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blender-archive/source/blender/gpu/opengl/gl_shader.cc

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/*
* 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) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "BKE_global.h"
#include "BLI_string.h"
#include "BLI_vector.hh"
#include "GPU_capabilities.h"
#include "GPU_platform.h"
#include "gl_backend.hh"
#include "gl_debug.hh"
#include "gl_vertex_buffer.hh"
#include "gl_shader.hh"
#include "gl_shader_interface.hh"
using namespace blender;
using namespace blender::gpu;
using namespace blender::gpu::shader;
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
* \{ */
GLShader::GLShader(const char *name) : Shader(name)
{
#if 0 /* Would be nice to have, but for now the Deferred compilation \
* does not have a GPUContext. */
BLI_assert(GLContext::get() != nullptr);
#endif
shader_program_ = glCreateProgram();
debug::object_label(GL_PROGRAM, shader_program_, name);
}
GLShader::~GLShader()
{
#if 0 /* Would be nice to have, but for now the Deferred compilation \
* does not have a GPUContext. */
BLI_assert(GLContext::get() != nullptr);
#endif
/* Invalid handles are silently ignored. */
glDeleteShader(vert_shader_);
glDeleteShader(geom_shader_);
glDeleteShader(frag_shader_);
glDeleteShader(compute_shader_);
glDeleteProgram(shader_program_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Create Info
* \{ */
static const char *to_string(const Interpolation &interp)
{
switch (interp) {
case Interpolation::SMOOTH:
return "smooth";
case Interpolation::FLAT:
return "flat";
case Interpolation::NO_PERSPECTIVE:
return "noperspective";
default:
return "unknown";
}
}
static const char *to_string(const Type &type)
{
switch (type) {
case Type::FLOAT:
return "float";
case Type::VEC2:
return "vec2";
case Type::VEC3:
return "vec3";
case Type::VEC4:
return "vec4";
case Type::MAT3:
return "mat3";
case Type::MAT4:
return "mat4";
case Type::UINT:
return "uint";
case Type::UVEC2:
return "uvec2";
case Type::UVEC3:
return "uvec3";
case Type::UVEC4:
return "uvec4";
case Type::INT:
return "int";
case Type::IVEC2:
return "ivec2";
case Type::IVEC3:
return "ivec3";
case Type::IVEC4:
return "ivec4";
case Type::BOOL:
return "bool";
default:
return "unknown";
}
}
static const char *to_string(const eGPUTextureFormat &type)
{
switch (type) {
case GPU_RGBA8UI:
return "rgba8ui";
case GPU_RGBA8I:
return "rgba8i";
case GPU_RGBA8:
return "rgba8";
case GPU_RGBA32UI:
return "rgba32ui";
case GPU_RGBA32I:
return "rgba32i";
case GPU_RGBA32F:
return "rgba32f";
case GPU_RGBA16UI:
return "rgba16ui";
case GPU_RGBA16I:
return "rgba16i";
case GPU_RGBA16F:
return "rgba16f";
case GPU_RGBA16:
return "rgba16";
case GPU_RG8UI:
return "rg8ui";
case GPU_RG8I:
return "rg8i";
case GPU_RG8:
return "rg8";
case GPU_RG32UI:
return "rg32ui";
case GPU_RG32I:
return "rg32i";
case GPU_RG32F:
return "rg32f";
case GPU_RG16UI:
return "rg16ui";
case GPU_RG16I:
return "rg16i";
case GPU_RG16F:
return "rg16f";
case GPU_RG16:
return "rg16";
case GPU_R8UI:
return "r8ui";
case GPU_R8I:
return "r8i";
case GPU_R8:
return "r8";
case GPU_R32UI:
return "r32ui";
case GPU_R32I:
return "r32i";
case GPU_R32F:
return "r32f";
case GPU_R16UI:
return "r16ui";
case GPU_R16I:
return "r16i";
case GPU_R16F:
return "r16f";
case GPU_R16:
return "r16";
default:
return "unkown";
}
}
static const char *to_string(const PrimitiveIn &layout)
{
switch (layout) {
case PrimitiveIn::POINTS:
return "points";
case PrimitiveIn::LINES:
return "lines";
case PrimitiveIn::LINES_ADJACENCY:
return "lines_adjacency";
case PrimitiveIn::TRIANGLES:
