diff options
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_attr_binding.cc | 13 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_attr_binding_private.h | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_batch_private.hh | 1 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.cc | 84 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_matrix.cc | 17 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_select_pick.c | 14 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_select_sample_query.c | 22 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.cc | 68 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_interface.cc | 532 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_interface.hh | 225 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_private.hh | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_state.cc | 43 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_state_private.hh | 21 |
13 files changed, 404 insertions, 648 deletions
diff --git a/source/blender/gpu/intern/gpu_attr_binding.cc b/source/blender/gpu/intern/gpu_attr_binding.cc index 6cb60884620..2a48107e190 100644 --- a/source/blender/gpu/intern/gpu_attr_binding.cc +++ b/source/blender/gpu/intern/gpu_attr_binding.cc @@ -61,9 +61,7 @@ static void write_attr_location(GPUAttrBinding *binding, uint a_idx, uint locati binding->enabled_bits |= 1 << a_idx; } -void get_attr_locations(const GPUVertFormat *format, - GPUAttrBinding *binding, - const GPUShaderInterface *shaderface) +void get_attr_locations(const GPUVertFormat *format, GPUAttrBinding *binding, GPUShader *shader) { AttrBinding_clear(binding); @@ -71,13 +69,12 @@ void get_attr_locations(const GPUVertFormat *format, const GPUVertAttr *a = &format->attrs[a_idx]; for (uint n_idx = 0; n_idx < a->name_len; n_idx++) { const char *name = GPU_vertformat_attr_name_get(format, a, n_idx); - const GPUShaderInput *input = GPU_shaderinterface_attr(shaderface, name); -#if TRUST_NO_ONE - assert(input != NULL); + int loc = GPU_shader_get_attribute(shader, name); /* TODO: make this a recoverable runtime error? * indicates mismatch between vertex format and program. */ -#endif - write_attr_location(binding, a_idx, input->location); + BLI_assert(loc != -1); + + write_attr_location(binding, a_idx, loc); } } } diff --git a/source/blender/gpu/intern/gpu_attr_binding_private.h b/source/blender/gpu/intern/gpu_attr_binding_private.h index 4d359343c38..cd67a51a822 100644 --- a/source/blender/gpu/intern/gpu_attr_binding_private.h +++ b/source/blender/gpu/intern/gpu_attr_binding_private.h @@ -25,8 +25,8 @@ #pragma once -#include "GPU_shader_interface.h" #include "GPU_vertex_format.h" +#include "gpu_shader_interface.hh" #ifdef __cplusplus extern "C" { @@ -35,9 +35,7 @@ extern "C" { /* TODO(fclem) remove, use shaderface directly. */ void AttrBinding_clear(GPUAttrBinding *binding); -void get_attr_locations(const GPUVertFormat *format, - GPUAttrBinding *binding, - const GPUShaderInterface *shaderface); +void get_attr_locations(const GPUVertFormat *format, GPUAttrBinding *binding, GPUShader *shader); uint read_attr_location(const GPUAttrBinding *binding, uint a_idx); #ifdef __cplusplus diff --git a/source/blender/gpu/intern/gpu_batch_private.hh b/source/blender/gpu/intern/gpu_batch_private.hh index 3a8044efc1d..11efd784238 100644 --- a/source/blender/gpu/intern/gpu_batch_private.hh +++ b/source/blender/gpu/intern/gpu_batch_private.hh @@ -28,7 +28,6 @@ #include "GPU_batch.h" #include "GPU_context.h" -#include "GPU_shader_interface.h" namespace blender { namespace gpu { diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc index dd05689d69a..431dbe848f7 100644 --- a/source/blender/gpu/intern/gpu_immediate.cc +++ b/source/blender/gpu/intern/gpu_immediate.cc @@ -73,7 +73,6 @@ typedef struct { GLuint vao_id; GPUShader *bound_program; - const GPUShaderInterface *shader_interface; GPUAttrBinding attr_binding; uint16_t prev_enabled_attr_bits; /* <-- only affects this VAO, so we're ok */ } Immediate; @@ -148,14 +147,13 @@ void immBindShader(GPUShader *shader) BLI_assert(imm.bound_program == NULL); imm.bound_program = shader; - imm.shader_interface = shader->interface; if (!imm.vertex_format.packed) { VertexFormat_pack(&imm.vertex_format); } GPU_shader_bind(shader); - get_attr_locations(&imm.vertex_format, &imm.attr_binding, imm.shader_interface); + get_attr_locations(&imm.vertex_format, &imm.attr_binding, shader); GPU_matrix_bind(shader); GPU_shader_set_srgb_uniform(shader); } @@ -749,123 +747,77 @@ void immVertex2iv(uint attr_id, const int data[2]) /* --- generic uniform functions --- */ -#if 0 -# if TRUST_NO_ONE -# define GET_UNIFORM \ - const GPUShaderInput *uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); \ - assert(uniform); -# else -# define GET_UNIFORM \ - const GPUShaderInput *uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); -# endif -#else -/* NOTE: It is possible to have uniform fully optimized out from the shader. - * In this case we can't assert failure or allow NULL-pointer dereference. - * TODO(sergey): How can we detect existing-but-optimized-out uniform but still - * catch typos in uniform names passed to immUniform*() functions? */ -# define GET_UNIFORM \ - const GPUShaderInput *uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); \ - if (uniform == NULL) \ - return; -#endif - void immUniform1f(const char *name, float x) { - GET_UNIFORM - glUniform1f(uniform->location, x); + GPU_shader_uniform_1f(imm.bound_program, name, x); } void immUniform2f(const char *name, float x, float y) { - GET_UNIFORM - glUniform2f(uniform->location, x, y); + GPU_shader_uniform_2f(imm.bound_program, name, x, y); } void immUniform2fv(const char *name, const float data[2]) { - GET_UNIFORM - glUniform2fv(uniform->location, 1, data); + GPU_shader_uniform_2fv(imm.bound_program, name, data); } void immUniform3f(const char *name, float x, float y, float z) { - GET_UNIFORM - glUniform3f(uniform->location, x, y, z); + GPU_shader_uniform_3f(imm.bound_program, name, x, y, z); } void immUniform3fv(const char *name, const float data[3]) { - GET_UNIFORM - glUniform3fv(uniform->location, 1, data); -} - -/* can increase this limit