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authorClément Foucault <foucault.clem@gmail.com>2020-07-31 00:49:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-02 03:10:22 +0300
commit6941e27f4a37ab6d91a18cda1bc99e8697f4f840 (patch)
tree1129d0a7a64d3e1db7b8d9c21d438b79ee86903d /source/blender/gpu/intern/gpu_shader_interface.cc
parentde097b28cc5d8312eb70bdd1b1044d794b801eca (diff)
GPU: Convert gpu_shader_interface.c to C++
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_interface.cc')
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.cc541
1 files changed, 541 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_interface.cc b/source/blender/gpu/intern/gpu_shader_interface.cc
new file mode 100644
index 00000000000..4586b1ce814
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_interface.cc
@@ -0,0 +1,541 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 by Mike Erwin.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * GPU shader interface (C --> GLSL)
+ */
+
+#include "BKE_global.h"
+
+#include "BLI_bitmap.h"
+#include "BLI_math_base.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "GPU_shader_interface.h"
+
+#include "gpu_batch_private.h"
+#include "gpu_context_private.h"
+
+#include <stddef.h>
+#include <stdlib.h>
+#include <string.h>
+
+#define DEBUG_SHADER_INTERFACE 0
+
+#if DEBUG_SHADER_INTERFACE
+# include <stdio.h>
+#endif
+
+static const char *BuiltinUniform_name(GPUUniformBuiltin u)
+{
+ switch (u) {
+ case GPU_UNIFORM_MODEL:
+ return "ModelMatrix";
+ case GPU_UNIFORM_VIEW:
+ return "ViewMatrix";
+ case GPU_UNIFORM_MODELVIEW:
+ return "ModelViewMatrix";
+ case GPU_UNIFORM_PROJECTION:
+ return "ProjectionMatrix";
+ case GPU_UNIFORM_VIEWPROJECTION:
+ return "ViewProjectionMatrix";
+ case GPU_UNIFORM_MVP:
+ return "ModelViewProjectionMatrix";
+
+ case GPU_UNIFORM_MODEL_INV:
+ return "ModelMatrixInverse";
+ case GPU_UNIFORM_VIEW_INV:
+ return "ViewMatrixInverse";
+ case GPU_UNIFORM_MODELVIEW_INV:
+ return "ModelViewMatrixInverse";
+ case GPU_UNIFORM_PROJECTION_INV:
+ return "ProjectionMatrixInverse";
+ case GPU_UNIFORM_VIEWPROJECTION_INV:
+ return "ViewProjectionMatrixInverse";
+
+ case GPU_UNIFORM_NORMAL:
+ return "NormalMatrix";
+ case GPU_UNIFORM_ORCO:
+ return "OrcoTexCoFactors";
+ case GPU_UNIFORM_CLIPPLANES:
+ return "WorldClipPlanes";
+
+ case GPU_UNIFORM_COLOR:
+ return "color";
+ case GPU_UNIFORM_BASE_INSTANCE:
+ return "baseInstance";
+ case GPU_UNIFORM_RESOURCE_CHUNK:
+ return "resourceChunk";
+ case GPU_UNIFORM_RESOURCE_ID:
+ return "resourceId";
+ case GPU_UNIFORM_SRGB_TRANSFORM:
+ return "srgbTarget";
+
+ default:
+ return NULL;
+ }
+}
+
+static const char *BuiltinUniformBlock_name(GPUUniformBlockBuiltin u)
+{
+ switch (u) {
+ case GPU_UNIFORM_BLOCK_VIEW:
+ return "viewBlock";
+ case GPU_UNIFORM_BLOCK_MODEL:
+ return "modelBlock";
+ case GPU_UNIFORM_BLOCK_INFO:
+ return "infoBlock";
+ default:
+ return NULL;
+ }
+}
+
+GPU_INLINE bool match(const char *a, const char *b)
+{
+ return strcmp(a, b) == 0;
+}
+
+GPU_INLINE uint hash_string(const char *str)
+{
+ uint i = 0, c;
+ while ((c = *str++)) {
+ i = i * 37 + c;
+ }
+ return i;
+}
+
+GPU_INLINE uint32_t set_input_name(GPUShaderInterface *shaderface,
+ GPUShaderInput *input,
+ char *name,
+ uint32_t name_len)
+{
+ /* remove "[0]" from array name */
+ if (name[name_len - 1] == ']') {
+ name[name_len - 3] = '\0';
+ name_len -= 3;
+ }
+
+ input->name_offset = (uint32_t)(name - shaderface->name_buffer);
+ input->name_hash = hash_string(name);
+ return name_len + 1; /* include NULL terminator */
+}
+
+GPU_INLINE const GPUShaderInput *input_lookup(const GPUShaderInterface *shaderface,
+ const GPUShaderInput *const inputs,
+ const uint inputs_len,
+ const char *name)
+{
+ const uint name_hash = hash_string(name);
+ /* Simple linear search for now. */
+ for (int i = inputs_len - 1; i >= 0; i--) {
+ if (inputs[i].name_hash == name_hash) {
+ if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) {
+ /* Hash colision resolve. */
+ for (; i >= 0 && inputs[i].name_hash == name_hash; i--) {
+ if (match(name, shaderface->name_buffer + inputs[i].name_offset)) {
+ return inputs + i; /* not found */
+ }
+ }
+ return NULL; /* not found */
+ }
+ else {
+ /* This is a bit dangerous since we could have a hash collision.