return "triangles";
case PrimitiveIn::TRIANGLES_ADJACENCY:
return "triangles_adjacency";
default:
return "unknown";
}
}
static const char *to_string(const PrimitiveOut &layout)
{
switch (layout) {
case PrimitiveOut::POINTS:
return "points";
case PrimitiveOut::LINE_STRIP:
return "line_strip";
case PrimitiveOut::TRIANGLE_STRIP:
return "triangle_strip";
default:
return "unknown";
}
}
static void print_image_type(std::ostream &os,
const ImageType &type,
const ShaderCreateInfo::Resource::BindType bind_type)
{
switch (type) {
case ImageType::INT_BUFFER:
case ImageType::INT_1D:
case ImageType::INT_1D_ARRAY:
case ImageType::INT_2D:
case ImageType::INT_2D_ARRAY:
case ImageType::INT_3D:
case ImageType::INT_CUBE:
case ImageType::INT_CUBE_ARRAY:
os << "i";
break;
case ImageType::UINT_BUFFER:
case ImageType::UINT_1D:
case ImageType::UINT_1D_ARRAY:
case ImageType::UINT_2D:
case ImageType::UINT_2D_ARRAY:
case ImageType::UINT_3D:
case ImageType::UINT_CUBE:
case ImageType::UINT_CUBE_ARRAY:
os << "u";
break;
default:
break;
}
if (bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
os << "image";
}
else {
os << "sampler";
}
switch (type) {
case ImageType::FLOAT_BUFFER:
case ImageType::INT_BUFFER:
case ImageType::UINT_BUFFER:
os << "Buffer";
break;
case ImageType::FLOAT_1D:
case ImageType::FLOAT_1D_ARRAY:
case ImageType::INT_1D:
case ImageType::INT_1D_ARRAY:
case ImageType::UINT_1D:
case ImageType::UINT_1D_ARRAY:
os << "1D";
break;
case ImageType::FLOAT_2D:
case ImageType::FLOAT_2D_ARRAY:
case ImageType::INT_2D:
case ImageType::INT_2D_ARRAY:
case ImageType::UINT_2D:
case ImageType::UINT_2D_ARRAY:
case ImageType::SHADOW_2D:
case ImageType::SHADOW_2D_ARRAY:
case ImageType::DEPTH_2D:
case ImageType::DEPTH_2D_ARRAY:
os << "2D";
break;
case ImageType::FLOAT_3D:
case ImageType::INT_3D:
case ImageType::UINT_3D:
os << "3D";
break;
case ImageType::FLOAT_CUBE:
case ImageType::FLOAT_CUBE_ARRAY:
case ImageType::INT_CUBE:
case ImageType::INT_CUBE_ARRAY:
case ImageType::UINT_CUBE:
case ImageType::UINT_CUBE_ARRAY:
case ImageType::SHADOW_CUBE:
case ImageType::SHADOW_CUBE_ARRAY:
case ImageType::DEPTH_CUBE:
case ImageType::DEPTH_CUBE_ARRAY:
os << "Cube";
break;
default:
break;
}
switch (type) {
case ImageType::FLOAT_1D_ARRAY:
case ImageType::FLOAT_2D_ARRAY:
case ImageType::FLOAT_CUBE_ARRAY:
case ImageType::INT_1D_ARRAY:
case ImageType::INT_2D_ARRAY:
case ImageType::INT_CUBE_ARRAY:
case ImageType::UINT_1D_ARRAY:
case ImageType::UINT_2D_ARRAY:
case ImageType::UINT_CUBE_ARRAY:
case ImageType::SHADOW_2D_ARRAY:
case ImageType::SHADOW_CUBE_ARRAY:
case ImageType::DEPTH_2D_ARRAY:
case ImageType::DEPTH_CUBE_ARRAY:
os << "Array";
break;
default:
break;
}
switch (type) {
case ImageType::SHADOW_2D:
case ImageType::SHADOW_2D_ARRAY:
case ImageType::SHADOW_CUBE:
case ImageType::SHADOW_CUBE_ARRAY:
os << "Shadow";
break;
default:
break;
}
os << " ";
}
static std::ostream &print_qualifier(std::ostream &os, const Qualifier &qualifiers)
{
if (bool(qualifiers & Qualifier::NO_RESTRICT) == false) {
os << "restrict ";
}
if (bool(qualifiers & Qualifier::READ) == false) {
os << "writeonly ";
}
if (bool(qualifiers & Qualifier::WRITE) == false) {
os << "readonly ";
}
return os;
}
static void print_resource(std::ostream &os, const ShaderCreateInfo::Resource &res)
{
if (GLContext::explicit_location_support) {
os << "layout(binding = " << res.slot;
if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
os << ", " << to_string(res.image.format);
}
else if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
os << ", std140";
}
else if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