or move to another file */ -#define MAX_UNIFORM_NAME_LEN 60 - -/* Note array index is not supported for name (i.e: "array[0]"). */ -void immUniformArray3fv(const char *name, const float *data, int count) -{ - GET_UNIFORM - glUniform3fv(uniform->location, count, data); + GPU_shader_uniform_3fv(imm.bound_program, name, data); } void immUniform4f(const char *name, float x, float y, float z, float w) { - GET_UNIFORM - glUniform4f(uniform->location, x, y, z, w); + GPU_shader_uniform_4f(imm.bound_program, name, x, y, z, w); } void immUniform4fv(const char *name, const float data[4]) { - GET_UNIFORM - glUniform4fv(uniform->location, 1, data); + GPU_shader_uniform_4fv(imm.bound_program, name, data); } /* Note array index is not supported for name (i.e: "array[0]"). */ void immUniformArray4fv(const char *name, const float *data, int count) { - GET_UNIFORM - glUniform4fv(uniform->location, count, data); + GPU_shader_uniform_4fv_array(imm.bound_program, name, count, (float(*)[4])data); } void immUniformMatrix4fv(const char *name, const float data[4][4]) { - GET_UNIFORM - glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (float *)data); + GPU_shader_uniform_mat4(imm.bound_program, name, data); } void immUniform1i(const char *name, int x) { - GET_UNIFORM - glUniform1i(uniform->location, x); -} - -void immUniform4iv(const char *name, const int data[4]) -{ - GET_UNIFORM - glUniform4iv(uniform->location, 1, data); + GPU_shader_uniform_1i(imm.bound_program, name, x); } void immBindTexture(const char *name, GPUTexture *tex) { - GET_UNIFORM - GPU_texture_bind(tex, uniform->binding); + int binding = GPU_shader_get_texture_binding(imm.bound_program, name); + GPU_texture_bind(tex, binding); } void immBindTextureSampler(const char *name, GPUTexture *tex, eGPUSamplerState state) { - GET_UNIFORM - GPU_texture_bind_ex(tex, state, uniform->binding, true); + int binding = GPU_shader_get_texture_binding(imm.bound_program, name); + GPU_texture_bind_ex(tex, state, binding, true); } /* --- convenience functions for setting "uniform vec4 color" --- */ void immUniformColor4f(float r, float g, float b, float a) { - int32_t uniform_loc = GPU_shaderinterface_uniform_builtin(imm.shader_interface, - GPU_UNIFORM_COLOR); + int32_t uniform_loc = GPU_shader_get_builtin_uniform(imm.bound_program, GPU_UNIFORM_COLOR); BLI_assert(uniform_loc != -1); - glUniform4f(uniform_loc, r, g, b, a); + float data[4] = {r, g, b, a}; + GPU_shader_uniform_vector(imm.bound_program, uniform_loc, 4, 1, data); } void immUniformColor4fv(const float rgba[4]) diff --git a/source/blender/gpu/intern/gpu_matrix.cc b/source/blender/gpu/intern/gpu_matrix.cc index 951652b9393..cdb6d303588 100644 --- a/source/blender/gpu/intern/gpu_matrix.cc +++ b/source/blender/gpu/intern/gpu_matrix.cc @@ -21,8 +21,6 @@ * \ingroup gpu */ -#include "GPU_shader_interface.h" - #include "gpu_context_private.hh" #include "gpu_matrix_private.h" @@ -649,14 +647,13 @@ void GPU_matrix_bind(GPUShader *shader) * call this before a draw call if desired matrices are dirty * call glUseProgram before this, as glUniform expects program to be bound */ - const GPUShaderInterface *shaderface = shader->interface; - int32_t MV = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW); - int32_t P = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION); - int32_t MVP = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MVP); - - int32_t N = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_NORMAL); - int32_t MV_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW_INV); - int32_t P_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION_INV); + int32_t MV = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW); + int32_t P = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION); + int32_t MVP = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP); + + int32_t N = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL); + int32_t MV_inv = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV); + int32_t P_inv = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION_INV); if (MV != -1) { GPU_shader_uniform_vector(shader, MV, 16, 1, (const float *)GPU_matrix_model_view_get(NULL)); diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c index 29e2615345c..f7fd1faeb1e 100644 --- a/source/blender/gpu/intern/gpu_select_pick.c +++ b/source/blender/gpu/intern/gpu_select_pick.c @@ -27,6 +27,7 @@ #include <stdlib.h> #include <string.h> +#include "GPU_framebuffer.h" #include "GPU_glew.h" #include "GPU_immediate.h" #include "GPU_select.h" @@ -287,7 +288,7 @@ typedef struct GPUPickState { int viewport[4]; int scissor[4]; eGPUWriteMask write_mask; - bool depth_test; + eGPUDepthTest depth_test; } GPUPickState; static GPUPickState g_pick_state = {0}; @@ -311,18 +312,17 @@ void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, c /* Restrict OpenGL operations for when we don't have cache */ if (ps->is_cached == false) { ps->write_mask = GPU_write_mask_get(); - ps->depth_test = GPU_depth_test_enabled(); + ps->depth_test = GPU_depth_test_get(); GPU_scissor_get(ps->scissor); /* disable writing to the framebuffer */ GPU_color_mask(false, false, false, false); - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_TRUE); + GPU_depth_mask(true); /* Always use #GL_LEQUAL even though GPU_SELECT_PICK_ALL always clears the buffer. This is * because individual objects themselves might have sections that overlap and we need these * to have the correct distance information. */ - glDepthFunc(GL_LEQUAL); + GPU_depth_test(GPU_DEPTH_LESS_EQUAL); float viewport[4]; GPU_viewport_size_get_f(viewport); @@ -339,7 +339,7 @@ void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, c /* It's possible we don't want to clear depth buffer, * so existing elements are masked by current z-buffer. */ - glClear(GL_DEPTH_BUFFER_BIT); + GPU_clear(GPU_DEPTH_BIT); /* scratch buffer (read new values here) */ ps->gl.rect_depth_test = depth_buf_malloc(rect_len); @@ -519,7 +519,7 @@ bool gpu_select_pick_load_id(uint id, bool end) if (g_pick_state.mode == GPU_SELECT_PICK_ALL) { /* we want new depths every time */ - glClear(GL_DEPTH_BUFFER_BIT); + GPU_clear(GPU_DEPTH_BIT); } } } diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c