WIP: OpenGL: Use ShaderC to Compile GLSL #113938

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Jeroen Bakker wants to merge 4 commits from Jeroen-Bakker/blender:opengl/spir-v-compilation into main

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Modern OpenGL platforms supports loading SpirV binaries and use them as
OpenGL shader stages. For the vulkan backend we use ShaderC to compile
Vulkan GLSL to SpirV.

Using SpirV and ShaderC for OpenGL allows us to implement features like

  • Sharing Vertex Shaders between shaders.
  • Improve compatibility and stability.
  • Shader Stage Caching.
  • Validate Shader Compilation on the Buildbot.
  • Add support for other shader languages like HLSL.

NOTE: Although this PR would be good to have to improve platform support. It requires
more dedicated attention to make it production ready. I would rather spend this
time on the Vulkan backend. If someone is willing to pick up this task he/she
is very welcome and I can support this where I can.

TODO

  • Compile sources using shader c
  • Create GLShader with SpirV binaries
  • Validation and testing
  • Add support for shader specialization. This was introduced in January 2024, but isn't added to the SpirV part of this patch.
  • When starting blender with --debug-gpu-force-workarounds (includes disabling spir-v) the overlays in the 3d viewport do not render correctly. Might indicate an incorrect logic somewhere in this patch.
    image
Modern OpenGL platforms supports loading SpirV binaries and use them as OpenGL shader stages. For the vulkan backend we use ShaderC to compile Vulkan GLSL to SpirV. Using SpirV and ShaderC for OpenGL allows us to implement features like * Sharing Vertex Shaders between shaders. * Improve compatibility and stability. * Shader Stage Caching. * Validate Shader Compilation on the Buildbot. * Add support for other shader languages like HLSL. > NOTE: Although this PR would be good to have to improve platform support. It requires > more dedicated attention to make it production ready. I would rather spend this > time on the Vulkan backend. If someone is willing to pick up this task he/she > is very welcome and I can support this where I can. # TODO * [ ] Compile sources using shader c * [ ] Create GLShader with SpirV binaries * [ ] Validation and testing * [ ] Add support for shader specialization. This was introduced in January 2024, but isn't added to the SpirV part of this patch. * [ ] When starting blender with `--debug-gpu-force-workarounds` (includes disabling spir-v) the overlays in the 3d viewport do not render correctly. Might indicate an incorrect logic somewhere in this patch. ![image](/attachments/66f4387e-3fdf-41e5-944a-dde0b36a7d90)
Jeroen Bakker added this to the 4.1 milestone 2023-10-19 16:02:11 +02:00
Jeroen Bakker added the
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OpenGL
label 2023-10-19 16:02:11 +02:00
Jeroen Bakker self-assigned this 2023-10-19 16:02:12 +02:00
Jeroen Bakker added 1 commit 2023-10-19 16:02:22 +02:00
05be8a2b1d OpenGL: Use ShaderC to Compile GLSL
Modern OpenGL platforms supports loading SpirV binaries and use them as
OpenGL shader stages. For the vulkan backend we use ShaderC to compile
Vulkan GLSL to SpirV.

Using SpirV and ShaderC for OpenGL allows us to implement features like

* Sharing Vertex Shaders between shaders.
* Improve compatibility and stability.
* Shader Stage Caching.
* Validate Shader Compilation on the Buildbot.
Jeroen Bakker added this to the EEVEE & Viewport project 2023-10-19 16:02:51 +02:00
Jeroen Bakker added 1 commit 2023-10-20 15:35:30 +02:00
First-time contributor

@Jeroen-Bakker hello I am working on a new editor for GLSL and HLSL for blender. I propose that this task faces the subject of another Pr with a discussion in this other Pr.

@Jeroen-Bakker hello I am working on a new editor for GLSL and HLSL for blender. I propose that this task faces the subject of another Pr with a discussion in this other Pr.
Author
Member

Sorry I don’t understand..

Sorry I don’t understand..
First-time contributor

@Jeroen-Bakker I work for add the glsl language at text editor

@Jeroen-Bakker I work for add the glsl language at text editor
First-time contributor

and after .I think add the HLSL language in the text editor but I think that talking about the subject in a dedicated Pr is better to define the objectives and needs.

and after .I think add the HLSL language in the text editor but I think that talking about the subject in a dedicated Pr is better to define the objectives and needs.
Jeroen Bakker added 1 commit 2023-12-15 14:42:39 +01:00
Jeroen Bakker removed this from the 4.1 milestone 2024-02-20 09:50:18 +01:00
Jeroen Bakker removed their assignment 2024-02-20 09:50:25 +01:00
First-time contributor

Hello, I would like to take the Pr but I would like to know where you were? and where could I possibly find the related documentation? and if I take it would you mind merging one last time so I can start with up to date code.
thanks you.

Hello, I would like to take the Pr but I would like to know where you were? and where could I possibly find the related documentation? and if I take it would you mind merging one last time so I can start with up to date code. thanks you.
Author
Member

@Gangneron that would e awesome.

Note that this was just an experiment to see if we could pull it off in a single day or find out why we couldn't.
The main reason that we couldn't make it was because we needed to add a 3rd branch to how to deal with shader resource bindings in the gl_shader_interface. Currently it supports reading it from the shader create info, or introspecting it from the gl program. The later is deprecated. As the resource bindings are different between regular gl shaders and spirv-based gl shaders we need to change the GLShaderInterface(GLuint program, const shader::ShaderCreateInfo &info) to support both. My first thought about it was to match the bindings generated by GLShader, another approach could be to use spir-v introspection. Would first start with matching the generated bindings.

For documentation there isn't any as this never took off from our side and wanted to spend more time on finishing other features.
If you need some feedback from us, please tag us in and join us at https://blender.chat/channel/eevee-viewport-module

I will update the branch to latest main so you have a clean slate.

@Gangneron that would e awesome. Note that this was just an experiment to see if we could pull it off in a single day or find out why we couldn't. The main reason that we couldn't make it was because we needed to add a 3rd branch to how to deal with shader resource bindings in the gl_shader_interface. Currently it supports reading it from the shader create info, or introspecting it from the gl program. The later is deprecated. As the resource bindings are different between regular gl shaders and spirv-based gl shaders we need to change the `GLShaderInterface(GLuint program, const shader::ShaderCreateInfo &info)` to support both. My first thought about it was to match the bindings generated by `GLShader`, another approach could be to use spir-v introspection. Would first start with matching the generated bindings. For documentation there isn't any as this never took off from our side and wanted to spend more time on finishing other features. If you need some feedback from us, please tag us in and join us at https://blender.chat/channel/eevee-viewport-module I will update the branch to latest main so you have a clean slate.
First-time contributor

Ok thanks you

Ok thanks you
First-time contributor

So if I great understand i create GLShader generate links.
The week i go reflect to subject and i start to code to next week.

So if I great understand i create `GLShader` generate links. The week i go reflect to subject and i start to code to next week.
Jeroen Bakker added 1 commit 2024-02-29 10:24:14 +01:00
This pull request has changes conflicting with the target branch.
  • source/blender/gpu/opengl/gl_backend.cc

Checkout

From your project repository, check out a new branch and test the changes.
git fetch -u opengl/spir-v-compilation:Jeroen-Bakker-opengl/spir-v-compilation
git checkout Jeroen-Bakker-opengl/spir-v-compilation
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Reference: blender/blender#113938
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