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blender-archive/source/blender/gpu/intern/gpu_shader_create_info.cc
Jason Fielder 2712265598 Metal: Addressing a number of small outstanding issues across Metal backend.
- Support for non-contiguous shader resource bindings for all cases required by create-info
 - Implement missing geometry shader alternative path for edit curve handle.
 - Add support for non-float dummy textures to address all cases where default bindings may be required.

Authored by Apple: Michael Parkin-White
Ref T96261
Depends on D16721

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16777
2022-12-20 14:05:34 +01:00

509 lines
18 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* Descriptor type used to define shader structure, resources and interfaces.
*/
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
#include "GPU_capabilities.h"
#include "GPU_context.h"
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"
#include "gpu_shader_dependency_private.h"
#undef GPU_SHADER_INTERFACE_INFO
#undef GPU_SHADER_CREATE_INFO
namespace blender::gpu::shader {
using CreateInfoDictionnary = Map<StringRef, ShaderCreateInfo *>;
using InterfaceDictionnary = Map<StringRef, StageInterfaceInfo *>;
static CreateInfoDictionnary *g_create_infos = nullptr;
static InterfaceDictionnary *g_interfaces = nullptr;
void ShaderCreateInfo::finalize()
{
if (finalized_) {
return;
}
finalized_ = true;
Set<StringRefNull> deps_merged;
validate_vertex_attributes();
for (auto &info_name : additional_infos_) {
/* Fetch create info. */
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
gpu_shader_create_info_get(info_name.c_str()));
/* Recursive. */
const_cast<ShaderCreateInfo &>(info).finalize();
interface_names_size_ += info.interface_names_size_;
/* NOTE: EEVEE Materials can result in nested includes. To avoid duplicate
* shader resources, we need to avoid inserting duplicates.
* TODO: Optimize create info preparation to include each individual "additional_info"
* only a single time. */
vertex_inputs_.extend_non_duplicates(info.vertex_inputs_);
fragment_outputs_.extend_non_duplicates(info.fragment_outputs_);
vertex_out_interfaces_.extend_non_duplicates(info.vertex_out_interfaces_);
geometry_out_interfaces_.extend_non_duplicates(info.geometry_out_interfaces_);
validate_vertex_attributes(&info);
/* Insert with duplicate check. */
push_constants_.extend_non_duplicates(info.push_constants_);
defines_.extend_non_duplicates(info.defines_);
batch_resources_.extend_non_duplicates(info.batch_resources_);
pass_resources_.extend_non_duplicates(info.pass_resources_);
typedef_sources_.extend_non_duplicates(info.typedef_sources_);
if (info.early_fragment_test_) {
early_fragment_test_ = true;
}
/* Modify depth write if has been changed from default.
* `UNCHANGED` implies gl_FragDepth is not used at all. */
if (info.depth_write_ != DepthWrite::UNCHANGED) {
depth_write_ = info.depth_write_;
}
validate_merge(info);
auto assert_no_overlap = [&](const bool test, const StringRefNull error) {
if (!test) {
std::cout << name_ << ": Validation failed while merging " << info.name_ << " : ";
std::cout << error << std::endl;
BLI_assert(0);
}
};
if (!deps_merged.add(info.name_)) {
assert_no_overlap(false, "additional info already merged via another info");
}
if (info.compute_layout_.local_size_x != -1) {
assert_no_overlap(compute_layout_.local_size_x == -1, "Compute layout already defined");
compute_layout_ = info.compute_layout_;
}
if (!info.vertex_source_.is_empty()) {
assert_no_overlap(vertex_source_.is_empty(), "Vertex source already existing");
vertex_source_ = info.vertex_source_;
}
if (!info.geometry_source_.is_empty()) {
assert_no_overlap(geometry_source_.is_empty(), "Geometry source already existing");
geometry_source_ = info.geometry_source_;
geometry_layout_ = info.geometry_layout_;
}
if (!info.fragment_source_.is_empty()) {
assert_no_overlap(fragment_source_.is_empty(), "Fragment source already existing");
fragment_source_ = info.fragment_source_;
}
if (!info.compute_source_.is_empty()) {
assert_no_overlap(compute_source_.is_empty(), "Compute source already existing");
compute_source_ = info.compute_source_;
}
}
if (auto_resource_location_) {
int images = 0, samplers = 0, ubos = 0, ssbos = 0;
auto set_resource_slot = [&](Resource &res) {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
res.slot = ubos++;
break;
case Resource::BindType::STORAGE_BUFFER:
res.slot = ssbos++;
break;
case Resource::BindType::SAMPLER:
res.slot = samplers++;
break;
case Resource::BindType::IMAGE:
res.slot = images++;
break;
}
};
for (auto &res : batch_resources_) {
set_resource_slot(res);
}
for (auto &res : pass_resources_) {
set_resource_slot(res);
}
}
}
std::string ShaderCreateInfo::check_error() const
{
std::string error;
/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
if (this->compute_source_.is_empty()) {
if (this->vertex_source_.is_empty()) {
error += "Missing vertex shader in " + this->name_ + ".\n";
}
if (tf_type_ == GPU_SHADER_TFB_NONE && this->fragment_source_.is_empty()) {
error += "Missing fragment shader in " + this->name_ + ".\n";
}
}
else {
if (!this->vertex_source_.is_empty()) {
error += "Compute shader has vertex_source_ shader attached in " + this->name_ + ".\n";
}
if (!this->geometry_source_.is_empty()) {
error += "Compute shader has geometry_source_ shader attached in " + this->name_ + ".\n";
}
if (!this->fragment_source_.is_empty()) {
error += "Compute shader has fragment_source_ shader attached in " + this->name_ + ".\n";
}
}
return error;
}
void ShaderCreateInfo::validate_merge(const ShaderCreateInfo &other_info)
{
if (!auto_resource_location_) {
/* Check same bind-points usage in OGL. */
Set<int> images, samplers, ubos, ssbos;
auto register_resource = [&](const Resource &res) -> bool {
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
return images.add(res.slot);
case Resource::BindType::STORAGE_BUFFER:
return samplers.add(res.slot);
case Resource::BindType::SAMPLER:
return ubos.add(res.slot);
case Resource::BindType::IMAGE:
return ssbos.add(res.slot);
default:
return false;
}
};
auto print_error_msg = [&](const Resource &res) {
std::cout << name_ << ": Validation failed : Overlapping ";
switch (res.bind_type) {
case Resource::BindType::UNIFORM_BUFFER:
std::cout << "Uniform Buffer " << res.uniformbuf.name;
break;
case Resource::BindType::STORAGE_BUFFER:
std::cout << "Storage Buffer " << res.storagebuf.name;
break;
case Resource::BindType::SAMPLER:
std::cout << "Sampler " << res.sampler.name;
break;
case Resource::BindType::IMAGE:
std::cout << "Image " << res.image.name;
break;
default:
std::cout << "Unknown Type";
break;
}
std::cout << " (" << res.slot << ") while merging " << other_info.name_ << std::endl;
};
for (auto &res : batch_resources_) {
if (register_resource(res) == false) {
print_error_msg(res);
}
}
for (auto &res : pass_resources_) {
if (register_resource(res) == false) {
print_error_msg(res);
}
}
}
}
void ShaderCreateInfo::validate_vertex_attributes(const ShaderCreateInfo *other_info)
{
uint32_t attr_bits = 0;
for (auto &attr : vertex_inputs_) {
if (attr.index >= 16 || attr.index < 0) {
std::cout << name_ << ": \"" << attr.name
<< "\" : Type::MAT3 unsupported as vertex attribute." << std::endl;
BLI_assert(0);
}
if (attr.index >= 16 || attr.index < 0) {
std::cout << name_ << ": Invalid index for attribute \"" << attr.name << "\"" << std::endl;
BLI_assert(0);
}
uint32_t attr_new = 0;
if (attr.type == Type::MAT4) {
for (int i = 0; i < 4; i++) {
attr_new |= 1 << (attr.index + i);
}
}
else {
attr_new |= 1 << attr.index;
}
if ((attr_bits & attr_new) != 0) {
std::cout << name_ << ": Attribute \"" << attr.name
<< "\" overlap one or more index from another attribute."
" Note that mat4 takes up 4 indices.";
if (other_info) {
std::cout << " While merging " << other_info->name_ << std::endl;
}
std::cout << std::endl;
BLI_assert(0);
}
attr_bits |= attr_new;
}
}
} // namespace blender::gpu::shader
using namespace blender::gpu::shader;
void gpu_shader_create_info_init()
{
g_create_infos = new CreateInfoDictionnary();
g_interfaces = new InterfaceDictionnary();
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
auto *ptr_##_interface = new StageInterfaceInfo(#_interface, _inst_name); \
auto &_interface = *ptr_##_interface; \
g_interfaces->add_new(#_interface, ptr_##_interface); \
_interface
#define GPU_SHADER_CREATE_INFO(_info) \
auto *ptr_##_info = new ShaderCreateInfo(#_info); \
auto &_info = *ptr_##_info; \
g_create_infos->add_new(#_info, ptr_##_info); \
_info
/* Declare, register and construct the infos. */
#include "compositor_shader_create_info_list.hh"
#include "gpu_shader_create_info_list.hh"
/* Baked shader data appended to create infos. */
/* TODO(jbakker): should call a function with a callback. so we could switch implementations.