index 62414febb44..7e41faf8678 100644 --- a/source/blender/gpu/intern/gpu_select_sample_query.c +++ b/source/blender/gpu/intern/gpu_select_sample_query.c @@ -26,6 +26,7 @@ #include <stdlib.h> +#include "GPU_framebuffer.h" #include "GPU_glew.h" #include "GPU_select.h" #include "GPU_state.h" @@ -65,7 +66,7 @@ typedef struct GPUQueryState { int viewport[4]; int scissor[4]; eGPUWriteMask write_mask; - bool depth_test; + eGPUDepthTest depth_test; } GPUQueryState; static GPUQueryState g_query_state = {0}; @@ -91,7 +92,7 @@ void gpu_select_query_begin( glGenQueries(g_query_state.num_of_queries, g_query_state.queries); g_query_state.write_mask = GPU_write_mask_get(); - g_query_state.depth_test = GPU_depth_test_enabled(); + g_query_state.depth_test = GPU_depth_test_get(); GPU_scissor_get(g_query_state.scissor); /* disable writing to the framebuffer */ @@ -112,20 +113,17 @@ void gpu_select_query_begin( if (mode == GPU_SELECT_ALL) { /* glQueries on Windows+Intel drivers only works with depth testing turned on. * See T62947 for details */ - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_ALWAYS); - glDepthMask(GL_TRUE); + GPU_depth_test(GPU_DEPTH_ALWAYS); + GPU_depth_mask(true); } else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) { - glClear(GL_DEPTH_BUFFER_BIT); - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_TRUE); - glDepthFunc(GL_LEQUAL); + GPU_clear(GPU_DEPTH_BIT); + GPU_depth_test(GPU_DEPTH_LESS_EQUAL); + GPU_depth_mask(true); } else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) { - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_FALSE); - glDepthFunc(GL_EQUAL); + GPU_depth_test(GPU_DEPTH_EQUAL); + GPU_depth_mask(false); } } diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc index 4e74e1f69e7..21678548b13 100644 --- a/source/blender/gpu/intern/gpu_shader.cc +++ b/source/blender/gpu/intern/gpu_shader.cc @@ -95,7 +95,7 @@ void Shader::print_errors(Span<const char *> sources, char *log) error_char = (int)strtol(error_line_number_end + 1, NULL, 10); } } - if ((error_line == -1)) { + if (error_line == -1) { found_line_id = false; } const char *src_line = sources_combined; @@ -196,9 +196,7 @@ Shader::Shader(const char *sh_name) Shader::~Shader() { - if (this->interface) { - GPU_shaderinterface_discard(this->interface); - } + delete interface; } static void standard_defines(Vector<const char *> &sources) @@ -484,43 +482,49 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader) int GPU_shader_get_uniform(GPUShader *shader, const char *name) { - const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name); + ShaderInterface *interface = static_cast<Shader *>(shader)->interface; + const ShaderInput *uniform = interface->uniform_get(name); return uniform ? uniform->location : -1; } int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin) { - return GPU_shaderinterface_uniform_builtin(shader->interface, - static_cast<GPUUniformBuiltin>(builtin)); + ShaderInterface *interface = static_cast<Shader *>(shader)->interface; + return interface->uniform_builtin((GPUUniformBuiltin)builtin); } int GPU_shader_get_builtin_block(GPUShader *shader, int builtin) { - return GPU_shaderinterface_block_builtin(shader->interface, - static_cast<GPUUniformBlockBuiltin>(builtin)); + ShaderInterface *interface = static_cast<Shader *>(shader)->interface; + return interface->ubo_builtin((GPUUniformBlockBuiltin)builtin); } +/* DEPRECATED. */ int GPU_shader_get_uniform_block(GPUShader *shader, const char *name) { - const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name); + ShaderInterface *interface = static_cast<Shader *>(shader)->interface; + const ShaderInput *ubo = interface->ubo_get(name); return ubo ? ubo->location : -1; } int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name) { - const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name); + ShaderInterface *interface = static_cast<Shader *>(shader)->interface; + const ShaderInput *ubo = interface->ubo_get(name); return ubo ? ubo->binding : -1; } int GPU_shader_get_texture_binding(GPUShader *shader, const char *name) { - const GPUShaderInput *tex = GPU_shaderinterface_uniform(shader->interface, name); + ShaderInterface *interface = static_cast<Shader *>(shader)->interface; + const ShaderInput *tex = interface->uniform_get(name); return tex ? tex->binding : -1; } int GPU_shader_get_attribute(GPUShader *shader, const char *name) { - const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name); + ShaderInterface *interface = static_cast<Shader *>(shader)->interface; + const ShaderInput *attr = interface->attr_get(name); return attr ? attr->location : -1; } @@ -565,14 +569,10 @@ void GPU_shader_uniform_float(GPUShader *shader, int location, float value) GPU_shader_uniform_vector(shader, location, 1, 1, &value); } -#define GET_UNIFORM \ - const GPUShaderInput *uniform = GPU_shaderinterface_uniform(sh->interface, name); \ - BLI_assert(uniform); - void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value) { - GET_UNIFORM - GPU_shader_uniform_int(sh, uniform->location, value); + const int loc = GPU_shader_get_uniform(sh, name); + GPU_shader_uniform_int(sh, loc, value); } void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value) @@ -600,44 +600,44 @@ void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, fl void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float x) { - GET_UNIFORM - GPU_shader_uniform_float(sh, uniform->location, x); + const int loc = GPU_shader_get_uniform(sh, name); + GPU_shader_uniform_float(sh, loc, x); } void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]) { - GET_UNIFORM - GPU_shader_uniform_vector(sh, uniform->location, 2, 1, data); + const int loc = GPU_shader_get_uniform(sh, name); + GPU_shader_uniform_vector(sh, loc, 2, 1, data); } void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]) { - GET_UNIFORM - GPU_shader_uniform_vector(sh, uniform->location, 3, 1, data); + const int loc = GPU_shader_get_uniform(sh, name); + GPU_shader_uniform_vector(sh, loc, 3, 1, data); } void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]) { - GET_UNIFORM - GPU_shader_uniform_vector(sh, uniform->location, 