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authorJeroen Bakker <jeroen@blender.org>2022-01-17 16:45:22 +0300
committerJeroen Bakker <jeroen@blender.org>2022-01-17 16:46:32 +0300
commit9d3f35a0bf1bf5776363bfd61d53a7c85b5827a4 (patch)
tree595fe492f09aea9f97049339385f7966ac02f0e1 /source/blender/gpu/intern
parentedee5a947b7ea3e1324aa334a22c7c9bbf47f5f7 (diff)
Revert "Revert "GPUShaderCreateInfo for interface abstraction""
This reverts commit edee5a947b7ea3e1324aa334a22c7c9bbf47f5f7. Fixes compilation error (Missing file BLI_float2.hh)
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_immediate.cc6
-rw-r--r--source/blender/gpu/intern/gpu_init_exit.c8
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc192
-rw-r--r--source/blender/gpu/intern/gpu_shader_builder.cc102
-rw-r--r--source/blender/gpu/intern/gpu_shader_builder_stubs.cc258
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c244
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.cc173
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.hh595
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info_private.hh46
-rw-r--r--source/blender/gpu/intern/gpu_shader_dependency.cc197
-rw-r--r--source/blender/gpu/intern/gpu_shader_dependency_private.h44
-rw-r--r--source/blender/gpu/intern/gpu_shader_info_baked.cc24
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.hh26
-rw-r--r--source/blender/gpu/intern/gpu_shader_private.hh12
-rw-r--r--source/blender/gpu/intern/gpu_shader_shared_utils.h105
15 files changed, 1878 insertions, 154 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc
index 7ca93252683..e28776c87b3 100644
--- a/source/blender/gpu/intern/gpu_immediate.cc
+++ b/source/blender/gpu/intern/gpu_immediate.cc
@@ -629,6 +629,12 @@ void immBindTextureSampler(const char *name, GPUTexture *tex, eGPUSamplerState s
GPU_texture_bind_ex(tex, state, binding, true);
}
+void immBindUniformBuf(const char *name, GPUUniformBuf *ubo)
+{
+ int binding = GPU_shader_get_uniform_block_binding(imm->shader, name);
+ GPU_uniformbuf_bind(ubo, binding);
+}
+
/* --- convenience functions for setting "uniform vec4 color" --- */
void immUniformColor4f(float r, float g, float b, float a)
diff --git a/source/blender/gpu/intern/gpu_init_exit.c b/source/blender/gpu/intern/gpu_init_exit.c
index 0eb2fe57c28..5815fb10b0c 100644
--- a/source/blender/gpu/intern/gpu_init_exit.c
+++ b/source/blender/gpu/intern/gpu_init_exit.c
@@ -32,6 +32,8 @@
#include "intern/gpu_codegen.h"
#include "intern/gpu_material_library.h"
#include "intern/gpu_private.h"
+#include "intern/gpu_shader_create_info_private.hh"
+#include "intern/gpu_shader_dependency_private.h"
/**
* although the order of initialization and shutdown should not matter
@@ -49,6 +51,9 @@ void GPU_init(void)
initialized = true;
+ gpu_shader_dependency_init();
+ gpu_shader_create_info_init();
+
gpu_codegen_init();
gpu_material_library_init();
@@ -70,6 +75,9 @@ void GPU_exit(void)
gpu_material_library_exit();
gpu_codegen_exit();
+ gpu_shader_dependency_exit();
+ gpu_shader_create_info_exit();
+
initialized = false;
}
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
index 3f5a639d2a0..3b41e804fd4 100644
--- a/source/blender/gpu/intern/gpu_shader.cc
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -31,10 +31,32 @@
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
+#include "gpu_shader_create_info.hh"
+#include "gpu_shader_create_info_private.hh"
+#include "gpu_shader_dependency_private.h"
#include "gpu_shader_private.hh"
+#include <string>
+
extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
+namespace blender::gpu {
+
+std::string Shader::defines_declare(const shader::ShaderCreateInfo &info) const
+{
+ std::string defines;
+ for (const auto &def : info.defines_) {
+ defines += "#define ";
+ defines += def[0];
+ defines += " ";
+ defines += def[1];
+ defines += "\n";
+ }
+ return defines;
+}
+
+} // namespace blender::gpu
+
using namespace blender;
using namespace blender::gpu;
@@ -59,6 +81,8 @@ static void standard_defines(Vector<const char *> &sources)
BLI_assert(sources.size() == 0);
/* Version needs to be first. Exact values will be added by implementation. */
sources.append("version");
+ /* Define to identify code usage in shading language. */
+ sources.append("#define GPU_SHADER\n");
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_ATI\n");
@@ -225,6 +249,174 @@ GPUShader *GPU_shader_create_compute(const char *computecode,
shname);
}
+GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
+{
+ using namespace blender::gpu::shader;
+ const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
+
+ const_cast<ShaderCreateInfo &>(info).finalize();
+
+ /* At least a vertex shader and a fragment shader are required, or only a compute shader. */
+ if (info.compute_source_.is_empty()) {
+ if (info.vertex_source_.is_empty()) {
+ printf("Missing vertex shader in %s.\n", info.name_.c_str());
+ }
+ if (info.fragment_source_.is_empty()) {
+ printf("Missing fragment shader in %s.\n", info.name_.c_str());
+ }
+ BLI_assert(!info.vertex_source_.is_empty() && !info.fragment_source_.is_empty());
+ }
+ else {
+ if (!info.vertex_source_.is_empty()) {
+ printf("Compute shader has vertex_source_ shader attached in %s.\n", info.name_.c_str());
+ }
+ if (!info.geometry_source_.is_empty()) {
+ printf("Compute shader has geometry_source_ shader attached in %s.\n", info.name_.c_str());
+ }
+ if (!info.fragment_source_.is_empty()) {
+ printf("Compute shader has fragment_source_ shader attached in %s.\n", info.name_.c_str());
+ }
+ BLI_assert(info.vertex_source_.is_empty() && info.geometry_source_.is_empty() &&
+ info.fragment_source_.is_empty());
+ }
+
+ Shader *shader = GPUBackend::get()->shader_alloc(info.name_.c_str());
+
+ std::string defines = shader->defines_declare(info);
+ std::string resources = shader->resources_declare(info);
+ char *shader_shared_utils = nullptr;
+
+ defines += "#define USE_GPU_SHADER_CREATE_INFO\n";
+
+ Vector<char *> typedefs;
+ for (auto filename : info.typedef_sources_) {
+ typedefs.append(gpu_shader_dependency_get_source(filename.c_str()));
+ }
+ if (!typedefs.is_empty()) {
+ shader_shared_utils = gpu_shader_dependency_get_source("gpu_shader_shared_utils.h");
+ }
+
+ if (!info.vertex_source_.is_empty()) {
+ uint32_t builtins = 0;
+ std::string interface = shader->vertex_interface_declare(info);
+ char *code = gpu_shader_dependency_get_resolved_source(info.vertex_source_.c_str(), &builtins);
+
+ Vector<const char *> sources;
+ standard_defines(sources);
+ sources.append("#define GPU_VERTEX_SHADER\n");
+ if (!info.geometry_source_.is_empty()) {
+ sources.append("#define USE_GEOMETRY_SHADER\n");
+ }
+ sources.append(defines.c_str());
+ if (!typedefs.is_empty()) {
+ sources.append(shader_shared_utils);
+ }
+ for (auto *types : typedefs) {
+ sources.append(types);
+ }
+ sources.append(resources.c_str());
+ sources.append(interface.c_str());
+ sources.append(code);
+
+ shader->vertex_shader_from_glsl(sources);
+
+ free(code);
+ }
+
+ if (!info.fragment_source_.is_empty()) {
+ uint32_t builtins = 0;
+ std::string interface = shader->fragment_interface_declare(info);
+ char *code = gpu_shader_dependency_get_resolved_source(info.fragment_source_.c_str(),
+ &builtins);
+
+ Vector<const char *> sources;
+ standard_defines(sources);
+ sources.append("#define GPU_FRAGMENT_SHADER\n");
+ if (!info.geometry_source_.is_empty()) {
+ sources.append("#define USE_GEOMETRY_SHADER\n");
+ }
+ sources.append(defines.c_str());
+ if (!typedefs.is_empty()) {
+ sources.append(shader_shared_utils);
+ }
+ for (auto *types : typedefs) {
+ sources.append(types);
+ }
+ sources.append(resources.c_str());
+ sources.append(interface.c_str());
+ sources.append(code);
+
+ shader->fragment_shader_from_glsl(sources);
+
+ free(code);
+ }
+
+ if (!info.geometry_source_.is_empty()) {
+ uint32_t builtins = 0;
+ std::string interface = shader->geometry_interface_declare(info);
+ std::string layout = shader->geometry_layout_declare(info);
+ char *code = gpu_shader_dependency_get_resolved_source(info.geometry_source_.c_str(),
+ &builtins);
+
+ Vector<const char *> sources;
+ standard_defines(sources);
+ sources.append("#define GPU_GEOMETRY_SHADER\n");
+ sources.append(defines.c_str());
+ if (!typedefs.is_empty()) {
+ sources.append(shader_shared_utils);
