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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_interface.c')
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c368
1 files changed, 368 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
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+++ b/source/blender/gpu/intern/gpu_shader_interface.c
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+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 by Mike Erwin.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/gpu/intern/gpu_shader_interface.c
+ * \ingroup gpu
+ *
+ * GPU shader interface (C --> GLSL)
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "GPU_shader_interface.h"
+
+#include "gpu_batch_private.h"
+#include "gpu_context_private.h"
+
+#include <stdlib.h>
+#include <stddef.h>
+#include <string.h>
+
+#define DEBUG_SHADER_INTERFACE 0
+
+#if DEBUG_SHADER_INTERFACE
+# include <stdio.h>
+#endif
+
+static const char *BuiltinUniform_name(GPUUniformBuiltin u)
+{
+ static const char *names[] = {
+ [GPU_UNIFORM_NONE] = NULL,
+
+ [GPU_UNIFORM_MODEL] = "ModelMatrix",
+ [GPU_UNIFORM_VIEW] = "ViewMatrix",
+ [GPU_UNIFORM_MODELVIEW] = "ModelViewMatrix",
+ [GPU_UNIFORM_PROJECTION] = "ProjectionMatrix",
+ [GPU_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix",
+ [GPU_UNIFORM_MVP] = "ModelViewProjectionMatrix",
+
+ [GPU_UNIFORM_MODEL_INV] = "ModelMatrixInverse",
+ [GPU_UNIFORM_VIEW_INV] = "ViewMatrixInverse",
+ [GPU_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse",
+ [GPU_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse",
+ [GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
+
+ [GPU_UNIFORM_NORMAL] = "NormalMatrix",
+ [GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
+ [GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
+ [GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
+
+ [GPU_UNIFORM_COLOR] = "color",
+ [GPU_UNIFORM_EYE] = "eye",
+ [GPU_UNIFORM_CALLID] = "callId",
+
+ [GPU_UNIFORM_CUSTOM] = NULL,
+ [GPU_NUM_UNIFORMS] = NULL,
+ };
+
+ return names[u];
+}
+
+GPU_INLINE bool match(const char *a, const char *b)
+{
+ return strcmp(a, b) == 0;
+}
+
+GPU_INLINE uint hash_string(const char *str)
+{
+ uint i = 0, c;
+ while ((c = *str++)) {
+ i = i * 37 + c;
+ }
+ return i;
+}
+
+GPU_INLINE void set_input_name(
+ GPUShaderInterface *shaderface, GPUShaderInput *input,
+ const char *name, uint32_t name_len)
+{
+ input->name_offset = shaderface->name_buffer_offset;
+ input->name_hash = hash_string(name);
+ shaderface->name_buffer_offset += name_len + 1; /* include NULL terminator */
+}
+
+GPU_INLINE void shader_input_to_bucket(
+ GPUShaderInput *input,
+ GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
+{
+ const uint bucket_index = input->name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
+ input->next = buckets[bucket_index];
+ buckets[bucket_index] = input;
+}
+
+GPU_INLINE const GPUShaderInput *buckets_lookup(
+ GPUShaderInput *const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS],
+ const char *name_buffer, const char *name)
+{
+ const uint name_hash = hash_string(name);
+ const uint bucket_index = name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
+ const GPUShaderInput *input = buckets[bucket_index];
+ if (input == NULL) {
+ /* Requested uniform is not found at all. */
+ return NULL;
+ }
+ /* Optimization bit: if there is no hash collision detected when constructing shader interface
+ * it means we can only request the single possible uniform. Surely, it's possible we request
+ * uniform which causes hash collision, but that will be detected in debug builds. */
+ if (input->next == NULL) {
+ if (name_hash == input->name_hash) {
+#if TRUST_NO_ONE
+ assert(match(name_buffer + input->name_offset, name));
+#endif
+ return input;
+ }
+ return NULL;
+ }
+ /* Work through possible collisions. */
+ const GPUShaderInput *next = input;
+ while (next != NULL) {
+ input = next;
+ next = input->next;
+ if (input->name_hash != name_hash) {
+ continue;
+ }
+ if (match(name_buffer + input->name_offset, name)) {
+ return input;
+ }
+ }
+ return NULL; /* not found */
+}
+
+GPU_INLINE void buckets_free(GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
+{
+ for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) {
+ GPUShaderInput *input = buckets[bucket_index];
+ while (input != NULL) {
+ GPUShaderInput *input_next = input->next;
+ MEM_freeN(input);
+ input = input_next;
+ }
+ }
+}
+
+static bool setup_builtin_uniform(GPUShaderInput *input, const char *name)
+{
+ /* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */
+
+ /* detect built-in uniforms (name must match) */
+ for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
+ const char *builtin_name = BuiltinUniform_name(u);
+ if (match(name, builtin_name)) {
+ input->builtin_type = u;
+ return true;
+ }
+ }
+ input->builtin_type = GPU_UNIFORM_CUSTOM;
+ return false;
+}
+
+static const GPUShaderInput *add_uniform(GPUShaderInterface *shaderface, const char *name)
+{
+ GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput Unif");
+
+ input->location = glGetUniformLocation(shaderface->program, name);
+
+ uint name_len = strlen(name);
+ shaderface->name_buffer = MEM_reallocN(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); /* include NULL terminator */
+ char *name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset;
+ strcpy(name_buffer, name);
+
+ set_input_name(shaderface, input, name, name_len);
+ setup_builtin_uniform(input, name);
+
+ shader_input_to_bucket(input, shaderface->uniform_buckets);
+ if (input->builtin_type != GPU_UNIFORM_NONE &&
