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Diffstat (limited to 'source/blender/compositor/realtime_compositor/COM_shader_operation.hh')
-rw-r--r-- | source/blender/compositor/realtime_compositor/COM_shader_operation.hh | 242 |
1 files changed, 242 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/COM_shader_operation.hh b/source/blender/compositor/realtime_compositor/COM_shader_operation.hh new file mode 100644 index 00000000000..d03e52ac8f2 --- /dev/null +++ b/source/blender/compositor/realtime_compositor/COM_shader_operation.hh @@ -0,0 +1,242 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later */ + +#pragma once + +#include <memory> + +#include "BLI_map.hh" +#include "BLI_string_ref.hh" +#include "BLI_vector_set.hh" + +#include "GPU_material.h" +#include "GPU_shader.h" + +#include "gpu_shader_create_info.hh" + +#include "NOD_derived_node_tree.hh" + +#include "COM_context.hh" +#include "COM_operation.hh" +#include "COM_scheduler.hh" + +namespace blender::realtime_compositor { + +using namespace nodes::derived_node_tree_types; + +/* A type representing a contiguous subset of the node execution schedule that will be compiled + * into a Shader Operation. */ +using ShaderCompileUnit = VectorSet<DNode>; + +/* ------------------------------------------------------------------------------------------------ + * Shader Operation + * + * An operation that evaluates a shader compiled from a contiguous subset of the node execution + * schedule using the GPU material compiler, see GPU_material.h for more information. The subset + * of the node execution schedule is called a shader compile unit, see the discussion in + * COM_compile_state.hh for more information. + * + * Consider the following node graph with a node execution schedule denoted by the number on each + * node. The compiler may decide to compile a subset of the execution schedule into a shader + * operation, in this case, the nodes from 3 to 5 were compiled together into a shader operation. + * This subset is called the shader compile unit. See the discussion in COM_evaluator.hh for more + * information on the compilation process. Each of the nodes inside the compile unit implements a + * Shader Node which is instantiated, stored in shader_nodes_, and used during compilation. See the + * discussion in COM_shader_node.hh for more information. Links that are internal to the shader + * operation are established between the input and outputs of the shader nodes, for instance, the + * links between nodes 3 and 4 as well as those between nodes 4 and 5. However, links that cross + * the boundary of the shader operation needs special handling. + * + * Shader Operation + * +------------------------------------------------------+ + * .------------. | .------------. .------------. .------------. | .------------. + * | Node 1 | | | Node 3 | | Node 4 | | Node 5 | | | Node 6 | + * | |----|--| |--| |------| |--|--| | + * | | .-|--| | | | .---| | | | | + * '------------' | | '------------' '------------' | '------------' | '------------' + * | +----------------------------------|-------------------+ + * .------------. | | + * | Node 2 | | | + * | |--'------------------------------------' + * | | + * '------------' + * + * Links from nodes that are not part of the shader operation to nodes that are part of the shader + * operation are considered inputs of the operation itself and are declared as such. For instance, + * the link from node 1 to node 3 is declared as an input to the operation, and the same applies + * for the links from node 2 to nodes 3 and 5. Note, however, that only one input is declared for + * each distinct output socket, so both links from node 2 share the same input of the operation. + * An input to the operation is declared for a distinct output socket as follows: + * + * - A texture is added to the shader, which will be bound to the result of the output socket + * during evaluation. + * - A GPU attribute is added to the GPU material for that output socket and is linked to the GPU + * input stack of the inputs linked to the output socket. + * - Code is emitted to initialize the values of the attributes by sampling the textures + * corresponding to each of the inputs. + * - The newly added attribute is mapped to the output socket in output_to_material_attribute_map_ + * to share that same attributes for all inputs linked to the same output socket. + * + * Links from nodes that are part of the shader operation to nodes that are not part of the shader + * operation are considered outputs of the operation itself and are declared as such. For instance, + * the link from node 5 to node 6 is declared as an output to the operation. An output to the + * operation is declared for an output socket as follows: + * + * - An image is added in the shader where the output value will be written. + * - A storer GPU material node that stores the value of the output is added and linked to the GPU + * output stack