4, 1, data); + const int loc = GPU_shader_get_uniform(sh, name); + GPU_shader_uniform_vector(sh, loc, 4, 1, data); } void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]) { - GET_UNIFORM - GPU_shader_uniform_vector(sh, uniform->location, 16, 1, (const float *)data); + const int loc = GPU_shader_get_uniform(sh, name); + GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data); } void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]) { - GET_UNIFORM - GPU_shader_uniform_vector(sh, uniform->location, 2, len, (const float *)val); + const int loc = GPU_shader_get_uniform(sh, name); + GPU_shader_uniform_vector(sh, loc, 2, len, (const float *)val); } void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]) { - GET_UNIFORM - GPU_shader_uniform_vector(sh, uniform->location, 4, len, (const float *)val); + const int loc = GPU_shader_get_uniform(sh, name); + GPU_shader_uniform_vector(sh, loc, 4, len, (const float *)val); } /** \} */ @@ -657,7 +657,7 @@ static int g_shader_builtin_srgb_transform = 0; void GPU_shader_set_srgb_uniform(GPUShader *shader) { - int32_t loc = GPU_shaderinterface_uniform_builtin(shader->interface, GPU_UNIFORM_SRGB_TRANSFORM); + int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM); if (loc != -1) { GPU_shader_uniform_vector_int(shader, loc, 1, 1, &g_shader_builtin_srgb_transform); } diff --git a/source/blender/gpu/intern/gpu_shader_interface.cc b/source/blender/gpu/intern/gpu_shader_interface.cc index ef90dde1877..dc59dca9f78 100644 --- a/source/blender/gpu/intern/gpu_shader_interface.cc +++ b/source/blender/gpu/intern/gpu_shader_interface.cc @@ -23,161 +23,41 @@ * GPU shader interface (C --> GLSL) */ -#include "BKE_global.h" - -#include "BLI_bitmap.h" -#include "BLI_math_base.h" - #include "MEM_guardedalloc.h" -#include "GPU_shader_interface.h" - -#include "gpu_batch_private.hh" -#include "gpu_context_private.hh" - -#include "gl_batch.hh" - -#include <stddef.h> -#include <stdlib.h> -#include <string.h> - -#define DEBUG_SHADER_INTERFACE 0 - -#if DEBUG_SHADER_INTERFACE -# include <stdio.h> -#endif - -using namespace blender::gpu; - -static const char *BuiltinUniform_name(GPUUniformBuiltin u) -{ - switch (u) { - case GPU_UNIFORM_MODEL: - return "ModelMatrix"; - case GPU_UNIFORM_VIEW: - return "ViewMatrix"; - case GPU_UNIFORM_MODELVIEW: - return "ModelViewMatrix"; - case GPU_UNIFORM_PROJECTION: - return "ProjectionMatrix"; - case GPU_UNIFORM_VIEWPROJECTION: - return "ViewProjectionMatrix"; - case GPU_UNIFORM_MVP: - return "ModelViewProjectionMatrix"; - - case GPU_UNIFORM_MODEL_INV: - return "ModelMatrixInverse"; - case GPU_UNIFORM_VIEW_INV: - return "ViewMatrixInverse"; - case GPU_UNIFORM_MODELVIEW_INV: - return "ModelViewMatrixInverse"; - case GPU_UNIFORM_PROJECTION_INV: - return "ProjectionMatrixInverse"; - case GPU_UNIFORM_VIEWPROJECTION_INV: - return "ViewProjectionMatrixInverse"; - - case GPU_UNIFORM_NORMAL: - return "NormalMatrix"; - case GPU_UNIFORM_ORCO: - return "OrcoTexCoFactors"; - case GPU_UNIFORM_CLIPPLANES: - return "WorldClipPlanes"; - - case GPU_UNIFORM_COLOR: - return "color"; - case GPU_UNIFORM_BASE_INSTANCE: - return "baseInstance"; - case GPU_UNIFORM_RESOURCE_CHUNK: - return "resourceChunk"; - case GPU_UNIFORM_RESOURCE_ID: - return "resourceId"; - case GPU_UNIFORM_SRGB_TRANSFORM: - return "srgbTarget"; +#include "BLI_span.hh" +#include "BLI_vector.hh" - default: - return NULL; - } -} +#include "gpu_shader_interface.hh" -static const char *BuiltinUniformBlock_name(GPUUniformBlockBuiltin u) -{ - switch (u) { - case GPU_UNIFORM_BLOCK_VIEW: - return "viewBlock"; - case GPU_UNIFORM_BLOCK_MODEL: - return "modelBlock"; - case GPU_UNIFORM_BLOCK_INFO: - return "infoBlock"; - default: - return NULL; - } -} +namespace blender::gpu { -GPU_INLINE bool match(const char *a, const char *b) +ShaderInterface::ShaderInterface(void) { - return STREQ(a, b); + /* TODO(fclem) add unique ID for debugging. */ } -GPU_INLINE uint hash_string(const char *str) +ShaderInterface::~ShaderInterface(void) { - uint i = 0, c; - while ((c = *str++)) { - i = i * 37 + c; - } - return i; + /* Free memory used by name_buffer. */ + MEM_freeN(name_buffer_); + MEM_freeN(inputs_); } -GPU_INLINE uint32_t set_input_name(GPUShaderInterface *shaderface, - GPUShaderInput *input, - char *name, - uint32_t name_len) +static void sort_input_list(MutableSpan<ShaderInput> dst) { - /* remove "[0]" from array name */ - if (name[name_len - 1] == ']') { - name[name_len - 3] = '\0'; - name_len -= 3; + if (dst.size() == 0) { + return; } - input->name_offset = (uint32_t)(name - shaderface->name_buffer); - input->name_hash = hash_string(name); - return name_len + 1; /* include NULL terminator */ -} - -GPU_INLINE const GPUShaderInput *input_lookup(const GPUShaderInterface *shaderface, - const GPUShaderInput *const inputs, - const uint inputs_len, - const char *name) -{ - const uint name_hash = hash_string(name); - /* Simple linear search for now. */ - for (int i = inputs_len - 1; i >= 0; i--) { - if (inputs[i].name_hash == name_hash) { - if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) { - /* Hash colision resolve. */ - for (; i >= 0 && inputs[i].name_hash == name_hash; i--) { - if (match(name, shaderface->name_buffer + inputs[i].name_offset)) { - return inputs + i; /* not found */ - } - } - return NULL; /* not found */ - } - - /* This is a bit dangerous since we could have a hash collision. - * where the asked uniform that does not exist has the same hash - * as a real uniform. */ - BLI_assert(match(name, shaderface->name_buffer + inputs[i].name_offset)); - return inputs + i; - } - } - return NULL; /* not found */ -} + Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size()); + MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span(); + src.copy_from(dst); -/* Note that this modify the src array. */ -GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const uint input_len) -{ - for (uint i = 0; i < input_len; i++) { - GPUShaderInput *input_src = &src[0]; - for (uint j = 1; j < input_len; j++) { + /* Simple sorting by going through the array and selecting the biggest element each time. */ + for (uint i = 0; i < dst.size(); i++) { + ShaderInput *input_src = &src[0]; + for (uint j = 1; j < src.size(); j++) { if (src[j].name_hash > input_src->name_hash) { input_src = &src[j]; } @@ -187,360 +67,60 @@ GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const } } -static int block_binding(int32_t program, uint32_t block_index) +/* Sorts all inputs inside their respective array. + * This is to allow fast hash collision detection. + * See ShaderInterface::input_lookup for more details. */ +void ShaderInterface::sort_inputs(void) { - /* For now just assign a consecutive index. In the future, we should set it in - * the shader using layout(binding = i) and query its value. */ - glUniformBlockBinding(program, block_index, block_index); - return block_index; + sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_)); + sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_)); + sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_)); } -static int sampler_binding(int32_t program, - uint32_t uniform_index, - int32_t uniform_location, - int *sampler_len) +void ShaderInterface::debug_print(void) { - /* Identify sampler uniforms and asign sampler units to them. */ - GLint type; - glGetActiveUniformsiv(program, 1, &uniform_index, GL_UNIFORM_TYPE, &type); - - switch (type) { - case GL_SAMPLER_1D: - case GL_SAMPLER_2D: - case GL_SAMPLER_3D: - case GL_SAMPLER_CUBE: - case GL_SAMPLER_CUBE_MAP_ARRAY_ARB: /* OpenGL 4.0 */ - case GL_SAMPLER_1D_SHADOW: - case GL_SAMPLER_2D_SHADOW: - case GL_SAMPLER_1D_ARRAY: - case GL_SAMPLER_2D_ARRAY: - case GL_SAMPLER_1D_ARRAY_SHADOW: - case GL_SAMPLER_2D_ARRAY_SHADOW: - case GL_SAMPLER_2D_MULTISAMPLE: - case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_SAMPLER_CUBE_SHADOW: - case GL_SAMPLER_BUFFER: - case GL_INT_SAMPLER_1D: - case GL_INT_SAMPLER_2D: - case GL_INT_SAMPLER_3D: - case GL_INT_SAMPLER_CUBE: - case GL_INT_SAMPLER_1D_ARRAY: - case GL_INT_SAMPLER_2D_ARRAY: - case GL_INT_SAMPLER_2D_MULTISAMPLE: - case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_INT_SAMPLER_BUFFER: - case GL_UNSIGNED_INT_SAMPLER_1D: - case GL_UNSIGNED_INT_SAMPLER_2D: - case GL_UNSIGNED_INT_SAMPLER_3D: - case GL_UNSIGNED_INT_SAMPLER_CUBE: - case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: - case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_BUFFER: { - /* For now just assign a consecutive index. In the future, we should set it in - * the shader using layout(binding = i) and query its value. */ - int binding = *sampler_len; - glUniform1i(uniform_location, binding); - (*sampler_len)++; - return binding; - } - default: - return -1; - } -} + Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_); + Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_); + Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_); + char *name_buf = name_buffer_; + const char format[] = " | %.8x : %4d : %s\n"; -GPUShaderInterface *GPU_shaderinterface_create(int32_t program) -{ -#ifndef NDEBUG - GLint curr_program; - glGetIntegerv(GL_CURRENT_PROGRAM, &curr_program); - BLI_assert(curr_program == program); -#endif - - GLint max_attr_name_len = 0, attr_len = 0; - glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attr_name_len); - glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len); - - GLint max_ubo_name_len = 0, ubo_len = 0; - glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len); - glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len); - - GLint max_uniform_name_len = 0, active_uniform_len = 0, uniform_len = 0; - glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_len); - glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active_uniform_len); - uniform_len = active_uniform_len; - - /* Work around driver bug with Intel HD 4600 on Windows 7/8, where - * GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH does not work. */ - if (attr_len > 0 && max_attr_name_len == 0) { - max_attr_name_len = 256; - } - if (ubo_len > 0 && max_ubo_name_len == 0) { - max_ubo_name_len = 256; + printf(" \033[1mGPUShaderInterface : \033[0m\n"); + if (attrs.size() > 0) { + printf("\n Attributes :\n"); } - if (uniform_len > 0 && max_uniform_name_len == 0) { - max_uniform_name_len = 256; + for (const ShaderInput &attr : attrs) { + printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset); } - /* GL_ACTIVE_UNIFORMS lied to us! Remove the UBO uniforms from the total before - * allocating the uniform array. */ - GLint max_ubo_uni_len = 0; - for (int i = 0; i < ubo_len; i++) { - GLint ubo_uni_len; - glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len); - max_ubo_uni_len = max_ii(max_ubo_uni_len, ubo_uni_len); - uniform_len -= ubo_uni_len; + if (uniforms.size() > 0) { + printf("\n Uniforms :\n"); } - /* Bit set to true if uniform comes from a uniform block. */ - BLI_bitmap *uniforms_from_blocks = BLI_BITMAP_NEW(active_uniform_len, __func__); - /* Set uniforms from block for exclusion. */ - GLint *ubo_uni_ids = (GLint *)MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__); - for (int i = 0; i < ubo_len; i++) { - GLint ubo_uni_len; - glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len); - glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, ubo_uni_ids); - for (int u = 0; u < ubo_uni_len; u++) { - BLI_BITMAP_ENABLE(uniforms_from_blocks, ubo_uni_ids[u]); + for (const ShaderInput &uni : uniforms) { + /* Bypass samplers. */ + if (uni.binding == -1) { + printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset); } } - MEM_freeN(ubo_uni_ids); - uint32_t name_buffer_offset = 0; - const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len + - uniform_len * max_uniform_name_len; - - int input_tot_len = attr_len + ubo_len + uniform_len; - size_t interface_size = sizeof(GPUShaderInterface) + sizeof(GPUShaderInput) * input_tot_len; - - GPUShaderInterface *shaderface = (GPUShaderInterface *)MEM_callocN(interface_size, - "GPUShaderInterface"); - shaderface->attribute_len = attr_len; - shaderface->ubo_len = ubo_len; - shaderface->uniform_len = uniform_len; - shaderface->name_buffer = (char *)MEM_mallocN(name_buffer_len, "name_buffer"); - GPUShaderInput *inputs = shaderface->inputs; - - /* Temp buffer. */ - int input_tmp_len = max_iii(attr_len, ubo_len, uniform_len); - GPUShaderInput *inputs_tmp = (GPUShaderInput *)MEM_mallocN( - sizeof(GPUShaderInput) * input_tmp_len, "name_buffer"); - - /* Attributes */ - shaderface->enabled_attr_mask = 0; - for (int i = 0, idx = 0; i < attr_len; i++) { - char *name = shaderface->name_buffer + name_buffer_offset; - GLsizei remaining_buffer = name_buffer_len - name_buffer_offset; - GLsizei name_len = 0; - GLenum type; - GLint size; - - glGetActiveAttrib(program, i, remaining_buffer, &name_len, &size, &type, name); - GLint location = glGetAttribLocation(program, name); - /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */ - if (location == -1) { - shaderface->attribute_len--; - continue; - } - - GPUShaderInput *input = &inputs_tmp[idx++]; - input->location = input->binding = location; - - name_buffer_offset += set_input_name(shaderface, input, name, name_len); - shaderface->enabled_attr_mask |= (1 << input->location); + if (ubos.size() > 0) { + printf("\n Uniform Buffer Objects :\n"); } - sort_input_list(inputs, inputs_tmp, shaderface->attribute_len); - inputs += shaderface->attribute_len; - - /* Uniform Blocks */ - for (int i = 0, idx = 0; i < ubo_len; i++) { - char *name = shaderface->name_buffer + name_buffer_offset; - GLsizei remaining_buffer = name_buffer_len - name_buffer_offset; - GLsizei name_len = 0; - - glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name); - - GPUShaderInput *input = &inputs_tmp[idx++]; - input->binding = input->location = block_binding(program, i); - - name_buffer_offset += set_input_name(shaderface, input, name, name_len); - shaderface->enabled_ubo_mask |= (1 << input->binding); + for (const ShaderInput &ubo : ubos) { + printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset); } - sort_input_list(inputs, inputs_tmp, shaderface->ubo_len); - inputs += shaderface->ubo_len; - /* Uniforms */ - for (int i = 0, idx = 0, sampler = 0; i < active_uniform_len; i++) { - if (BLI_BITMAP_TEST(uniforms_from_blocks, i)) { - continue; - } - char *name = shaderface->name_buffer + name_buffer_offset; - GLsizei remaining_buffer = name_buffer_len - name_buffer_offset; - GLsizei name_len = 0; - - glGetActiveUniformName(program, i, remaining_buffer, &name_len, name); - - GPUShaderInput *input = &inputs_tmp[idx++]; - input->location = glGetUniformLocation(program, name); - input->binding = sampler_binding(program, i, input->location, &sampler); - - name_buffer_offset += set_input_name(shaderface, input, name, name_len); - shaderface->enabled_tex_mask |= (input->binding != -1) ? (1lu << input->binding) : 0lu; - } - sort_input_list(inputs, inputs_tmp, shaderface->uniform_len); - - /* Builtin Uniforms */ - for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) { - GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int); - shaderface->builtins[u] = glGetUniformLocation(program, BuiltinUniform_name(u)); - } - - /* Builtin Uniforms Blocks */ - for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) { - GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int); - const GPUShaderInput *block = GPU_shaderinterface_ubo(shaderface, BuiltinUniformBlock_name(u)); - shaderface->builtin_blocks[u] = (block != NULL) ? block->binding : -1; - } - - /* Batches ref buffer */ - shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = (void **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *), - "GPUShaderInterface batches"); - - MEM_freeN(uniforms_from_blocks); - MEM_freeN(inputs_tmp); - - /* Resize name buffer to save some memory. */ - if (name_buffer_offset < name_buffer_len) { - shaderface->name_buffer = (char *)MEM_reallocN(shaderface->name_buffer, name_buffer_offset); - } - -#if DEBUG_SHADER_INTERFACE - char *name_buf = shaderface->name_buffer; - printf("--- GPUShaderInterface %p, program %d ---\n", shaderface, program); - if (shaderface->attribute_len > 0) { - printf("Attributes {\n"); - for (int i = 0; i < shaderface->attribute_len; i++) { - GPUShaderInput *input = shaderface->inputs + i; - printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset); - } - printf("};\n"); - } - if (shaderface->ubo_len > 0) { - printf("Uniform Buffer Objects {\n"); - for (int i = 0; i < shaderface->ubo_len; i++) { - GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len + i; - printf("\t(binding = %d) %s;\n", input->binding, name_buf + input->name_offset); - } - printf("};\n"); + if (enabled_tex_mask_ > 0) { + printf("\n Samplers :\n"); } - if (shaderface->enabled_tex_mask > 0) { - printf("Samplers {\n"); - for (int i = 0; i < shaderface->uniform_len; i++) { - GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len + - shaderface->ubo_len + i; - if (input->binding != -1) { - printf("\t(location = %d, binding = %d) %s;\n", - input->location, - input->binding, - name_buf + input->name_offset); - } - } - printf("};\n"); - } - if (shaderface->uniform_len > 0) { - printf("Uniforms {\n"); - for (int i = 0; i < shaderface->uniform_len; i++) { - GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len + - shaderface->ubo_len + i; - if (input->binding == -1) { - printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset); - } + for (const ShaderInput &samp : uniforms) { + /* Bypass uniforms. */ + if (samp.binding != -1) { + printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset); } - printf("};\n"); } - printf("--- GPUShaderInterface end ---\n\n"); -#endif - return shaderface; -} - -void GPU_shaderinterface_discard(GPUShaderInterface *shaderface) -{ - /* 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) { - /* XXX GL specific. to be removed during refactor. */ - reinterpret_cast<GLVaoCache *>(shaderface->batches[i])->remove(shaderface); - } - } - MEM_freeN(shaderface->batches); - /* Free memory used by shader interface by its self. */ - MEM_freeN(shaderface); + printf("\n"); } -const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface, - const char *name) -{ - uint ofs = 0; - return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->attribute_len, name); -} - -const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface, - const char *name) -{ - uint ofs = shaderface->attribute_len; - return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->ubo_len, name); -} - -const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface, - const char *name) -{ - uint ofs = shaderface->attribute_len + shaderface->ubo_len; - return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->uniform_len, name); -} - -int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface, - GPUUniformBuiltin builtin) -{ - BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS); - return shaderface->builtins[builtin]; -} - -int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface, - GPUUniformBlockBuiltin builtin) -{ - BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS); - return shaderface->builtin_blocks[builtin]; -} - -void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, void *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 = (void **)MEM_recallocN(shaderface->batches, - sizeof(void *) * shaderface->batches_len); - } - /** XXX todo cleanup. */ - shaderface->batches[i] = reinterpret_cast<void *>(batch); -} - -void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, void *batch) -{ - for (int i = 0; i < shaderface->batches_len; i++) { - if (shaderface->batches[i] == batch) { - shaderface->batches[i] = NULL; - break; /* cannot have duplicates */ - } - } -} +} // namespace blender::gpu diff --git a/source/blender/gpu/intern/gpu_shader_interface.hh b/source/blender/gpu/intern/gpu_shader_interface.hh new file mode 100644 index 00000000000..76925f4fddb --- /dev/null +++ b/source/blender/gpu/intern/gpu_shader_interface.hh @@ -0,0 +1,225 @@ +/* + * 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. + */ + +/** \file + * \ingroup gpu + * + * GPU shader interface (C --> GLSL) + * + * Structure detailling needed vertex inputs and resources for a specific shader. + * A shader interface can be shared between two similar shaders. + */ + +#pragma once + +#include <cstring> /* required for STREQ later on. */ + +#include "BLI_hash.h" +#include "BLI_utildefines.h" + +#include "GPU_shader.h" + +namespace blender::gpu { + +typedef struct ShaderInput { + uint32_t name_offset; + uint32_t name_hash; + int32_t location; + /** Defined at interface creation or in shader. Only for Samplers, UBOs and Vertex Attribs. */ + int32_t binding; +} ShaderInput; + +class ShaderInterface { + /* TODO(fclem) should be protected. */ + public: + /** Flat array. In this order: Attributes, Ubos, Uniforms. */ + ShaderInput *inputs_ = NULL; + /** Buffer containing all inputs names separated by '\0'. */ + char *name_buffer_ = NULL; + /** Input counts inside input array. */ + uint attr_len_ = 0; + uint ubo_len_ = 0; + uint uniform_len_ = 0; + /** Enabled bindpoints that needs to be fed with data. */ + uint16_t enabled_attr_mask_ = 0; + uint16_t enabled_ubo_mask_ = 0; + uint64_t enabled_tex_mask_ = 0; + /** Location of builtin uniforms. Fast access, no lookup needed. */ + int32_t builtins_[GPU_NUM_UNIFORMS]; + int32_t builtin_blocks_[GPU_NUM_UNIFORM_BLOCKS]; + + public: + ShaderInterface(); + virtual ~ShaderInterface(); + + void debug_print(void); + + inline const ShaderInput *attr_get(const char *name) const + { + return input_lookup(inputs_, attr_len_, name); + } + + inline const ShaderInput *ubo_get(const char *name) const + { + return input_lookup(inputs_ + attr_len_, ubo_len_, name); + } + + inline const ShaderInput *uniform_get(const char *name) const + { + return input_lookup(inputs_ + attr_len_ + ubo_len_, uniform_len_, name); + } + + /* Returns uniform location. */ + inline int32_t uniform_builtin(const GPUUniformBuiltin builtin) const + { + BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS); + return builtins_[builtin]; + } + + /* Returns binding position. */ + inline int32_t ubo_builtin(const GPUUniformBlockBuiltin builtin) const + { + BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS); + return builtin_blocks_[builtin]; + } + + protected: + static inline const char *builtin_uniform_name(GPUUniformBuiltin u); + 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; + + /* Finalize interface construction by sorting the ShaderInputs for faster lookups. */ + void sort_inputs(void); + + private: + inline const ShaderInput *input_lookup(const ShaderInput *const inputs, + const uint inputs_len, + const char *name) const; +}; + +inline const char *ShaderInterface::builtin_uniform_name(GPUUniformBuiltin u) +{ + switch (u) { + case GPU_UNIFORM_MODEL: + return "ModelMatrix"; + case GPU_UNIFORM_VIEW: + return "ViewMatrix"; + case GPU_UNIFORM_MODELVIEW: + return "ModelViewMatrix"; + case GPU_UNIFORM_PROJECTION: + return "ProjectionMatrix"; + case GPU_UNIFORM_VIEWPROJECTION: + return "ViewProjectionMatrix"; + case GPU_UNIFORM_MVP: + return "ModelViewProjectionMatrix"; + + case GPU_UNIFORM_MODEL_INV: + return "ModelMatrixInverse"; + case GPU_UNIFORM_VIEW_INV: + return "ViewMatrixInverse"; + case GPU_UNIFORM_MODELVIEW_INV: + return "ModelViewMatrixInverse"; + case GPU_UNIFORM_PROJECTION_INV: + return "ProjectionMatrixInverse"; + case GPU_UNIFORM_VIEWPROJECTION_INV: + return "ViewProjectionMatrixInverse"; + + case GPU_UNIFORM_NORMAL: + return "NormalMatrix"; + case GPU_UNIFORM_ORCO: + return "OrcoTexCoFactors"; + case GPU_UNIFORM_CLIPPLANES: + return "WorldClipPlanes"; + + case GPU_UNIFORM_COLOR: + return "color"; + case GPU_UNIFORM_BASE_INSTANCE: + return "baseInstance"; + case GPU_UNIFORM_RESOURCE_CHUNK: + return "resourceChunk"; + case GPU_UNIFORM_RESOURCE_ID: + return "resourceId"; + case GPU_UNIFORM_SRGB_TRANSFORM: + return "srgbTarget"; + + default: + return NULL; + } +} + +inline const char *ShaderInterface::builtin_uniform_block_name(GPUUniformBlockBuiltin u) +{ + switch (u) { + case GPU_UNIFORM_BLOCK_VIEW: + return "viewBlock"; + case GPU_UNIFORM_BLOCK_MODEL: + return "modelBlock"; + case GPU_UNIFORM_BLOCK_INFO: + return "infoBlock"; + default: + return NULL; + } +} + +/* Returns string length including '\0' terminator. */ +inline uint32_t ShaderInterface::set_input_name(ShaderInput *input, + char *name, + uint32_t name_len) const +{ + /* remove "[0]" from array name */ + if (name[name_len - 1] == ']') { + name[name_len - 3] = '\0'; + name_len -= 3; + } + + input->name_offset = (uint32_t)(name - name_buffer_); + input->name_hash = BLI_hash_string(name); + return name_len + 1; /* include NULL terminator */ +} + +inline const ShaderInput *ShaderInterface::input_lookup(const ShaderInput *const inputs, + const uint inputs_len, + const char *name) const +{ + const uint name_hash = BLI_hash_string(name); + /* Simple linear search for now. */ + for (int i = inputs_len - 1; i >= 0; i--) { + if (inputs[i].name_hash == name_hash) { + if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) { + /* Hash colision resolve. */ + for (; i >= 0 && inputs[i].name_hash == name_hash; i--) { + if (STREQ(name, name_buffer_ + inputs[i].name_offset)) { + return inputs + i; /* not found */ + } + } + return NULL; /* not found */ + } + + /* This is a bit dangerous since we could have a hash collision. + * where the asked uniform that does not exist has the same hash + * as a real uniform. */ + BLI_assert(STREQ(name, name_buffer_ + inputs[i].name_offset)); + return inputs + i; + } + } + return NULL; /* not found */ +} + +} // namespace blender::gpu diff --git a/source/blender/gpu/intern/gpu_shader_private.hh b/source/blender/gpu/intern/gpu_shader_private.hh index 1f667fb4cf9..d51c3b03ecb 100644 --- a/source/blender/gpu/intern/gpu_shader_private.hh +++ b/source/blender/gpu/intern/gpu_shader_private.hh @@ -23,14 +23,18 @@ #include "BLI_span.hh" #include "GPU_shader.h" -#include "GPU_shader_interface.h" #include "GPU_vertex_buffer.h" +#include "gpu_shader_interface.hh" namespace blender { namespace gpu { class Shader : public GPUShader { public: + /** Uniform & attribute locations for shader. */ + ShaderInterface *interface; + + public: Shader(const char *name); virtual ~Shader(); diff --git a/source/blender/gpu/intern/gpu_state.cc b/source/blender/gpu/intern/gpu_state.cc index f02ec9c5cd4..1be3b06fa34 100644 --- a/source/blender/gpu/intern/gpu_state.cc +++ b/source/blender/gpu/intern/gpu_state.cc @@ -44,7 +44,7 @@ using namespace blender::gpu; do { \ GPUStateManager *stack = GPU_context_active_get()->state_manager; \ auto &state_object = stack->_prefix##state; \ - state_object._state = _value; \ + state_object._state = (_value); \ } while (0) #define SET_IMMUTABLE_STATE(_state, _value) SET_STATE(, _state, _value) @@ -74,10 +74,9 @@ void GPU_provoking_vertex(eGPUProvokingVertex vert) SET_IMMUTABLE_STATE(provoking_vert, vert); } -/* TODO explicit depth test. */ -void GPU_depth_test(bool enable) +void GPU_depth_test(eGPUDepthTest test) { - SET_IMMUTABLE_STATE(depth_test, (enable) ? GPU_DEPTH_LESS_EQUAL : GPU_DEPTH_NONE); + SET_IMMUTABLE_STATE(depth_test, test); } void GPU_line_smooth(bool enable) @@ -104,11 +103,11 @@ void GPU_color_mask(bool r, bool g, bool b, bool a) { GPUStateManager *stack = GPU_context_active_get()->state_manager; auto &state = stack->state; - eGPUWriteMask write_mask = state.write_mask; - SET_FLAG_FROM_TEST(write_mask, r, GPU_WRITE_RED); - SET_FLAG_FROM_TEST(write_mask, g, GPU_WRITE_GREEN); - SET_FLAG_FROM_TEST(write_mask, b, GPU_WRITE_BLUE); - SET_FLAG_FROM_TEST(write_mask, a, GPU_WRITE_ALPHA); + uint32_t write_mask = state.write_mask; + SET_FLAG_FROM_TEST(write_mask, r, (uint32_t)GPU_WRITE_RED); + SET_FLAG_FROM_TEST(write_mask, g, (uint32_t)GPU_WRITE_GREEN); + SET_FLAG_FROM_TEST(write_mask, b, (uint32_t)GPU_WRITE_BLUE); + SET_FLAG_FROM_TEST(write_mask, a, (uint32_t)GPU_WRITE_ALPHA); state.write_mask = write_mask; } @@ -116,8 +115,8 @@ void GPU_depth_mask(bool depth) { GPUStateManager *stack = GPU_context_active_get()->state_manager; auto &state = stack->state; - eGPUWriteMask write_mask = state.write_mask; - SET_FLAG_FROM_TEST(write_mask, depth, GPU_WRITE_DEPTH); + uint32_t write_mask = state.write_mask; + SET_FLAG_FROM_TEST(write_mask, depth, (uint32_t)GPU_WRITE_DEPTH); state.write_mask = write_mask; } @@ -141,13 +140,13 @@ void GPU_state_set(eGPUWriteMask write_mask, { GPUStateManager *stack = GPU_context_active_get()->state_manager; auto &state = stack->state; - state.write_mask = write_mask; - state.blend = blend; - state.culling_test = culling_test; - state.depth_test = depth_test; - state.stencil_test = stencil_test; - state.stencil_op = stencil_op; - state.provoking_vert = provoking_vert; + state.write_mask = (uint32_t)write_mask; + state.blend = (uint32_t)blend; + state.culling_test = (uint32_t)culling_test; + state.depth_test = (uint32_t)depth_test; + state.stencil_test = (uint32_t)stencil_test; + state.stencil_op = (uint32_t)stencil_op; + state.provoking_vert = (uint32_t)provoking_vert; } /** \} */ @@ -231,19 +230,19 @@ void GPU_stencil_compare_mask_set(uint compare_mask) eGPUBlend GPU_blend_get() { GPUState &state = GPU_context_active_get()->state_manager->state; - return state.blend; + return (eGPUBlend)state.blend; } eGPUWriteMask GPU_write_mask_get() { GPUState &state = GPU_context_active_get()->state_manager->state; - return state.write_mask; + return (eGPUWriteMask)state.write_mask; } -bool GPU_depth_test_enabled() +eGPUDepthTest GPU_depth_test_get() { GPUState &state = GPU_context_active_get()->state_manager->state; - return state.depth_test != GPU_DEPTH_NONE; + return (eGPUDepthTest)state.depth_test; } void GPU_scissor_get(int coords[4]) diff --git a/source/blender/gpu/intern/gpu_state_private.hh b/source/blender/gpu/intern/gpu_state_private.hh index 1ba79c7c048..f325f035f28 100644 --- a/source/blender/gpu/intern/gpu_state_private.hh +++ b/source/blender/gpu/intern/gpu_state_private.hh @@ -35,13 +35,20 @@ namespace gpu { * Try to keep small to reduce validation time. */ union GPUState { struct { - eGPUWriteMask write_mask : 13; - eGPUBlend blend : 4; - eGPUFaceCullTest culling_test : 2; - eGPUDepthTest depth_test : 3; - eGPUStencilTest stencil_test : 3; - eGPUStencilOp stencil_op : 3; - eGPUProvokingVertex provoking_vert : 1; + /** eGPUWriteMask */ + uint32_t write_mask : 13; + /** eGPUBlend */ + uint32_t blend : 4; + /** eGPUFaceCullTest */ + uint32_t culling_test : 2; + /** eGPUDepthTest */ + uint32_t depth_test : 3; + /** eGPUStencilTest */ + uint32_t stencil_test : 3; + /** eGPUStencilOp */ + uint32_t stencil_op : 3; + /** eGPUProvokingVertex */ + uint32_t provoking_vert : 1; /** Enable bits. */ uint32_t logic_op_xor : 1; uint32_t invert_facing : 1; |