Work around bug in the Intel driver: https://software.intel.com/en-us/forums/graphics-driver-bug-reporting/topic/550740
394 lines
12 KiB
C
394 lines
12 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 by Mike Erwin.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*
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* GPU shader interface (C --> GLSL)
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*/
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#include "MEM_guardedalloc.h"
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#include "BKE_global.h"
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#include "GPU_shader_interface.h"
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#include "gpu_batch_private.h"
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#include "gpu_context_private.h"
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#include <stdlib.h>
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#include <stddef.h>
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#include <string.h>
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#define DEBUG_SHADER_INTERFACE 0
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#define DEBUG_SHADER_UNIFORMS 0
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#if DEBUG_SHADER_INTERFACE
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# include <stdio.h>
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#endif
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static const char *BuiltinUniform_name(GPUUniformBuiltin u)
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{
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static const char *names[] = {
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[GPU_UNIFORM_NONE] = NULL,
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[GPU_UNIFORM_MODEL] = "ModelMatrix",
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[GPU_UNIFORM_VIEW] = "ViewMatrix",
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[GPU_UNIFORM_MODELVIEW] = "ModelViewMatrix",
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[GPU_UNIFORM_PROJECTION] = "ProjectionMatrix",
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[GPU_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix",
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[GPU_UNIFORM_MVP] = "ModelViewProjectionMatrix",
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[GPU_UNIFORM_MODEL_INV] = "ModelMatrixInverse",
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[GPU_UNIFORM_VIEW_INV] = "ViewMatrixInverse",
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[GPU_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse",
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[GPU_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse",
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[GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
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[GPU_UNIFORM_NORMAL] = "NormalMatrix",
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[GPU_UNIFORM_NORMAL_INV] = "NormalMatrixInverse",
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[GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
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[GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
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[GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
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[GPU_UNIFORM_COLOR] = "color",
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[GPU_UNIFORM_EYE] = "eye",
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[GPU_UNIFORM_CALLID] = "callId",
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[GPU_UNIFORM_OBJECT_INFO] = "unfobjectinfo",
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[GPU_UNIFORM_CUSTOM] = NULL,
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[GPU_NUM_UNIFORMS] = NULL,
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};
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return names[u];
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}
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GPU_INLINE bool match(const char *a, const char *b)
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{
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return strcmp(a, b) == 0;
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}
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GPU_INLINE uint hash_string(const char *str)
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{
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uint i = 0, c;
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while ((c = *str++)) {
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i = i * 37 + c;
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}
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return i;
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}
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GPU_INLINE void set_input_name(
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GPUShaderInterface *shaderface, GPUShaderInput *input,
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const char *name, uint32_t name_len)
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{
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input->name_offset = shaderface->name_buffer_offset;
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input->name_hash = hash_string(name);
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shaderface->name_buffer_offset += name_len + 1; /* include NULL terminator */
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}
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GPU_INLINE void shader_input_to_bucket(
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GPUShaderInput *input,
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GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
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{
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const uint bucket_index = input->name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
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input->next = buckets[bucket_index];
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buckets[bucket_index] = input;
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}
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GPU_INLINE const GPUShaderInput *buckets_lookup(
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GPUShaderInput *const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS],
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const char *name_buffer, const char *name)
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{
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const uint name_hash = hash_string(name);
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const uint bucket_index = name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
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const GPUShaderInput *input = buckets[bucket_index];
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if (input == NULL) {
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/* Requested uniform is not found at all. */
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return NULL;
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}
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/* Optimization bit: if there is no hash collision detected when constructing shader interface
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* it means we can only request the single possible uniform. Surely, it's possible we request
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* uniform which causes hash collision, but that will be detected in debug builds. */
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if (input->next == NULL) {
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if (name_hash == input->name_hash) {
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#if TRUST_NO_ONE
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assert(match(name_buffer + input->name_offset, name));
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#endif
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return input;
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}
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return NULL;
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}
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/* Work through possible collisions. */
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const GPUShaderInput *next = input;
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while (next != NULL) {
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input = next;
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next = input->next;
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if (input->name_hash != name_hash) {
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continue;
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}
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if (match(name_buffer + input->name_offset, name)) {
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return input;
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}