of the output. The storer will store the value in the image identified by the + * index of the output given to the storer. + * - The storer functions are generated dynamically to map each index with its appropriate image. + * + * The GPU material code generator source is used to construct a compute shader that is then + * dispatched during operation evaluation after binding the inputs, outputs, and any necessary + * resources. */ +class ShaderOperation : public Operation { + private: + /* The compile unit that will be compiled into this shader operation. */ + ShaderCompileUnit compile_unit_; + /* The GPU material backing the operation. This is created and compiled during construction and + * freed during destruction. */ + GPUMaterial *material_; + /* A map that associates each node in the compile unit with an instance of its shader node. */ + Map<DNode, std::unique_ptr<ShaderNode>> shader_nodes_; + /* A map that associates the identifier of each input of the operation with the output socket it + * is linked to. This is needed to help the compiler establish links between operations. */ + Map<std::string, DOutputSocket> inputs_to_linked_outputs_map_; + /* A map that associates the output socket that provides the result of an output of the operation + * with the identifier of that output. This is needed to help the compiler establish links + * between operations. */ + Map<DOutputSocket, std::string> output_sockets_to_output_identifiers_map_; + /* A map that associates the output socket of a node that is not part of the shader operation to + * the attribute that was created for it. This is used to share the same attribute with all + * inputs that are linked to the same output socket. */ + Map<DOutputSocket, GPUNodeLink *> output_to_material_attribute_map_; + + public: + /* Construct and compile a GPU material from the given shader compile unit by calling + * GPU_material_from_callbacks with the appropriate callbacks. */ + ShaderOperation(Context &context, ShaderCompileUnit &compile_unit); + + /* Free the GPU material. */ + ~ShaderOperation(); + + /* Allocate the output results, bind the shader and all its needed resources, then dispatch the + * shader. */ + void execute() override; + + /* Get the identifier of the operation output corresponding to the given output socket. This is + * called by the compiler to identify the operation output that provides the result for an input + * by providing the output socket that the input is linked to. See + * output_sockets_to_output_identifiers_map_ for more information. */ + StringRef get_output_identifier_from_output_socket(DOutputSocket output_socket); + + /* Get a reference to the inputs to linked outputs map of the operation. This is called by the + * compiler to identify the output that each input of the operation is linked to for correct + * input mapping. See inputs_to_linked_outputs_map_ for more information. */ + Map<std::string, DOutputSocket> &get_inputs_to_linked_outputs_map(); + + /* Compute and set the initial reference counts of all the results of the operation. The + * reference counts of the results are the number of operations that use those results, which is + * computed as the number of inputs whose node is part of the schedule and is linked to the + * output corresponding to each of the results of the operation. The node execution schedule is + * given as an input. */ + void compute_results_reference_counts(const Schedule &schedule); + + private: + /* Bind the uniform buffer of the GPU material as well as any color band textures needed by the + * GPU material. The compiled shader of the material is given as an argument and assumed to be + * bound. */ + void bind_material_resources(GPUShader *shader); + + /* Bind the input results of the operation to the appropriate textures in the GPU material. The + * attributes stored in output_to_material_attribute_map_ have names that match the texture + * samplers in the shader as well as the identifiers of the operation inputs that they correspond + * to. The compiled shader of the material is given as an argument and assumed to be bound. */ + void bind_inputs(GPUShader *shader); + + /* Bind the output results of the operation to the appropriate images in the GPU material. The + * name of the images in the shader match the identifier of their corresponding outputs. The + * compiled shader of the material is given as an argument and assumed to be bound. */ + void bind_outputs(GPUShader *shader); + + /* A static callback method of interface ConstructGPUMaterialFn that is passed to + * GPU_material_from_callbacks to construct the GPU material graph. The thunk parameter will be a + * pointer to the instance of ShaderOperation that is being compiled. The method goes over the + * compile unit and does the following for each node: + * + * - Instantiate a ShaderNode from the node and add it to shader_nodes_. + * - Link the inputs of the node if needed. The inputs are either linked to