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|
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation. */
/** \file
* \ingroup draw
*/
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_world_types.h"
#include "PIL_time.h"
#include "BLI_dynstr.h"
#include "BLI_listbase.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "DEG_depsgraph_query.h"
#include "GPU_capabilities.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm_window.h"
#include "draw_manager.h"
#include "CLG_log.h"
static CLG_LogRef LOG = {"draw.manager.shader"};
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_common_fullscreen_vert_glsl[];
#define USE_DEFERRED_COMPILATION 1
/* -------------------------------------------------------------------- */
/** \name Deferred Compilation (DRW_deferred)
*
* Since compiling shader can take a long time, we do it in a non blocking
* manner in another thread.
*
* \{ */
typedef struct DRWShaderCompiler {
/** Default compilation queue. */
ListBase queue; /* GPUMaterial */
SpinLock list_lock;
/** Optimization queue. */
ListBase optimize_queue; /* GPUMaterial */
void *gl_context;
GPUContext *gpu_context;
bool own_context;
} DRWShaderCompiler;
static void drw_deferred_shader_compilation_exec(
void *custom_data,
/* Cannot be const, this function implements wm_jobs_start_callback.
* NOLINTNEXTLINE: readability-non-const-parameter. */
short *stop,
short *UNUSED(do_update),
float *UNUSED(progress))
{
GPU_render_begin();
DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
void *gl_context = comp->gl_context;
GPUContext *gpu_context = comp->gpu_context;
BLI_assert(gl_context != NULL);
BLI_assert(gpu_context != NULL);
const bool use_main_context_workaround = GPU_use_main_context_workaround();
if (use_main_context_workaround) {
BLI_assert(gl_context == DST.gl_context);
GPU_context_main_lock();
}
WM_opengl_context_activate(gl_context);
GPU_context_active_set(gpu_context);
while (true) {
if (*stop != 0) {
/* We don't want user to be able to cancel the compilation
* but wm can kill the task if we are closing blender. */
break;
}
BLI_spin_lock(&comp->list_lock);
/* Pop tail because it will be less likely to lock the main thread
* if all GPUMaterials are to be freed (see DRW_deferred_shader_remove()). */
LinkData *link = (LinkData *)BLI_poptail(&comp->queue);
GPUMaterial *mat = link ? (GPUMaterial *)link->data : NULL;
if (mat) {
/* Avoid another thread freeing the material mid compilation. */
GPU_material_acquire(mat);
}
BLI_spin_unlock(&comp->list_lock);
if (mat) {
/* Do the compilation. */
GPU_material_compile(mat);
GPU_material_release(mat);
MEM_freeN(link);
}
else {
/* Check for Material Optimization job once there are no more
* shaders to compile. */
BLI_spin_lock(&comp->list_lock);
/* Pop tail because it will be less likely to lock the main thread
* if all GPUMaterials are to be freed (see DRW_deferred_shader_remove()). */
LinkData *link = (LinkData *)BLI_poptail(&comp->optimize_queue);
GPUMaterial *optimize_mat = link ? (GPUMaterial *)link->data : NULL;
if (optimize_mat) {
/* Avoid another thread freeing the material during optimization. */
GPU_material_acquire(optimize_mat);
}
BLI_spin_unlock(&comp->list_lock);
if (optimize_mat) {
/* Compile optimized material shader. */
GPU_material_optimize(optimize_mat);
GPU_material_release(optimize_mat);
MEM_freeN(link);
}
else {
/* No more materials to optimize, or shaders to compile. */
break;
}
}
if (GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_ANY, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL)) {
GPU_flush();
}
}
GPU_context_active_set(NULL);
WM_opengl_context_release(gl_context);
if (use_main_context_workaround) {
GPU_context_main_unlock();
}
GPU_render_end();
}
static void drw_deferred_shader_compilation_free(void *custom_data)
{
DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
BLI_spin_lock(&comp->list_lock);
BLI_freelistN(&comp->queue);
BLI_freelistN(&comp->optimize_queue);
BLI_spin_unlock(&comp->list_lock);
if (comp->own_context) {
/* Only destroy if the job owns the context. */
WM_opengl_context_activate(comp->gl_context);
GPU_context_active_set(comp->gpu_context);
GPU_context_discard(comp->gpu_context);
WM_opengl_context_dispose(comp->gl_context);
wm_window_reset_drawable();
}
MEM_freeN(comp);
}
/**
* Append either shader compilation or optimization job to deferred queue and
* ensure shader compilation worker is active.
