This patch implements the necessary changes to the GPU module that are needed by the realtime compositor. A new function GPU_material_from_callbacks was added to construct a GPU material from a number of callbacks. A callback to construct the material graph by adding and linking the necessary GPU material nodes. And the existing code generator callback. This essentially allows the construction of GPU materials independent of node trees and without the need to do any node tree localization. A new composite source output to the code generator was added. This output contains the serialization of nodes that are tagged with GPU_NODE_TAG_COMPOSITOR, which are the nodes linked to the newly added composite output links. Two new GPU uniform setters were added for int2 and matrix3 types. Shader create info now supports generated compute sources. Shaders starting with gpu_shader_compositor are now considered part of the shader library. Additionally, two fixes were implemented. First, GPU setter node de-duplication now appropriately increments the reference count of the references resources. Second, unlinked sockets now get their value from their associated GPU node stack instead of the socket itself. Differential Revision: https://developer.blender.org/D14690 Reviewed By: Clement
702 lines
22 KiB
C++
702 lines
22 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Shader source dependency builder that make possible to support #include directive inside the
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* shader files.
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*/
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#include <algorithm>
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#include <iomanip>
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#include <iostream>
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#include <sstream>
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#include "BLI_ghash.h"
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#include "BLI_map.hh"
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#include "BLI_string_ref.hh"
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#include "gpu_material_library.h"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_dependency_private.h"
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extern "C" {
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#define SHADER_SOURCE(datatoc, filename, filepath) extern char datatoc[];
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#include "glsl_draw_source_list.h"
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#include "glsl_gpu_source_list.h"
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#ifdef WITH_OCIO
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# include "glsl_ocio_source_list.h"
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#endif
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#undef SHADER_SOURCE
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}
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namespace blender::gpu {
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using GPUSourceDictionnary = Map<StringRef, struct GPUSource *>;
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using GPUFunctionDictionnary = Map<StringRef, struct GPUFunction *>;
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struct GPUSource {
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StringRefNull fullpath;
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StringRefNull filename;
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StringRefNull source;
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Vector<GPUSource *> dependencies;
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bool dependencies_init = false;
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shader::BuiltinBits builtins = (shader::BuiltinBits)0;
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std::string processed_source;
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GPUSource(const char *path,
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const char *file,
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const char *datatoc,
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GPUFunctionDictionnary *g_functions)
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: fullpath(path), filename(file), source(datatoc)
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{
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/* Scan for builtins. */
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/* FIXME: This can trigger false positive caused by disabled #if blocks. */
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/* TODO(fclem): Could be made faster by scanning once. */
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if (source.find("gl_FragCoord", 0)) {
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builtins |= shader::BuiltinBits::FRAG_COORD;
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}
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if (source.find("gl_FrontFacing", 0)) {
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builtins |= shader::BuiltinBits::FRONT_FACING;
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}
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if (source.find("gl_GlobalInvocationID", 0)) {
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builtins |= shader::BuiltinBits::GLOBAL_INVOCATION_ID;
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}
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if (source.find("gl_InstanceID", 0)) {
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builtins |= shader::BuiltinBits::INSTANCE_ID;
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}
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if (source.find("gl_LocalInvocationID", 0)) {
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builtins |= shader::BuiltinBits::LOCAL_INVOCATION_ID;
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}
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if (source.find("gl_LocalInvocationIndex", 0)) {
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builtins |= shader::BuiltinBits::LOCAL_INVOCATION_INDEX;
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}
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if (source.find("gl_NumWorkGroup", 0)) {
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builtins |= shader::BuiltinBits::NUM_WORK_GROUP;
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}
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if (source.find("gl_PointCoord", 0)) {
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builtins |= shader::BuiltinBits::POINT_COORD;
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}
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if (source.find("gl_PointSize", 0)) {
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builtins |= shader::BuiltinBits::POINT_SIZE;
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}
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if (source.find("gl_PrimitiveID", 0)) {
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builtins |= shader::BuiltinBits::PRIMITIVE_ID;
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}
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if (source.find("gl_VertexID", 0)) {
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builtins |= shader::BuiltinBits::VERTEX_ID;
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}
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if (source.find("gl_WorkGroupID", 0)) {
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builtins |= shader::BuiltinBits::WORK_GROUP_ID;
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}
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if (source.find("gl_WorkGroupSize", 0)) {
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builtins |= shader::BuiltinBits::WORK_GROUP_SIZE;
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}
