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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_create_info.hh')
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.hh313
1 files changed, 279 insertions, 34 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.hh b/source/blender/gpu/intern/gpu_shader_create_info.hh
index c7b3ac5ca37..dafa741977c 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.hh
+++ b/source/blender/gpu/intern/gpu_shader_create_info.hh
@@ -30,8 +30,11 @@
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
+#include "GPU_material.h"
#include "GPU_texture.h"
+#include <iostream>
+
namespace blender::gpu::shader {
#ifndef GPU_SHADER_CREATE_INFO
@@ -62,13 +65,74 @@ enum class Type {
BOOL,
};
+/* All of these functions is a bit out of place */
+static inline Type to_type(const eGPUType type)
+{
+ switch (type) {
+ case GPU_FLOAT:
+ return Type::FLOAT;
+ case GPU_VEC2:
+ return Type::VEC2;
+ case GPU_VEC3:
+ return Type::VEC3;
+ case GPU_VEC4:
+ return Type::VEC4;
+ case GPU_MAT3:
+ return Type::MAT3;
+ case GPU_MAT4:
+ return Type::MAT4;
+ default:
+ BLI_assert_msg(0, "Error: Cannot convert eGPUType to shader::Type.");
+ return Type::FLOAT;
+ }
+}
+
+static inline std::ostream &operator<<(std::ostream &stream, const Type type)
+{
+ switch (type) {
+ case Type::FLOAT:
+ return stream << "float";
+ case Type::VEC2:
+ return stream << "vec2";
+ case Type::VEC3:
+ return stream << "vec3";
+ case Type::VEC4:
+ return stream << "vec4";
+ case Type::MAT3:
+ return stream << "mat3";
+ case Type::MAT4:
+ return stream << "mat4";
+ default:
+ BLI_assert(0);
+ return stream;
+ }
+}
+
+static inline std::ostream &operator<<(std::ostream &stream, const eGPUType type)
+{
+ switch (type) {
+ case GPU_CLOSURE:
+ return stream << "Closure";
+ default:
+ return stream << to_type(type);
+ }
+}
+
enum class BuiltinBits {
- /** Allow getting barycentic coordinates inside the fragment shader. NOTE: emulated on OpenGL. */
+ NONE = 0,
+ /**
+ * Allow getting barycentric 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),
+ /**
+ * Allow setting the target layer when the output is a layered frame-buffer.
+ * \note Emulated through geometry shader on older hardware.
+ */
LAYER = (1 << 7),
LOCAL_INVOCATION_ID = (1 << 8),
LOCAL_INVOCATION_INDEX = (1 << 9),
@@ -122,10 +186,13 @@ enum class ImageType {
/* Storage qualifiers. */
enum class Qualifier {
- RESTRICT = (1 << 0),
- READ_ONLY = (1 << 1),
- WRITE_ONLY = (1 << 2),
- QUALIFIER_MAX = (WRITE_ONLY << 1) - 1,
+ /** Restrict flag is set by default. Unless specified otherwise. */
+ NO_RESTRICT = (1 << 0),
+ READ = (1 << 1),
+ WRITE = (1 << 2),
+ /** Shorthand version of combined flags. */
+ READ_WRITE = READ | WRITE,
+ QUALIFIER_MAX = (WRITE << 1) - 1,
};
ENUM_OPERATORS(Qualifier, Qualifier::QUALIFIER_MAX);
@@ -218,18 +285,45 @@ struct ShaderCreateInfo {
bool do_static_compilation_ = false;
/** If true, all additionally linked create info will be merged into this one. */
bool finalized_ = false;
+ /** If true, all resources will have an automatic location assigned. */
+ bool auto_resource_location_ = 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};
+ /** Manually set builtins. */
+ BuiltinBits builtins_ = BuiltinBits::NONE;
+ /** Manually set generated code. */
+ std::string vertex_source_generated = "";
+ std::string fragment_source_generated = "";
+ std::string typedef_source_generated = "";
+ /** Manually set generated dependencies. */
+ Vector<const char *, 0> dependencies_generated;
+