* We keep two separate queue's to ensure core compilations always complete before optimization.
*/
static void drw_deferred_queue_append(GPUMaterial *mat, bool is_optimization_job)
{
const bool use_main_context = GPU_use_main_context_workaround();
const bool job_own_context = !use_main_context;
BLI_assert(DST.draw_ctx.evil_C);
wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C);
wmWindow *win = CTX_wm_window(DST.draw_ctx.evil_C);
/* Get the running job or a new one if none is running. Can only have one job per type & owner.
*/
wmJob *wm_job = WM_jobs_get(
wm, win, wm, "Shaders Compilation", 0, WM_JOB_TYPE_SHADER_COMPILATION);
DRWShaderCompiler *old_comp = (DRWShaderCompiler *)WM_jobs_customdata_get(wm_job);
DRWShaderCompiler *comp = MEM_callocN(sizeof(DRWShaderCompiler), "DRWShaderCompiler");
BLI_spin_init(&comp->list_lock);
if (old_comp) {
BLI_spin_lock(&old_comp->list_lock);
BLI_movelisttolist(&comp->queue, &old_comp->queue);
BLI_movelisttolist(&comp->optimize_queue, &old_comp->optimize_queue);
BLI_spin_unlock(&old_comp->list_lock);
/* Do not recreate context, just pass ownership. */
if (old_comp->gl_context) {
comp->gl_context = old_comp->gl_context;
comp->gpu_context = old_comp->gpu_context;
old_comp->own_context = false;
comp->own_context = job_own_context;
}
}
/* Add to either compilation or optimization queue. */
if (is_optimization_job) {
BLI_assert(GPU_material_optimization_status(mat) != GPU_MAT_OPTIMIZATION_QUEUED);
GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_QUEUED);
LinkData *node = BLI_genericNodeN(mat);
BLI_addtail(&comp->optimize_queue, node);
}
else {
GPU_material_status_set(mat, GPU_MAT_QUEUED);
LinkData *node = BLI_genericNodeN(mat);
BLI_addtail(&comp->queue, node);
}
/* Create only one context. */
if (comp->gl_context == NULL) {
if (use_main_context) {
comp->gl_context = DST.gl_context;
comp->gpu_context = DST.gpu_context;
}
else {
comp->gl_context = WM_opengl_context_create();
comp->gpu_context = GPU_context_create(NULL, comp->gl_context);
GPU_context_active_set(NULL);
WM_opengl_context_activate(DST.gl_context);
GPU_context_active_set(DST.gpu_context);
}
comp->own_context = job_own_context;
}
WM_jobs_customdata_set(wm_job, comp, drw_deferred_shader_compilation_free);
WM_jobs_timer(wm_job, 0.1, NC_MATERIAL | ND_SHADING_DRAW, 0);
WM_jobs_delay_start(wm_job, 0.1);
WM_jobs_callbacks(wm_job, drw_deferred_shader_compilation_exec, NULL, NULL, NULL);
G.is_break = false;
WM_jobs_start(wm, wm_job);
}
static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
{
if (ELEM(GPU_material_status(mat), GPU_MAT_SUCCESS, GPU_MAT_FAILED)) {
return;
}
/* Do not defer the compilation if we are rendering for image.