os << ", std430";
}
os << ") ";
}
else if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
os << "layout(std140) ";
}
int64_t array_offset;
StringRef name_no_array;
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::SAMPLER:
os << "uniform ";
print_image_type(os, res.sampler.type, res.bind_type);
os << res.sampler.name << ";\n";
break;
case ShaderCreateInfo::Resource::BindType::IMAGE:
os << "uniform ";
print_qualifier(os, res.image.qualifiers);
print_image_type(os, res.image.type, res.bind_type);
os << res.image.name << ";\n";
break;
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
array_offset = res.uniformbuf.name.find_first_of("[");
name_no_array = (array_offset == -1) ? res.uniformbuf.name :
StringRef(res.uniformbuf.name.c_str(), array_offset);
os << "uniform " << name_no_array << " { " << res.uniformbuf.type_name << " _"
<< res.uniformbuf.name << "; };\n";
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
array_offset = res.storagebuf.name.find_first_of("[");
name_no_array = (array_offset == -1) ? res.storagebuf.name :
StringRef(res.storagebuf.name.c_str(), array_offset);
print_qualifier(os, res.storagebuf.qualifiers);
os << "buffer ";
os << name_no_array << " { " << res.storagebuf.type_name << " _" << res.storagebuf.name
<< "; };\n";
break;
}
}
static void print_resource_alias(std::ostream &os, const ShaderCreateInfo::Resource &res)
{
int64_t array_offset;
StringRef name_no_array;
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
array_offset = res.uniformbuf.name.find_first_of("[");
name_no_array = (array_offset == -1) ? res.uniformbuf.name :
StringRef(res.uniformbuf.name.c_str(), array_offset);
os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
array_offset = res.storagebuf.name.find_first_of("[");
name_no_array = (array_offset == -1) ? res.storagebuf.name :
StringRef(res.storagebuf.name.c_str(), array_offset);
os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
break;
default:
break;
}
}
static void print_interface(std::ostream &os,
const StringRefNull &prefix,
const StageInterfaceInfo &iface,
const StringRefNull &suffix = "")
{
/* TODO(@fclem): Move that to interface check. */
// if (iface.instance_name.is_empty()) {
// BLI_assert_msg(0, "Interfaces require an instance name for geometry shader.");
// std::cout << iface.name << ": Interfaces require an instance name for geometry shader.\n";
// continue;
// }
os << prefix << " " << iface.name << "{" << std::endl;
for (const StageInterfaceInfo::InOut &inout : iface.inouts) {
os << " " << to_string(inout.interp) << " " << to_string(inout.type) << " " << inout.name
<< ";\n";
}
os << "}";
os << (iface.instance_name.is_empty() ? "" : "\n") << iface.instance_name << suffix << ";\n";
}
std::string GLShader::resources_declare(const ShaderCreateInfo &info) const
{
std::stringstream ss;
/* NOTE: We define macros in GLSL to trigger compilation error if the resource names
* are reused for local variables. This is to match other backend behavior which needs accessors
* macros. */
ss << "\n/* Pass Resources. */\n";
for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
print_resource(ss, res);
}
for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
print_resource_alias(ss, res);
}
ss << "\n/* Batch Resources. */\n";
for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
print_resource(ss, res);
}
for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
print_resource_alias(ss, res);
}
ss << "\n/* Push Constants. */\n";
for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
ss << "uniform " << to_string(uniform.type) << " " << uniform.name;
