NULL, NULL);
WM_jobs_start(wm, wm_job);
}
void DRW_deferred_shader_remove(GPUMaterial *mat)
{
Scene *scene = GPU_material_scene(mat);
for (wmWindowManager *wm = G_MAIN->wm.first; wm; wm = wm->id.next) {
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_SHADER_COMPILATION) == false) {
/* No job running, do not create a new one by calling WM_jobs_get. */
continue;
}
for (wmWindow *win = wm->windows.first; win; win = win->next) {
wmJob *wm_job = WM_jobs_get(wm, win, scene, "Shaders Compilation",
WM_JOB_PROGRESS | WM_JOB_SUSPEND, WM_JOB_TYPE_SHADER_COMPILATION);
DRWShaderCompiler *comp = (DRWShaderCompiler *)WM_jobs_customdata_get(wm_job);
if (comp != NULL) {
BLI_spin_lock(&comp->list_lock);
DRWDeferredShader *dsh;
dsh = (DRWDeferredShader *)BLI_findptr(&comp->queue, mat, offsetof(DRWDeferredShader, mat));
if (dsh) {
BLI_remlink(&comp->queue, dsh);
}
/* Wait for compilation to finish */
if ((comp->mat_compiling != NULL) && (comp->mat_compiling->mat == mat)) {
BLI_mutex_lock(&comp->compilation_lock);
BLI_mutex_unlock(&comp->compilation_lock);
}
BLI_spin_unlock(&comp->list_lock);
if (dsh) {
drw_deferred_shader_free(dsh);
}
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines)
{
return GPU_shader_create(vert, frag, geom, NULL, defines, __func__);
}
GPUShader *DRW_shader_create_with_lib(
const char *vert, const char *geom, const char *frag, const char *lib, const char *defines)
{
GPUShader *sh;
char *vert_with_lib = NULL;
char *frag_with_lib = NULL;
char *geom_with_lib = NULL;
vert_with_lib = BLI_string_joinN(lib, vert);
frag_with_lib = BLI_string_joinN(lib, frag);
if (geom) {
geom_with_lib = BLI_string_joinN(lib, geom);
}
sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, __func__);
MEM_freeN(vert_with_lib);
MEM_freeN(frag_with_lib);
if (geom) {
MEM_freeN(geom_with_lib);
}
return sh;
}
GPUShader *DRW_shader_create_with_transform_feedback(
const char *vert, const char *geom, const char *defines,
const eGPUShaderTFBType prim_type, const char **varying_names, const int varying_count)
{
return GPU_shader_create_ex(vert,
datatoc_gpu_shader_depth_only_frag_glsl,
geom, NULL, defines,
prim_type, varying_names, varying_count, __func__);
}
GPUShader *DRW_shader_create_2d(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines, __func__);
}
GPUShader *DRW_shader_create_3d(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines, __func__);
}
GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__);
}
GPUShader *DRW_shader_create_3d_depth_only(eGPUShaderConfig sh_cfg)
{
return GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
}
GPUMaterial *DRW_shader_find_from_world(World *wo, const void *engine_type, int options, bool deferred)
{
GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
if (DRW_state_is_image_render() || !deferred) {
if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
/* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
* with the shader code and we will resume the compilation from there. */
return NULL;
}
}
return mat;
}
GPUMaterial *DRW_shader_find_from_material(Material *ma, const void *engine_type, int options, bool deferred)
{
GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
if (DRW_state_is_image_render() || !deferred) {
if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
/* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
* with the shader code and we will resume the compilation from there. */
return NULL;
}
}
return mat;
}
GPUMaterial *DRW_shader_create_from_world(
struct Scene *scene, World *wo, const void *engine_type, int options,
const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render()) {
mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
}
if (mat == NULL) {
scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
mat = GPU_material_from_nodetree(
scene, wo->nodetree, &wo->gpumaterial, engine_type, options,
vert, geom, frag_lib, defines, wo->id.name);
}
if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
drw_deferred_shader_add(mat, deferred);
}
return mat;
}
GPUMaterial *DRW_shader_create_from_material(
struct Scene *scene, Material *ma, const void *engine_type, int options,
const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render()) {
mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
}
if (mat == NULL) {
scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
mat = GPU_material_from_nodetree(
scene, ma->nodetree, &ma->gpumaterial, engine_type, options,
vert, geom, frag_lib, defines, ma->id.name);
}
if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
drw_deferred_shader_add(mat, deferred);
}
return mat;
}
void DRW_shader_free(GPUShader *shader)
{
GPU_shader_free(shader);
}