+ }
+ for (auto *types : typedefs) {
+ sources.append(types);
+ }
+ sources.append(resources.c_str());
+ sources.append(layout.c_str());
+ sources.append(interface.c_str());
+ sources.append(code);
+
+ shader->geometry_shader_from_glsl(sources);
+
+ free(code);
+ }
+
+ if (!info.compute_source_.is_empty()) {
+ uint32_t builtins = 0;
+ char *code = gpu_shader_dependency_get_resolved_source(info.compute_source_.c_str(),
+ &builtins);
+
+ Vector<const char *> sources;
+ standard_defines(sources);
+ sources.append("#define GPU_COMPUTE_SHADER\n");
+ sources.append(defines.c_str());
+ if (!typedefs.is_empty()) {
+ sources.append(shader_shared_utils);
+ }
+ for (auto *types : typedefs) {
+ sources.append(types);
+ }
+ sources.append(resources.c_str());
+ sources.append(code);
+
+ shader->compute_shader_from_glsl(sources);
+
+ free(code);
+ }
+
+ for (auto *types : typedefs) {
+ free(types);
+ }
+
+ if (shader_shared_utils) {
+ free(shader_shared_utils);
+ }
+
+ if (!shader->finalize(&info)) {
+ delete shader;
+ return nullptr;
+ }
+
+ return wrap(shader);
+}
+
GPUShader *GPU_shader_create_from_python(const char *vertcode,
const char *fragcode,
const char *geomcode,
diff --git a/source/blender/gpu/intern/gpu_shader_builder.cc b/source/blender/gpu/intern/gpu_shader_builder.cc
new file mode 100644
index 00000000000..334bdb2ec58
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_builder.cc
@@ -0,0 +1,102 @@
+/*
+ * 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) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Compile time automation of shader compilation and validation.
+ */
+
+#include <iostream>
+
+#include "GHOST_C-api.h"
+
+#include "GPU_context.h"
+#include "GPU_init_exit.h"
+#include "gpu_shader_create_info_private.hh"
+
+#include "CLG_log.h"
+
+namespace blender::gpu::shader_builder {
+
+class ShaderBuilder {
+ private:
+ GHOST_SystemHandle ghost_system_;
+ GHOST_ContextHandle ghost_context_;
+ GPUContext *gpu_context_ = nullptr;
+
+ public:
+ void init();
+ bool bake_create_infos();
+ void exit();
+};
+
+bool ShaderBuilder::bake_create_infos()
+{
+ return gpu_shader_create_info_compile_all();
+}
+
+void ShaderBuilder::init()
+{
+ CLG_init();
+
+ GHOST_GLSettings glSettings = {0};
+ ghost_system_ = GHOST_CreateSystem();
+ ghost_context_ = GHOST_CreateOpenGLContext(ghost_system_, glSettings);
+ GHOST_ActivateOpenGLContext(ghost_context_);
+
+ gpu_context_ = GPU_context_create(nullptr);
+ GPU_init();
+}
+
+void ShaderBuilder::exit()
+{
+ GPU_backend_exit();
+ GPU_exit();
+
+ GPU_context_discard(gpu_context_);
+
+ GHOST_DisposeOpenGLContext(ghost_system_, ghost_context_);
+ GHOST_DisposeSystem(ghost_system_);
+
+ CLG_exit();
+}
+
+} // namespace blender::gpu::shader_builder
+
+/** \brief Entry point for the shader_builder. */
+int main(int argc, const char *argv[])
+{
+ if (argc < 2) {
+ printf("Usage: %s <data_file_to>\n", argv[0]);
+ exit(1);
+ }
+
+ int exit_code = 0;
+
+ blender::gpu::shader_builder::ShaderBuilder builder;
+ builder.init();
+ if (!builder.bake_create_infos()) {
+ exit_code = 1;
+ }
+ builder.exit();
+ exit(exit_code);
+
+ return exit_code;
+}
diff --git a/source/blender/gpu/intern/gpu_shader_builder_stubs.cc b/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
new file mode 100644
index 00000000000..40e54ab4394
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
@@ -0,0 +1,258 @@
+/*
+ * 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) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Stubs to reduce linking time for shader_builder.
+ */
+
+#include "BLI_utildefines.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "BKE_customdata.h"
+#include "BKE_global.h"
+#include "BKE_material.h"
+#include "BKE_mesh.h"
+#include "BKE_node.h"
+#include "BKE_paint.h"
+#include "BKE_pbvh.h"
+#include "BKE_subdiv_ccg.h"
+
+#include "DNA_userdef_types.h"
+
+#include "DRW_engine.h"
+
+#include "bmesh.h"
+
+#include "UI_resources.h"
+
+extern "C" {
+
+Global G;
+UserDef U;
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BLI_imbuf_types.h
+ * \{ */
+
+void IMB_freeImBuf(ImBuf *UNUSED(ibuf))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of UI_resources.h
+ * \{ */
+
+void UI_GetThemeColor4fv(int UNUSED(colorid), float UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColor3fv(int UNUSED(colorid), float UNUSED(col[3]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColorShade4fv(int UNUSED(colorid), int UNUSED(offset), float UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColorShadeAlpha4fv(int UNUSED(colorid),
+ int UNUSED(coloffset),
+ int UNUSED(alphaoffset),
+ float UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+void UI_GetThemeColorBlendShade4fv(int UNUSED(colorid1),
+ int UNUSED(colorid2),
+ float UNUSED(fac),
+ int UNUSED(offset),
+ float UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColorBlend3ubv(int UNUSED(colorid1),
+ int UNUSED(colorid2),
+ float UNUSED(fac),
+ unsigned char UNUSED(col[3]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColorShadeAlpha4ubv(int UNUSED(colorid),
+ int UNUSED(coloffset),
+ int UNUSED(alphaoffset),
+ unsigned char UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_paint.h
+ * \{ */
+bool paint_is_face_hidden(const struct MLoopTri *UNUSED(lt),
+ const struct MVert *UNUSED(mvert),
+ const struct MLoop *UNUSED(mloop))
+{
+ BLI_assert_unreachable();
+ return false;
+}
+
+void BKE_paint_face_set_overlay_color_get(const int UNUSED(face_set),
+ const int UNUSED(seed),
+ uchar UNUSED(r_color[4]))
+{
+ BLI_assert_unreachable();
+}
+
+bool paint_is_grid_face_hidden(const unsigned int *UNUSED(grid_hidden),
+ int UNUSED(gridsize),
+ int UNUSED(x),
+ int UNUSED(y))
+{
+ BLI_assert_unreachable();
+ return false;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_mesh.h
+ * \{ */
+void BKE_mesh_calc_poly_normal(const struct MPoly *UNUSED(mpoly),
+ const struct MLoop *UNUSED(loopstart),
+ const struct MVert *UNUSED(mvarray),
+ float UNUSED(r_no[3]))
+{
+ BLI_assert_unreachable();
+}
+
+void BKE_mesh_looptri_get_real_edges(const struct Mesh *UNUSED(mesh),
+ const struct MLoopTri *UNUSED(looptri),
+ int UNUSED(r_edges[3]))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_material.h
+ * \{ */
+
+void BKE_material_defaults_free_gpu(void)
+{
+ /* This function is reachable via GPU_exit. */
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_customdata.h
+ * \{ */
+
+int CustomData_get_offset(const struct CustomData *UNUSED(data), int UNUSED(type))
+{
+ BLI_assert_unreachable();
+ return 0;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_pbvh.h
+ * \{ */
+
+int BKE_pbvh_count_grid_quads(BLI_bitmap **UNUSED(grid_hidden),
+ const int *UNUSED(grid_indices),
+ int UNUSED(totgrid),
+ int UNUSED(gridsize))
+{
+ BLI_assert_unreachable();
+ return 0;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_subdiv_ccg.h
+ * \{ */
+int BKE_subdiv_ccg_grid_to_face_index(const SubdivCCG *UNUSED(subdiv_ccg),
+ const int UNUSED(grid_index))
+{
+ BLI_assert_unreachable();
+ return 0;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_node.h
+ * \{ */
+void ntreeGPUMaterialNodes(struct bNodeTree *UNUSED(localtree),
+ struct GPUMaterial *UNUSED(mat),
+ bool *UNUSED(has_surface_output),
+ bool *UNUSED(has_volume_output))
+{
+ BLI_assert_unreachable();
+}
+
+struct bNodeTree *ntreeLocalize(struct bNodeTree *UNUSED(ntree))
+{
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ntreeFreeLocalTree(struct bNodeTree *UNUSED(ntree))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of bmesh.h
+ * \{ */
+void BM_face_as_array_vert_tri(BMFace *UNUSED(f), BMVert *UNUSED(r_verts[3]))
+{
+ BLI_assert_unreachable();
+}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of DRW_engine.h
+ * \{ */
+void DRW_deferred_shader_remove(struct GPUMaterial *UNUSED(mat))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+}
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index 24ca691be78..cae7383f885 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -41,6 +41,9 @@
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
+/* TODO(jbakker): Need a better way to retrieve create_infos. */
+#include "gpu_shader_create_info_private.hh"
+
/* Adjust these constants as needed. */
#define MAX_DEFINE_LENGTH 256
#define MAX_EXT_DEFINE_LENGTH 512