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}
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return NULL; /* not found */
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}
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GPU_INLINE void buckets_free(GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
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{
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for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) {
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GPUShaderInput *input = buckets[bucket_index];
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while (input != NULL) {
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GPUShaderInput *input_next = input->next;
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MEM_freeN(input);
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input = input_next;
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}
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}
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}
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static bool setup_builtin_uniform(GPUShaderInput *input, const char *name)
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{
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/* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */
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/* detect built-in uniforms (name must match) */
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for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
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const char *builtin_name = BuiltinUniform_name(u);
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if (match(name, builtin_name)) {
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input->builtin_type = u;
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return true;
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}
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}
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input->builtin_type = GPU_UNIFORM_CUSTOM;
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return false;
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}
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static const GPUShaderInput *add_uniform(GPUShaderInterface *shaderface, const char *name)
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{
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GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput Unif");
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input->location = glGetUniformLocation(shaderface->program, name);
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uint name_len = strlen(name);
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shaderface->name_buffer = MEM_reallocN(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); /* include NULL terminator */
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char *name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset;
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strcpy(name_buffer, name);
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set_input_name(shaderface, input, name, name_len);
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setup_builtin_uniform(input, name);
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shader_input_to_bucket(input, shaderface->uniform_buckets);
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if (input->builtin_type != GPU_UNIFORM_NONE &&
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input->builtin_type != GPU_UNIFORM_CUSTOM)
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{
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shaderface->builtin_uniforms[input->builtin_type] = input;
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}
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#if DEBUG_SHADER_INTERFACE
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printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n",
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shaderface,
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shaderface->program,
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name,
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input->location);
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#endif
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return input;
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}
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GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
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{
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GPUShaderInterface *shaderface = MEM_callocN(sizeof(GPUShaderInterface), "GPUShaderInterface");
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shaderface->program = program;
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#if DEBUG_SHADER_INTERFACE
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printf("%s {\n", __func__); /* enter function */
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printf("GPUShaderInterface %p, program %d\n", shaderface, program);
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#endif
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GLint max_attr_name_len = 0, attr_len = 0;
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glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attr_name_len);
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glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len);
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GLint max_ubo_name_len = 0, ubo_len = 0;
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glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len);
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glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len);
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/* Work around driver bug with Intel HD 4600 on Windows 7/8, where
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* GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH does not work. */
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if (attr_len > 0 && max_attr_name_len == 0) {
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max_attr_name_len = 256;
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}
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if (ubo_len > 0 && max_ubo_name_len == 0) {
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max_ubo_name_len = 256;
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}
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const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len;
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shaderface->name_buffer = MEM_mallocN(name_buffer_len, "name_buffer");
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/* Attributes */
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for (uint32_t i = 0; i < attr_len; ++i) {
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GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput Attr");
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GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
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char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
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GLsizei name_len = 0;
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glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
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/* remove "[0]" from array name */
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if (name[name_len - 1] == ']') {
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name[name_len - 3] = '\0';
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name_len -= 3;
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}
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/* TODO: reject DOUBLE gl_types */
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input->location = glGetAttribLocation(program, name);
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set_input_name(shaderface, input, name, name_len);
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shader_input_to_bucket(input, shaderface->attr_buckets);
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#if DEBUG_SHADER_INTERFACE
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printf("attr[%u] '%s' at location %d\n", i, name, input->location);
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#endif
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}
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/* Uniform Blocks */
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for (uint32_t i = 0; i < ubo_len; ++i) {
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GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput UBO");
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GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
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char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
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GLsizei name_len = 0;
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glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