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/* TODO(fclem): We could do that at compile time. */
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/* Limit to shared header files to avoid the temptation to use C++ syntax in .glsl files. */
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if (filename.endswith(".h") || filename.endswith(".hh")) {
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enum_preprocess();
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quote_preprocess();
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}
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else {
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check_no_quotes();
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}
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if (is_from_material_library()) {
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material_functions_parse(g_functions);
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}
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};
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static bool is_in_comment(const StringRef &input, int64_t offset)
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{
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return (input.rfind("/*", offset) > input.rfind("*/", offset)) ||
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(input.rfind("//", offset) > input.rfind("\n", offset));
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}
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template<bool check_whole_word = true, bool reversed = false, typename T>
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static int64_t find_str(const StringRef &input, const T keyword, int64_t offset = 0)
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{
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while (true) {
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if constexpr (reversed) {
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offset = input.rfind(keyword, offset);
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}
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else {
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offset = input.find(keyword, offset);
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}
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if (offset > 0) {
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if constexpr (check_whole_word) {
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/* Fix false positive if something has "enum" as suffix. */
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char previous_char = input[offset - 1];
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if (!(ELEM(previous_char, '\n', '\t', ' ', ':', '(', ','))) {
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offset += (reversed) ? -1 : 1;
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continue;
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}
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}
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/* Fix case where the keyword is in a comment. */
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if (is_in_comment(input, offset)) {
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offset += (reversed) ? -1 : 1;
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continue;
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}
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}
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return offset;
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}
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}
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#define find_keyword find_str<true, false>
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#define rfind_keyword find_str<true, true>
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#define find_token find_str<false, false>
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#define rfind_token find_str<false, true>
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void print_error(const StringRef &input, int64_t offset, const StringRef message)
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{
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StringRef sub = input.substr(0, offset);
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int64_t line_number = std::count(sub.begin(), sub.end(), '\n') + 1;
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int64_t line_end = input.find("\n", offset);
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int64_t line_start = input.rfind("\n", offset) + 1;
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int64_t char_number = offset - line_start + 1;
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/* TODO Use clog. */
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std::cout << fullpath << ":" << line_number << ":" << char_number;
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std::cout << " error: " << message << "\n";
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std::cout << std::setw(5) << line_number << " | "
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<< input.substr(line_start, line_end - line_start) << "\n";
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std::cout << " | ";
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for (int64_t i = 0; i < char_number - 1; i++) {
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std::cout << " ";
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}
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std::cout << "^\n";
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}
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#define CHECK(test_value, str, ofs, msg) \
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if ((test_value) == -1) { \
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print_error(str, ofs, msg); \
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continue; \
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}
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/**
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* Some drivers completely forbid quote characters even in unused preprocessor directives.
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* We fix the cases where we can't manually patch in `enum_preprocess()`.
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* This check ensure none are present in non-patched sources. (see T97545)
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*/
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void check_no_quotes()
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{
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#ifdef DEBUG
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int64_t pos = -1;
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do {
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pos = source.find('"', pos + 1);
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if (pos == -1) {
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break;
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}
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if (!is_in_comment(source, pos)) {
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print_error(source, pos, "Quote characters are forbidden in GLSL files");
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}
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} while (true);
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#endif
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}
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/**
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* Some drivers completely forbid string characters even in unused preprocessor directives.
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* This fixes the cases we cannot manually patch: Shared headers #includes. (see T97545)
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* TODO(fclem): This could be done during the datatoc step.