@@ -145,106 +148,68 @@ typedef struct {
const char *frag;
/** Optional. */
const char *defs;
+
+ const char *create_info;
+ const char *clipped_create_info;
} GPUShaderStages;
static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_TEXT] =
{
.name = "GPU_SHADER_TEXT",
- .vert = datatoc_gpu_shader_text_vert_glsl,
- .frag = datatoc_gpu_shader_text_frag_glsl,
+ .create_info = "gpu_shader_text",
},
[GPU_SHADER_KEYFRAME_SHAPE] =
{
.name = "GPU_SHADER_KEYFRAME_SHAPE",
- .vert = datatoc_gpu_shader_keyframe_shape_vert_glsl,
- .frag = datatoc_gpu_shader_keyframe_shape_frag_glsl,
+ .create_info = "gpu_shader_keyframe_shape",
},
[GPU_SHADER_SIMPLE_LIGHTING] =
{
.name = "GPU_SHADER_SIMPLE_LIGHTING",
- .vert = datatoc_gpu_shader_3D_normal_vert_glsl,
- .frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
+ .create_info = "gpu_shader_simple_lighting",
},
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] =
{
- .vert = datatoc_gpu_shader_3D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
+ .name = "GPU_SHADER_3D_IMAGE_MODULATE_ALPHA",
+ .create_info = "gpu_shader_3D_image_modulate_alpha",
},
[GPU_SHADER_2D_CHECKER] =
{
.name = "GPU_SHADER_2D_CHECKER",
- .vert = datatoc_gpu_shader_2D_vert_glsl,
- .frag = datatoc_gpu_shader_checker_frag_glsl,
+ .create_info = "gpu_shader_2D_checker",
},
[GPU_SHADER_2D_DIAG_STRIPES] =
{
.name = "GPU_SHADER_2D_DIAG_STRIPES",
- .vert = datatoc_gpu_shader_2D_vert_glsl,
- .frag = datatoc_gpu_shader_diag_stripes_frag_glsl,
+ .create_info = "gpu_shader_2D_diag_stripes",
},
- [GPU_SHADER_2D_UNIFORM_COLOR] =
- {
- .name = "GPU_SHADER_2D_UNIFORM_COLOR",
- .vert = datatoc_gpu_shader_2D_vert_glsl,
- .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
- },
- [GPU_SHADER_2D_FLAT_COLOR] =
- {
- .name = "GPU_SHADER_2D_FLAT_COLOR",
- .vert = datatoc_gpu_shader_2D_flat_color_vert_glsl,
- .frag = datatoc_gpu_shader_flat_color_frag_glsl,
- },
- [GPU_SHADER_2D_SMOOTH_COLOR] =
- {
- .name = "GPU_SHADER_2D_SMOOTH_COLOR",
- .vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
- .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
- {
- .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_overlays_merge_frag_glsl,
- },
+ [GPU_SHADER_2D_UNIFORM_COLOR] = {.name = "GPU_SHADER_2D_UNIFORM_COLOR",
+ .create_info = "gpu_shader_2D_uniform_color"},
+ [GPU_SHADER_2D_FLAT_COLOR] = {.name = "GPU_SHADER_2D_FLAT_COLOR",
+ .create_info = "gpu_shader_2D_flat_color"},
+ [GPU_SHADER_2D_SMOOTH_COLOR] = {.name = "GPU_SHADER_2D_SMOOTH_COLOR",
+ .create_info = "gpu_shader_2D_smooth_color"},
+ [GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] = {.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE",
+ .create_info = "gpu_shader_2D_image_overlays_merge"},
[GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE] =
- {
- .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
- .vert = datatoc_gpu_shader_2D_vert_glsl,
- .frag = datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE] =
- {
- .name = "GPU_SHADER_2D_IMAGE",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE_COLOR] =
- {
- .name = "GPU_SHADER_2D_IMAGE_COLOR",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_color_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] =
- {
- .name = "GPU_SHADER_2D_IMAGE_DESATURATE_COLOR",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
- },
+ {.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
+ .create_info = "gpu_shader_2D_image_overlays_stereo_merge"},
+ [GPU_SHADER_2D_IMAGE] = {.name = "GPU_SHADER_2D_IMAGE", .create_info = "gpu_shader_2D_image"},
+ [GPU_SHADER_2D_IMAGE_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_COLOR",
+ .create_info = "gpu_shader_2D_image_color"},
+ [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_DESATURATE_COLOR",
+ .create_info =
+ "gpu_shader_2D_image_desaturate_color"},
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE_RECT_COLOR] =
- {
- .name = "GPU_SHADER_2D_IMAGE_RECT_COLOR",
- .vert = datatoc_gpu_shader_2D_image_rect_vert_glsl,
- .frag = datatoc_gpu_shader_image_color_frag_glsl,
+ .create_info = "gpu_shader_2D_image_shuffle_color",
},
+ [GPU_SHADER_2D_IMAGE_RECT_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_RECT_COLOR",
+ .create_info = "gpu_shader_2D_image_rect_color"},
[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR",
@@ -255,27 +220,18 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_3D_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_UNIFORM_COLOR",
- .vert = datatoc_gpu_shader_3D_vert_glsl,
- .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
- },
- [GPU_SHADER_3D_FLAT_COLOR] =
- {
- .name = "GPU_SHADER_3D_FLAT_COLOR",
- .vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
- .frag = datatoc_gpu_shader_flat_color_frag_glsl,
- },
- [GPU_SHADER_3D_SMOOTH_COLOR] =
- {
- .name = "GPU_SHADER_3D_SMOOTH_COLOR",
- .vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl,
- .frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl,
- },
- [GPU_SHADER_3D_DEPTH_ONLY] =
- {
- .name = "GPU_SHADER_3D_DEPTH_ONLY",
- .vert = datatoc_gpu_shader_3D_vert_glsl,
- .frag = datatoc_gpu_shader_depth_only_frag_glsl,
- },
+ .create_info = "gpu_shader_3D_uniform_color",
+ .clipped_create_info = "gpu_shader_3D_uniform_color_clipped",
+ },
+ [GPU_SHADER_3D_FLAT_COLOR] = {.name = "GPU_SHADER_3D_FLAT_COLOR",
+ .create_info = "gpu_shader_3D_flat_color",
+ .clipped_create_info = "gpu_shader_3D_flat_color_clipped"},
+ [GPU_SHADER_3D_SMOOTH_COLOR] = {.name = "GPU_SHADER_3D_SMOOTH_COLOR",
+ .create_info = "gpu_shader_3D_smooth_color",
+ .clipped_create_info = "gpu_shader_3D_smooth_color_clipped"},
+ [GPU_SHADER_3D_DEPTH_ONLY] = {.name = "GPU_SHADER_3D_DEPTH_ONLY",
+ .create_info = "gpu_shader_3D_depth_only",
+ .clipped_create_info = "gpu_shader_3D_depth_only_clipped"},
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR",
@@ -333,33 +289,23 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
- .vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
- .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
+ .create_info = "gpu_shader_2D_point_uniform_size_uniform_color_aa",
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
- .vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
- .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
+ .create_info = "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa",
},
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
- {
- .name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
- .vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
- .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
- },
+ {.name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
+ .create_info = "gpu_shader_3D_point_fixed_size_varying_color"},
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
- {
- .name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
- .vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
- .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
- },
+ {.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
+ .create_info = "gpu_shader_3D_point_varying_size_varying_color"},
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
- {
- .name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
- .vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
- .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
- },
+ {.name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
+ .create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa",
+ .clipped_create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped"},
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{
@@ -369,12 +315,8 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.defs = "#define UNIFORM_SCALE\n",
},
- [GPU_SHADER_2D_AREA_BORDERS] =
- {
- .name = "GPU_SHADER_2D_AREA_BORDERS",
- .vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
- .frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
- },
+ [GPU_SHADER_2D_AREA_BORDERS] = {.name = "GPU_SHADER_2D_AREA_BORDERS",
+ .create_info = "gpu_shader_2D_area_borders"},
[GPU_SHADER_2D_WIDGET_BASE] =
{
.name = "GPU_SHADER_2D_WIDGET_BASE",
@@ -394,27 +336,14 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
.frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
},
- [GPU_SHADER_2D_NODELINK] =
- {
- .name = "GPU_SHADER_2D_NODELINK",
