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authorClément Foucault <foucault.clem@gmail.com>2022-02-01 15:53:11 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-02-01 21:05:22 +0300
commit9e42b9827aca935214d5cc60453b78acac53da17 (patch)
tree92c4b2a797897f962160924eee841e0b898d1155
parent9bbfade772152032985e7492393dffce2500f676 (diff)
GPUShader: Add support for vertex shader gl_Layer and fallback
This adds the possibility to use the `gpu_Layer` builtin to support layered rendering without geometry shader. The `BuiltinBits::LAYER` builtin needs to be manually added to the `GPUShaderCreateInfo` in order to use this feature. Note: This is only available for shaders using `GPUShaderCreateInfo`. A geometry shader fallback is generated if the extension `AMD_shader_explicit_vertex_parameter` is not available.
-rw-r--r--source/blender/gpu/opengl/gl_backend.cc3
-rw-r--r--source/blender/gpu/opengl/gl_context.hh1
-rw-r--r--source/blender/gpu/opengl/gl_shader.cc80
-rw-r--r--source/blender/gpu/opengl/gl_shader.hh8
4 files changed, 89 insertions, 3 deletions
diff --git a/source/blender/gpu/opengl/gl_backend.cc b/source/blender/gpu/opengl/gl_backend.cc
index 92d180f1140..2ced2639c02 100644
--- a/source/blender/gpu/opengl/gl_backend.cc
+++ b/source/blender/gpu/opengl/gl_backend.cc
@@ -248,6 +248,7 @@ static void detect_workarounds()
GLContext::direct_state_access_support = false;
GLContext::fixed_restart_index_support = false;
GLContext::geometry_shader_invocations = false;
+ GLContext::layered_rendering_support = false;
GLContext::multi_bind_support = false;
GLContext::multi_draw_indirect_support = false;
GLContext::shader_draw_parameters_support = false;
@@ -445,6 +446,7 @@ bool GLContext::direct_state_access_support = false;
bool GLContext::explicit_location_support = false;
bool GLContext::geometry_shader_invocations = false;
bool GLContext::fixed_restart_index_support = false;
+bool GLContext::layered_rendering_support = false;
bool GLContext::multi_bind_support = false;
bool GLContext::multi_draw_indirect_support = false;
bool GLContext::shader_draw_parameters_support = false;
@@ -505,6 +507,7 @@ void GLBackend::capabilities_init()
GLContext::explicit_location_support = GLEW_VERSION_4_3;
GLContext::geometry_shader_invocations = GLEW_ARB_gpu_shader5;
GLContext::fixed_restart_index_support = GLEW_ARB_ES3_compatibility;
+ GLContext::layered_rendering_support = GLEW_AMD_vertex_shader_layer;
GLContext::multi_bind_support = GLEW_ARB_multi_bind;
GLContext::multi_draw_indirect_support = GLEW_ARB_multi_draw_indirect;
GLContext::shader_draw_parameters_support = GLEW_ARB_shader_draw_parameters;
diff --git a/source/blender/gpu/opengl/gl_context.hh b/source/blender/gpu/opengl/gl_context.hh
index dd22418972b..20a7417b358 100644
--- a/source/blender/gpu/opengl/gl_context.hh
+++ b/source/blender/gpu/opengl/gl_context.hh
@@ -72,6 +72,7 @@ class GLContext : public Context {
static bool explicit_location_support;
static bool geometry_shader_invocations;
static bool fixed_restart_index_support;
+ static bool layered_rendering_support;
static bool multi_bind_support;
static bool multi_draw_indirect_support;
static bool shader_draw_parameters_support;
diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc
index 810d07e6ef1..4649d32deee 100644
--- a/source/blender/gpu/opengl/gl_shader.cc
+++ b/source/blender/gpu/opengl/gl_shader.cc
@@ -439,6 +439,9 @@ std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) con
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";
+ }
ss << "\n";
return ss.str();
}
@@ -501,7 +504,7 @@ static StageInterfaceInfo *find_interface_by_name(const Vector<StageInterfaceInf
const StringRefNull &name)
{
for (auto *iface : ifaces) {
- if (iface->name == name) {
+ if (iface->instance_name == name) {
return iface;
}
}
@@ -510,8 +513,8 @@ static StageInterfaceInfo *find_interface_by_name(const Vector<StageInterfaceInf
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_,
@@ -545,6 +548,65 @@ std::string GLShader::compute_layout_declare(const ShaderCreateInfo &info) const
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_barycentrics_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";
+ }
+ 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";
+ }
+ }
+ 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_barycentrics_support && bool(builtins & BuiltinBits::BARYCENTRIC_COORD)) {
+ return true;
+ }
+ return false;
+}
/** \} */
@@ -555,7 +617,7 @@ std::string GLShader::compute_layout_declare(const ShaderCreateInfo &info) const
static char *glsl_patch_default_get()
{
/** Used for shader patching. Init once. */
- static char patch[700] = "\0";
+ static char patch[1024] = "\0";
if (patch[0] != '\0') {
return patch;
}
@@ -599,6 +661,10 @@ static char *glsl_patch_default_get()
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");
+ }
/* Fallbacks. */
if (!GLContext::shader_draw_parameters_support) {
@@ -715,6 +781,14 @@ bool GLShader::finalize(const shader::ShaderCreateInfo *info)
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;
diff --git a/source/blender/gpu/opengl/gl_shader.hh b/source/blender/gpu/opengl/gl_shader.hh
index a82ab026c16..cc1c93142f8 100644
--- a/source/blender/gpu/opengl/gl_shader.hh
+++ b/source/blender/gpu/opengl/gl_shader.hh
@@ -94,6 +94,14 @@ class GLShader : public Shader {
/** Create, compile and attach the shader stage to the shader program. */
GLuint create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources);
+ /**
+ * \brief features available on newer implementation such as native barycentric coordinates
+ * and layered rendering, necessitate a geometry shader to work on older hardware.
+ */
+ std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
+
+ bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info);
+
MEM_CXX_CLASS_ALLOC_FUNCS("GLShader");
};