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

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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 "MEM_guardedalloc.h"
#include "BKE_global.h"
#include "GPU_shader_interface.h"
#include "gpu_batch_private.h"
#include "gpu_context_private.h"
#include <stdlib.h>
#include <stddef.h>
#include <string.h>
#define DEBUG_SHADER_INTERFACE 0
#define DEBUG_SHADER_UNIFORMS 0
#if DEBUG_SHADER_INTERFACE
# include <stdio.h>
#endif
static const char *BuiltinUniform_name(GPUUniformBuiltin u)
{
static const char *names[] = {
[GPU_UNIFORM_NONE] = NULL,
[GPU_UNIFORM_MODEL] = "ModelMatrix",
[GPU_UNIFORM_VIEW] = "ViewMatrix",
[GPU_UNIFORM_MODELVIEW] = "ModelViewMatrix",
[GPU_UNIFORM_PROJECTION] = "ProjectionMatrix",
[GPU_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix",
[GPU_UNIFORM_MVP] = "ModelViewProjectionMatrix",
[GPU_UNIFORM_MODEL_INV] = "ModelMatrixInverse",
[GPU_UNIFORM_VIEW_INV] = "ViewMatrixInverse",
[GPU_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse",
[GPU_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse",
[GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
[GPU_UNIFORM_NORMAL] = "NormalMatrix",
[GPU_UNIFORM_NORMAL_INV] = "NormalMatrixInverse",
[GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
[GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
[GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
[GPU_UNIFORM_COLOR] = "color",
[GPU_UNIFORM_EYE] = "eye",
[GPU_UNIFORM_CALLID] = "callId",
[GPU_UNIFORM_OBJECT_INFO] = "unfobjectinfo",
[GPU_UNIFORM_CUSTOM] = NULL,
[GPU_NUM_UNIFORMS] = NULL,
};
return names[u];
}
GPU_INLINE bool match(const char *a, const char *b)
{
return strcmp(a, b) == 0;
}
GPU_INLINE uint hash_string(const char *str)
{
uint i = 0, c;
while ((c = *str++)) {
i = i * 37 + c;
}
return i;
}
GPU_INLINE void set_input_name(
GPUShaderInterface *shaderface, GPUShaderInput *input,
const char *name, uint32_t name_len)
{
input->name_offset = shaderface->name_buffer_offset;
input->name_hash = hash_string(name);
shaderface->name_buffer_offset += name_len + 1; /* include NULL terminator */
}
GPU_INLINE void shader_input_to_bucket(
GPUShaderInput *input,
GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
{
const uint bucket_index = input->name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
input->next = buckets[bucket_index];
buckets[bucket_index] = input;
}
GPU_INLINE const GPUShaderInput *buckets_lookup(
GPUShaderInput *const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS],
const char *name_buffer, const char *name)
{
const uint name_hash = hash_string(name);
const uint bucket_index = name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
const GPUShaderInput *input = buckets[bucket_index];
if (input == NULL) {
/* Requested uniform is not found at all. */
return NULL;
}
/* Optimization bit: if there is no hash collision detected when constructing shader interface
* it means we can only request the single possible uniform. Surely, it's possible we request
* uniform which causes hash collision, but that will be detected in debug builds. */
if (input->next == NULL) {
if (name_hash == input->name_hash) {
#if TRUST_NO_ONE
assert(match(name_buffer + input->name_offset, name));
#endif
return input;
}
return NULL;
}
/* Work through possible collisions. */
const GPUShaderInput *next = input;
while (next != NULL) {
input = next;
next = input->next;
if (input->name_hash != name_hash) {
continue;
}
if (match(name_buffer + input->name_offset, name)) {
return input;
}
}
return NULL; /* not found */
}
GPU_INLINE void buckets_free(GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
{
for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) {
GPUShaderInput *input = buckets[bucket_index];
while (input != NULL) {
GPUShaderInput *input_next = input->next;
MEM_freeN(input);
input = input_next;
}
}
}
static bool setup_builtin_uniform(GPUShaderInput *input, const char *name)
{
/* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */
/* detect built-in uniforms (name must match) */
for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
const char *builtin_name = BuiltinUniform_name(u);
if (match(name, builtin_name)) {
input->builtin_type = u;
return true;
}
}
input->builtin_type = GPU_UNIFORM_CUSTOM;
return false;
}
static const GPUShaderInput *add_uniform(GPUShaderInterface *shaderface, const char *name)
{
GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput Unif");
input->location = glGetUniformLocation(shaderface->program, name);
uint name_len = strlen(name);
shaderface->name_buffer = MEM_reallocN(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); /* include NULL terminator */