- .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
- .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
- },
- [GPU_SHADER_2D_NODELINK_INST] =
- {
- .name = "GPU_SHADER_2D_NODELINK_INST",
- .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
- .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
- .defs = "#define USE_INSTANCE\n",
- },
+ [GPU_SHADER_2D_NODELINK] = {.name = "GPU_SHADER_2D_NODELINK",
+ .create_info = "gpu_shader_2D_nodelink"},
- [GPU_SHADER_GPENCIL_STROKE] =
- {
- .name = "GPU_SHADER_GPENCIL_STROKE",
- .vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl,
- .geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
- .frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
- },
+ [GPU_SHADER_2D_NODELINK_INST] = {.name = "GPU_SHADER_2D_NODELINK_INST",
+ .create_info = "gpu_shader_2D_nodelink_inst"},
+
+ [GPU_SHADER_GPENCIL_STROKE] = {.name = "GPU_SHADER_GPENCIL_STROKE",
+ .create_info = "gpu_shader_gpencil_stroke"},
};
GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
@@ -429,14 +358,20 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
/* common case */
if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
- *sh_p = GPU_shader_create_from_arrays_named(
- stages->name,
- {
- .vert = (const char *[]){stages->vert, NULL},
- .geom = (const char *[]){stages->geom, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
- .defs = (const char *[]){stages->defs, NULL},
- });
+ if (stages->create_info != NULL) {
+ *sh_p = GPU_shader_create_from_info(gpu_shader_create_info_get(stages->create_info));
+ }
+ else {
+ *sh_p = GPU_shader_create_from_arrays_named(
+ stages->name,
+ {
+ .vert = (const char *[]){stages->vert, NULL},
+ .geom = (const char *[]){stages->geom, NULL},
+ .frag =
+ (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
+ .defs = (const char *[]){stages->defs, NULL},
+ });
+ }
}
else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
/* Remove eventually, for now ensure support for each shader has been added. */
@@ -448,17 +383,24 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR));
- const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
- const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
/* In rare cases geometry shaders calculate clipping themselves. */
- *sh_p = GPU_shader_create_from_arrays_named(
- stages->name,
- {
- .vert = (const char *[]){world_clip_lib, stages->vert, NULL},
- .geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
- .defs = (const char *[]){world_clip_def, stages->defs, NULL},
- });
+ if (stages->clipped_create_info != NULL) {
+ *sh_p = GPU_shader_create_from_info(
+ gpu_shader_create_info_get(stages->clipped_create_info));
+ }
+ else {
+ const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
+ const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
+ *sh_p = GPU_shader_create_from_arrays_named(
+ stages->name,
+ {
+ .vert = (const char *[]){world_clip_lib, stages->vert, NULL},
+ .geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
+ .frag =
+ (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
+ .defs = (const char *[]){world_clip_def, stages->defs, NULL},
+ });
+ }
}
else {
BLI_assert(0);
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.cc b/source/blender/gpu/intern/gpu_shader_create_info.cc
new file mode 100644
index 00000000000..e4e5034026f
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_create_info.cc
@@ -0,0 +1,173 @@
+/*
+ * 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) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Descriptior type used to define shader structure, resources and interfaces.
+ */
+
+#include "BLI_map.hh"
+#include "BLI_set.hh"
+#include "BLI_string_ref.hh"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "gpu_shader_create_info.hh"
+#include "gpu_shader_create_info_private.hh"
+
+#undef GPU_SHADER_INTERFACE_INFO
+#undef GPU_SHADER_CREATE_INFO
+
+namespace blender::gpu::shader {
+
+using CreateInfoDictionnary = Map<StringRef, ShaderCreateInfo *>;
+using InterfaceDictionnary = Map<StringRef, StageInterfaceInfo *>;
+
+static CreateInfoDictionnary *g_create_infos = nullptr;
+static InterfaceDictionnary *g_interfaces = nullptr;
+
+void ShaderCreateInfo::finalize()
+{
+ if (finalized_) {
+ return;
+ }
+ finalized_ = true;
+
+ for (auto &info_name : additional_infos_) {
+ const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
+ gpu_shader_create_info_get(info_name.c_str()));
+
+ /* Recursive. */
+ const_cast<ShaderCreateInfo &>(info).finalize();
+
+ interface_names_size_ += info.interface_names_size_;
+
+ vertex_inputs_.extend(info.vertex_inputs_);
+ fragment_outputs_.extend(info.fragment_outputs_);
+ vertex_out_interfaces_.extend(info.vertex_out_interfaces_);
+ geometry_out_interfaces_.extend(info.geometry_out_interfaces_);
+
+ push_constants_.extend(info.push_constants_);
+ defines_.extend(info.defines_);
+
+ batch_resources_.extend(info.batch_resources_);
+ pass_resources_.extend(info.pass_resources_);
+ typedef_sources_.extend(info.typedef_sources_);
+
+ if (info.local_group_size_[0] != 0) {
+ BLI_assert(local_group_size_[0] == 0);
+ for (int i = 0; i < 3; i++) {
+ local_group_size_[i] = info.local_group_size_[i];
+ }
+ }
+ if (!info.vertex_source_.is_empty()) {
+ BLI_assert(vertex_source_.is_empty());
+ vertex_source_ = info.vertex_source_;
+ }
+ if (!info.geometry_source_.is_empty()) {
+ BLI_assert(geometry_source_.is_empty());
+ geometry_source_ = info.geometry_source_;
+ }
+ if (!info.fragment_source_.is_empty()) {
+ BLI_assert(fragment_source_.is_empty());
+ fragment_source_ = info.fragment_source_;
+ }
+ if (!info.compute_source_.is_empty()) {
+ BLI_assert(compute_source_.is_empty());
+ compute_source_ = info.compute_source_;
+ }
+
+ do_static_compilation_ = do_static_compilation_ || info.do_static_compilation_;
+ }
+}
+
+} // namespace blender::gpu::shader
+
+using namespace blender::gpu::shader;
+
+void gpu_shader_create_info_init()
+{
+ g_create_infos = new CreateInfoDictionnary();
+ g_interfaces = new InterfaceDictionnary();
+
+#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
+ auto *ptr_##_interface = new StageInterfaceInfo(#_interface, _inst_name); \
+ auto &_interface = *ptr_##_interface; \
+ g_interfaces->add_new(#_interface, ptr_##_interface); \
+ _interface
+
+#define GPU_SHADER_CREATE_INFO(_info) \
+ auto *ptr_##_info = new ShaderCreateInfo(#_info); \
+ auto &_info = *ptr_##_info; \
+ g_create_infos->add_new(#_info, ptr_##_info); \
+ _info
+
+/* Declare, register and construct the infos. */
+#include "gpu_shader_create_info_list.hh"
+
+/* Baked shader data appended to create infos. */
+/* TODO(jbakker): should call a function with a callback. so we could switch implementations. We
+ * cannot compile bf_gpu twice.*/
+#ifdef GPU_RUNTIME
+# include "gpu_shader_baked.hh"
+#endif
+
+ /* TEST */
+ // gpu_shader_create_info_compile_all();
+}
+
+void gpu_shader_create_info_exit()
+{
+ for (auto *value : g_create_infos->values()) {
+ delete value;
+ }
+ delete g_create_infos;
+
+ for (auto *value : g_interfaces->values()) {
+ delete value;
+ }
+ delete g_interfaces;
+}
+
+bool gpu_shader_create_info_compile_all()
+{
+ for (ShaderCreateInfo *info : g_create_infos->values()) {
+ if (info->do_static_compilation_) {
+ // printf("Compiling %s: ... \n", info->name_.c_str());
+ GPUShader *shader = GPU_shader_create_from_info(
+ reinterpret_cast<const GPUShaderCreateInfo *>(info));
+ if (shader == nullptr) {
+ printf("Compilation %s Failed\n", info->name_.c_str());
+ return false;
+ }
+ GPU_shader_free(shader);
+ // printf("Success\n");
+ }
+ }
+ return true;
+}
+
+/* Runtime create infos are not registered in the dictionnary and cannot be searched. */
+const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
+{
+ ShaderCreateInfo *info = g_create_infos->lookup(info_name);
+ return reinterpret_cast<const GPUShaderCreateInfo *>(info);
+}
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.hh b/source/blender/gpu/intern/gpu_shader_create_info.hh
new file mode 100644
index 00000000000..ced7f7039e7
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_create_info.hh
@@ -0,0 +1,595 @@
+/*
+ * 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) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Descriptior type used to define shader structure, resources and interfaces.
