Certain material node graphs can be very expensive to run. This feature aims to produce secondary GPUPass shaders within a GPUMaterial which provide optimal runtime performance. Such optimizations include baking constant data into the shader source directly, allowing the compiler to propogate constants and perform aggressive optimization upfront. As optimizations can result in reduction of shader editor and animation interactivity, optimized pass generation and compilation is deferred until all outstanding compilations have completed. Optimization is also delayed util a material has remained unmodified for a set period of time, to reduce excessive compilation. The original variant of the material shader is kept to maintain interactivity. Also adding a new concept to gpu::Shader allowing assignment of a parent shader from which a shader can pull PSO descriptors and any required metadata for asynchronous shader cache warming. This enables fully asynchronous shader optimization, without runtime hitching, while also reducing runtime hitching for standard materials, by using PSO descriptors from default materials, ahead of rendering. Further shader graph optimizations are likely also possible with this architecture. Certain scenes, such as Wanderer benefit significantly. Viewport performance for this scene is 2-3x faster on Apple-silicon based GPUs. Authored by Apple: Michael Parkin-White Ref T96261 Pull Request #104536
159 lines
4.8 KiB
C++
159 lines
4.8 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_span.hh"
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#include "BLI_string_ref.hh"
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#include "GPU_shader.h"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_interface.hh"
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#include "gpu_vertex_buffer_private.hh"
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#include <string>
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namespace blender {
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namespace gpu {
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class GPULogParser;
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/**
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* Implementation of shader compilation and uniforms handling.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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*/
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class Shader {
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public:
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/** Uniform & attribute locations for shader. */
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ShaderInterface *interface = nullptr;
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protected:
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/** For debugging purpose. */
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char name[64];
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/* Parent shader can be used for shaders which are derived from the same source material.
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* The child shader can pull information from its parent to prepare additional resources
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* such as PSOs upfront. This enables asynchronous PSO compilation which mitigates stuttering
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* when updating new materials. */
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Shader *parent_shader_ = nullptr;
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public:
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Shader(const char *name);
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virtual ~Shader();
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virtual void vertex_shader_from_glsl(MutableSpan<const char *> sources) = 0;
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virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
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virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
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virtual void compute_shader_from_glsl(MutableSpan<const char *> sources) = 0;
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virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
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/* Pre-warms PSOs using parent shader's cached PSO descriptors. Limit specifies maximum PSOs to
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* warm. If -1, compiles all PSO permutations in parent shader.
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*
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* See `GPU_shader_warm_cache(..)` in `GPU_shader.h` for more information. */
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virtual void warm_cache(int limit) = 0;
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virtual void transform_feedback_names_set(Span<const char *> name_list,
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eGPUShaderTFBType geom_type) = 0;
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virtual bool transform_feedback_enable(GPUVertBuf *) = 0;
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virtual void transform_feedback_disable() = 0;
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virtual void bind() = 0;
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virtual void unbind() = 0;
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virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0;
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virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0;
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std::string defines_declare(const shader::ShaderCreateInfo &info) const;
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virtual std::string resources_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
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virtual std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
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/* DEPRECATED: Kept only because of BGL API. */
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virtual int program_handle_get() const = 0;
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inline const char *const name_get() const
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{
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return name;
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}
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inline void parent_set(Shader *parent)
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{
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parent_shader_ = parent;
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}
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inline Shader *parent_get() const
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{
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return parent_shader_;
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}
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static bool srgb_uniform_dirty_get();
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static void set_srgb_uniform(GPUShader *shader);
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static void set_framebuffer_srgb_target(int use_srgb_to_linear);
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protected:
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void print_log(
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Span<const char *> sources, char *log, const char *stage, bool error, GPULogParser *parser);
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};
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/* Syntactic sugar. */
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static inline GPUShader *wrap(Shader *vert)
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{
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return reinterpret_cast<GPUShader *>(vert);
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}
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static inline Shader *unwrap(GPUShader *vert)
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{
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return reinterpret_cast<Shader *>(vert);
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}
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static inline const Shader *unwrap(const GPUShader *vert)
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{
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return reinterpret_cast<const Shader *>(vert);
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}
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enum class Severity {
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Unknown,
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Warning,
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Error,
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};
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struct LogCursor {
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int source = -1;
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int row = -1;
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int column = -1;
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};
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struct GPULogItem {
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LogCursor cursor;
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bool source_base_row = false;
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Severity severity = Severity::Unknown;
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};
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class GPULogParser {
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public:
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virtual char *parse_line(char *log_line, GPULogItem &log_item) = 0;
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protected:
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char *skip_severity(char *log_line,
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GPULogItem &log_item,
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const char *error_msg,
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const char *warning_msg) const;
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char *skip_separators(char *log_line, const StringRef separators) const;
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char *skip_until(char *log_line, char stop_char) const;
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bool at_number(const char *log_line) const;
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bool at_any(const char *log_line, const StringRef chars) const;
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int parse_number(const char *log_line, char **r_new_position) const;
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MEM_CXX_CLASS_ALLOC_FUNCS("GPULogParser");
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};
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} // namespace gpu
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} // namespace blender
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/* XXX do not use it. Special hack to use OCIO with batch API. */
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GPUShader *immGetShader();
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