diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-08-08 20:01:38 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-08-09 16:45:46 +0300 |
commit | f6639cc4fc1fd9fbbe1454ce216d6d0c8fe1ebdf (patch) | |
tree | dc4b1924fc1d4fbd085351cc26dab32c3235b448 /source/blender/draw/intern/shaders | |
parent | 2e4727e123c1cc652212875074f19f7b4bf46563 (diff) |
DRW: DebugDraw: Port module to C++ and add GPU capabilities
This is a complete rewrite of the draw debug drawing module in C++.
It uses `GPUStorageBuf` to store the data to be drawn and use indirect
drawing. This makes it easier to do a mirror API for GPU shaders.
The C++ API class is exposed through `draw_debug.hh` and should be used
when possible in new code.
However, the debug drawing will not work for platform not yet supporting
`GPUStorageBuf`. Also keep in mind that this module must only be used
in debug build for performance and compatibility reasons.
Diffstat (limited to 'source/blender/draw/intern/shaders')
8 files changed, 845 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl new file mode 100644 index 00000000000..7a79f957462 --- /dev/null +++ b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl @@ -0,0 +1,216 @@ + +/** + * Debugging drawing library + * + * Quick way to draw debug geometry. All input should be in world space and + * will be rendered in the default view. No additional setup required. + **/ + +/** Global switch option. */ +bool drw_debug_draw_enable = true; +const vec4 drw_debug_default_color = vec4(1.0, 0.0, 0.0, 1.0); + +/* -------------------------------------------------------------------- */ +/** \name Interals + * \{ */ + +uint drw_debug_start_draw(uint v_needed) +{ + uint vertid = atomicAdd(drw_debug_draw_v_count, v_needed); + /* NOTE: Skip the header manually. */ + vertid += 1; + return vertid; +} + +uint drw_debug_color_pack(vec4 color) +{ + color = clamp(color, 0.0, 1.0); + uint result = 0; + result |= uint(color.x * 255.0) << 0u; + result |= uint(color.y * 255.0) << 8u; + result |= uint(color.z * 255.0) << 16u; + result |= uint(color.w * 255.0) << 24u; + return result; +} + +void drw_debug_line(inout uint vertid, vec3 v1, vec3 v2, uint color) +{ + drw_debug_verts_buf[vertid++] = DRWDebugVert( + floatBitsToUint(v1.x), floatBitsToUint(v1.y), floatBitsToUint(v1.z), color); + drw_debug_verts_buf[vertid++] = DRWDebugVert( + floatBitsToUint(v2.x), floatBitsToUint(v2.y), floatBitsToUint(v2.z), color); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name API + * \{ */ + +/** + * Draw a line. + */ +void drw_debug_line(vec3 v1, vec3 v2, vec4 color) +{ + if (!drw_debug_draw_enable) { + return; + } + const uint v_needed = 2; + uint vertid = drw_debug_start_draw(v_needed); + if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) { + drw_debug_line(vertid, v1, v2, drw_debug_color_pack(color)); + } +} +void drw_debug_line(vec3 v1, vec3 v2) +{ + drw_debug_line(v1, v2, drw_debug_default_color); +} + +/** + * Draw a quad contour. + */ +void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4, vec4 color) +{ + if (!drw_debug_draw_enable) { + return; + } + const uint v_needed = 8; + uint vertid = drw_debug_start_draw(v_needed); + if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) { + uint pcolor = drw_debug_color_pack(color); + drw_debug_line(vertid, v1, v2, pcolor); + drw_debug_line(vertid, v2, v3, pcolor); + drw_debug_line(vertid, v3, v4, pcolor); + drw_debug_line(vertid, v4, v1, pcolor); + } +} +void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4) +{ + drw_debug_quad(v1, v2, v3, v4, drw_debug_default_color); +} + +/** + * Draw a point as octahedron wireframe. + */ +void drw_debug_point(vec3 p, float radius, vec4 color) +{ + if (!drw_debug_draw_enable) { + return; + } + vec3 c = vec3(radius, -radius, 0); + vec3 v1 = p + c.xzz; + vec3 v2 = p + c.zxz; + vec3 v3 = p + c.yzz; + vec3 v4 = p + c.zyz; + vec3 v5 = p + c.zzx; + vec3 v6 = p + c.zzy; + + const uint v_needed = 12 * 2; + uint vertid = drw_debug_start_draw(v_needed); + if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) { + uint pcolor = drw_debug_color_pack(color); + drw_debug_line(vertid, v1, v2, pcolor); + drw_debug_line(vertid, v2, v3, pcolor); + drw_debug_line(vertid, v3, v4, pcolor); + drw_debug_line(vertid, v4, v1, pcolor); + drw_debug_line(vertid, v1, v5, pcolor); + drw_debug_line(vertid, v2, v5, pcolor); + drw_debug_line(vertid, v3, v5, pcolor); + drw_debug_line(vertid, v4, v5, pcolor); + drw_debug_line(vertid, v1, v6, pcolor); + drw_debug_line(vertid, v2, v6, pcolor); + drw_debug_line(vertid, v3, v6, pcolor); + drw_debug_line(vertid, v4, v6, pcolor); + } +} +void drw_debug_point(vec3 p, float radius) +{ + drw_debug_point(p, radius, drw_debug_default_color); +} +void drw_debug_point(vec3 p) +{ + drw_debug_point(p, 0.01); +} + +/** + * Draw a sphere wireframe as 3 axes circle. + */ +void drw_debug_sphere(vec3 p, float radius, vec4 color) +{ + if (!drw_debug_draw_enable) { + return; + } + const int circle_resolution = 16; + const uint v_needed = circle_resolution * 2 * 3; + uint vertid = drw_debug_start_draw(v_needed); + if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) { + uint pcolor = drw_debug_color_pack(color); + for (int axis = 0; axis < 3; axis++) { + for (int edge = 0; edge < circle_resolution; edge++) { + float angle1 = (2.0 * 3.141592) * float(edge + 0) / float(circle_resolution); + vec3 p1 = vec3(cos(angle1), sin(angle1), 0.0); + p1 = vec3(p1[(0 + axis) % 3], p1[(1 + axis) % 3], p1[(2 + axis) % 3]); + + float angle2 = (2.0 * 3.141592) * float(edge + 1) / float(circle_resolution); + vec3 p2 = vec3(cos(angle2), sin(angle2), 0.0); + p2 = vec3(p2[(0 + axis) % 3], p2[(1 + axis) % 3], p2[(2 + axis) % 3]); + + drw_debug_line(vertid, p1, p2, pcolor); + } + } + } +} +void drw_debug_sphere(vec3 p, float radius) +{ + drw_debug_sphere(p, radius, drw_debug_default_color); +} + +/** + * Draw a matrix transformation as 3 colored axes. + */ +void drw_debug_matrix(mat4 mat, vec4 color) +{ + vec4 p[4] = vec4[4](vec4(0, 0, 0, 1), vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1)); + for (int i = 0; i < 4; i++) { + p[i] = mat * p[i]; + p[i].xyz /= p[i].w; + } + drw_debug_line(p[0].xyz, p[0].xyz, vec4(1, 0, 0, 1)); + drw_debug_line(p[0].xyz, p[1].xyz, vec4(0, 1, 0, 1)); + drw_debug_line(p[0].xyz, p[2].xyz, vec4(0, 0, 1, 1)); +} +void drw_debug_matrix(mat4 mat) +{ + drw_debug_matrix(mat, drw_debug_default_color); +} + +/** + * Draw a matrix as a 2 units length bounding box, centered on origin. + */ +void drw_debug_matrix_as_bbox(mat4 mat, vec4 color) +{ + vec4 p[8] = vec4[8](vec4(-1, -1, -1, 1), + vec4(1, -1, -1, 1), + vec4(1, 1, -1, 1), + vec4(-1, 1, -1, 1), + vec4(-1, -1, 1, 1), + vec4(1, -1, 1, 1), + vec4(1, 1, 1, 1), + vec4(-1, 1, 1, 1)); + for (int i = 0; i < 8; i++) { + p[i] = mat * p[i]; + p[i].xyz /= p[i].w; + } + drw_debug_quad(p[0].xyz, p[1].xyz, p[2].xyz, p[3].xyz, color); + drw_debug_line(p[0].xyz, p[4].xyz, color); + drw_debug_line(p[1].xyz, p[5].xyz, color); + drw_debug_line(p[2].xyz, p[6].xyz, color); + drw_debug_line(p[3].xyz, p[7].xyz, color); + drw_debug_quad(p[4].xyz, p[5].xyz, p[6].xyz, p[7].xyz, color); +} +void