+ *
+ * Some rule of thumb:
+ * - Do not include anything else than this file in each info file.
+ */
+
+#pragma once
+
+#include "BLI_string_ref.hh"
+#include "BLI_vector.hh"
+#include "GPU_texture.h"
+
+namespace blender::gpu::shader {
+
+#ifndef GPU_SHADER_CREATE_INFO
+/* Helps intelisense / auto-completion. */
+# define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
+ StageInterfaceInfo _interface(#_interface, _inst_name); \
+ _interface
+# define GPU_SHADER_CREATE_INFO(_info) \
+ ShaderCreateInfo _info(#_info); \
+ _info
+#endif
+
+enum class Type {
+ FLOAT = 0,
+ VEC2,
+ VEC3,
+ VEC4,
+ MAT3,
+ MAT4,
+ UINT,
+ UVEC2,
+ UVEC3,
+ UVEC4,
+ INT,
+ IVEC2,
+ IVEC3,
+ IVEC4,
+ BOOL,
+};
+
+enum class BuiltinBits {
+ /** Allow getting barycentic coordinates inside the fragment shader. NOTE: emulated on OpenGL. */
+ BARYCENTRIC_COORD = (1 << 0),
+ FRAG_COORD = (1 << 2),
+ FRONT_FACING = (1 << 4),
+ GLOBAL_INVOCATION_ID = (1 << 5),
+ INSTANCE_ID = (1 << 6),
+ LAYER = (1 << 7),
+ LOCAL_INVOCATION_ID = (1 << 8),
+ LOCAL_INVOCATION_INDEX = (1 << 9),
+ NUM_WORK_GROUP = (1 << 10),
+ POINT_COORD = (1 << 11),
+ POINT_SIZE = (1 << 12),
+ PRIMITIVE_ID = (1 << 13),
+ VERTEX_ID = (1 << 14),
+ WORK_GROUP_ID = (1 << 15),
+ WORK_GROUP_SIZE = (1 << 16),
+};
+ENUM_OPERATORS(BuiltinBits, BuiltinBits::WORK_GROUP_SIZE);
+
+/* Samplers & images. */
+enum class ImageType {
+ /** Color samplers/image. */
+ FLOAT_BUFFER = 0,
+ FLOAT_1D,
+ FLOAT_1D_ARRAY,
+ FLOAT_2D,
+ FLOAT_2D_ARRAY,
+ FLOAT_3D,
+ FLOAT_CUBE,
+ FLOAT_CUBE_ARRAY,
+ INT_BUFFER,
+ INT_1D,
+ INT_1D_ARRAY,
+ INT_2D,
+ INT_2D_ARRAY,
+ INT_3D,
+ INT_CUBE,
+ INT_CUBE_ARRAY,
+ UINT_BUFFER,
+ UINT_1D,
+ UINT_1D_ARRAY,
+ UINT_2D,
+ UINT_2D_ARRAY,
+ UINT_3D,
+ UINT_CUBE,
+ UINT_CUBE_ARRAY,
+ /** Depth samplers (not supported as image). */
+ SHADOW_2D,
+ SHADOW_2D_ARRAY,
+ SHADOW_CUBE,
+ SHADOW_CUBE_ARRAY,
+ DEPTH_2D,
+ DEPTH_2D_ARRAY,
+ DEPTH_CUBE,
+ DEPTH_CUBE_ARRAY,
+};
+
+/* Storage qualifiers. */
+enum class Qualifier {
+ RESTRICT = (1 << 0),
+ READ_ONLY = (1 << 1),
+ WRITE_ONLY = (1 << 2),
+ QUALIFIER_MAX = (WRITE_ONLY << 1) - 1,
+};
+ENUM_OPERATORS(Qualifier, Qualifier::QUALIFIER_MAX);
+
+enum class Frequency {
+ BATCH = 0,
+ PASS,
+};
+
+/* Dual Source Blending Index. */
+enum class DualBlend {
+ NONE = 0,
+ SRC_0,
+ SRC_1,
+};
+
+/* Interpolation qualifiers. */
+enum class Interpolation {
+ SMOOTH = 0,
+ FLAT,
+ NO_PERSPECTIVE,
+};
+
+/** Input layout for geometry shader. */
+enum class InputLayout {
+ POINTS = 0,
+ LINES,
+ LINES_ADJACENCY,
+ TRIANGLES,
+ TRIANGLES_ADJACENCY,
+};
+
+/** Output layout for geometry shader. */
+enum class OutputLayout {
+ POINTS = 0,
+ LINE_STRIP,
+ TRIANGLE_STRIP,
+};
+
+struct StageInterfaceInfo {
+ struct InOut {
+ Interpolation interp;
+ Type type;
+ StringRefNull name;
+ };
+
+ StringRefNull name;
+ /** Name of the instance of the block (used to access).
+ * Can be empty string (i.e: "") only if not using geometry shader. */
+ StringRefNull instance_name;
+ /** List of all members of the interface. */
+ Vector<InOut> inouts;
+
+ StageInterfaceInfo(const char *name_, const char *instance_name_)
+ : name(name_), instance_name(instance_name_){};
+ ~StageInterfaceInfo(){};
+
+ using Self = StageInterfaceInfo;
+
+ Self &smooth(Type type, StringRefNull _name)
+ {
+ inouts.append({Interpolation::SMOOTH, type, _name});
+ return *(Self *)this;
+ }
+
+ Self &flat(Type type, StringRefNull _name)
+ {
+ inouts.append({Interpolation::FLAT, type, _name});
+ return *(Self *)this;
+ }
+
+ Self &no_perspective(Type type, StringRefNull _name)
+ {
+ inouts.append({Interpolation::NO_PERSPECTIVE, type, _name});
+ return *(Self *)this;
+ }
+};
+
+/**
+ * @brief Describe inputs & outputs, stage interfaces, resources and sources of a shader.
+ * If all data is correctly provided, this is all that is needed to create and compile
+ * a GPUShader.
+ *
+ * IMPORTANT: All strings are references only. Make sure all the strings used by a
+ * ShaderCreateInfo are not freed until it is consumed or deleted.
+ */
+struct ShaderCreateInfo {
+ /** Shader name for debugging. */
+ StringRefNull name_;
+ /** True if the shader is static and can be precompiled at compile time. */
+ bool do_static_compilation_ = false;
+ /** If true, all additionaly linked create info will be merged into this one. */
+ bool finalized_ = false;
+ /**
+ * Maximum length of all the resource names including each null terminator.
