diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_interface.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_interface.c | 367 |
1 files changed, 367 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c new file mode 100644 index 00000000000..54c5f41bbd3 --- /dev/null +++ b/source/blender/gpu/intern/gpu_shader_interface.c @@ -0,0 +1,367 @@ +/* + * ***** 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 "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; + free(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 = malloc(sizeof(GPUShaderInput)); + + input->location = glGetUniformLocation(shaderface->program, name); + + uint name_len = strlen(name); + shaderface->name_buffer = realloc(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 = calloc(1, sizeof(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 = malloc(name_buffer_len); + + /* Attributes */ + for (uint32_t i = 0; i < attr_len; ++i) { + GPUShaderInput *input = malloc(sizeof(GPUShaderInput)); + 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 = malloc(sizeof(GPUShaderInput)); + 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 = calloc(shaderface->batches_len, sizeof(GPUBatch *)); + + 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. */ + free(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); + } + } + free(shaderface->batches); + /* Free memory used by shader interface by its self. */ + free(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 = realloc(shaderface->batches, sizeof(GPUBatch *) * shaderface->batches_len); + memset(shaderface->batches + i, 0, sizeof(GPUBatch *) * GPU_SHADERINTERFACE_REF_ALLOC_COUNT); + } + 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 */ + } + } +} |