+ * where the asked uniform that does not exist has the same hash
+ * as a real uniform. */
+ BLI_assert(match(name, shaderface->name_buffer + inputs[i].name_offset));
+ return inputs + i;
+ }
+ }
+ }
+ return NULL; /* not found */
+}
+
+/* Note that this modify the src array. */
+GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const uint input_len)
+{
+ for (uint i = 0; i < input_len; i++) {
+ GPUShaderInput *input_src = &src[0];
+ for (uint j = 1; j < input_len; j++) {
+ if (src[j].name_hash > input_src->name_hash) {
+ input_src = &src[j];
+ }
+ }
+ dst[i] = *input_src;
+ input_src->name_hash = 0;
+ }
+}
+
+static int block_binding(int32_t program, uint32_t block_index)
+{
+ /* For now just assign a consecutive index. In the future, we should set it in
+ * the shader using layout(binding = i) and query its value. */
+ glUniformBlockBinding(program, block_index, block_index);
+ return block_index;
+}
+
+static int sampler_binding(int32_t program,
+ uint32_t uniform_index,
+ int32_t uniform_location,
+ int *sampler_len)
+{
+ /* Identify sampler uniforms and asign sampler units to them. */
+ GLint type;
+ glGetActiveUniformsiv(program, 1, &uniform_index, GL_UNIFORM_TYPE, &type);
+
+ switch (type) {
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_CUBE_MAP_ARRAY_ARB: /* OpenGL 4.0 */
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_1D_ARRAY:
+ case GL_SAMPLER_2D_ARRAY:
+ case GL_SAMPLER_1D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_MULTISAMPLE:
+ case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_SAMPLER_CUBE_SHADOW:
+ case GL_SAMPLER_BUFFER:
+ case GL_INT_SAMPLER_1D:
+ case GL_INT_SAMPLER_2D:
+ case GL_INT_SAMPLER_3D:
+ case GL_INT_SAMPLER_CUBE:
+ case GL_INT_SAMPLER_1D_ARRAY:
+ case GL_INT_SAMPLER_2D_ARRAY:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_INT_SAMPLER_BUFFER:
+ case GL_UNSIGNED_INT_SAMPLER_1D:
+ case GL_UNSIGNED_INT_SAMPLER_2D:
+ case GL_UNSIGNED_INT_SAMPLER_3D:
+ case GL_UNSIGNED_INT_SAMPLER_CUBE:
+ case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_BUFFER: {
+ /* For now just assign a consecutive index. In the future, we should set it in
+ * the shader using layout(binding = i) and query its value. */
+ int binding = *sampler_len;
+ glUniform1i(uniform_location, binding);
+ (*sampler_len)++;
+ return binding;
+ }
+ default:
+ return -1;
+ }
+}
+
+GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
+{
+#ifndef NDEBUG
+ GLint curr_program;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &curr_program);
+ BLI_assert(curr_program == program);
+#endif
+
+ GLint max_attr_name_len = 0, attr_len = 0;
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attr_name_len);
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len);
+
+ GLint max_ubo_name_len = 0, ubo_len = 0;
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len);
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len);
+
+ GLint max_uniform_name_len = 0, active_uniform_len = 0, uniform_len = 0;
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_len);
+ glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active_uniform_len);
+ uniform_len = active_uniform_len;
+
+ /* Work around driver bug with Intel HD 4600 on Windows 7/8, where
+ * GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH does not work. */
+ if (attr_len > 0 && max_attr_name_len == 0) {
+ max_attr_name_len = 256;
+ }
+ if (ubo_len > 0 && max_ubo_name_len == 0) {
+ max_ubo_name_len = 256;
+ }
+ if (uniform_len > 0 && max_uniform_name_len == 0) {
+ max_uniform_name_len = 256;
+ }
+
+ /* GL_ACTIVE_UNIFORMS lied to us! Remove the UBO uniforms from the total before
+ * allocating the uniform array. */
+ GLint max_ubo_uni_len = 0;
+ for (int i = 0; i < ubo_len; i++) {
+ GLint ubo_uni_len;
+ glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
+ max_ubo_uni_len = max_ii(max_ubo_uni_len, ubo_uni_len);
+ uniform_len -= ubo_uni_len;
+ }
+ /* Bit set to true if uniform comes from a uniform block. */
+ BLI_bitmap *uniforms_from_blocks = BLI_BITMAP_NEW(active_uniform_len, __func__);
+ /* Set uniforms from block for exclusion. */
+ GLint *ubo_uni_ids = (GLint *)MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__);