if (uniform.array_size > 0) {
ss << "[" << uniform.array_size << "]";
}
ss << ";\n";
}
#if 0 /* T95278: This is not be enough to prevent some compilers think it is recursive. */
for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
/* T95278: Double macro to avoid some compilers think it is recursive. */
ss << "#define " << uniform.name << "_ " << uniform.name << "\n";
ss << "#define " << uniform.name << " (" << uniform.name << "_)\n";
}
#endif
ss << "\n";
return ss.str();
}
static std::string main_function_wrapper(std::string &pre_main, std::string &post_main)
{
std::stringstream ss;
/* Prototype for the original main. */
ss << "\n";
ss << "void main_function_();\n";
/* Wrapper to the main function in order to inject code processing on globals. */
ss << "void main() {\n";
ss << pre_main;
ss << " main_function_();\n";
ss << post_main;
ss << "}\n";
/* Rename the original main. */
ss << "#define main main_function_\n";
ss << "\n";
return ss.str();
}
std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) const
{
std::stringstream ss;
std::string post_main = "";
ss << "\n/* Inputs. */\n";
for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
if (GLContext::explicit_location_support &&
/* Fix issue with AMDGPU-PRO + workbench_prepass_mesh_vert.glsl being quantized. */
GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) == false) {
ss << "layout(location = " << attr.index << ") ";
}
ss << "in " << to_string(attr.type) << " " << attr.name << ";\n";
}
ss << "\n/* Interfaces. */\n";
for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
print_interface(ss, "out", *iface);
}
if (!GLContext::layered_rendering_support && bool(info.builtins_ & BuiltinBits::LAYER)) {
ss << "out int gpu_Layer;\n";
}
if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
if (!GLContext::native_barycentric_support) {
/* Disabled or unsupported. */
}
else if (GLEW_AMD_shader_explicit_vertex_parameter) {
/* Need this for stable barycentric. */
ss << "flat out vec4 gpu_pos_flat;\n";
ss << "out vec4 gpu_pos;\n";
post_main += " gpu_pos = gpu_pos_flat = gl_Position;\n";
}
}
ss << "\n";
if (post_main.empty() == false) {
std::string pre_main = "";
ss << main_function_wrapper(pre_main, post_main);
}
return ss.str();
}
std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) const
{
std::stringstream ss;
std::string pre_main = "";
ss << "\n/* Interfaces. */\n";
const Vector<StageInterfaceInfo *> &in_interfaces = (info.geometry_source_.is_empty()) ?
info.vertex_out_interfaces_ :
info.geometry_out_interfaces_;
for (const StageInterfaceInfo *iface : in_interfaces) {
print_interface(ss, "in", *iface);
}
if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
if (!GLContext::native_barycentric_support) {
ss << "smooth in vec3 gpu_BaryCoord;\n";
ss << "noperspective in vec3 gpu_BaryCoordNoPersp;\n";
}
else if (GLEW_AMD_shader_explicit_vertex_parameter) {
/* NOTE(fclem): This won't work with geometry shader. Hopefully, we don't need geometry
* shader workaround if this extension/feature is detected. */
ss << "\n/* Stable Barycentric Coordinates. */\n";
ss << "flat in vec4 gpu_pos_flat;\n";
ss << "__explicitInterpAMD in vec4 gpu_pos;\n";
/* Globals. */
ss << "vec3 gpu_BaryCoord;\n";
ss << "vec3 gpu_BaryCoordNoPersp;\n";
ss << "\n";
ss << "vec2 stable_bary_(vec2 in_bary) {\n";
ss << " vec3 bary = vec3(in_bary, 1.0 - in_bary.x - in_bary.y);\n";
ss << " if (interpolateAtVertexAMD(gpu_pos, 0) == gpu_pos_flat) { return bary.zxy; }\n";
ss << " if (interpolateAtVertexAMD(gpu_pos, 2) == gpu_pos_flat) { return bary.yzx; }\n";
ss << " return bary.xyz;\n";
ss << "}\n";