drw_debug_matrix_as_bbox(mat4 mat) +{ + drw_debug_matrix_as_bbox(mat, drw_debug_default_color); +} + +/** \} */ diff --git a/source/blender/draw/intern/shaders/common_debug_print_lib.glsl b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl new file mode 100644 index 00000000000..0c7f32bd00d --- /dev/null +++ b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl @@ -0,0 +1,389 @@ + +/** + * Debug print implementation for shaders. + * + * `print()`: + * Log variable or strings inside the viewport. + * Using a unique non string argument will print the variable name with it. + * Concatenate by using multiple arguments. i.e: `print("Looped ", n, "times.")`. + * `drw_print_no_endl()`: + * Same as `print()` but does not finish the line. + * `drw_print_value()`: + * Display only the value of a variable. Does not finish the line. + * `drw_print_value_hex()`: + * Display only the hex representation of a variable. Does not finish the line. + * `drw_print_value_binary()`: Display only the binary representation of a + * variable. Does not finish the line. + * + * IMPORTANT: As it is now, it is not yet thread safe. Only print from one thread. You can use the + * IS_DEBUG_MOUSE_FRAGMENT macro in fragment shader to filter using mouse position or + * IS_FIRST_INVOCATION in compute shaders. + * + * NOTE: Floating point representation might not be very precise (see drw_print_value(float)). + * + * IMPORTANT: Multipler drawcalls can write to the buffer in sequence (if they are from different + * shgroups). However, we add barriers to support this case and it might change the application + * behavior. Uncomment DISABLE_DEBUG_SHADER_drw_print_BARRIER to remove the barriers if that + * happens. But then you are limited to a single invocation output. + * + * IMPORTANT: All of these are copied to the CPU debug libs (draw_debug.cc). They need to be kept + * in sync to write the same data. + */ + +/** Global switch option when you want to silence all prints from all shaders at once. */ +bool drw_debug_print_enable = true; + +/* Set drw_print_col to max value so we will start by creating a new line and get the correct + * threadsafe row. */ +uint drw_print_col = DRW_DEBUG_PRINT_WORD_WRAP_COLUMN; +uint drw_print_row = 0u; + +void drw_print_newline() +{ + if (!drw_debug_print_enable) { + return; + } + drw_print_col = 0u; + drw_print_row = atomicAdd(drw_debug_print_row_shared, 1u) + 1u; +} + +void drw_print_string_start(uint len) +{ + if (!drw_debug_print_enable) { + return; + } + /* Break before word. */ + if (drw_print_col + len > DRW_DEBUG_PRINT_WORD_WRAP_COLUMN) { + drw_print_newline(); + } +} + +void drw_print_char4(uint data) +{ + if (!drw_debug_print_enable) { + return; + } + /* Convert into char stream. */ + for (; data != 0u; data >>= 8u) { + uint char1 = data & 0xFFu; + /* Check for null terminator. */ + if (char1 == 0x00) { + break; + } + uint cursor = atomicAdd(drw_debug_print_cursor, 1u); + /* NOTE: Skip the header manually. */ + cursor += 4; + if (cursor < DRW_DEBUG_PRINT_MAX) { + /* For future usage. (i.e: Color) */ + uint flags = 0u; + uint col = drw_print_col++; + uint drw_print_header = (flags << 24u) | (drw_print_row << 16u) | (col << 8u); + drw_debug_print_buf[cursor] = drw_print_header | char1; + /* Break word. */ + if (drw_print_col > DRW_DEBUG_PRINT_WORD_WRAP_COLUMN) { + drw_print_newline(); + } + } + } +} + +/** + * NOTE(fclem): Strange