char *name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset;
strcpy(name_buffer, name);
set_input_name(shaderface, input, name, name_len);
setup_builtin_uniform(input, name);
shader_input_to_bucket(input, shaderface->uniform_buckets);
if (input->builtin_type != GPU_UNIFORM_NONE &&
input->builtin_type != GPU_UNIFORM_CUSTOM)
{
shaderface->builtin_uniforms[input->builtin_type] = input;
}
#if DEBUG_SHADER_INTERFACE
printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n",
shaderface,
shaderface->program,
name,
input->location);
#endif
return input;
}
GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
{
GPUShaderInterface *shaderface = MEM_callocN(sizeof(GPUShaderInterface), "GPUShaderInterface");
shaderface->program = program;
#if DEBUG_SHADER_INTERFACE
printf("%s {\n", __func__); /* enter function */
printf("GPUShaderInterface %p, program %d\n", shaderface, 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);
/* 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;
}
const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len;
shaderface->name_buffer = MEM_mallocN(name_buffer_len, "name_buffer");
/* Attributes */
for (uint32_t i = 0; i < attr_len; ++i) {
GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput Attr");
GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
GLsizei name_len = 0;
glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
/* remove "[0]" from array name */
if (name[name_len - 1] == ']') {
name[name_len - 3] = '\0';
name_len -= 3;
}
/* TODO: reject DOUBLE gl_types */
input->location = glGetAttribLocation(program, name);
set_input_name(shaderface, input, name, name_len);
shader_input_to_bucket(input, shaderface->attr_buckets);
#if DEBUG_SHADER_INTERFACE
printf("attr[%u] '%s' at location %d\n", i, name, input->location);
#endif
}
/* Uniform Blocks */
for (uint32_t i = 0; i < ubo_len; ++i) {
GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput UBO");
GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
GLsizei name_len = 0;
glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
input->location = i;
set_input_name(shaderface, input, name, name_len);
shader_input_to_bucket(input, shaderface->ubo_buckets);
#if DEBUG_SHADER_INTERFACE
printf("ubo '%s' at location %d\n", name, input->location);
#endif
}
/* Builtin Uniforms */
for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
const char *builtin_name = BuiltinUniform_name(u);
if (glGetUniformLocation(program, builtin_name) != -1) {
add_uniform((GPUShaderInterface *)shaderface, builtin_name);
}
}
/* Batches ref buffer */
shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *), "GPUShaderInterface batches");
return shaderface;
}
void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
{
/* Free memory used by buckets and has entries. */
buckets_free(shaderface->uniform_buckets);
buckets_free(shaderface->attr_buckets);
buckets_free(shaderface->ubo_buckets);
/* 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_uniform(const GPUShaderInterface *shaderface, const char *name)
{
return buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
}
const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *shaderface, const char *name)
{
const GPUShaderInput *input = GPU_shaderinterface_uniform(shaderface, name);
/* If input is not found add it so it's found next time. */
if (input == NULL) {
input = add_uniform((GPUShaderInterface *)shaderface, name);
if ((G.debug & G_DEBUG_GPU) && (input->location == -1)) {
fprintf(stderr, "GPUShaderInterface: Warning: Uniform '%s' not found!\n", name);
}
}
#if DEBUG_SHADER_UNIFORMS
if ((G.debug & G_DEBUG_GPU) &&
input->builtin_type != GPU_UNIFORM_NONE &&
input->builtin_type != GPU_UNIFORM_CUSTOM)
{
/* Warn if we find a matching builtin, since these can be looked up much quicker. */
fprintf(stderr, "GPUShaderInterface: Warning: Uniform '%s' is a builtin uniform but not queried as such!\n", name);
}
#endif
return (input->location != -1) ? input : NULL;
}
const GPUShaderInput *GPU_shaderinterface_uniform_builtin(
const GPUShaderInterface *shaderface, GPUUniformBuiltin builtin)
{
#if TRUST_NO_ONE
assert(builtin != GPU_UNIFORM_NONE);
assert(builtin != GPU_UNIFORM_CUSTOM);
assert(builtin != GPU_NUM_UNIFORMS);
#endif
return shaderface->builtin_uniforms[builtin];
}
const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface, const char *name)
{
return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name);
}
const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface, const char *name)
{
return buckets_lookup(shaderface->attr_buckets, shaderface->name_buffer, name);
}
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 = 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 */
}
}
}