* We cannot compile bf_gpu twice. */
#ifdef GPU_RUNTIME
# include "gpu_shader_baked.hh"
#endif
/* WORKAROUND: Replace draw_mesh info with the legacy one for systems that have problems with UBO
* indexing. */
if (GPU_type_matches_ex(GPU_DEVICE_INTEL | GPU_DEVICE_INTEL_UHD,
GPU_OS_ANY,
GPU_DRIVER_ANY,
GPU_BACKEND_OPENGL) ||
GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL) ||
GPU_crappy_amd_driver()) {
draw_modelmat = draw_modelmat_legacy;
}
/* WORKAROUND: Replace the use of gpu_BaseInstance by an instance attribute. */
if (GPU_shader_draw_parameters_support() == false) {
draw_resource_id_new = draw_resource_id_fallback;
}
#ifdef WITH_METAL_BACKEND
/* Metal-specific alternatives for Geometry shaders. */
if (GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY, GPU_BACKEND_METAL)) {
/* 3D polyline. */
gpu_shader_3D_polyline_uniform_color = gpu_shader_3D_polyline_uniform_color_no_geom;
gpu_shader_3D_polyline_flat_color = gpu_shader_3D_polyline_flat_color_no_geom;
gpu_shader_3D_polyline_smooth_color = gpu_shader_3D_polyline_smooth_color_no_geom;
gpu_shader_3D_polyline_uniform_color_clipped =
gpu_shader_3D_polyline_uniform_color_clipped_no_geom;
/* Overlay Edit Mesh. */
overlay_edit_mesh_edge = overlay_edit_mesh_edge_no_geom;
overlay_edit_mesh_edge_flat = overlay_edit_mesh_edge_flat_no_geom;
overlay_edit_mesh_edge_clipped = overlay_edit_mesh_edge_clipped_no_geom;
overlay_edit_mesh_edge_flat_clipped = overlay_edit_mesh_edge_flat_clipped_no_geom;
overlay_edit_curve_handle = overlay_edit_curve_handle_no_geom;
overlay_edit_curve_handle_clipped = overlay_edit_curve_handle_clipped_no_geom;
/* Overlay Armature Shape outline. */
overlay_armature_shape_outline = overlay_armature_shape_outline_no_geom;
overlay_armature_shape_outline_clipped = overlay_armature_shape_outline_clipped_no_geom;
/* Overlay Motion Path Line. */
overlay_motion_path_line = overlay_motion_path_line_no_geom;
overlay_motion_path_line_clipped = overlay_motion_path_line_clipped_no_geom;
/* Workbench shadows.
* Note: Updates additional-info used by workbench shadow permutations.
* Must be prepared prior to permutation preparation. */
workbench_shadow_manifold = workbench_shadow_manifold_no_geom;
workbench_shadow_no_manifold = workbench_shadow_no_manifold_no_geom;
workbench_shadow_caps = workbench_shadow_caps_no_geom;
/* Conservative rasterization. */
basic_depth_mesh_conservative = basic_depth_mesh_conservative_no_geom;
basic_depth_mesh_conservative_clipped = basic_depth_mesh_conservative_no_geom_clipped;
basic_depth_pointcloud_conservative = basic_depth_pointcloud_conservative_no_geom;
basic_depth_pointcloud_conservative_clipped =
basic_depth_pointcloud_conservative_no_geom_clipped;
/* Overlay pre-pass wire. */
overlay_outline_prepass_wire = overlay_outline_prepass_wire_no_geom;
/* Edit UV Edges. */
overlay_edit_uv_edges = overlay_edit_uv_edges_no_geom;
/* Down-sample Cube/Probe rendering. */
eevee_legacy_effect_downsample_cube = eevee_legacy_effect_downsample_cube_no_geom;
eevee_legacy_probe_filter_glossy = eevee_legacy_probe_filter_glossy_no_geom;
eevee_legacy_lightprobe_planar_downsample = eevee_legacy_lightprobe_planar_downsample_no_geom;
/* EEVEE Volumetrics */
eevee_legacy_volumes_clear = eevee_legacy_volumes_clear_no_geom;
eevee_legacy_volumes_scatter = eevee_legacy_volumes_scatter_no_geom;
eevee_legacy_volumes_scatter_with_lights = eevee_legacy_volumes_scatter_with_lights_no_geom;
eevee_legacy_volumes_integration = eevee_legacy_volumes_integration_no_geom;
eevee_legacy_volumes_integration_OPTI = eevee_legacy_volumes_integration_OPTI_no_geom;
/* EEVEE Volumetric Material */
eevee_legacy_material_volumetric_vert = eevee_legacy_material_volumetric_vert_no_geom;
}
#endif
for (ShaderCreateInfo *info : g_create_infos->values()) {