behavior emerge when trying to increment the digit + * counter inside the append function. It looks like the compiler does not see + * it is referenced as an index for char4 and thus do not capture the right + * reference. I do not know if this is undefined behavior. As a matter of + * precaution, we implement all the append function separately. This behavior + * was observed on both Mesa & amdgpu-pro. + */ +/* Using ascii char code. Expect char1 to be less or equal to 0xFF. Appends chars to the right. */ +void drw_print_append_char(uint char1, inout uint char4) +{ + char4 = (char4 << 8u) | char1; +} + +void drw_print_append_digit(uint digit, inout uint char4) +{ + const uint char_A = 0x41u; + const uint char_0 = 0x30u; + bool is_hexadecimal = digit > 9u; + char4 = (char4 << 8u) | (is_hexadecimal ? (char_A + digit - 10u) : (char_0 + digit)); +} + +void drw_print_append_space(inout uint char4) +{ + char4 = (char4 << 8u) | 0x20u; +} + +void drw_print_value_binary(uint value) +{ + drw_print_no_endl("0b"); + drw_print_string_start(10u * 4u); + uint digits[10] = uint[10](0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u); + uint digit = 0u; + for (uint i = 0u; i < 32u; i++) { + drw_print_append_digit(((value >> i) & 1u), digits[digit / 4u]); + digit++; + if ((i % 4u) == 3u) { + drw_print_append_space(digits[digit / 4u]); + digit++; + } + } + /* Numbers are written from right to left. So we need to reverse the order. */ + for (int j = 9; j >= 0; j--) { + drw_print_char4(digits[j]); + } +} + +void drw_print_value_binary(int value) +{ + drw_print_value_binary(uint(value)); +} + +void drw_print_value_binary(float value) +{ + drw_print_value_binary(floatBitsToUint(value)); +} + +void drw_print_value_uint(uint value, const bool hex, bool is_negative, const bool is_unsigned) +{ + drw_print_string_start(3u * 4u); + const uint blank_value = hex ? 0x30303030u : 0x20202020u; + const uint prefix = hex ? 0x78302020u : 0x20202020u; + uint digits[3] = uint[3](blank_value, blank_value, prefix); + const uint base = hex ? 16u : 10u; + uint digit = 0u; + /* Add `u` suffix. */ + if (is_unsigned) { + drw_print_append_char('u', digits[digit / 4u]); + digit++; + } + /* Number's digits. */ + for (; value != 0u || digit == uint(is_unsigned); value /= base) { + drw_print_append_digit(value % base, digits[digit / 4u]); + digit++; + } + /* Add negative sign. */ + if (is_negative) { + drw_print_append_char('-', digits[digit / 4u]); + digit++; + } + /* Need to pad to uint alignment because we are issuing chars in "reverse". */ + for (uint i = digit % 4u; i < 4u && i > 0u; i++) { + drw_print_append_space(digits[digit / 4u]); + digit++; + } + /* Numbers are written from right to left. So we need to reverse the order. */ + for (int j = 2; j >= 0; j--) { + drw_print_char4(digits[j]); + } +} + +void drw_print_value_hex(uint value) +{ + drw_print_value_uint(value, true, false, false); +} + +void drw_print_value_hex(int value) +{ + drw_print_value_uint(uint(value), true, false, false); +} + +void drw_print_value_hex(float value) +{ + drw_print_value_uint(floatBitsToUint(value), true, false, false); +} + +void drw_print_value(uint value) +{ + drw_print_value_uint(value, false, false, true); +} + +void drw_print_value(int value) +{ + drw_print_value_uint(uint(abs(value)), false, (value < 0), false); +} + +void drw_print_value(bool value) +{ + if (value) { + drw_print_no_endl("true "); + } + else { + drw_print_no_endl("false"); + } +} + +/* NOTE(@fclem): This