+ input->builtin_type != GPU_UNIFORM_CUSTOM)
+ {
+ shaderface->builtin_uniforms[input->builtin_type] = input;
+ }
+#if DEBUG_SHADER_INTERFACE
+ printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n",
+ shaderface,
+ shaderface->program,
+ name,
+ input->location);
+#endif
+ return input;
+}
+
+GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
+{
+ GPUShaderInterface *shaderface = MEM_callocN(sizeof(GPUShaderInterface), "GPUShaderInterface");
+ shaderface->program = program;
+
+#if DEBUG_SHADER_INTERFACE
+ printf("%s {\n", __func__); /* enter function */
+ printf("GPUShaderInterface %p, program %d\n", shaderface, program);
+#endif
+
+ GLint max_attrib_name_len, attr_len;
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attrib_name_len);
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len);
+
+ GLint max_ubo_name_len, ubo_len;
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len);
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len);
+
+ const uint32_t name_buffer_len = attr_len * max_attrib_name_len + ubo_len * max_ubo_name_len;
+ shaderface->name_buffer = MEM_mallocN(name_buffer_len, "name_buffer");
+
+ /* Attributes */
+ for (uint32_t i = 0; i < attr_len; ++i) {
+ GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput Attr");
+ GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
+ char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
+ GLsizei name_len = 0;
+
+ glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
+
+ /* remove "[0]" from array name */
+ if (name[name_len - 1] == ']') {
+ name[name_len - 3] = '\0';
+ name_len -= 3;
+ }
+
+ /* TODO: reject DOUBLE gl_types */
+
+ input->location = glGetAttribLocation(program, name);
+
+ set_input_name(shaderface, input, name, name_len);
+
+ shader_input_to_bucket(input, shaderface->attrib_buckets);
+
+#if DEBUG_SHADER_INTERFACE
+ printf("attrib[%u] '%s' at location %d\n", i, name, input->location);
+#endif
+ }
+ /* Uniform Blocks */
+ for (uint32_t i = 0; i < ubo_len; ++i) {
+ GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput UBO");
+ GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
+ char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
+ GLsizei name_len = 0;
+
+ glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
+
+ input->location = i;
+
+ set_input_name(shaderface, input, name, name_len);
+
+ shader_input_to_bucket(input, shaderface->ubo_buckets);
+
+#if DEBUG_SHADER_INTERFACE
+ printf("ubo '%s' at location %d\n", name, input->location);
+#endif
+ }
+ /* Builtin Uniforms */
+ for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
+ const char *builtin_name = BuiltinUniform_name(u);
+ if (glGetUniformLocation(program, builtin_name) != -1) {
+ add_uniform((GPUShaderInterface *)shaderface, builtin_name);
+ }
+ }
+ /* Batches ref buffer */
+ shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
+ shaderface->batches = MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *), "GPUShaderInterface batches");
+
+ return shaderface;
+}
+
+void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
+{
+ /* Free memory used by buckets and has entries. */
+ buckets_free(shaderface->uniform_buckets);
+ buckets_free(shaderface->attrib_buckets);
+ buckets_free(shaderface->ubo_buckets);
+ /* Free memory used by name_buffer. */
+ MEM_freeN(shaderface->name_buffer);
+ /* Remove this interface from all linked Batches vao cache. */
+ for (int i = 0; i < shaderface->batches_len; ++i) {
+ if (shaderface->batches[i] != NULL) {
+ gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface);
+ }
+ }
+ MEM_freeN(shaderface->batches);
+ /* Free memory used by shader interface by its self. */
+ MEM_freeN(shaderface);
+}
+
+const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface, const char *name)
+{
+ /* TODO: Warn if we find a matching builtin, since these can be looked up much quicker. */
+ const GPUShaderInput *input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
+ /* If input is not found add it so it's found next time. */
+ if (input == NULL) {
+ input = add_uniform((GPUShaderInterface *)shaderface, name);
+ }
+ return (input->location != -1) ? input : NULL;
+}
+
+const GPUShaderInput *GPU_shaderinterface_uniform_builtin(
+ const GPUShaderInterface *shaderface, GPUUniformBuiltin builtin)
+{
+#if TRUST_NO_ONE
+ assert(builtin != GPU_UNIFORM_NONE);
+ assert(builtin != GPU_UNIFORM_CUSTOM);
+ assert(builtin != GPU_NUM_UNIFORMS);
+#endif
+ return shaderface->builtin_uniforms[builtin];
+}
+
+const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface, const char *name)
+{
+ return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name);
+}
+
+const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface, const char *name)
+{
+ return buckets_lookup(shaderface->attrib_buckets, shaderface->name_buffer, name);
+}
+
+void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
+{
+ int i; /* find first unused slot */
+ for (i = 0; i < shaderface->batches_len; ++i) {
+ if (shaderface->batches[i] == NULL) {
+ break;
+ }
+ }
+ if (i == shaderface->batches_len) {
+ /* Not enough place, realloc the array. */
+ i = shaderface->batches_len;
+ shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
+ shaderface->batches = MEM_recallocN(shaderface->batches, sizeof(GPUBatch *) * shaderface->batches_len);
+ }
+ shaderface->batches[i] = batch;
+}
+
+void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
+{
+ for (int i = 0; i < shaderface->batches_len; ++i) {
+ if (shaderface->batches[i] == batch) {
+ shaderface->batches[i] = NULL;
+ break; /* cannot have duplicates */
+ }
+ }
+}