pre_main += " gpu_BaryCoord = stable_bary_(gl_BaryCoordSmoothAMD);\n";
pre_main += " gpu_BaryCoordNoPersp = stable_bary_(gl_BaryCoordNoPerspAMD);\n";
}
}
ss << "\n/* Outputs. */\n";
for (const ShaderCreateInfo::FragOut &output : info.fragment_outputs_) {
ss << "layout(location = " << output.index;
switch (output.blend) {
case DualBlend::SRC_0:
ss << ", index = 0";
break;
case DualBlend::SRC_1:
ss << ", index = 1";
break;
default:
break;
}
ss << ") ";
ss << "out " << to_string(output.type) << " " << output.name << ";\n";
}
ss << "\n";
if (pre_main.empty() == false) {
std::string post_main = "";
ss << main_function_wrapper(pre_main, post_main);
}
return ss.str();
}
std::string GLShader::geometry_layout_declare(const ShaderCreateInfo &info) const
{
int max_verts = info.geometry_layout_.max_vertices;
int invocations = info.geometry_layout_.invocations;
if (GLContext::geometry_shader_invocations == false && invocations != -1) {
max_verts *= invocations;
invocations = -1;
}
std::stringstream ss;
ss << "\n/* Geometry Layout. */\n";
ss << "layout(" << to_string(info.geometry_layout_.primitive_in);
if (invocations != -1) {
ss << ", invocations = " << invocations;
}
ss << ") in;\n";
ss << "layout(" << to_string(info.geometry_layout_.primitive_out)
<< ", max_vertices = " << max_verts << ") out;\n";
ss << "\n";
return ss.str();
}
static StageInterfaceInfo *find_interface_by_name(const Vector<StageInterfaceInfo *> &ifaces,
const StringRefNull &name)
{
for (auto *iface : ifaces) {
if (iface->instance_name == name) {
return iface;
}
}
return nullptr;
}
std::string GLShader::geometry_interface_declare(const ShaderCreateInfo &info) const
{
std::stringstream ss;
ss << "\n/* Interfaces. */\n";
for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
bool has_matching_output_iface = find_interface_by_name(info.geometry_out_interfaces_,
iface->instance_name) != nullptr;
const char *suffix = (has_matching_output_iface) ? "_in[]" : "[]";
print_interface(ss, "in", *iface, suffix);
}
ss << "\n";
for (const StageInterfaceInfo *iface : info.geometry_out_interfaces_) {
bool has_matching_input_iface = find_interface_by_name(info.vertex_out_interfaces_,
iface->instance_name) != nullptr;
const char *suffix = (has_matching_input_iface) ? "_out" : "";
print_interface(ss, "out", *iface, suffix);
}
ss << "\n";
return ss.str();
}
std::string GLShader::compute_layout_declare(const ShaderCreateInfo &info) const
{
std::stringstream ss;
ss << "\n/* Compute Layout. */\n";
ss << "layout(local_size_x = " << info.compute_layout_.local_size_x;
if (info.compute_layout_.local_size_y != -1) {
ss << ", local_size_y = " << info.compute_layout_.local_size_y;
}
if (info.compute_layout_.local_size_z != -1) {
ss << ", local_size_y = " << info.compute_layout_.local_size_z;
}
ss << ") in;\n";
ss << "\n";
return ss.str();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Passthrough geometry shader emulation
*
* \{ */
std::string GLShader::workaround_geometry_shader_source_create(
const shader::ShaderCreateInfo &info)
{
std::stringstream ss;
const bool do_layer_workaround = !GLContext::layered_rendering_support &&
bool(info.builtins_ & BuiltinBits::LAYER);
const bool do_barycentric_workaround = !GLContext::native_barycentric_support &&
bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD);
shader::ShaderCreateInfo info_modified = info;
info_modified.geometry_out_interfaces_ = info_modified.vertex_out_interfaces_;
/**
* NOTE(@fclem): Assuming we will render TRIANGLES. This will not work with other primitive
* types. In this case, it might not trigger an error on some implementations.