is homebrew and might not be 100% accurate (accuracy has + * not been tested and might dependent on compiler implementation). If unsure, + * use drw_print_value_hex and transcribe the value manually with another tool. */ +void drw_print_value(float val) +{ + /* We pad the string to match normal float values length. */ + if (isnan(val)) { + drw_print_no_endl(" NaN"); + return; + } + if (isinf(val)) { + if (sign(val) < 0.0) { + drw_print_no_endl(" -Inf"); + } + else { + drw_print_no_endl(" Inf"); + } + return; + } + + /* Adjusted for significant digits (6) with sign (1), decimal separator (1) + * and exponent (4). */ + const float significant_digits = 6.0; + drw_print_string_start(3u * 4u); + uint digits[3] = uint[3](0x20202020u, 0x20202020u, 0x20202020u); + + float exponent = floor(log(abs(val)) / log(10.0)); + bool display_exponent = exponent >= (significant_digits) || + exponent <= (-significant_digits + 1.0); + + float int_significant_digits = min(exponent + 1.0, significant_digits); + float dec_significant_digits = max(0.0, significant_digits - int_significant_digits); + /* Power to get to the rounding point. */ + float rounding_power = dec_significant_digits; + + if (val == 0.0 || isinf(exponent)) { + display_exponent = false; + int_significant_digits = dec_significant_digits = 1.0; + } + /* Remap to keep significant numbers count. */ + if (display_exponent) { + int_significant_digits = 1.0; + dec_significant_digits = significant_digits - int_significant_digits; + rounding_power = -exponent + dec_significant_digits; + } + /* Round at the last significant digit. */ + val = round(val * pow(10.0, rounding_power)); + /* Get back to final exponent. */ + val *= pow(10.0, -dec_significant_digits); + + float int_part; + float dec_part = modf(val, int_part); + + dec_part *= pow(10.0, dec_significant_digits); + + const uint base = 10u; + uint digit = 0u; + /* Exponent */ + uint value = uint(abs(exponent)); + if (display_exponent) { + for (int i = 0; value != 0u || i == 0; i++, value /= base) { + drw_print_append_digit(value % base, digits[digit / 4u]); + digit++; + } + /* Exponent sign. */ + uint sign_char = (exponent < 0.0) ? '-' : '+'; + drw_print_append_char(sign_char, digits[digit / 4u]); + digit++; + /* Exponent `e` suffix. */ + drw_print_append_char(0x65u, digits[digit / 4u]); + digit++; + } + /* Decimal part. */ + value = uint(abs(dec_part)); +#if 0 /* We don't do that because it makes unstable values really hard to \ + read. */ + /* Trim trailing zeros. */ + while ((value % base) == 0u) { + value /= base; + if (value == 0u) { + break; + } + } +#endif + if (value != 0u) { + for (int i = 0; value != 0u || i == 0; i++, value /= base) { + drw_print_append_digit(value % base, digits[digit / 4u]); + digit++; + } + /* Point separator. */ + drw_print_append_char('.', digits[digit / 4u]); + digit++; + } + /* Integer part. */ + value = uint(abs(int_part)); + for (int i = 0; value != 0u || i == 0; i++, value /= base) { + drw_print_append_digit(value % base, digits[digit / 4u]); + digit++; + } + /* Negative sign. */ + if (val < 0.0) { + drw_print_append_char('-', digits[digit / 4u]); + digit++; + } + /* Need to pad to uint alignment because we are issuing chars in "reverse". */ + for (uint i = digit % 4u; i < 4u && i > 0u; i++) { + drw_print_append_space(digits[digit / 4u]); + digit++; + } + /* Numbers are written from right to left. So we need to reverse the order. */ + for (int j = 2; j >= 0; j--) { + drw_print_char4(digits[j]); + } +} + +void