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*/
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void quote_preprocess()
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{
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if (source.find_first_of('"') == -1) {
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return;
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}
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processed_source = source;
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std::replace(processed_source.begin(), processed_source.end(), '"', ' ');
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source = processed_source.c_str();
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}
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/**
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* Transform C,C++ enum declaration into GLSL compatible defines and constants:
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*
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* \code{.cpp}
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* enum eMyEnum : uint32_t {
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* ENUM_1 = 0u,
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* ENUM_2 = 1u,
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* ENUM_3 = 2u,
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* };
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* \endcode
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*
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* or
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*
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* \code{.c}
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* enum eMyEnum {
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* ENUM_1 = 0u,
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* ENUM_2 = 1u,
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* ENUM_3 = 2u,
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* };
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* \endcode
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*
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* becomes
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*
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* \code{.glsl}
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* #define eMyEnum uint
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* const uint ENUM_1 = 0u, ENUM_2 = 1u, ENUM_3 = 2u;
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* \endcode
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*
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* IMPORTANT: This has some requirements:
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* - Enums needs to have underlying types specified to uint32_t to make them usable in UBO/SSBO.
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* - All values needs to be specified using constant literals to avoid compiler differences.
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* - All values needs to have the 'u' suffix to avoid GLSL compiler errors.
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*/
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void enum_preprocess()
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{
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const StringRefNull input = source;
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std::string output;
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int64_t cursor = -1;
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int64_t last_pos = 0;
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const bool is_cpp = filename.endswith(".hh");
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while (true) {
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cursor = find_keyword(input, "enum ", cursor + 1);
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if (cursor == -1) {
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break;
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}
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/* Skip matches like `typedef enum myEnum myType;` */
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if (cursor >= 8 && input.substr(cursor - 8, 8) == "typedef ") {
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continue;
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}
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/* Output anything between 2 enums blocks. */
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output += input.substr(last_pos, cursor - last_pos);
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/* Extract enum type name. */
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int64_t name_start = input.find(" ", cursor);
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int64_t values_start = find_token(input, '{', cursor);
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CHECK(values_start, input, cursor, "Malformed enum class. Expected \'{\' after typename.");
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StringRef enum_name = input.substr(name_start, values_start - name_start);
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if (is_cpp) {
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int64_t name_end = find_token(enum_name, ":");
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CHECK(name_end, input, name_start, "Expected \':\' after C++ enum name.");
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int64_t underlying_type = find_keyword(enum_name, "uint32_t", name_end);
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CHECK(underlying_type, input, name_start, "C++ enums needs uint32_t underlying type.");
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enum_name = input.substr(name_start, name_end);
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}
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output += "#define " + enum_name + " uint\n";
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/* Extract enum values. */
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int64_t values_end = find_token(input, '}', values_start);
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CHECK(values_end, input, cursor, "Malformed enum class. Expected \'}\' after values.");
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/* Skip opening brackets. */
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values_start += 1;
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StringRef enum_values = input.substr(values_start, values_end - values_start);
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/* Really poor check. Could be done better. */
