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authorOmar Emara <mail@OmarEmara.dev>2022-08-10 10:14:22 +0300
committerOmar Emara <mail@OmarEmara.dev>2022-08-10 10:14:22 +0300
commit624b0ac656e4876c8518adb479be94e581c46bb8 (patch)
treecd5cd314498cab0ca367d33ce41f768de1af378e /source/blender/compositor/realtime_compositor/intern/shader_operation.cc
parent169216684a7dd9fff065bad2c0bad60578f9412f (diff)
Realtime Compositor: Add evaluator and engine
This patch adds the core realtime compositor evaluator as well as a compositor draw engine powered by the evaluator that operates in the viewport. The realtime compositor is a new GPU accelerated compositor that will be used to power the viewport compositor imminently as well as the existing compositor in the future. This patch only adds the evaluator and engine as an experimental feature, the implementation of the nodes themselves will be committed separately. See T99210. Differential Revision: https://developer.blender.org/D15206 Reviewed By: Clement Foucault
Diffstat (limited to 'source/blender/compositor/realtime_compositor/intern/shader_operation.cc')
-rw-r--r--source/blender/compositor/realtime_compositor/intern/shader_operation.cc522
1 files changed, 522 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/intern/shader_operation.cc b/source/blender/compositor/realtime_compositor/intern/shader_operation.cc
new file mode 100644
index 00000000000..931d417acad
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/shader_operation.cc
@@ -0,0 +1,522 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <memory>
+#include <string>
+
+#include "BLI_listbase.h"
+#include "BLI_map.hh"
+#include "BLI_string_ref.hh"
+#include "BLI_utildefines.h"
+
+#include "DNA_customdata_types.h"
+
+#include "GPU_material.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+#include "GPU_uniform_buffer.h"
+
+#include "gpu_shader_create_info.hh"
+
+#include "NOD_derived_node_tree.hh"
+#include "NOD_node_declaration.hh"
+
+#include "COM_context.hh"
+#include "COM_operation.hh"
+#include "COM_result.hh"
+#include "COM_scheduler.hh"
+#include "COM_shader_node.hh"
+#include "COM_shader_operation.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+ShaderOperation::ShaderOperation(Context &context, ShaderCompileUnit &compile_unit)
+ : Operation(context), compile_unit_(compile_unit)
+{
+ material_ = GPU_material_from_callbacks(&construct_material, &generate_code, this);
+ GPU_material_status_set(material_, GPU_MAT_QUEUED);
+ GPU_material_compile(material_);
+}
+
+ShaderOperation::~ShaderOperation()
+{
+ GPU_material_free_single(material_);
+}
+
+void ShaderOperation::execute()
+{
+ const Domain domain = compute_domain();
+ for (StringRef identifier : output_sockets_to_output_identifiers_map_.values()) {
+ Result &result = get_result(identifier);
+ result.allocate_texture(domain);
+ }
+
+ GPUShader *shader = GPU_material_get_shader(material_);
+ GPU_shader_bind(shader);
+
+ bind_material_resources(shader);
+ bind_inputs(shader);
+ bind_outputs(shader);
+
+ compute_dispatch_threads_at_least(shader, domain.size);
+
+ GPU_texture_unbind_all();
+ GPU_texture_image_unbind_all();
+ GPU_uniformbuf_unbind_all();
+ GPU_shader_unbind();
+}
+
+StringRef ShaderOperation::get_output_identifier_from_output_socket(DOutputSocket output_socket)
+{
+ return output_sockets_to_output_identifiers_map_.lookup(output_socket);
+}
+
+Map<std::string, DOutputSocket> &ShaderOperation::get_inputs_to_linked_outputs_map()
+{
+ return inputs_to_linked_outputs_map_;
+}
+
+void ShaderOperation::compute_results_reference_counts(const Schedule &schedule)
+{
+ for (const auto &item : output_sockets_to_output_identifiers_map_.items()) {
+ const int reference_count = number_of_inputs_linked_to_output_conditioned(
+ item.key, [&](DInputSocket input) { return schedule.contains(input.node()); });
+
+ get_result(item.value).set_initial_reference_count(reference_count);
+ }
+}
+
+void ShaderOperation::bind_material_resources(GPUShader *shader)
+{
+ /* Bind the uniform buffer of the material if it exists. It may not exist if the GPU material has
+ * no uniforms. */
+ GPUUniformBuf *ubo = GPU_material_uniform_buffer_get(material_);
+ if (ubo) {
