diff options
author | Peter Kim <pk15950@gmail.com> | 2022-09-08 07:00:12 +0300 |
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committer | Peter Kim <pk15950@gmail.com> | 2022-09-08 07:00:12 +0300 |
commit | 00dcfdf916c69672210b006e62d966f1bc2fbeb7 (patch) | |
tree | 0cbb1b91fe26c750197126085b74224a795a103c /source/blender/compositor/realtime_compositor/intern/shader_operation.cc | |
parent | a39532670f6b668da7be5810fb1f844b82feeba3 (diff) | |
parent | d5934974219135102f364f57c45a8b1465e2b8d9 (diff) |
Merge branch 'master' into xr-devxr-dev
Diffstat (limited to 'source/blender/compositor/realtime_compositor/intern/shader_operation.cc')
-rw-r--r-- | source/blender/compositor/realtime_compositor/intern/shader_operation.cc | 526 |
1 files changed, 526 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..8e52baf63ec --- /dev/null +++ b/source/blender/compositor/realtime_compositor/intern/shader_operation.cc @@ -0,0 +1,526 @@ +/* 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 bNodeSocket *input : node->input_sockets()) { + const DInputSocket dinput{node.context(), input}; + + /* 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 doutput = get_output_linked_to_input(dinput); + if (!doutput) { + 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(doutput.node())) { + link_node_input_internal(dinput, doutput); + 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(dinput, doutput, 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.bsocket()); + input_descriptor.type = get_node_socket_result_type(output_socket.bsocket()); + 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 bNodeSocket *output : node->output_sockets()) { + const DOutputSocket doutput{node.context(), output}; + + /* 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( + doutput, [&](DNode node) { return !compile_unit_.contains(node); }); + + if (need_to_populate_result) { + populate_operation_result(doutput, 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.bsocket()); + 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); + + if (BLI_listbase_is_empty(&attributes)) { + return; + } + + /* 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 |