*/
info_modified.geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3);
ss << geometry_layout_declare(info_modified);
ss << geometry_interface_declare(info_modified);
if (do_layer_workaround) {
ss << "in int gpu_Layer[];\n";
}
if (do_barycentric_workaround) {
ss << "smooth out vec3 gpu_BaryCoord;\n";
ss << "noperspective out vec3 gpu_BaryCoordNoPersp;\n";
}
ss << "\n";
ss << "void main()\n";
ss << "{\n";
if (do_layer_workaround) {
ss << " gl_Layer = gpu_Layer[0];\n";
}
for (auto i : IndexRange(3)) {
for (auto iface : info_modified.vertex_out_interfaces_) {
for (auto &inout : iface->inouts) {
ss << " " << iface->instance_name << "_out." << inout.name;
ss << " = " << iface->instance_name << "_in[" << i << "]." << inout.name << ";\n";
}
}
if (do_barycentric_workaround) {
ss << " gpu_BaryCoordNoPersp = gpu_BaryCoord =";
ss << " vec3(" << int(i == 0) << ", " << int(i == 1) << ", " << int(i == 2) << ");\n";
}
ss << " gl_Position = gl_in[" << i << "].gl_Position;\n";
ss << " EmitVertex();\n";
}
ss << "}\n";
return ss.str();
}
bool GLShader::do_geometry_shader_injection(const shader::ShaderCreateInfo *info)
{
BuiltinBits builtins = info->builtins_;
if (!GLContext::native_barycentric_support && bool(builtins & BuiltinBits::BARYCENTRIC_COORD)) {
return true;
}
if (!GLContext::layered_rendering_support && bool(builtins & BuiltinBits::LAYER)) {
return true;
}
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader stage creation
* \{ */
static char *glsl_patch_default_get()
{
/** Used for shader patching. Init once. */
static char patch[1024] = "\0";
if (patch[0] != '\0') {
return patch;
}
size_t slen = 0;
/* Version need to go first. */
if (GLEW_VERSION_4_3) {
STR_CONCAT(patch, slen, "#version 430\n");
}
else {
STR_CONCAT(patch, slen, "#version 330\n");
}
/* Enable extensions for features that are not part of our base GLSL version
* don't use an extension for something already available! */
if (GLContext::texture_gather_support) {
STR_CONCAT(patch, slen, "#extension GL_ARB_texture_gather: enable\n");
/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
* shader so double check the preprocessor define (see T56544). */
STR_CONCAT(patch, slen, "#ifdef GL_ARB_texture_gather\n");
STR_CONCAT(patch, slen, "# define GPU_ARB_texture_gather\n");
STR_CONCAT(patch, slen, "#endif\n");
}
if (GLContext::shader_draw_parameters_support) {
STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
STR_CONCAT(patch, slen, "#define gpu_BaseInstance gl_BaseInstanceARB\n");
}
if (GLContext::geometry_shader_invocations) {
STR_CONCAT(patch, slen, "#extension GL_ARB_gpu_shader5 : enable\n");
STR_CONCAT(patch, slen, "#define GPU_ARB_gpu_shader5\n");
}
if (GLContext::texture_cube_map_array_support) {
STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
}
if (!GLEW_VERSION_4_2 && GLEW_ARB_conservative_depth) {
STR_CONCAT(patch, slen, "#extension GL_ARB_conservative_depth : enable\n");
}
if (GPU_shader_image_load_store_support()) {
STR_CONCAT(patch, slen, "#extension GL_ARB_shader_image_load_store: enable\n");
STR_CONCAT(patch, slen, "#extension GL_ARB_shading_language_420pack: enable\n");
}
if (GLContext::layered_rendering_support) {
STR_CONCAT(patch, slen, "#extension GL_AMD_vertex_shader_layer: enable\n");
STR_CONCAT(patch, slen, "#define gpu_Layer gl_Layer\n");
}
if (GLContext::native_barycentric_support) {
STR_CONCAT(patch, slen, "#extension GL_AMD_shader_explicit_vertex_parameter: enable\n");
}
/* Fallbacks. */
if (!GLContext::shader_draw_parameters_support) {
STR_CONCAT(patch, slen, "uniform int gpu_BaseInstance;\n");
}
/* Vulkan GLSL compat. */
STR_CONCAT(patch, slen, "#define gpu_InstanceIndex (gl_InstanceID + gpu_BaseInstance)\n");
/* Array compat. */