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input->location = i;
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set_input_name(shaderface, input, name, name_len);
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shader_input_to_bucket(input, shaderface->ubo_buckets);
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#if DEBUG_SHADER_INTERFACE
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printf("ubo '%s' at location %d\n", name, input->location);
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#endif
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}
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/* Builtin Uniforms */
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for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
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const char *builtin_name = BuiltinUniform_name(u);
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if (glGetUniformLocation(program, builtin_name) != -1) {
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add_uniform((GPUShaderInterface *)shaderface, builtin_name);
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}
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}
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/* Batches ref buffer */
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shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
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shaderface->batches = MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *), "GPUShaderInterface batches");
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return shaderface;
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}
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void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
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{
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/* Free memory used by buckets and has entries. */
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buckets_free(shaderface->uniform_buckets);
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buckets_free(shaderface->attr_buckets);
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buckets_free(shaderface->ubo_buckets);
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/* Free memory used by name_buffer. */
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MEM_freeN(shaderface->name_buffer);
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/* Remove this interface from all linked Batches vao cache. */
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for (int i = 0; i < shaderface->batches_len; ++i) {
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if (shaderface->batches[i] != NULL) {
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gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface);
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}
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}
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MEM_freeN(shaderface->batches);
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/* Free memory used by shader interface by its self. */
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MEM_freeN(shaderface);
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}
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const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface, const char *name)
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{
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return buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
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}
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const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *shaderface, const char *name)
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{
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const GPUShaderInput *input = GPU_shaderinterface_uniform(shaderface, name);
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/* If input is not found add it so it's found next time. */
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if (input == NULL) {
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input = add_uniform((GPUShaderInterface *)shaderface, name);
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if ((G.debug & G_DEBUG_GPU) && (input->location == -1)) {
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fprintf(stderr, "GPUShaderInterface: Warning: Uniform '%s' not found!\n", name);
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}
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}
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#if DEBUG_SHADER_UNIFORMS
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if ((G.debug & G_DEBUG_GPU) &&
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input->builtin_type != GPU_UNIFORM_NONE &&
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input->builtin_type != GPU_UNIFORM_CUSTOM)
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{
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/* Warn if we find a matching builtin, since these can be looked up much quicker. */
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fprintf(stderr, "GPUShaderInterface: Warning: Uniform '%s' is a builtin uniform but not queried as such!\n", name);
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}
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#endif
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return (input->location != -1) ? input : NULL;
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}
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const GPUShaderInput *GPU_shaderinterface_uniform_builtin(
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const GPUShaderInterface *shaderface, GPUUniformBuiltin builtin)
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{
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#if TRUST_NO_ONE
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assert(builtin != GPU_UNIFORM_NONE);
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assert(builtin != GPU_UNIFORM_CUSTOM);
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assert(builtin != GPU_NUM_UNIFORMS);
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#endif
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return shaderface->builtin_uniforms[builtin];
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}
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const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface, const char *name)
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{
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return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name);
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}
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const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface, const char *name)
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{
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return buckets_lookup(shaderface->attr_buckets, shaderface->name_buffer, name);
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}
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void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
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{
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int i; /* find first unused slot */
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for (i = 0; i < shaderface->batches_len; ++i) {
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if (shaderface->batches[i] == NULL) {
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break;
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}
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}
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if (i == shaderface->batches_len) {
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/* Not enough place, realloc the array. */
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i = shaderface->batches_len;
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shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
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shaderface->batches = MEM_recallocN(shaderface->batches, sizeof(GPUBatch *) * shaderface->batches_len);
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}
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shaderface->batches[i] = batch;
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}
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void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
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{
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for (int i = 0; i < shaderface->batches_len; ++i) {
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if (shaderface->batches[i] == batch) {
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shaderface->batches[i] = NULL;
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break; /* cannot have duplicates */
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}
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}
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}
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