+ * Only for names used by gpu::ShaderInterface.
+ */
+ size_t interface_names_size_ = 0;
+ /** Only for compute shaders. */
+ int local_group_size_[3] = {0, 0, 0};
+
+ struct VertIn {
+ int index;
+ Type type;
+ StringRefNull name;
+ };
+ Vector<VertIn> vertex_inputs_;
+
+ struct GeomIn {
+ InputLayout layout;
+ };
+ GeomIn geom_in_;
+
+ struct GeomOut {
+ OutputLayout layout;
+ int max_vertices;
+ };
+ GeomOut geom_out_;
+
+ struct FragOut {
+ int index;
+ Type type;
+ DualBlend blend;
+ StringRefNull name;
+ };
+ Vector<FragOut> fragment_outputs_;
+
+ struct Sampler {
+ ImageType type;
+ eGPUSamplerState sampler;
+ StringRefNull name;
+ };
+
+ struct Image {
+ eGPUTextureFormat format;
+ ImageType type;
+ Qualifier qualifiers;
+ StringRefNull name;
+ };
+
+ struct UniformBuf {
+ StringRefNull type_name;
+ StringRefNull name;
+ };
+
+ struct StorageBuf {
+ Qualifier qualifiers;
+ StringRefNull type_name;
+ StringRefNull name;
+ };
+
+ struct Resource {
+ enum BindType {
+ UNIFORM_BUFFER = 0,
+ STORAGE_BUFFER,
+ SAMPLER,
+ IMAGE,
+ };
+
+ BindType bind_type;
+ int slot;
+ union {
+ Sampler sampler;
+ Image image;
+ UniformBuf uniformbuf;
+ StorageBuf storagebuf;
+ };
+
+ Resource(BindType type, int _slot) : bind_type(type), slot(_slot){};
+ };
+ /**
+ * Resources are grouped by frequency of change.
+ * Pass resources are meants to be valid for the whole pass.
+ * Batch resources can be changed in a more granular manner (per object/material).
+ * Mis-usage will only produce suboptimal performance.
+ */
+ Vector<Resource> pass_resources_, batch_resources_;
+
+ Vector<StageInterfaceInfo *> vertex_out_interfaces_;
+ Vector<StageInterfaceInfo *> geometry_out_interfaces_;
+
+ struct PushConst {
+ int index;
+ Type type;
+ StringRefNull name;
+ int array_size;
+ };
+
+ Vector<PushConst> push_constants_;
+
+ /* Sources for resources type definitions. */
+ Vector<StringRefNull> typedef_sources_;
+
+ StringRefNull vertex_source_, geometry_source_, fragment_source_, compute_source_;
+
+ Vector<std::array<StringRefNull, 2>> defines_;
+ /**
+ * Name of other infos to recursively merge with this one.
+ * No data slot must overlap otherwise we throw an error.
+ */
+ Vector<StringRefNull> additional_infos_;
+
+ public:
+ ShaderCreateInfo(const char *name) : name_(name){};
+ ~ShaderCreateInfo(){};
+
+ using Self = ShaderCreateInfo;
+
+ /* -------------------------------------------------------------------- */
+ /** \name Shaders in/outs (fixed function pipeline config)
+ * \{ */
+
+ Self &vertex_in(int slot, Type type, StringRefNull name)
+ {
+ vertex_inputs_.append({slot, type, name});
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ Self &vertex_out(StageInterfaceInfo &interface)
+ {
+ vertex_out_interfaces_.append(&interface);
+ return *(Self *)this;
+ }
+
+ Self &geometry_layout(InputLayout layout_in, OutputLayout layout_out, int max_vertices)
+ {
+ geom_in_.layout = layout_in;
+ geom_out_.layout = layout_out;
+ geom_out_.max_vertices = max_vertices;
+ return *(Self *)this;
+ }
+
+ /* Only needed if geometry shader is enabled. */
+ Self &geometry_out(StageInterfaceInfo &interface)
+ {
+ geometry_out_interfaces_.append(&interface);
+ return *(Self *)this;
+ }
+
+ Self &fragment_out(int slot, Type type, StringRefNull name, DualBlend blend = DualBlend::NONE)
+ {
+ fragment_outputs_.append({slot, type, blend, name});
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Resources bindings points
+ * \{ */
+
+ Self &uniform_buf(int slot,
+ StringRefNull type_name,
+ StringRefNull name,
+ Frequency freq = Frequency::PASS)
+ {
+ Resource res(Resource::BindType::UNIFORM_BUFFER, slot);
+ res.uniformbuf.name = name;
+ res.uniformbuf.type_name = type_name;
+ ((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ Self &storage_buf(int slot,
+ Qualifier qualifiers,
+ StringRefNull type_name,
+ StringRefNull name,
+ Frequency freq = Frequency::PASS)
+ {
+ Resource res(Resource::BindType::STORAGE_BUFFER, slot);
+ res.storagebuf.qualifiers = qualifiers;
+ res.storagebuf.type_name = type_name;
+ res.storagebuf.name = name;
+ ((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ Self &image(int slot,
+ eGPUTextureFormat format,
+ Qualifier qualifiers,
+ ImageType type,
+ StringRefNull name,
+ Frequency freq = Frequency::PASS)
+ {
+ Resource res(Resource::BindType::IMAGE, slot);
+ res.image.format = format;
+ res.image.qualifiers = qualifiers;
+ res.image.type = type;
+ res.image.name = name;
+ ((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ Self &sampler(int slot,
+ ImageType type,
+ StringRefNull name,
+ Frequency freq = Frequency::PASS,
+ eGPUSamplerState sampler = (eGPUSamplerState)-1)
+ {
+ Resource res(Resource::BindType::SAMPLER, slot);
+ res.sampler.type = type;
+ res.sampler.name = name;
+ res.sampler.sampler = sampler;
+ ((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Shader Source
+ * \{ */
+
+ Self &vertex_source(StringRefNull filename)
+ {
+ vertex_source_ = filename;
+ return *(Self *)this;
+ }
+
+ Self &geometry_source(StringRefNull filename)
+ {
+ geometry_source_ = filename;
+ return *(Self *)this;
+ }
+
+ Self &fragment_source(StringRefNull filename)
+ {
+ fragment_source_ = filename;
+ return *(Self *)this;
+ }
+
+ Self &compute_source(StringRefNull filename)
+ {
+ compute_source_ = filename;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Push constants
+ *
+ * Data managed by GPUShader. Can be set through uniform functions. Must be less than 128bytes.
+ * One slot represents 4bytes. Each element needs to have enough empty space left after it.
+ * example:
+ * [0] = PUSH_CONSTANT(MAT4, "ModelMatrix"),
+ * ---- 16 slots occupied by ModelMatrix ----
+ * [16] = PUSH_CONSTANT(VEC4, "color"),
+ * ---- 4 slots occupied by color ----
+ * [20] = PUSH_CONSTANT(BOOL, "srgbToggle"),
+ * The maximum slot is 31.
+ * \{ */
+
+ Self &push_constant(int slot, Type type, StringRefNull name, int array_size = 0)
+ {
+ BLI_assert_msg(name.find("[") == -1,
+ "Array syntax is forbidden for push constants."
+ "Use the array_size parameter instead.");
+ push_constants_.append({slot, type, name, array_size});
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Compute shaders Local Group Size
+ * \{ */
+
+ Self &local_group_size(int x, int y = 1, int z = 1)
+ {
+ local_group_size_[0] = x;
+ local_group_size_[1] = y;
+ local_group_size_[2] = z;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Defines
+ * \{ */
+
+ Self &define(StringRefNull name, StringRefNull value = "")
+ {
+ defines_.append({name, value});
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Defines
+ * \{ */
+
+ Self &do_static_compilation(bool value)
+ {
+ do_static_compilation_ = value;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Additional Create Info
+ *
+ * Used to share parts of the infos that are common to many shaders.