if (info->do_static_compilation_) {
info->builtins_ |= gpu_shader_dependency_get_builtins(info->vertex_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->fragment_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->geometry_source_);
info->builtins_ |= gpu_shader_dependency_get_builtins(info->compute_source_);
/* Automatically amend the create info for ease of use of the debug feature. */
if ((info->builtins_ & BuiltinBits::USE_DEBUG_DRAW) == BuiltinBits::USE_DEBUG_DRAW) {
info->additional_info("draw_debug_draw");
}
if ((info->builtins_ & BuiltinBits::USE_DEBUG_PRINT) == BuiltinBits::USE_DEBUG_PRINT) {
info->additional_info("draw_debug_print");
}
}
}
/* TEST */
// gpu_shader_create_info_compile_all();
}
void gpu_shader_create_info_exit()
{
for (auto *value : g_create_infos->values()) {
delete value;
}
delete g_create_infos;
for (auto *value : g_interfaces->values()) {
delete value;
}
delete g_interfaces;
}
bool gpu_shader_create_info_compile_all()
{
using namespace blender::gpu;
int success = 0;
int skipped = 0;
int total = 0;
for (ShaderCreateInfo *info : g_create_infos->values()) {
info->finalize();
if (info->do_static_compilation_) {
if ((info->metal_backend_only_ && GPU_backend_get_type() != GPU_BACKEND_METAL) ||
(GPU_compute_shader_support() == false && info->compute_source_ != nullptr) ||
(GPU_geometry_shader_support() == false && info->geometry_source_ != nullptr) ||
(GPU_shader_image_load_store_support() == false && info->has_resource_image()) ||
(GPU_shader_storage_buffer_objects_support() == false && info->has_resource_storage())) {
skipped++;
continue;
}
total++;
GPUShader *shader = GPU_shader_create_from_info(
reinterpret_cast<const GPUShaderCreateInfo *>(info));
if (shader == nullptr) {
printf("Compilation %s Failed\n", info->name_.c_str());
}
else {
success++;
#if 0 /* TODO(fclem): This is too verbose for now. Make it a cmake option. */
/* Test if any resource is optimized out and print a warning if that's the case. */
/* TODO(fclem): Limit this to OpenGL backend. */
const ShaderInterface *interface = unwrap(shader)->interface;
blender::Vector<ShaderCreateInfo::Resource> all_resources;
all_resources.extend(info->pass_resources_);
all_resources.extend(info->batch_resources_);
for (ShaderCreateInfo::Resource &res : all_resources) {
blender::StringRefNull name = "";
const ShaderInput *input = nullptr;
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
input = interface->ubo_get(res.slot);
name = res.uniformbuf.name;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
input = interface->ssbo_get(res.slot);
name = res.storagebuf.name;
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
input = interface->texture_get(res.slot);
name = res.sampler.name;
break;
case ShaderCreateInfo::Resource::BindType::IMAGE:
input = interface->texture_get(res.slot);
name = res.image.name;
break;
}
if (input == nullptr) {
std::cout << "Error: " << info->name_;
std::cout << ": Resource « " << name << " » not found in the shader interface\n";
}
else if (input->location == -1) {
std::cout << "Warning: " << info->name_;
std::cout << ": Resource « " << name << " » is optimized out\n";
}
}
#endif
}
GPU_shader_free(shader);
}
}
printf("Shader Test compilation result: %d / %d passed", success, total);
if (skipped > 0) {
printf(" (skipped %d for compatibility reasons)", skipped);
}
printf("\n");
return success == total;
}
/* Runtime create infos are not registered in the dictionary and cannot be searched. */
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
{
if (g_create_infos->contains(info_name) == false) {
printf("Error: Cannot find shader create info named \"%s\"\n", info_name);
return nullptr;
}
ShaderCreateInfo *info = g_create_infos->lookup(info_name);
return reinterpret_cast<const GPUShaderCreateInfo *>(info);
}