STR_CONCAT(patch, slen, "#define array(_type) _type[]\n");
/* Derivative sign can change depending on implementation. */
STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", GLContext::derivative_signs[0]);
STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", GLContext::derivative_signs[1]);
BLI_assert(slen < sizeof(patch));
return patch;
}
static char *glsl_patch_compute_get()
{
/** Used for shader patching. Init once. */
static char patch[512] = "\0";
if (patch[0] != '\0') {
return patch;
}
size_t slen = 0;
/* Version need to go first. */
STR_CONCAT(patch, slen, "#version 430\n");
STR_CONCAT(patch, slen, "#extension GL_ARB_compute_shader :enable\n");
BLI_assert(slen < sizeof(patch));
return patch;
}
char *GLShader::glsl_patch_get(GLenum gl_stage)
{
if (gl_stage == GL_COMPUTE_SHADER) {
return glsl_patch_compute_get();
}
return glsl_patch_default_get();
}
GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources)
{
GLuint shader = glCreateShader(gl_stage);
if (shader == 0) {
fprintf(stderr, "GLShader: Error: Could not create shader object.");
return 0;
}
/* Patch the shader code using the first source slot. */
sources[0] = glsl_patch_get(gl_stage);
glShaderSource(shader, sources.size(), sources.data(), nullptr);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status || (G.debug & G_DEBUG_GPU)) {
char log[5000] = "";
glGetShaderInfoLog(shader, sizeof(log), nullptr, log);
if (log[0] != '\0') {
GLLogParser parser;
switch (gl_stage) {
case GL_VERTEX_SHADER:
this->print_log(sources, log, "VertShader", !status, &parser);
break;
case GL_GEOMETRY_SHADER:
this->print_log(sources, log, "GeomShader", !status, &parser);
break;
case GL_FRAGMENT_SHADER:
this->print_log(sources, log, "FragShader", !status, &parser);
break;
case GL_COMPUTE_SHADER:
this->print_log(sources, log, "ComputeShader", !status, &parser);
break;
}
}
}
if (!status) {
glDeleteShader(shader);
compilation_failed_ = true;
return 0;
}
debug::object_label(gl_stage, shader, name);
glAttachShader(shader_program_, shader);
return shader;
}
void GLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
{
vert_shader_ = this->create_shader_stage(GL_VERTEX_SHADER, sources);
}
void GLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
{
geom_shader_ = this->create_shader_stage(GL_GEOMETRY_SHADER, sources);
}
void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
{
frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
}
void GLShader::compute_shader_from_glsl(MutableSpan<const char *> sources)
{
compute_shader_ = this->create_shader_stage(GL_COMPUTE_SHADER, sources);
}
bool GLShader::finalize(const shader::ShaderCreateInfo *info)
{
if (compilation_failed_) {
return false;
}
if (info && do_geometry_shader_injection(info)) {
std::string source = workaround_geometry_shader_source_create(*info);
Vector<const char *> sources;
sources.append("version");
sources.append(source.c_str());
geometry_shader_from_glsl(sources);
}
glLinkProgram(shader_program_);
GLint status;
glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
if (!status) {
char log[5000];
glGetProgramInfoLog(shader_program_, sizeof(log), nullptr, log);
Span<const char *> sources;
GLLogParser parser;
this->print_log(sources, log, "Linking", true, &parser);
return false;
}
if (info != nullptr) {
interface = new GLShaderInterface(shader_program_, *info);
}
else {
interface = new GLShaderInterface(shader_program_);
}
return true;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
void GLShader::bind()
{
BLI_assert(shader_program_ != 0);
glUseProgram(shader_program_);
}
void GLShader::unbind()
{
#ifndef NDEBUG
glUseProgram(0);
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transform feedback
*
* TODO(fclem): Should be replaced by compute shaders.