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int64_t token = find_token(enum_values, '{');
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int64_t not_found = (token == -1) ? 0 : -1;
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CHECK(not_found, input, values_start + token, "Unexpected \'{\' token inside enum values.");
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/* Do not capture the comma after the last value (if present). */
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int64_t last_equal = rfind_token(enum_values, '=', values_end);
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int64_t last_comma = rfind_token(enum_values, ',', values_end);
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if (last_comma > last_equal) {
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enum_values = input.substr(values_start, last_comma);
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}
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output += "const uint " + enum_values;
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int64_t semicolon_found = (input[values_end + 1] == ';') ? 0 : -1;
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CHECK(semicolon_found, input, values_end + 1, "Expected \';\' after enum type declaration.");
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/* Skip the curly bracket but not the semicolon. */
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cursor = last_pos = values_end + 1;
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}
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/* If nothing has been changed, do not allocate processed_source. */
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if (last_pos == 0) {
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return;
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}
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if (last_pos != 0) {
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output += input.substr(last_pos);
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}
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processed_source = output;
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source = processed_source.c_str();
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};
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void material_functions_parse(GPUFunctionDictionnary *g_functions)
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{
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const StringRefNull input = source;
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const char whitespace_chars[] = " \r\n\t";
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auto function_parse = [&](const StringRef input,
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int64_t &cursor,
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StringRef &out_return_type,
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StringRef &out_name,
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StringRef &out_args) -> bool {
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cursor = find_keyword(input, "void ", cursor + 1);
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if (cursor == -1) {
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return false;
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}
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int64_t arg_start = find_token(input, '(', cursor);
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if (arg_start == -1) {
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return false;
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}
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int64_t arg_end = find_token(input, ')', arg_start);
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if (arg_end == -1) {
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return false;
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}
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int64_t body_start = find_token(input, '{', arg_end);
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int64_t next_semicolon = find_token(input, ';', arg_end);
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if (body_start != -1 && next_semicolon != -1 && body_start > next_semicolon) {
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/* Assert no prototypes but could also just skip them. */
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BLI_assert_msg(false, "No prototypes allowed in node GLSL libraries.");
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}
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int64_t name_start = input.find_first_not_of(whitespace_chars, input.find(' ', cursor));
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if (name_start == -1) {
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return false;
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}
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int64_t name_end = input.find_last_not_of(whitespace_chars, arg_start);
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if (name_end == -1) {
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return false;
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}
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/* Only support void type for now. */
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out_return_type = "void";
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out_name = input.substr(name_start, name_end - name_start);
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out_args = input.substr(arg_start + 1, arg_end - (arg_start + 1));
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return true;
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};
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auto keyword_parse = [&](const StringRef str, int64_t &cursor) -> StringRef {
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int64_t keyword_start = str.find_first_not_of(whitespace_chars, cursor);
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if (keyword_start == -1) {
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/* No keyword found. */
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return str.substr(0, 0);
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}
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int64_t keyword_end = str.find_first_of(whitespace_chars, keyword_start);
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if (keyword_end == -1) {
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/* Last keyword. */
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keyword_end = str.size();