other nodes in the + * GPU material graph or are exposed as inputs to the shader operation itself if they are + * linked to nodes that are not part of the shader operation. + * - Call the compile method of the shader node to actually add and link the GPU material graph + * nodes. + * - If any of the outputs of the node are linked to nodes that are not part of the shader + * operation, they are exposed as outputs to the shader operation itself. */ + static void construct_material(void *thunk, GPUMaterial *material); + + /* Link the inputs of the node if needed. Unlinked inputs are ignored as they will be linked by + * the node compile method. If the input is linked to a node that is not part of the shader + * operation, the input will be exposed as an input to the shader operation and linked to it. + * While if the input is linked to a node that is part of the shader operation, then it is linked + * to that node in the GPU material node graph. */ + void link_node_inputs(DNode node, GPUMaterial *material); + + /* Given the input socket of a node that is part of the shader operation which is linked to the + * given output socket of a node that is also part of the shader operation, just link the output + * link of the GPU node stack of the output socket to the input link of the GPU node stack of the + * input socket. This essentially establishes the needed links in the GPU material node graph. */ + void link_node_input_internal(DInputSocket input_socket, DOutputSocket output_socket); + + /* Given the input socket of a node that is part of the shader operation which is linked to the + * given output socket of a node that is not part of the shader operation, declare a new + * operation input and link it to the input link of the GPU node stack of the input socket. An + * operation input is only declared if no input was already declared for that same output socket + * before. */ + void link_node_input_external(DInputSocket input_socket, + DOutputSocket output_socket, + GPUMaterial *material); + + /* Given the input socket of a node that is part of the shader operation which is linked to the + * given output socket of a node that is not part of the shader operation, declare a new input to + * the operation that is represented in the GPU material by a newly created GPU attribute. It is + * assumed that no operation input was declared for this same output socket before. In the + * generate_code_for_inputs method, a texture will be added in the shader for each of the + * declared inputs, having the same name as the attribute. Additionally, code will be emitted to + * initialize the attributes by sampling their corresponding textures. */ + void declare_operation_input(DInputSocket input_socket, + DOutputSocket output_socket, + GPUMaterial *material); + + /* Populate the output results of the shader operation for output sockets of the given node that + * are linked to nodes outside of the shader operation. */ + void populate_results_for_node(DNode node, GPUMaterial *material); + + /* Given the output socket of a node that is part of the shader operation which is linked to an + * input socket of a node that is not part of the shader operation, declare a new output to the + * operation and link it to an output storer passing in the index of the output. In the + * generate_code_for_outputs method, an image will be added in the shader for each of the + * declared outputs. Additionally, code will be emitted to define the storer functions that store + * the value in the appropriate image identified by the given index. */ + void populate_operation_result(DOutputSocket output_socket, GPUMaterial *material); + + /* A static callback method of interface GPUCodegenCallbackFn that is passed to + * GPU_material_from_callbacks to create the shader create info of the GPU material. The thunk + * parameter will be a pointer to the instance of ShaderOperation that is being compiled. + * + * This method first generates the necessary code to load the inputs and store the outputs. Then, + * it creates a compute shader from the generated sources. Finally, it adds the necessary GPU + * resources to the shader. */ + static void generate_code(void *thunk, GPUMaterial *material, GPUCodegenOutput *code_generator); + + /* Add an image in the shader for each of the declared outputs. Additionally, emit code to define + * the storer functions that store the given value in the appropriate image identified by the + * given index. */ + void generate_code_for_outputs(gpu::shader::ShaderCreateInfo &shader_create_info); + + /* Add a texture will in the shader for each of the declared inputs/attributes in the operation, + * having the same name as the attribute. Additionally, emit code to initialize the attributes by + * sampling their corresponding textures. */ + void generate_code_for_inputs(GPUMaterial *material, + gpu::shader::ShaderCreateInfo &shader_create_info); +}; + +} // namespace blender::realtime_compositor |