+ GPU_uniformbuf_bind(ubo, GPU_shader_get_uniform_block_binding(shader, GPU_UBO_BLOCK_NAME));
+ }
+
+ /* Bind color band textures needed by curve and ramp nodes. */
+ ListBase textures = GPU_material_textures(material_);
+ LISTBASE_FOREACH (GPUMaterialTexture *, texture, &textures) {
+ if (texture->colorband) {
+ const int texture_image_unit = GPU_shader_get_texture_binding(shader, texture->sampler_name);
+ GPU_texture_bind(*texture->colorband, texture_image_unit);
+ }
+ }
+}
+
+void ShaderOperation::bind_inputs(GPUShader *shader)
+{
+ /* Attributes represents the inputs of the operation and their names match those of the inputs of
+ * the operation as well as the corresponding texture samples in the shader. */
+ ListBase attributes = GPU_material_attributes(material_);
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attribute, &attributes) {
+ get_input(attribute->name).bind_as_texture(shader, attribute->name);
+ }
+}
+
+void ShaderOperation::bind_outputs(GPUShader *shader)
+{
+ for (StringRefNull output_identifier : output_sockets_to_output_identifiers_map_.values()) {
+ get_result(output_identifier).bind_as_image(shader, output_identifier.c_str());
+ }
+}
+
+void ShaderOperation::construct_material(void *thunk, GPUMaterial *material)
+{
+ ShaderOperation *operation = static_cast<ShaderOperation *>(thunk);
+ for (DNode node : operation->compile_unit_) {
+ ShaderNode *shader_node = node->typeinfo()->get_compositor_shader_node(node);
+ operation->shader_nodes_.add_new(node, std::unique_ptr<ShaderNode>(shader_node));
+
+ operation->link_node_inputs(node, material);
+
+ shader_node->compile(material);
+
+ operation->populate_results_for_node(node, material);
+ }
+}
+
+void ShaderOperation::link_node_inputs(DNode node, GPUMaterial *material)
+{
+ for (const InputSocketRef *input_ref : node->inputs()) {
+ const DInputSocket input{node.context(), input_ref};
+
+ /* Get the output linked to the input. If it is null, that means the input is unlinked.
+ * Unlinked inputs are linked by the node compile method, so skip this here. */
+ const DOutputSocket output = get_output_linked_to_input(input);
+ if (!output) {
+ continue;
+ }
+
+ /* If the origin node is part of the shader operation, then the link is internal to the GPU
+ * material graph and is linked appropriately. */
+ if (compile_unit_.contains(output.node())) {
+ link_node_input_internal(input, output);
+ continue;
+ }
+
+ /* Otherwise, the origin node is not part of the shader operation, then the link is external to
+ * the GPU material graph and an input to the shader operation must be declared and linked to
+ * the node input. */
+ link_node_input_external(input, output, material);
+ }
+}
+
+void ShaderOperation::link_node_input_internal(DInputSocket input_socket,
+ DOutputSocket output_socket)
+{
+ ShaderNode &output_node = *shader_nodes_.lookup(output_socket.node());
+ GPUNodeStack &output_stack = output_node.get_output(output_socket->identifier());
+
+ ShaderNode &input_node = *shader_nodes_.lookup(input_socket.node());
+ GPUNodeStack &input_stack = input_node.get_input(input_socket->identifier());
+
+ input_stack.link = output_stack.link;
+}
+
+void ShaderOperation::link_node_input_external(DInputSocket input_socket,
+ DOutputSocket output_socket,
+ GPUMaterial *material)
+{
+
+ ShaderNode &node = *shader_nodes_.lookup(input_socket.node());
+ GPUNodeStack &stack = node.get_input(input_socket->identifier());
+
+ /* An input was already declared for that same output socket, so no need to declare it again. */
+ if (!output_to_material_attribute_map_.contains(output_socket)) {
+ declare_operation_input(input_socket, output_socket, material);
+ }
+
+ /* Link the attribute representing the shader operation input corresponding to the given output
+ * socket. */
+ stack.link = output_to_material_attribute_map_.lookup(output_socket);
+}
+
+static const char *get_set_function_name(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "set_value";
+ case ResultType::Vector:
+ return "set_rgb";
+ case ResultType::Color:
+ return "set_rgba";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ShaderOperation::declare_operation_input(DInputSocket input_socket,
+ DOutputSocket output_socket,
+ GPUMaterial *material)
+{
