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blender-archive/source/blender/gpu/intern/gpu_shader_builder.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* Compile time automation of shader compilation and validation.
*/
#include <iostream>
#include "GHOST_C-api.h"
#include "GPU_context.h"
#include "GPU_init_exit.h"
#include "gpu_shader_create_info_private.hh"
#include "BLI_vector.hh"
#include "CLG_log.h"
namespace blender::gpu::shader_builder {
class ShaderBuilder {
private:
GHOST_SystemHandle ghost_system_;
GHOST_ContextHandle ghost_context_;
GPUContext *gpu_context_ = nullptr;
public:
void init();
bool bake_create_infos();
void exit();
};
bool ShaderBuilder::bake_create_infos()
{
return gpu_shader_create_info_compile_all();
}
void ShaderBuilder::init()
{
CLG_init();
GHOST_GLSettings glSettings = {0};
switch (GPU_backend_type_selection_get()) {
case GPU_BACKEND_OPENGL:
glSettings.context_type = GHOST_kDrawingContextTypeOpenGL;
break;
#ifdef WITH_METAL_BACKEND
case GPU_BACKEND_METAL:
glSettings.context_type = GHOST_kDrawingContextTypeMetal;
break;
#endif
default:
BLI_assert_unreachable();
break;
}
ghost_system_ = GHOST_CreateSystem();
ghost_context_ = GHOST_CreateOpenGLContext(ghost_system_, glSettings);
GHOST_ActivateOpenGLContext(ghost_context_);
gpu_context_ = GPU_context_create(nullptr, ghost_context_);
GPU_init();
}
void ShaderBuilder::exit()
{
GPU_exit();
GPU_context_discard(gpu_context_);
GHOST_DisposeOpenGLContext(ghost_system_, ghost_context_);
GHOST_DisposeSystem(ghost_system_);
CLG_exit();
}
} // namespace blender::gpu::shader_builder
/** \brief Entry point for the shader_builder. */
int main(int argc, const char *argv[])
{
if (argc < 2) {
printf("Usage: %s <data_file_to>\n", argv[0]);
exit(1);
}
int exit_code = 0;
struct NamedBackend {
std::string name;
eGPUBackendType backend;
};
blender::Vector<NamedBackend> backends_to_validate;
backends_to_validate.append({"OpenGL", GPU_BACKEND_OPENGL});
#ifdef WITH_METAL_BACKEND
backends_to_validate.append({"Metal", GPU_BACKEND_METAL});
#endif
for (NamedBackend &backend : backends_to_validate) {
GPU_backend_type_selection_set(backend.backend);
if (!GPU_backend_supported()) {
printf("%s isn't supported on this platform. Shader compilation is skipped\n",
backend.name.c_str());
continue;
}
blender::gpu::shader_builder::ShaderBuilder builder;
builder.init();
if (!builder.bake_create_infos()) {
printf("Shader compilation failed for %s backend\n", backend.name.c_str());
exit_code = 1;
}
builder.exit();
}
exit(exit_code);
return exit_code;
}