+ for (int i = 0; i < ubo_len; i++) {
+ GLint ubo_uni_len;
+ glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
+ glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, ubo_uni_ids);
+ for (int u = 0; u < ubo_uni_len; u++) {
+ BLI_BITMAP_ENABLE(uniforms_from_blocks, ubo_uni_ids[u]);
+ }
+ }
+ MEM_freeN(ubo_uni_ids);
+
+ uint32_t name_buffer_offset = 0;
+ const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len +
+ uniform_len * max_uniform_name_len;
+
+ int input_tot_len = attr_len + ubo_len + uniform_len;
+ size_t interface_size = sizeof(GPUShaderInterface) + sizeof(GPUShaderInput) * input_tot_len;
+
+ GPUShaderInterface *shaderface = (GPUShaderInterface *)MEM_callocN(interface_size,
+ "GPUShaderInterface");
+ shaderface->attribute_len = attr_len;
+ shaderface->ubo_len = ubo_len;
+ shaderface->uniform_len = uniform_len;
+ shaderface->name_buffer = (char *)MEM_mallocN(name_buffer_len, "name_buffer");
+ GPUShaderInput *inputs = shaderface->inputs;
+
+ /* Temp buffer. */
+ int input_tmp_len = max_iii(attr_len, ubo_len, uniform_len);
+ GPUShaderInput *inputs_tmp = (GPUShaderInput *)MEM_mallocN(
+ sizeof(GPUShaderInput) * input_tmp_len, "name_buffer");
+
+ /* Attributes */
+ shaderface->enabled_attr_mask = 0;
+ for (int i = 0, idx = 0; i < attr_len; i++) {
+ char *name = shaderface->name_buffer + name_buffer_offset;
+ GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
+ GLsizei name_len = 0;
+ GLenum type;
+ GLint size;
+
+ glGetActiveAttrib(program, i, remaining_buffer, &name_len, &size, &type, name);
+ GLint location = glGetAttribLocation(program, name);
+ /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
+ if (location == -1) {
+ shaderface->attribute_len--;
+ continue;
+ }
+
+ GPUShaderInput *input = &inputs_tmp[idx++];
+ input->location = input->binding = location;
+
+ name_buffer_offset += set_input_name(shaderface, input, name, name_len);
+ shaderface->enabled_attr_mask |= (1 << input->location);
+ }
+ sort_input_list(inputs, inputs_tmp, shaderface->attribute_len);
+ inputs += shaderface->attribute_len;
+
+ /* Uniform Blocks */
+ for (int i = 0, idx = 0; i < ubo_len; i++) {
+ char *name = shaderface->name_buffer + name_buffer_offset;
+ GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
+ GLsizei name_len = 0;
+
+ glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
+
+ GPUShaderInput *input = &inputs_tmp[idx++];
+ input->binding = input->location = block_binding(program, i);
+
+ name_buffer_offset += set_input_name(shaderface, input, name, name_len);
+ shaderface->enabled_ubo_mask |= (1 << input->binding);
+ }
+ sort_input_list(inputs, inputs_tmp, shaderface->ubo_len);
+ inputs += shaderface->ubo_len;
+
+ /* Uniforms */
+ for (int i = 0, idx = 0, sampler = 0; i < active_uniform_len; i++) {
+ if (BLI_BITMAP_TEST(uniforms_from_blocks, i)) {
+ continue;
+ }
+ char *name = shaderface->name_buffer + name_buffer_offset;
+ GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
+ GLsizei name_len = 0;
+
+ glGetActiveUniformName(program, i, remaining_buffer, &name_len, name);
+
+ GPUShaderInput *input = &inputs_tmp[idx++];
+ input->location = glGetUniformLocation(program, name);
+ input->binding = sampler_binding(program, i, input->location, &sampler);
+
+ name_buffer_offset += set_input_name(shaderface, input, name, name_len);
+ shaderface->enabled_tex_mask |= (input->binding != -1) ? (1lu << input->binding) : 0lu;
+ }
+ sort_input_list(inputs, inputs_tmp, shaderface->uniform_len);
+
+ /* Builtin Uniforms */
+ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
+ GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
+ shaderface->builtins[u] = glGetUniformLocation(program, BuiltinUniform_name(u));
+ }
+
+ /* Builtin Uniforms Blocks */
+ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
+ GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
+ const GPUShaderInput *block = GPU_shaderinterface_ubo(shaderface, BuiltinUniformBlock_name(u));
+ shaderface->builtin_blocks[u] = (block != NULL) ? block->binding : -1;
+ }
+
+ /* Batches ref buffer */
+ shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