+ const int input_index = output_to_material_attribute_map_.size();
+ std::string input_identifier = "input" + std::to_string(input_index);
+
+ /* Declare the input descriptor for this input and prefer to declare its type to be the same as
+ * the type of the output socket because doing type conversion in the shader is much cheaper. */
+ InputDescriptor input_descriptor = input_descriptor_from_input_socket(input_socket.socket_ref());
+ input_descriptor.type = get_node_socket_result_type(output_socket.socket_ref());
+ declare_input_descriptor(input_identifier, input_descriptor);
+
+ /* Add a new GPU attribute representing an input to the GPU material. Instead of using the
+ * attribute directly, we link it to an appropriate set function and use its output link instead.
+ * This is needed because the gputype member of the attribute is only initialized if it is linked
+ * to a GPU node. */
+ GPUNodeLink *attribute_link;
+ GPU_link(material,
+ get_set_function_name(input_descriptor.type),
+ GPU_attribute(material, CD_AUTO_FROM_NAME, input_identifier.c_str()),
+ &attribute_link);
+
+ /* Map the output socket to the attribute that was created for it. */
+ output_to_material_attribute_map_.add(output_socket, attribute_link);
+
+ /* Map the identifier of the operation input to the output socket it is linked to. */
+ inputs_to_linked_outputs_map_.add_new(input_identifier, output_socket);
+}
+
+void ShaderOperation::populate_results_for_node(DNode node, GPUMaterial *material)
+{
+ for (const OutputSocketRef *output_ref : node->outputs()) {
+ const DOutputSocket output{node.context(), output_ref};
+
+ /* If any of the nodes linked to the output are not part of the shader operation, then an
+ * output result needs to be populated for it. */
+ const bool need_to_populate_result = is_output_linked_to_node_conditioned(
+ output, [&](DNode node) { return !compile_unit_.contains(node); });
+
+ if (need_to_populate_result) {
+ populate_operation_result(output, material);
+ }
+ }
+}
+
+static const char *get_store_function_name(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "node_compositor_store_output_float";
+ case ResultType::Vector:
+ return "node_compositor_store_output_vector";
+ case ResultType::Color:
+ return "node_compositor_store_output_color";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ShaderOperation::populate_operation_result(DOutputSocket output_socket, GPUMaterial *material)
+{
+ const unsigned int output_id = output_sockets_to_output_identifiers_map_.size();
+ std::string output_identifier = "output" + std::to_string(output_id);
+
+ const ResultType result_type = get_node_socket_result_type(output_socket.socket_ref());
+ const Result result = Result(result_type, texture_pool());
+ populate_result(output_identifier, result);
+
+ /* Map the output socket to the identifier of the newly populated result. */
+ output_sockets_to_output_identifiers_map_.add_new(output_socket, output_identifier);
+
+ ShaderNode &node = *shader_nodes_.lookup(output_socket.node());
+ GPUNodeLink *output_link = node.get_output(output_socket->identifier()).link;
+
+ /* Link the output node stack to an output storer storing in the appropriate result. The result
+ * is identified by its index in the operation and the index is encoded as a float to be passed
+ * to the GPU function. Additionally, create an output link from the storer node to declare as an
+ * output to the GPU material. This storer output link is a dummy link in the sense that its
+ * value is ignored since it is already written in the output, but it is used to track nodes that
+ * contribute to the output of the compositor node tree. */
+ GPUNodeLink *storer_output_link;
+ GPUNodeLink *id_link = GPU_constant((float *)&output_id);
+ const char *store_function_name = get_store_function_name(result_type);
+ GPU_link(material, store_function_name, id_link, output_link, &storer_output_link);
+
+ /* Declare the output link of the storer node as an output of the GPU material to help the GPU
+ * code generator to track the nodes that contribute to the output of the shader. */
+ GPU_material_add_output_link_composite(material, storer_output_link);
+}
+
+using namespace gpu::shader;
+
+void ShaderOperation::generate_code(void *thunk,