* \{ */
void GLShader::transform_feedback_names_set(Span<const char *> name_list,
const eGPUShaderTFBType geom_type)
{
glTransformFeedbackVaryings(
shader_program_, name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
transform_feedback_type_ = geom_type;
}
bool GLShader::transform_feedback_enable(GPUVertBuf *buf_)
{
if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
return false;
}
GLVertBuf *buf = static_cast<GLVertBuf *>(unwrap(buf_));
BLI_assert(buf->vbo_id_ != 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buf->vbo_id_);
switch (transform_feedback_type_) {
case GPU_SHADER_TFB_POINTS:
glBeginTransformFeedback(GL_POINTS);
break;
case GPU_SHADER_TFB_LINES:
glBeginTransformFeedback(GL_LINES);
break;
case GPU_SHADER_TFB_TRIANGLES:
glBeginTransformFeedback(GL_TRIANGLES);
break;
default:
return false;
}
return true;
}
void GLShader::transform_feedback_disable()
{
glEndTransformFeedback();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms setters
* \{ */
void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
{
switch (comp_len) {
case 1:
glUniform1fv(location, array_size, data);
break;
case 2:
glUniform2fv(location, array_size, data);
break;
case 3:
glUniform3fv(location, array_size, data);
break;
case 4:
glUniform4fv(location, array_size, data);
break;
case 9:
glUniformMatrix3fv(location, array_size, 0, data);
break;
case 16:
glUniformMatrix4fv(location, array_size, 0, data);
break;
default:
BLI_assert(0);
break;
}
}
void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
{
switch (comp_len) {
case 1:
glUniform1iv(location, array_size, data);
break;
case 2:
glUniform2iv(location, array_size, data);
break;
case 3:
glUniform3iv(location, array_size, data);
break;
case 4:
glUniform4iv(location, array_size, data);
break;
default:
BLI_assert(0);
break;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPUVertFormat from Shader
* \{ */
static uint calc_component_size(const GLenum gl_type)
{
switch (gl_type) {
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
return 2;
case GL_FLOAT_VEC3:
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
return 3;
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
return 4;
case GL_FLOAT_MAT3:
return 9;
case GL_FLOAT_MAT4:
return 16;
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT3x2:
return 6;
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT4x2:
return 8;
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x3:
return 12;
default:
return 1;
}
}
static void get_fetch_mode_and_comp_type(int gl_type,
GPUVertCompType *r_comp_type,
GPUVertFetchMode *r_fetch_mode)
{
switch (gl_type) {
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
*r_comp_type = GPU_COMP_F32;
*r_fetch_mode = GPU_FETCH_FLOAT;
break;
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
*r_comp_type = GPU_COMP_I32;
*r_fetch_mode = GPU_FETCH_INT;
break;
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
*r_comp_type = GPU_COMP_U32;
*r_fetch_mode = GPU_FETCH_INT;
break;
default:
BLI_assert(0);
}
}
void GLShader::vertformat_from_shader(GPUVertFormat *format) const
{
GPU_vertformat_clear(format);
GLint attr_len;
glGetProgramiv(shader_program_, GL_ACTIVE_ATTRIBUTES, &attr_len);
for (int i = 0; i < attr_len; i++) {
char name[256];
GLenum gl_type;
GLint size;
glGetActiveAttrib(shader_program_, i, sizeof(name), nullptr, &size, &gl_type, name);
/* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
if (glGetAttribLocation(shader_program_, name) == -1) {
continue;
}
GPUVertCompType comp_type;
GPUVertFetchMode fetch_mode;
get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode);
int comp_len = calc_component_size(gl_type) * size;
GPU_vertformat_attr_add(format, name, comp_type, comp_len, fetch_mode);
}
}
int GLShader::program_handle_get() const
{
return (int)this->shader_program_;
}
/** \} */