drw_print_value(vec2 value) +{ + drw_print_no_endl("vec2(", value[0], ", ", value[1], ")"); +} + +void drw_print_value(vec3 value) +{ + drw_print_no_endl("vec3(", value[0], ", ", value[1], ", ", value[1], ")"); +} + +void drw_print_value(vec4 value) +{ + drw_print_no_endl("vec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")"); +} + +void drw_print_value(ivec2 value) +{ + drw_print_no_endl("ivec2(", value[0], ", ", value[1], ")"); +} + +void drw_print_value(ivec3 value) +{ + drw_print_no_endl("ivec3(", value[0], ", ", value[1], ", ", value[1], ")"); +} + +void drw_print_value(ivec4 value) +{ + drw_print_no_endl("ivec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")"); +} + +void drw_print_value(uvec2 value) +{ + drw_print_no_endl("uvec2(", value[0], ", ", value[1], ")"); +} + +void drw_print_value(uvec3 value) +{ + drw_print_no_endl("uvec3(", value[0], ", ", value[1], ", ", value[1], ")"); +} + +void drw_print_value(uvec4 value) +{ + drw_print_no_endl("uvec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")"); +} + +void drw_print_value(bvec2 value) +{ + drw_print_no_endl("bvec2(", value[0], ", ", value[1], ")"); +} + +void drw_print_value(bvec3 value) +{ + drw_print_no_endl("bvec3(", value[0], ", ", value[1], ", ", value[1], ")"); +} + +void drw_print_value(bvec4 value) +{ + drw_print_no_endl("bvec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")"); +} diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index 8eecaa46b58..8ab2ef10e4c 100644 --- a/source/blender/draw/intern/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -37,6 +37,9 @@ layout(std140) uniform viewBlock # endif #endif +#define IS_DEBUG_MOUSE_FRAGMENT (ivec2(gl_FragCoord) == drw_view.mouse_pixel) +#define IS_FIRST_INVOCATION (gl_GlobalInvocationID == uvec3(0)) + #define ViewNear (ViewVecs[0].w) #define ViewFar (ViewVecs[1].w) diff --git a/source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl new file mode 100644 index 00000000000..3fc5294b024 --- /dev/null +++ b/source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl @@ -0,0 +1,9 @@ + +/** + * Display debug edge list. + **/ + +void main() +{ + out_color = interp.color; +} diff --git a/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl new file mode 100644 index 00000000000..92c546aa203 --- /dev/null +++ b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl @@ -0,0 +1,15 @@ + +/** + * Display debug edge list. + **/ + +void main() +{ + /* Skip the first vertex containing header data. */ + DRWDebugVert vert = drw_debug_verts_buf[gl_VertexID + 1]; + vec3 pos = uintBitsToFloat(uvec3(vert.pos0, vert.pos1, vert.pos2)); + vec4 col = vec4((uvec4(vert.color) >> uvec4(0, 8, 16, 24)) & 0xFFu); + + interp.color = col; + gl_Position = persmat * vec4(pos, 1.0); +} diff --git a/source/blender/draw/intern/shaders/draw_debug_info.hh b/source/blender/draw/intern/shaders/draw_debug_info.hh new file mode 100644 index 00000000000..7fbbc858d61 --- /dev/null +++ b/source/blender/draw/intern/shaders/draw_debug_info.hh @@ -0,0 +1,51 @@ + +#include "gpu_shader_create_info.hh" + +/* -------------------------------------------------------------------- */ +/** \name Debug print + * + * Allows print() function to have logging support inside shaders. + * \{ */ + +GPU_SHADER_CREATE_INFO(draw_debug_print) + .typedef_source("draw_shader_shared.h") + .storage_buf(7, Qualifier::READ_WRITE, "uint", "drw_debug_print_buf[]"); + +GPU_SHADER_INTERFACE_INFO(draw_debug_print_display_iface, "").flat(Type::UINT, "char_index"); + +GPU_SHADER_CREATE_INFO(draw_debug_print_display) + .do_static_compilation(true) + .typedef_source("draw_shader_shared.h") + .storage_buf(7, Qualifier::READ, "uint", "drw_debug_print_buf[]") + .vertex_out(draw_debug_print_display_iface) + .fragment_out(0, Type::VEC4, "out_color") + .vertex_source("draw_debug_print_display_vert.glsl") + .fragment_source("draw_debug_print_display_frag.glsl") + .additional_info("draw_view"); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Debug draw shapes + * + * Allows to draw lines and points just like the DRW_debug module functions. + * \{ */ + +GPU_SHADER_CREATE_INFO(draw_debug_draw) + .typedef_source("draw_shader_shared.h") + .storage_buf(6, Qualifier::READ_WRITE, "DRWDebugVert", "drw_debug_verts_buf[]"); + +GPU_SHADER_INTERFACE_INFO(draw_debug_draw_display_iface, "interp").flat(Type::VEC4, "color"); + +GPU_SHADER_CREATE_INFO(draw_debug_draw_display) + .do_static_compilation(true) + .typedef_source("draw_shader_shared.h") + .storage_buf(6, Qualifier::READ, "DRWDebugVert", "drw_debug_verts_buf[]") + .vertex_out(draw_debug_draw_display_iface) + .fragment_out(0, Type::VEC4, "out_color") + .push_constant(Type::MAT4, "persmat") + .vertex_source("draw_debug_draw_display_vert.glsl") + .fragment_source("draw_debug_draw_display_frag.glsl") + .additional_info("draw_view"); + +/** \} */ diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl new file mode 100644 index 00000000000..fe608816109 --- /dev/null +++ b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl @@ -0,0 +1,133 @@ + +/** + * Display characters using an ascii table. + **/ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + +bool char_intersect(uvec2 bitmap_position) +{ + /* Using 8x8 = 64bits = uvec2. */ + uvec2 ascii_bitmap[96] = uvec2[96](uvec2(0x00000000u, 0x00000000u), + uvec2(0x18001800u, 0x183c3c18u), + uvec2(0x00000000u, 0x36360000u), + uvec2(0x7f363600u, 0x36367f36u), + uvec2(0x301f0c00u, 0x0c3e031eu), + uvec2(0x0c666300u, 0x00633318u), + uvec2(0x3b336e00u, 0x1c361c6eu), + uvec2(0x00000000u, 0x06060300u), + uvec2(0x060c1800u, 0x180c0606u), + uvec2(0x180c0600u, 0x060c1818u), + uvec2(0x3c660000u, 0x00663cffu), + uvec2(0x0c0c0000u, 0x000c0c3fu), + uvec2(0x000c0c06u, 0x00000000u), + uvec2(0x00000000u, 0x0000003fu), + uvec2(0x000c0c00u, 0x00000000u), + uvec2(0x06030100u, 0x6030180cu), + uvec2(0x6f673e00u, 0x3e63737bu), + uvec2(0x0c0c3f00u, 0x0c0e0c0cu), + uvec2(0x06333f00u, 0x1e33301cu), + uvec2(0x30331e00u, 0x1e33301cu), + uvec2(0x7f307800u, 0x383c3633u), + uvec2(0x30331e00u, 0x3f031f30u), + uvec2(0x33331e00u, 0x1c06031fu), + uvec2(0x0c0c0c00u, 0x3f333018u), + uvec2(0x33331e00u, 0x1e33331eu), + uvec2(0x30180e00u, 0x1e33333eu), + uvec2(0x000c0c00u, 0x000c0c00u), + uvec2(0x000c0c06u, 0x000c0c00u), + uvec2(0x060c1800u, 0x180c0603u), + uvec2(0x003f0000u, 0x00003f00u), + uvec2(0x180c0600u, 0x060c1830u), + uvec2(0x0c000c00u, 0x1e333018u), + uvec2(0x7b031e00u, 0x3e637b7bu), + uvec2(0x3f333300u, 0x0c1e3333u), + uvec2(0x66663f00u, 0x3f66663eu), + uvec2(0x03663c00u, 0x3c660303u), + uvec2(0x66361f00u, 0x1f366666u), + uvec2(0x16467f00u, 0x7f46161eu), + uvec2(0x16060f00u, 0x7f46161eu), + uvec2(0x73667c00u, 0x3c660303u), + uvec2(0x33333300u, 0x3333333fu), + uvec2(0x0c0c1e00u, 0x1e0c0c0cu), + uvec2(0x33331e00u, 0x78303030u), + uvec2(0x36666700u, 0x6766361eu), + uvec2(0x46667f00u, 0x0f060606u), + uvec2(0x6b636300u, 0x63777f7fu), + uvec2(0x73636300u, 0x63676f7bu), + uvec2(0x63361c00u, 0x1c366363u), + uvec2(0x06060f00u, 