+#define TEST_EQUAL(a, b, _member) \
+ if (!((a)._member == (b)._member)) { \
+ return false; \
+ }
+
+#define TEST_VECTOR_EQUAL(a, b, _vector) \
+ TEST_EQUAL(a, b, _vector.size()); \
+ for (auto i : _vector.index_range()) { \
+ TEST_EQUAL(a, b, _vector[i]); \
+ }
struct VertIn {
int index;
Type type;
StringRefNull name;
+
+ bool operator==(const VertIn &b)
+ {
+ TEST_EQUAL(*this, b, index);
+ TEST_EQUAL(*this, b, type);
+ TEST_EQUAL(*this, b, name);
+ return true;
+ }
};
Vector<VertIn> vertex_inputs_;
@@ -239,14 +333,47 @@ struct ShaderCreateInfo {
PrimitiveOut primitive_out;
/** Set to -1 by default to check if used. */
int max_vertices = -1;
+
+ bool operator==(const GeometryStageLayout &b)
+ {
+ TEST_EQUAL(*this, b, primitive_in);
+ TEST_EQUAL(*this, b, invocations);
+ TEST_EQUAL(*this, b, primitive_out);
+ TEST_EQUAL(*this, b, max_vertices);
+ return true;
+ }
};
GeometryStageLayout geometry_layout_;
+ struct ComputeStageLayout {
+ int local_size_x = -1;
+ int local_size_y = -1;
+ int local_size_z = -1;
+
+ bool operator==(const ComputeStageLayout &b)
+ {
+ TEST_EQUAL(*this, b, local_size_x);
+ TEST_EQUAL(*this, b, local_size_y);
+ TEST_EQUAL(*this, b, local_size_z);
+ return true;
+ }
+ };
+ ComputeStageLayout compute_layout_;
+
struct FragOut {
int index;
Type type;
DualBlend blend;
StringRefNull name;
+
+ bool operator==(const FragOut &b)
+ {
+ TEST_EQUAL(*this, b, index);
+ TEST_EQUAL(*this, b, type);
+ TEST_EQUAL(*this, b, blend);
+ TEST_EQUAL(*this, b, name);
+ return true;
+ }
};
Vector<FragOut> fragment_outputs_;
@@ -292,6 +419,35 @@ struct ShaderCreateInfo {
};
Resource(BindType type, int _slot) : bind_type(type), slot(_slot){};
+
+ bool operator==(const Resource &b)
+ {
+ TEST_EQUAL(*this, b, bind_type);
+ TEST_EQUAL(*this, b, slot);
+ switch (bind_type) {
+ case UNIFORM_BUFFER:
+ TEST_EQUAL(*this, b, uniformbuf.type_name);
+ TEST_EQUAL(*this, b, uniformbuf.name);
+ break;
+ case STORAGE_BUFFER:
+ TEST_EQUAL(*this, b, storagebuf.qualifiers);
+ TEST_EQUAL(*this, b, storagebuf.type_name);
+ TEST_EQUAL(*this, b, storagebuf.name);
+ break;
+ case SAMPLER:
+ TEST_EQUAL(*this, b, sampler.type);
+ TEST_EQUAL(*this, b, sampler.sampler);
+ TEST_EQUAL(*this, b, sampler.name);
+ break;
+ case IMAGE:
+ TEST_EQUAL(*this, b, image.format);
+ TEST_EQUAL(*this, b, image.type);
+ TEST_EQUAL(*this, b, image.qualifiers);
+ TEST_EQUAL(*this, b, image.name);
+ break;
+ }
+ return true;
+ }
};
/**
* Resources are grouped by frequency of change.
@@ -305,10 +461,17 @@ struct ShaderCreateInfo {
Vector<StageInterfaceInfo *> geometry_out_interfaces_;
struct PushConst {
- int index;
Type type;
StringRefNull name;
int array_size;
+
+ bool operator==(const PushConst &b)
+ {
+ TEST_EQUAL(*this, b, type);
+ TEST_EQUAL(*this, b, name);
+ TEST_EQUAL(*this, b, array_size);
+ return true;
+ }
};
Vector<PushConst> push_constants_;
@@ -366,7 +529,20 @@ struct ShaderCreateInfo {
return *(Self *)this;
}
- /* Only needed if geometry shader is enabled. */
+ Self &local_group_size(int local_size_x = -1, int local_size_y = -1, int local_size_z = -1)
+ {
+ compute_layout_.local_size_x = local_size_x;
+ compute_layout_.local_size_y = local_size_y;
+ compute_layout_.local_size_z = local_size_z;
+ return *(Self *)this;
+ }
+
+ /**
+ * Only needed if geometry shader is enabled.
+ * IMPORTANT: Input and output instance name will have respectively "_in" and "_out" suffix
+ * appended in the geometry shader IF AND ONLY IF the vertex_out interface instance name matches
+ * the geometry_out interface instance name.
