/* * 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) */ #include "BKE_global.h" #include "MEM_guardedalloc.h" #include "GPU_shader_interface.h" #include "gpu_batch_private.h" #include "gpu_context_private.h" #include #include #include #define DEBUG_SHADER_INTERFACE 0 #define DEBUG_SHADER_UNIFORMS 0 #if DEBUG_SHADER_INTERFACE # include #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_ORCO] = "OrcoTexCoFactors", [GPU_UNIFORM_CLIPPLANES] = "WorldClipPlanes", [GPU_UNIFORM_COLOR] = "color", [GPU_UNIFORM_BASE_INSTANCE] = "baseInstance", [GPU_UNIFORM_RESOURCE_CHUNK] = "resourceChunk", [GPU_UNIFORM_RESOURCE_ID] = "resourceId", [GPU_UNIFORM_SRGB_TRANSFORM] = "srgbTarget", [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); const uint name_len = strlen(name); /* Include NULL terminator. */ shaderface->name_buffer = MEM_reallocN(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); 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_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); /* 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; } const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len; shaderface->name_buffer = MEM_mallocN(name_buffer_len, "name_buffer"); /* Attributes */ shaderface->enabled_attr_mask = 0; 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); /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */ if (input->location == -1) { MEM_freeN(input); continue; } if (input->location != -1) { shaderface->enabled_attr_mask |= (1 << input->location); } set_input_name(shaderface, input, name, name_len); shader_input_to_bucket(input, shaderface->attr_buckets); #if DEBUG_SHADER_INTERFACE printf("attr[%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->attr_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) { return buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name); } const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *shaderface, const char *name) { const GPUShaderInput *input = GPU_shaderinterface_uniform(shaderface, name); /* If input is not found add it so it's found next time. */ if (input == NULL) { input = add_uniform((GPUShaderInterface *)shaderface, name); if ((G.debug & G_DEBUG_GPU) && (input->location == -1)) { fprintf(stderr, "GPUShaderInterface: Warning: Uniform '%s' not found!\n", name); } } #if DEBUG_SHADER_UNIFORMS if ((G.debug & G_DEBUG_GPU) && input->builtin_type != GPU_UNIFORM_NONE && input->builtin_type != GPU_UNIFORM_CUSTOM) { /* Warn if we find a matching builtin, since these can be looked up much quicker. */ fprintf(stderr, "GPUShaderInterface: Warning: Uniform '%s' is a builtin uniform but not queried as " "such!\n", name); } #endif 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->attr_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 */ } } }