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}
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cursor = keyword_end + 1;
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return str.substr(keyword_start, keyword_end - keyword_start);
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};
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auto arg_parse = [&](const StringRef str,
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int64_t &cursor,
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StringRef &out_qualifier,
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StringRef &out_type,
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StringRef &out_name) -> bool {
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int64_t arg_start = cursor + 1;
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if (arg_start >= str.size()) {
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return false;
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}
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cursor = find_token(str, ',', arg_start);
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if (cursor == -1) {
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/* Last argument. */
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cursor = str.size();
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}
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const StringRef arg = str.substr(arg_start, cursor - arg_start);
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int64_t keyword_cursor = 0;
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out_qualifier = keyword_parse(arg, keyword_cursor);
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out_type = keyword_parse(arg, keyword_cursor);
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out_name = keyword_parse(arg, keyword_cursor);
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if (out_name.is_empty()) {
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/* No qualifier case. */
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out_name = out_type;
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out_type = out_qualifier;
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out_qualifier = arg.substr(0, 0);
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}
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return true;
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};
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int64_t cursor = -1;
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StringRef func_return_type, func_name, func_args;
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while (function_parse(input, cursor, func_return_type, func_name, func_args)) {
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GPUFunction *func = MEM_new<GPUFunction>(__func__);
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func_name.copy(func->name, sizeof(func->name));
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func->source = reinterpret_cast<void *>(this);
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bool insert = g_functions->add(func->name, func);
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/* NOTE: We allow overloading non void function, but only if the function comes from the
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* same file. Otherwise the dependency system breaks. */
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if (!insert) {
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GPUSource *other_source = reinterpret_cast<GPUSource *>(
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g_functions->lookup(func_name)->source);
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if (other_source != this) {
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print_error(input,
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source.find(func_name),
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"Function redefinition or overload in two different files ...");
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print_error(
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input, other_source->source.find(func_name), "... previous definition was here");
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}
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else {
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/* Non-void function overload. */
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MEM_delete(func);
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}
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continue;
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}
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if (func_return_type != "void") {
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continue;
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}
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func->totparam = 0;
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int64_t args_cursor = -1;
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StringRef arg_qualifier, arg_type, arg_name;
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while (arg_parse(func_args, args_cursor, arg_qualifier, arg_type, arg_name)) {
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if (func->totparam >= ARRAY_SIZE(func->paramtype)) {
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print_error(input, source.find(func_name), "Too much parameter in function");
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break;
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}
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auto parse_qualifier = [](StringRef qualifier) -> GPUFunctionQual {
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if (qualifier == "out") {
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return FUNCTION_QUAL_OUT;
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}
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if (qualifier == "inout") {
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return FUNCTION_QUAL_INOUT;
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}
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return FUNCTION_QUAL_IN;
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};
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auto parse_type = [](StringRef type) -> eGPUType {
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if (type == "float") {
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return GPU_FLOAT;
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}
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if (type == "vec2") {