+ * \{ */
+
+ Self &additional_info(StringRefNull info_name0,
+ StringRefNull info_name1 = "",
+ StringRefNull info_name2 = "",
+ StringRefNull info_name3 = "",
+ StringRefNull info_name4 = "")
+ {
+ additional_infos_.append(info_name0);
+ if (!info_name1.is_empty()) {
+ additional_infos_.append(info_name1);
+ }
+ if (!info_name2.is_empty()) {
+ additional_infos_.append(info_name2);
+ }
+ if (!info_name3.is_empty()) {
+ additional_infos_.append(info_name3);
+ }
+ if (!info_name4.is_empty()) {
+ additional_infos_.append(info_name4);
+ }
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Typedef Sources
+ *
+ * Some resource declarations might need some special structure defined.
+ * Adding a file using typedef_source will include it before the resource
+ * and interface definitions.
+ * \{ */
+
+ Self &typedef_source(StringRefNull filename)
+ {
+ typedef_sources_.append(filename);
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Recursive evaluation.
+ *
+ * Flatten all dependency so that this descriptor contains all the data from the additional
+ * descriptors. This avoids tedious traversal in shader source creation.
+ * \{ */
+
+ /* WARNING: Recursive. */
+ void finalize();
+
+ /** \} */
+};
+
+} // namespace blender::gpu::shader
diff --git a/source/blender/gpu/intern/gpu_shader_create_info_private.hh b/source/blender/gpu/intern/gpu_shader_create_info_private.hh
new file mode 100644
index 00000000000..7010fa5e3a2
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_create_info_private.hh
@@ -0,0 +1,46 @@
+/*
+ * 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) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Descriptior type used to define shader structure, resources and interfaces.
+ *
+ * Some rule of thumb:
+ * - Do not include anything else than this file in each descriptor file.
+ */
+
+#pragma once
+
+#include "GPU_shader.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+void gpu_shader_create_info_init(void);
+void gpu_shader_create_info_exit(void);
+
+bool gpu_shader_create_info_compile_all(void);
+
+const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name);
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/gpu/intern/gpu_shader_dependency.cc b/source/blender/gpu/intern/gpu_shader_dependency.cc
new file mode 100644
index 00000000000..a866e9f1fda
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_dependency.cc
@@ -0,0 +1,197 @@
+/*
+ * 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) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Shader source dependency builder that make possible to support #include directive inside the
+ * shader files.
+ */
+
+#include <iostream>
+
+#include "BLI_map.hh"
+#include "BLI_set.hh"
+#include "BLI_string_ref.hh"
+
+#include "gpu_shader_create_info.hh"
+#include "gpu_shader_dependency_private.h"
+
+extern "C" {
+#define SHADER_SOURCE(datatoc, filename) extern char datatoc[];
+#include "glsl_draw_source_list.h"
+#include "glsl_gpu_source_list.h"
+#undef SHADER_SOURCE
+}
+
+namespace blender::gpu {
+
+using GPUSourceDictionnary = Map<StringRef, struct GPUSource *>;
+
+struct GPUSource {
+ StringRefNull filename;
+ StringRefNull source;
+ Vector<GPUSource *> dependencies;
+ bool dependencies_init = false;
+ shader::BuiltinBits builtins = (shader::BuiltinBits)0;
+
+ GPUSource(const char *file, const char *datatoc) : filename(file), source(datatoc)
+ {
+ /* Scan for builtins. */
+ /* FIXME: This can trigger false positive caused by disabled #if blocks. */
+ /* TODO(fclem): Could be made faster by scanning once. */
+ /* TODO(fclem): BARYCENTRIC_COORD. */
+ if (source.find("gl_FragCoord", 0)) {
+ builtins |= shader::BuiltinBits::FRAG_COORD;
+ }
+ if (source.find("gl_FrontFacing", 0)) {
+ builtins |= shader::BuiltinBits::FRONT_FACING;
+ }
+ if (source.find("gl_GlobalInvocationID", 0)) {
+ builtins |= shader::BuiltinBits::GLOBAL_INVOCATION_ID;
+ }
+ if (source.find("gl_InstanceID", 0)) {
+ builtins |= shader::BuiltinBits::INSTANCE_ID;
+ }
+ if (source.find("gl_Layer", 0)) {
+ builtins |= shader::BuiltinBits::LAYER;
+ }
+ if (source.find("gl_LocalInvocationID", 0)) {
+ builtins |= shader::BuiltinBits::LOCAL_INVOCATION_ID;
+ }
+ if (source.find("gl_LocalInvocationIndex", 0)) {
+ builtins |= shader::BuiltinBits::LOCAL_INVOCATION_INDEX;
+ }
+ if (source.find("gl_NumWorkGroup", 0)) {
+ builtins |= shader::BuiltinBits::NUM_WORK_GROUP;
+ }
+ if (source.find("gl_PointCoord", 0)) {
+ builtins |= shader::BuiltinBits::POINT_COORD;
+ }
+ if (source.find("gl_PointSize", 0)) {
+ builtins |= shader::BuiltinBits::POINT_SIZE;
+ }
+ if (source.find("gl_PrimitiveID", 0)) {
+ builtins |= shader::BuiltinBits::PRIMITIVE_ID;
+ }
+ if (source.find("gl_VertexID", 0)) {
+ builtins |= shader::BuiltinBits::VERTEX_ID;
+ }
+ if (source.find("gl_WorkGroupID", 0)) {
+ builtins |= shader::BuiltinBits::WORK_GROUP_ID;
+ }
+ if (source.find("gl_WorkGroupSize", 0)) {
+ builtins |= shader::BuiltinBits::WORK_GROUP_SIZE;
+ }
+ };
+
+ void init_dependencies(const GPUSourceDictionnary &dict)
+ {
+ if (dependencies_init) {
+ return;
+ }
+ dependencies_init = true;
+ int64_t pos = 0;
+ while (true) {
+ pos = source.find("pragma BLENDER_REQUIRE(", pos);
+ if (pos == -1) {
+ return;
+ }
+ int64_t start = source.find("(", pos) + 1;
+ int64_t end = source.find(")", pos);
+ if (end == -1) {
+ /* TODO Use clog. */
+ std::cout << "Error: " << filename << " : Malformed BLENDER_REQUIRE: Missing \")\"."
+ << std::endl;
+ return;
+ }
+ StringRef dependency_name = source.substr(start, end - start);
+ GPUSource *dependency_source = dict.lookup_default(dependency_name, nullptr);
+ if (dependency_source == nullptr) {
+ /* TODO Use clog. */
+ std::cout << "Error: " << filename << " : Dependency not found \"" << dependency_name
+ << "\"." << std::endl;
+ return;
+ }
+ /* Recursive. */
+ dependency_source->init_dependencies(dict);
+
+ for (auto *dep : dependency_source->dependencies) {
+ dependencies.append_non_duplicates(dep);
+ }
+ dependencies.append_non_duplicates(dependency_source);
+ pos++;
+ };
+ }
+
+ /* Returns the final string with all inlcudes done. */
+ void build(std::string &str, shader::BuiltinBits &out_builtins)
+ {
+ for (auto *dep : dependencies) {
+ out_builtins |= builtins;
+ str += dep->source;
+ }
+ str += source;
+ }
+};
+
+} // namespace blender::gpu
+
+using namespace blender::gpu;
+
+static GPUSourceDictionnary *g_sources = nullptr;
+
+void gpu_shader_dependency_init()
+{
+ g_sources = new GPUSourceDictionnary();
+
+#define SHADER_SOURCE(datatoc, filename) \
+ g_sources->add_new(filename, new GPUSource(filename, datatoc));
+#include "glsl_draw_source_list.h"
+#include "glsl_gpu_source_list.h"
+#undef SHADER_SOURCE
+
+ for (auto *value : g_sources->values()) {
+ value->init_dependencies(*g_sources);
+ }
+}
+
+void gpu_shader_dependency_exit()
+{
+ for (auto *value : g_sources->values()) {
+ delete value;
+ }
+ delete g_sources;
+}
+
+char *gpu_shader_dependency_get_resolved_source(const char *shader_source_name, uint32_t *builtins)
+{
+ GPUSource *source = g_sources->lookup(shader_source_name);
+ std::string str;
+ shader::BuiltinBits out_builtins;
+ source->build(str, out_builtins);
+ *builtins |= (uint32_t)out_builtins;
+ return strdup(str.c_str());
+}
+
+char *gpu_shader_dependency_get_source(const char *shader_source_name)
+{
+ GPUSource *src = g_sources->lookup(shader_source_name);
+ return strdup(src->source.c_str());
+}
diff --git a/source/blender/gpu/intern/gpu_shader_dependency_private.h b/source/blender/gpu/intern/gpu_shader_dependency_private.h
new file mode 100644
index 00000000000..b129ca74a48
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_dependency_private.h
@@ -0,0 +1,44 @@
+/*
+ * 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) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Shader source dependency builder that make possible to support #include directive inside the
+ * shader files.