0x3f66663eu), + uvec2(0x3b1e3800u, 0x1e333333u), + uvec2(0x36666700u, 0x3f66663eu), + uvec2(0x38331e00u, 0x1e33070eu), + uvec2(0x0c0c1e00u, 0x3f2d0c0cu), + uvec2(0x33333f00u, 0x33333333u), + uvec2(0x331e0c00u, 0x33333333u), + uvec2(0x7f776300u, 0x6363636bu), + uvec2(0x1c366300u, 0x6363361cu), + uvec2(0x0c0c1e00u, 0x3333331eu), + uvec2(0x4c667f00u, 0x7f633118u), + uvec2(0x06061e00u, 0x1e060606u), + uvec2(0x30604000u, 0x03060c18u), + uvec2(0x18181e00u, 0x1e181818u), + uvec2(0x00000000u, 0x081c3663u), + uvec2(0x000000ffu, 0x00000000u), + uvec2(0x00000000u, 0x0c0c1800u), + uvec2(0x3e336e00u, 0x00001e30u), + uvec2(0x66663b00u, 0x0706063eu), + uvec2(0x03331e00u, 0x00001e33u), + uvec2(0x33336e00u, 0x3830303eu), + uvec2(0x3f031e00u, 0x00001e33u), + uvec2(0x06060f00u, 0x1c36060fu), + uvec2(0x333e301fu, 0x00006e33u), + uvec2(0x66666700u, 0x0706366eu), + uvec2(0x0c0c1e00u, 0x0c000e0cu), + uvec2(0x3033331eu, 0x30003030u), + uvec2(0x1e366700u, 0x07066636u), + uvec2(0x0c0c1e00u, 0x0e0c0c0cu), + uvec2(0x7f6b6300u, 0x0000337fu), + uvec2(0x33333300u, 0x00001f33u), + uvec2(0x33331e00u, 0x00001e33u), + uvec2(0x663e060fu, 0x00003b66u), + uvec2(0x333e3078u, 0x00006e33u), + uvec2(0x66060f00u, 0x00003b6eu), + uvec2(0x1e301f00u, 0x00003e03u), + uvec2(0x0c2c1800u, 0x080c3e0cu), + uvec2(0x33336e00u, 0x00003333u), + uvec2(0x331e0c00u, 0x00003333u), + uvec2(0x7f7f3600u, 0x0000636bu), + uvec2(0x1c366300u, 0x00006336u), + uvec2(0x333e301fu, 0x00003333u), + uvec2(0x0c263f00u, 0x00003f19u), + uvec2(0x0c0c3800u, 0x380c0c07u), + uvec2(0x18181800u, 0x18181800u), + uvec2(0x0c0c0700u, 0x070c0c38u), + uvec2(0x00000000u, 0x6e3b0000u), + uvec2(0x00000000u, 0x00000000u)); + + if (!in_range_inclusive(bitmap_position, uvec2(0), uvec2(7))) { + return false; + } + uint char_bits = ascii_bitmap[char_index][bitmap_position.y >> 2u & 1u]; + char_bits = (char_bits >> ((bitmap_position.y & 3u) * 8u + bitmap_position.x)); + return (char_bits & 1u) != 0u; +} + +void main() +{ + uvec2 bitmap_position = uvec2(gl_PointCoord.xy * 8.0); + /* Point coord start from top left corner. But layout is from bottom to top. */ + bitmap_position.y = 7 - bitmap_position.y; + + if (char_intersect(bitmap_position)) { + out_color = vec4(1); + } + else if (char_intersect(bitmap_position + uvec2(0, 1))) { + /* Shadow */ + out_color = vec4(0, 0, 0, 1); + } + else { + /* Transparent Background for ease of read. */ + out_color = vec4(0, 0, 0, 0.2); + } +}
\ No newline at end of file diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl new file mode 100644 index 00000000000..c8fc3815436 --- /dev/null +++ b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl @@ -0,0 +1,29 @@ + +/** + * Display characters using an ascii table. Outputs one point per character. + **/ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + +void main() +{ + /* Skip first 4 chars containing header data. */ + uint char_data = drw_debug_print_buf[gl_VertexID + 4]; + char_index = (char_data & 0xFFu) - 0x20u; + + /* Discard invalid chars. */ + if (char_index >= 96u) { + gl_Position = vec4(-1); + gl_PointSize = 0.0; + return; + } + uint row = (char_data >> 16u) & 0xFFu; + uint col = (char_data >> 8u) & 0xFFu; + + float char_size = 16.0; + /* Change anchor point to the top left. */ + vec2 pos_on_screen = char_size * vec2(col, row) + char_size * 4; + gl_Position = vec4( + pos_on_screen * drw_view.viewport_size_inverse * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0, 1); + gl_PointSize = char_size; +}
\ No newline at end of file |