+ */
Self &geometry_out(StageInterfaceInfo &interface)
{
geometry_out_interfaces_.append(&interface);
@@ -481,22 +657,14 @@ struct ShaderCreateInfo {
/** \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)
+ Self &push_constant(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});
+ push_constants_.append({type, name, array_size});
interface_names_size_ += name.size() + 1;
return *(Self *)this;
}
@@ -504,20 +672,6 @@ struct ShaderCreateInfo {
/** \} */
/* -------------------------------------------------------------------- */
- /** \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
* \{ */
@@ -539,6 +693,18 @@ struct ShaderCreateInfo {
return *(Self *)this;
}
+ Self &builtins(BuiltinBits builtin)
+ {
+ builtins_ |= builtin;
+ return *(Self *)this;
+ }
+
+ Self &auto_resource_location(bool value)
+ {
+ auto_resource_location_ = value;
+ return *(Self *)this;
+ }
+
/** \} */
/* -------------------------------------------------------------------- */
@@ -551,7 +717,9 @@ struct ShaderCreateInfo {
StringRefNull info_name1 = "",
StringRefNull info_name2 = "",
StringRefNull info_name3 = "",
- StringRefNull info_name4 = "")
+ StringRefNull info_name4 = "",
+ StringRefNull info_name5 = "",
+ StringRefNull info_name6 = "")
{
additional_infos_.append(info_name0);
if (!info_name1.is_empty()) {
@@ -566,6 +734,12 @@ struct ShaderCreateInfo {
if (!info_name4.is_empty()) {
additional_infos_.append(info_name4);
}
+ if (!info_name5.is_empty()) {
+ additional_infos_.append(info_name5);
+ }
+ if (!info_name6.is_empty()) {
+ additional_infos_.append(info_name6);
+ }
return *(Self *)this;
}
@@ -601,6 +775,77 @@ struct ShaderCreateInfo {
void validate(const ShaderCreateInfo &other_info);
/** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Operators.
+ *
+ * \{ */
+
+ /* Comparison operator for GPUPass cache. We only compare if it will create the same shader code.
+ * So we do not compare name and some other internal stuff. */
+ bool operator==(const ShaderCreateInfo &b)
+ {
+ TEST_EQUAL(*this, b, builtins_);
+ TEST_EQUAL(*this, b, vertex_source_generated);
+ TEST_EQUAL(*this, b, fragment_source_generated);
+ TEST_EQUAL(*this, b, typedef_source_generated);
+ TEST_VECTOR_EQUAL(*this, b, vertex_inputs_);
+ TEST_EQUAL(*this, b, geometry_layout_);
+ TEST_EQUAL(*this, b, compute_layout_);
+ TEST_VECTOR_EQUAL(*this, b, fragment_outputs_);
+ TEST_VECTOR_EQUAL(*this, b, pass_resources_);
+ TEST_VECTOR_EQUAL(*this, b, batch_resources_);
+ TEST_VECTOR_EQUAL(*this, b, vertex_out_interfaces_);
+ TEST_VECTOR_EQUAL(*this, b, geometry_out_interfaces_);
+ TEST_VECTOR_EQUAL(*this, b, push_constants_);
+ TEST_VECTOR_EQUAL(*this, b, typedef_sources_);
+ TEST_EQUAL(*this, b, vertex_source_);
+ TEST_EQUAL(*this, b, geometry_source_);
+ TEST_EQUAL(*this, b, fragment_source_);
+ TEST_EQUAL(*this, b, compute_source_);
+ TEST_VECTOR_EQUAL(*this, b, additional_infos_);
+ TEST_VECTOR_EQUAL(*this, b, defines_);
+ return true;
+ }
+
+ /** Debug print */
+ friend std::ostream &operator<<(std::ostream &stream, const ShaderCreateInfo &info)
+ {
+ /* TODO(@fclem): Complete print. */
+
+ auto print_resource = [&](const Resource &res) {
+ switch (res.bind_type) {
+ case Resource::BindType::UNIFORM_BUFFER:
+ stream << "UNIFORM_BUFFER(" << res.slot << ", " << res.uniformbuf.name << ")"
+ << std::endl;
+ break;
+ case Resource::BindType::STORAGE_BUFFER:
+ stream << "STORAGE_BUFFER(" << res.slot << ", " << res.storagebuf.name << ")"
+ << std::endl;
+ break;
+ case Resource::BindType::SAMPLER:
+ stream << "SAMPLER(" << res.slot << ", " << res.sampler.name << ")" << std::endl;
+ break;
+ case Resource::BindType::IMAGE:
+ stream << "IMAGE(" << res.slot << ", " << res.image.name << ")" << std::endl;
+ break;
+ }
+ };
+
+ /* TODO(@fclem): Order the resources. */
+ for (auto &res : info.batch_resources_) {
+ print_resource(res);
+ }
+ for (auto &res : info.pass_resources_) {
+ print_resource(res);
+ }
+ return stream;
+ }
+
+ /** \} */
+
+#undef TEST_EQUAL
+#undef TEST_VECTOR_EQUAL
};
} // namespace blender::gpu::shader