+ GPUMaterial *material,
+ GPUCodegenOutput *code_generator_output)
+{
+ ShaderOperation *operation = static_cast<ShaderOperation *>(thunk);
+ ShaderCreateInfo &shader_create_info = *reinterpret_cast<ShaderCreateInfo *>(
+ code_generator_output->create_info);
+
+ shader_create_info.local_group_size(16, 16);
+
+ /* The resources are added without explicit locations, so make sure it is done by the
+ * shader creator. */
+ shader_create_info.auto_resource_location(true);
+
+ /* Add implementation for implicit conversion operations inserted by the code generator. This
+ * file should include the functions [float|vec3|vec4]_from_[float|vec3|vec4]. */
+ shader_create_info.typedef_source("gpu_shader_compositor_type_conversion.glsl");
+
+ /* The source shader is a compute shader with a main function that calls the dynamically
+ * generated evaluate function. The evaluate function includes the serialized GPU material graph
+ * preceded by code that initialized the inputs of the operation. Additionally, the storer
+ * functions that writes the outputs are defined outside the evaluate function. */
+ shader_create_info.compute_source("gpu_shader_compositor_main.glsl");
+
+ /* The main function is emitted in the shader before the evaluate function, so the evaluate
+ * function needs to be forward declared here. */
+ shader_create_info.typedef_source_generated += "void evaluate();\n";
+
+ operation->generate_code_for_outputs(shader_create_info);
+
+ shader_create_info.compute_source_generated += "void evaluate()\n{\n";
+
+ operation->generate_code_for_inputs(material, shader_create_info);
+
+ shader_create_info.compute_source_generated += code_generator_output->composite;
+
+ shader_create_info.compute_source_generated += "}\n";
+}
+
+static eGPUTextureFormat texture_format_from_result_type(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return GPU_R16F;
+ case ResultType::Vector:
+ return GPU_RGBA16F;
+ case ResultType::Color:
+ return GPU_RGBA16F;
+ }
+
+ BLI_assert_unreachable();
+ return GPU_RGBA16F;
+}
+
+/* Texture storers in the shader always take a vec4 as an argument, so encode each type in a vec4
+ * appropriately. */
+static const char *glsl_store_expression_from_result_type(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "vec4(value)";
+ case ResultType::Vector:
+ return "vec4(vector, 0.0)";
+ case ResultType::Color:
+ return "color";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ShaderOperation::generate_code_for_outputs(ShaderCreateInfo &shader_create_info)
+{
+ const std::string store_float_function_header = "void store_float(const uint id, float value)";
+ const std::string store_vector_function_header = "void store_vector(const uint id, vec3 vector)";
+ const std::string store_color_function_header = "void store_color(const uint id, vec4 color)";
+
+ /* The store functions are used by the node_compositor_store_output_[float|vector|color]
+ * functions but are only defined later as part of the compute source, so they need to be forward
+ * declared. */
+ shader_create_info.typedef_source_generated += store_float_function_header + ";\n";
+ shader_create_info.typedef_source_generated += store_vector_function_header + ";\n";
+ shader_create_info.typedef_source_generated += store_color_function_header + ";\n";
+
+ /* Each of the store functions is essentially a single switch case on the given ID, so start by
+ * opening the function with a curly bracket followed by opening a switch statement in each of
+ * the functions. */
+ std::stringstream store_float_function;
+ std::stringstream store_vector_function;
+ std::stringstream store_color_function;
+ const std::string store_function_start = "\n{\n switch (id) {\n";
+ store_float_function << store_float_function_header << store_function_start;
+ store_vector_function << store_vector_function_header << store_function_start;
+ store_color_function << store_color_function_header << store_function_start;
+
+ for (StringRefNull output_identifier : output_sockets_to_output_identifiers_map_.values()) {
+ const Result &result = get_result(output_identifier);
+
+ /* Add a write-only image for this output where its values will be written. */
+ shader_create_info.image(0,
+ texture_format_from_result_type(result.type()),