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return GPU_VEC2;
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}
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if (type == "vec3") {
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return GPU_VEC3;
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}
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if (type == "vec4") {
|
|
return GPU_VEC4;
|
|
}
|
|
if (type == "mat3") {
|
|
return GPU_MAT3;
|
|
}
|
|
if (type == "mat4") {
|
|
return GPU_MAT4;
|
|
}
|
|
if (type == "sampler1DArray") {
|
|
return GPU_TEX1D_ARRAY;
|
|
}
|
|
if (type == "sampler2DArray") {
|
|
return GPU_TEX2D_ARRAY;
|
|
}
|
|
if (type == "sampler2D") {
|
|
return GPU_TEX2D;
|
|
}
|
|
if (type == "sampler3D") {
|
|
return GPU_TEX3D;
|
|
}
|
|
if (type == "Closure") {
|
|
return GPU_CLOSURE;
|
|
}
|
|
return GPU_NONE;
|
|
};
|
|
|
|
func->paramqual[func->totparam] = parse_qualifier(arg_qualifier);
|
|
func->paramtype[func->totparam] = parse_type(arg_type);
|
|
|
|
if (func->paramtype[func->totparam] == GPU_NONE) {
|
|
std::string err = "Unknown parameter type \"" + arg_type + "\"";
|
|
int64_t err_ofs = source.find(func_name);
|
|
err_ofs = find_keyword(source, arg_name, err_ofs);
|
|
err_ofs = rfind_keyword(source, arg_type, err_ofs);
|
|
print_error(input, err_ofs, err);
|
|
}
|
|
|
|
func->totparam++;
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef find_keyword
|
|
#undef rfind_keyword
|
|
#undef find_token
|
|
#undef rfind_token
|
|
|
|
/* Return 1 one error. */
|
|
int init_dependencies(const GPUSourceDictionnary &dict,
|
|
const GPUFunctionDictionnary &g_functions)
|
|
{
|
|
if (this->dependencies_init) {
|
|
return 0;
|
|
}
|
|
this->dependencies_init = true;
|
|
int64_t pos = -1;
|
|
|
|
while (true) {
|
|
GPUSource *dependency_source = nullptr;
|
|
|
|
{
|
|
pos = source.find("pragma BLENDER_REQUIRE(", pos + 1);
|
|
if (pos == -1) {
|
|
return 0;
|
|
}
|
|
int64_t start = source.find('(', pos) + 1;
|
|
int64_t end = source.find(')', pos);
|
|
if (end == -1) {
|
|
print_error(source, start, "Malformed BLENDER_REQUIRE: Missing \")\" token");
|
|
return 1;
|
|
}
|
|
StringRef dependency_name = source.substr(start, end - start);
|
|
dependency_source = dict.lookup_default(dependency_name, nullptr);
|
|
if (dependency_source == nullptr) {
|
|
print_error(source, start, "Dependency not found");
|
|
return 1;
|
|
}
|
|
}
|
|
/* Recursive. */
|
|
int result = dependency_source->init_dependencies(dict, g_functions);
|
|
if (result != 0) {
|
|
return 1;
|
|
}
|
|
|
|
for (auto *dep : dependency_source->dependencies) {
|
|
dependencies.append_non_duplicates(dep);
|
|
}
|
|
dependencies.append_non_duplicates(dependency_source);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/* Returns the final string with all includes done. */
|
|
void build(Vector<const char *> &result) const
|
|
{
|
|
for (auto *dep : dependencies) {
|
|
result.append(dep->source.c_str());
|
|
}
|
|
result.append(source.c_str());
|
|
}
|
|
|
|
shader::BuiltinBits builtins_get() const
|
|
{
|
|
shader::BuiltinBits out_builtins = shader::BuiltinBits::NONE;
|
|
for (auto *dep : dependencies) {
|
|
out_builtins |= dep->builtins;
|
|
}
|
|
return out_builtins;
|
|
}
|
|
|
|
bool is_from_material_library() const
|
|
{
|
|
return (filename.startswith("gpu_shader_material_") ||
|
|
filename.startswith("gpu_shader_common_") ||
|
|
filename.startswith("gpu_shader_compositor_")) &&
|
|
filename.endswith(".glsl");
|
|
}
|
|
};
|
|
|
|
} // namespace blender::gpu
|
|
|
|
using namespace blender::gpu;
|
|
|
|
static GPUSourceDictionnary *g_sources = nullptr;
|
|
static GPUFunctionDictionnary *g_functions = nullptr;
|
|
|
|
void gpu_shader_dependency_init()
|
|
{
|
|
g_sources = new GPUSourceDictionnary();
|
|
g_functions = new GPUFunctionDictionnary();
|
|
|
|
#define SHADER_SOURCE(datatoc, filename, filepath) \
|
|
g_sources->add_new(filename, new GPUSource(filepath, filename, datatoc, g_functions));
|
|
#include "glsl_draw_source_list.h"
|
|
#include "glsl_gpu_source_list.h"
|
|
#ifdef WITH_OCIO
|
|
# include "glsl_ocio_source_list.h"
|
|
#endif
|
|
#undef SHADER_SOURCE
|
|
|
|
int errors = 0;
|
|
for (auto *value : g_sources->values()) {
|
|
errors += value->init_dependencies(*g_sources, *g_functions);
|
|
}
|
|
BLI_assert_msg(errors == 0, "Dependency errors detected: Aborting");
|
|
UNUSED_VARS_NDEBUG(errors);
|
|
}
|
|
|
|
void gpu_shader_dependency_exit()
|
|
{
|
|
for (auto *value : g_sources->values()) {
|
|
delete value;
|
|
}
|
|
for (auto *value : g_functions->values()) {
|
|
MEM_delete(value);
|
|
}
|
|
delete g_sources;
|
|
delete g_functions;
|
|
}
|
|
|
|
GPUFunction *gpu_material_library_use_function(GSet *used_libraries, const char *name)
|
|
{
|
|
GPUFunction *function = g_functions->lookup_default(name, nullptr);
|
|
BLI_assert_msg(function != nullptr, "Requested function not in the function library");
|
|
GPUSource *source = reinterpret_cast<GPUSource *>(function->source);
|
|
BLI_gset_add(used_libraries, const_cast<char *>(source->filename.c_str()));
|
|
return function;
|
|
}
|
|
|
|
namespace blender::gpu::shader {
|
|
|
|
BuiltinBits gpu_shader_dependency_get_builtins(const StringRefNull shader_source_name)
|
|
{
|
|
if (shader_source_name.is_empty()) {
|
|
return shader::BuiltinBits::NONE;
|
|
}
|
|
if (g_sources->contains(shader_source_name) == false) {
|
|
std::cout << "Error: Could not find \"" << shader_source_name
|
|
<< "\" in the list of registered source.\n";
|
|
BLI_assert(0);
|
|
return shader::BuiltinBits::NONE;
|
|
}
|
|
GPUSource *source = g_sources->lookup(shader_source_name);
|
|
return source->builtins_get();
|
|
}
|
|
|
|
Vector<const char *> gpu_shader_dependency_get_resolved_source(
|
|
const StringRefNull shader_source_name)
|
|
{
|
|
Vector<const char *> result;
|
|
GPUSource *src = g_sources->lookup_default(shader_source_name, nullptr);
|
|
if (src == nullptr) {
|
|
std::cout << "Error source not found : " << shader_source_name << std::endl;
|
|
}
|
|
src->build(result);
|
|
return result;
|
|
}
|
|
|
|
StringRefNull gpu_shader_dependency_get_source(const StringRefNull shader_source_name)
|
|
{
|
|
GPUSource *src = g_sources->lookup_default(shader_source_name, nullptr);
|
|
if (src == nullptr) {
|
|
std::cout << "Error source not found : " << shader_source_name << std::endl;
|
|
}
|
|
return src->source;
|
|
}
|
|
|
|
StringRefNull gpu_shader_dependency_get_filename_from_source_string(
|
|
const StringRefNull source_string)
|
|
{
|
|
for (auto &source : g_sources->values()) {
|
|
if (source->source.c_str() == source_string.c_str()) {
|
|
return source->filename;
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
} // namespace blender::gpu::shader
|