+ shaderface->batches = (GPUBatch **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
+ "GPUShaderInterface batches");
+
+ MEM_freeN(uniforms_from_blocks);
+ MEM_freeN(inputs_tmp);
+
+ /* Resize name buffer to save some memory. */
+ if (name_buffer_offset < name_buffer_len) {
+ shaderface->name_buffer = (char *)MEM_reallocN(shaderface->name_buffer, name_buffer_offset);
+ }
+
+#if DEBUG_SHADER_INTERFACE
+ char *name_buf = shaderface->name_buffer;
+ printf("--- GPUShaderInterface %p, program %d ---\n", shaderface, program);
+ if (shaderface->attribute_len > 0) {
+ printf("Attributes {\n");
+ for (int i = 0; i < shaderface->attribute_len; i++) {
+ GPUShaderInput *input = shaderface->inputs + i;
+ printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
+ }
+ printf("};\n");
+ }
+ if (shaderface->ubo_len > 0) {
+ printf("Uniform Buffer Objects {\n");
+ for (int i = 0; i < shaderface->ubo_len; i++) {
+ GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len + i;
+ printf("\t(binding = %d) %s;\n", input->binding, name_buf + input->name_offset);
+ }
+ printf("};\n");
+ }
+ if (shaderface->enabled_tex_mask > 0) {
+ printf("Samplers {\n");
+ for (int i = 0; i < shaderface->uniform_len; i++) {
+ GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
+ shaderface->ubo_len + i;
+ if (input->binding != -1) {
+ printf("\t(location = %d, binding = %d) %s;\n",
+ input->location,
+ input->binding,
+ name_buf + input->name_offset);
+ }
+ }
+ printf("};\n");
+ }
+ if (shaderface->uniform_len > 0) {
+ printf("Uniforms {\n");
+ for (int i = 0; i < shaderface->uniform_len; i++) {
+ GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
+ shaderface->ubo_len + i;
+ if (input->binding == -1) {
+ printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
+ }
+ }
+ printf("};\n");
+ }
+ printf("--- GPUShaderInterface end ---\n\n");
+#endif
+
+ return shaderface;
+}
+
+void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
+{
+ /* Free memory used by name_buffer. */
+ MEM_freeN(shaderface->name_buffer);
+ /* Remove this interface from all linked Batches vao cache. */
+ for (int i = 0; i < shaderface->batches_len; i++) {
+ if (shaderface->batches[i] != NULL) {
+ gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface);
+ }
+ }
+ MEM_freeN(shaderface->batches);
+ /* Free memory used by shader interface by its self. */
+ MEM_freeN(shaderface);
+}
+
+const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface,
+ const char *name)
+{
+ uint ofs = 0;
+ return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->attribute_len, name);
+}
+
+const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface,
+ const char *name)
+{
+ uint ofs = shaderface->attribute_len;
+ return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->ubo_len, name);
+}
+
+const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface,
+ const char *name)
+{
+ uint ofs = shaderface->attribute_len + shaderface->ubo_len;
+ return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->uniform_len, name);
+}
+
+int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
+ GPUUniformBuiltin builtin)
+{
+ BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS);
+ return shaderface->builtins[builtin];
+}
+
+int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
+ GPUUniformBlockBuiltin builtin)
+{
+ BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS);
+ return shaderface->builtin_blocks[builtin];
+}
+
+void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
+{
+ int i; /* find first unused slot */
+ for (i = 0; i < shaderface->batches_len; i++) {
+ if (shaderface->batches[i] == NULL) {
+ break;
+ }
+ }
+ if (i == shaderface->batches_len) {
+ /* Not enough place, realloc the array. */
+ i = shaderface->batches_len;
+ shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
+ shaderface->batches = (GPUBatch **)MEM_recallocN(shaderface->batches,
+ sizeof(GPUBatch *) * shaderface->batches_len);
+ }
+ shaderface->batches[i] = batch;
+}
+
+void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
+{
+ for (int i = 0; i < shaderface->batches_len; i++) {
+ if (shaderface->batches[i] == batch) {
+ shaderface->batches[i] = NULL;
+ break; /* cannot have duplicates */
+ }
+ }
+}