+ Qualifier::WRITE,
+ ImageType::FLOAT_2D,
+ output_identifier,
+ Frequency::BATCH);
+
+ /* Add a case for the index of this output followed by a break statement. */
+ std::stringstream case_code;
+ const std::string store_expression = glsl_store_expression_from_result_type(result.type());
+ const std::string texel = ", ivec2(gl_GlobalInvocationID.xy), ";
+ case_code << " case " << StringRef(output_identifier).drop_known_prefix("output") << ":\n"
+ << " imageStore(" << output_identifier << texel << store_expression << ");\n"
+ << " break;\n";
+
+ /* Only add the case to the function with the matching type. */
+ switch (result.type()) {
+ case ResultType::Float:
+ store_float_function << case_code.str();
+ break;
+ case ResultType::Vector:
+ store_vector_function << case_code.str();
+ break;
+ case ResultType::Color:
+ store_color_function << case_code.str();
+ break;
+ }
+ }
+
+ /* Close the previously opened switch statement as well as the function itself. */
+ const std::string store_function_end = " }\n}\n\n";
+ store_float_function << store_function_end;
+ store_vector_function << store_function_end;
+ store_color_function << store_function_end;
+
+ shader_create_info.compute_source_generated += store_float_function.str() +
+ store_vector_function.str() +
+ store_color_function.str();
+}
+
+static const char *glsl_type_from_result_type(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "float";
+ case ResultType::Vector:
+ return "vec3";
+ case ResultType::Color:
+ return "vec4";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+/* Texture loaders in the shader always return a vec4, so a swizzle is needed to retrieve the
+ * actual value for each type. */
+static const char *glsl_swizzle_from_result_type(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "x";
+ case ResultType::Vector:
+ return "xyz";
+ case ResultType::Color:
+ return "rgba";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ShaderOperation::generate_code_for_inputs(GPUMaterial *material,
+ ShaderCreateInfo &shader_create_info)
+{
+ /* The attributes of the GPU material represents the inputs of the operation. */
+ ListBase attributes = GPU_material_attributes(material);
+
+ /* Add a texture sampler for each of the inputs with the same name as the attribute. */
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attribute, &attributes) {
+ shader_create_info.sampler(0, ImageType::FLOAT_2D, attribute->name, Frequency::BATCH);
+ }
+
+ /* Declare a struct called var_attrs that includes an appropriately typed member for each of the
+ * inputs. The names of the members should be the letter v followed by the ID of the attribute
+ * corresponding to the input. Such names are expected by the code generator. */
+ std::stringstream declare_attributes;
+ declare_attributes << "struct {\n";
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attribute, &attributes) {
+ const InputDescriptor &input_descriptor = get_input_descriptor(attribute->name);
+ const std::string type = glsl_type_from_result_type(input_descriptor.type);
+ declare_attributes << " " << type << " v" << attribute->id << ";\n";
+ }
+ declare_attributes << "} var_attrs;\n\n";
+
+ shader_create_info.compute_source_generated += declare_attributes.str();
+
+ /* The texture loader utilities are needed to sample the input textures and initialize the
+ * attributes. */
+ shader_create_info.typedef_source("gpu_shader_compositor_texture_utilities.glsl");
+
+ /* Initialize each member of the previously declared struct by loading its corresponding texture
+ * with an appropriate swizzle for its type. */
+ std::stringstream initialize_attributes;
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attribute, &attributes) {
+ const InputDescriptor &input_descriptor = get_input_descriptor(attribute->name);
+ const std::string swizzle = glsl_swizzle_from_result_type(input_descriptor.type);
+ initialize_attributes << "var_attrs.v" << attribute->id << " = "
+ << "texture_load(" << attribute->name
+ << ", ivec2(gl_GlobalInvocationID.xy))." << swizzle << ";\n";
+ }
+ initialize_attributes << "\n";
+
+ shader_create_info.compute_source_generated += initialize_attributes.str();
+}
+
+} // namespace blender::realtime_compositor