+ */
+
+#pragma once
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+void gpu_shader_dependency_init(void);
+
+void gpu_shader_dependency_exit(void);
+
+/* User must free the resulting string using free. */
+char *gpu_shader_dependency_get_resolved_source(const char *shader_source_name,
+ uint32_t *builtins);
+char *gpu_shader_dependency_get_source(const char *shader_source_name);
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/gpu/intern/gpu_shader_info_baked.cc b/source/blender/gpu/intern/gpu_shader_info_baked.cc
new file mode 100644
index 00000000000..00af803f765
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_info_baked.cc
@@ -0,0 +1,24 @@
+/*
+ * 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) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Intentionally empty for compiling shader builder.
+ */ \ No newline at end of file
diff --git a/source/blender/gpu/intern/gpu_shader_interface.hh b/source/blender/gpu/intern/gpu_shader_interface.hh
index 4bd8f245e2b..735b8fea71d 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.hh
+++ b/source/blender/gpu/intern/gpu_shader_interface.hh
@@ -34,6 +34,7 @@
#include "BLI_utildefines.h"
#include "GPU_shader.h"
+#include "gpu_shader_create_info.hh"
namespace blender::gpu {
@@ -50,6 +51,7 @@ typedef struct ShaderInput {
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class ShaderInterface {
+ friend shader::ShaderCreateInfo;
/* TODO(fclem): should be protected. */
public:
/** Flat array. In this order: Attributes, Ubos, Uniforms. */
@@ -72,6 +74,7 @@ class ShaderInterface {
public:
ShaderInterface();
+ ShaderInterface(const shader::ShaderCreateInfo &info);
virtual ~ShaderInterface();
void debug_print();
@@ -129,6 +132,10 @@ class ShaderInterface {
static inline const char *builtin_uniform_block_name(GPUUniformBlockBuiltin u);
inline uint32_t set_input_name(ShaderInput *input, char *name, uint32_t name_len) const;
+ inline void copy_input_name(ShaderInput *input,
+ const StringRefNull &name,
+ char *name_buffer,
+ uint32_t &name_buffer_offset) const;
/**
* Finalize interface construction by sorting the #ShaderInputs for faster lookups.
@@ -216,8 +223,12 @@ inline uint32_t ShaderInterface::set_input_name(ShaderInput *input,
{
/* remove "[0]" from array name */
if (name[name_len - 1] == ']') {
- name[name_len - 3] = '\0';
- name_len -= 3;
+ for (; name_len > 1; name_len--) {
+ if (name[name_len] == '[') {
+ name[name_len] = '\0';
+ break;
+ }
+ }
}
input->name_offset = (uint32_t)(name - name_buffer_);
@@ -225,6 +236,17 @@ inline uint32_t ShaderInterface::set_input_name(ShaderInput *input,
return name_len + 1; /* include NULL terminator */
}
+inline void ShaderInterface::copy_input_name(ShaderInput *input,
+ const StringRefNull &name,
+ char *name_buffer,
+ uint32_t &name_buffer_offset) const
+{
+ uint32_t name_len = name.size();
+ /* Copy include NULL terminator. */
+ memcpy(name_buffer + name_buffer_offset, name.c_str(), name_len + 1);
+ name_buffer_offset += set_input_name(input, name_buffer + name_buffer_offset, name_len);
+}
+
inline const ShaderInput *ShaderInterface::input_lookup(const ShaderInput *const inputs,
const uint inputs_len,
const char *name) const
diff --git a/source/blender/gpu/intern/gpu_shader_private.hh b/source/blender/gpu/intern/gpu_shader_private.hh
index 498dd8f3877..7837af0dcf2 100644
--- a/source/blender/gpu/intern/gpu_shader_private.hh
+++ b/source/blender/gpu/intern/gpu_shader_private.hh
@@ -24,9 +24,12 @@
#include "BLI_string_ref.hh"
#include "GPU_shader.h"
+#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
#include "gpu_vertex_buffer_private.hh"
+#include <string>
+
namespace blender {
namespace gpu {
@@ -53,7 +56,7 @@ class Shader {
virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void compute_shader_from_glsl(MutableSpan<const char *> sources) = 0;
- virtual bool finalize() = 0;
+ virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
virtual void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) = 0;
@@ -68,6 +71,13 @@ class Shader {
virtual void vertformat_from_shader(GPUVertFormat *) const = 0;
+ std::string defines_declare(const shader::ShaderCreateInfo &info) const;
+ virtual std::string resources_declare(const shader::ShaderCreateInfo &info) const = 0;
+ virtual std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
+ virtual std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
+ virtual std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
+ virtual std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
+
/* DEPRECATED: Kept only because of BGL API. */
virtual int program_handle_get() const = 0;
diff --git a/source/blender/gpu/intern/gpu_shader_shared_utils.h b/source/blender/gpu/intern/gpu_shader_shared_utils.h
new file mode 100644
index 00000000000..f2e2aab208c
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_shared_utils.h
@@ -0,0 +1,105 @@
+/*
+ * 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) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Glue definition to make shared declaration of struct & functions work in both C / C++ and GLSL.
+ * We use the same vector and matrix types as Blender C++. Some math functions are defined to use
+ * the float version to match the GLSL syntax.
+ * This file can be used for C & C++ code and the syntax used should follow the same rules.
+ * Some preprocessing is done by the GPU backend to make it GLSL compatible.
+ *
+ * IMPORTANT:
+ * - Don't add trailing comma at the end of the enum. Our custom pre-processor will noy trim it
+ * for GLSL.
+ * - Always use `u` suffix for enum values. GLSL do not support implicit cast.
+ * - Define all values. This is in order to simplify custom pre-processor code.
+ * - Always use uint32_t as underlying type.
+ * - Use float suffix by default for float literals to avoid double promotion in C++.
+ * - Pack one float or int after a vec3/ivec3 to fullfil alligment rules.
+ *
+ * NOTE: Due to alignment restriction and buggy drivers, do not try to use mat3 inside structs.
+ * NOTE: (UBO only) Do not use arrays of float. They are padded to arrays of vec4 and are not worth
+ * it. This does not apply to SSBO.
+ *
+ * IMPORTANT: Do not forget to align mat4, vec3 and vec4 to 16 bytes, and vec2 to 8 bytes.
+ *
+ * NOTE: You can use bool type using bool1 a int boolean type matching the GLSL type.
+ */
+
+#ifdef GPU_SHADER
+# define BLI_STATIC_ASSERT_ALIGN(type_, align_)
+# define BLI_STATIC_ASSERT_SIZE(type_, size_)
+# define static
+# define inline
+# define cosf cos
+# define sinf sin
+# define tanf tan
+# define acosf acos
+# define asinf asin
+# define atanf atan
+# define floorf floor
+# define ceilf ceil
+# define sqrtf sqrt
+
+# define float2 vec2
+# define float3 vec3
+# define float4 vec4
+# define float4x4 mat4
+# define int2 ivec2
+# define int3 ivec3
+# define int4 ivec4
+# define uint2 uvec2
+# define uint3 uvec3
+# define uint4 uvec4
+# define bool1 bool
+# define bool2 bvec2
+# define bool3 bvec3
+# define bool4 bvec4
+
+#else /* C */
+# pragma once
+
+# include "BLI_assert.h"
+
+# ifdef __cplusplus
+# include "BLI_float4x4.hh"
+# include "BLI_float4x4.hh"
+# else
+typedef float float2[2];
+typedef float float3[3];
+typedef float float4[4];
+typedef float float4x4[4][4];
+# endif
+typedef int int2[2];
+typedef int int3[2];
+typedef int int4[4];
+typedef uint uint2[2];
+typedef uint uint3[3];
+typedef uint uint4[4];
+typedef int int2[2];
+typedef int int3[2];
+typedef int int4[4];
+typedef int bool1;
+typedef int bool2[2];
+typedef int bool3[2];
+typedef int bool4[4];
+
+#endif \ No newline at end of file