* deferred rendering is only possible when `evil_C` is available */
if (DST.draw_ctx.evil_C == NULL || DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION) {
deferred = false;
}
if (!deferred) {
DRW_deferred_shader_remove(mat);
/* Shaders could already be compiling. Have to wait for compilation to finish. */
while (GPU_material_status(mat) == GPU_MAT_QUEUED) {
PIL_sleep_ms(20);
}
if (GPU_material_status(mat) == GPU_MAT_CREATED) {
GPU_material_compile(mat);
}
return;
}
/* Don't add material to the queue twice. */
if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
return;
}
/* Add deferred shader compilation to queue. */
drw_deferred_queue_append(mat, false);
}
void DRW_deferred_shader_remove(GPUMaterial *mat)
{
LISTBASE_FOREACH (wmWindowManager *, wm, &G_MAIN->wm) {
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
DRWShaderCompiler *comp = (DRWShaderCompiler *)WM_jobs_customdata_from_type(
wm, wm, WM_JOB_TYPE_SHADER_COMPILATION);
if (comp != NULL) {
BLI_spin_lock(&comp->list_lock);
/* Search for compilation job in queue. */
LinkData *link = (LinkData *)BLI_findptr(&comp->queue, mat, offsetof(LinkData, data));
if (link) {
BLI_remlink(&comp->queue, link);
GPU_material_status_set(link->data, GPU_MAT_CREATED);
}
MEM_SAFE_FREE(link);
/* Search for optimization job in queue. */
LinkData *opti_link = (LinkData *)BLI_findptr(
&comp->optimize_queue, mat, offsetof(LinkData, data));
if (opti_link) {
BLI_remlink(&comp->optimize_queue, opti_link);
GPU_material_optimization_status_set(opti_link->data, GPU_MAT_OPTIMIZATION_READY);
}
BLI_spin_unlock(&comp->list_lock);
MEM_SAFE_FREE(opti_link);
}
}
}
}
void DRW_deferred_shader_optimize_remove(GPUMaterial *mat)
{
LISTBASE_FOREACH (wmWindowManager *, wm, &G_MAIN->wm) {
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
DRWShaderCompiler *comp = (DRWShaderCompiler *)WM_jobs_customdata_from_type(
wm, wm, WM_JOB_TYPE_SHADER_COMPILATION);
if (comp != NULL) {
BLI_spin_lock(&comp->list_lock);
/* Search for optimization job in queue. */
LinkData *opti_link = (LinkData *)BLI_findptr(
&comp->optimize_queue, mat, offsetof(LinkData, data));
if (opti_link) {
BLI_remlink(&comp->optimize_queue, opti_link);
GPU_material_optimization_status_set(opti_link->data, GPU_MAT_OPTIMIZATION_READY);
}
BLI_spin_unlock(&comp->list_lock);
MEM_SAFE_FREE(opti_link);
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \{ */
GPUShader *DRW_shader_create_ex(
const char *vert, const char *geom, const char *frag, const char *defines, const char *name)
{
return GPU_shader_create(vert, frag, geom, NULL, defines, name);
}
GPUShader *DRW_shader_create_with_lib_ex(const char *vert,
const char *geom,
const char *frag,
const char *lib,
const char *defines,
const char *name)
{
GPUShader *sh;
char *vert_with_lib = NULL;
char *frag_with_lib = NULL;
char *geom_with_lib = NULL;
vert_with_lib = BLI_string_joinN(lib, vert);
frag_with_lib = BLI_string_joinN(lib, frag);
if (geom) {
geom_with_lib = BLI_string_joinN(lib, geom);
}
sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, name);
MEM_freeN(vert_with_lib);
MEM_freeN(frag_with_lib);
if (geom) {
MEM_freeN(geom_with_lib);
}
return sh;
}
GPUShader *DRW_shader_create_with_shaderlib_ex(const char *vert,
const char *geom,
const char *frag,
const DRWShaderLibrary *lib,
const char *defines,
const char *name)
{
GPUShader *sh;
char *vert_with_lib = DRW_shader_library_create_shader_string(lib, vert);
char *frag_with_lib = DRW_shader_library_create_shader_string(lib, frag);
char *geom_with_lib = (geom) ? DRW_shader_library_create_shader_string(lib, geom) : NULL;
sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, name);
MEM_SAFE_FREE(vert_with_lib);
MEM_SAFE_FREE(frag_with_lib);
MEM_SAFE_FREE(geom_with_lib);
return sh;
}
GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
const char *geom,
const char *defines,
const eGPUShaderTFBType prim_type,
const char **varying_names,
const int varying_count)
{
return GPU_shader_create_ex(vert,
datatoc_gpu_shader_depth_only_frag_glsl,
geom,
NULL,
NULL,
defines,
prim_type,
varying_names,
varying_count,
__func__);
}
GPUShader *DRW_shader_create_fullscreen_ex(const char *frag, const char *defines, const char *name)
{
return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, name);
}
GPUShader *DRW_shader_create_fullscreen_with_shaderlib_ex(const char *frag,
const DRWShaderLibrary *lib,
const char *defines,
const char *name)
{
GPUShader *sh;
char *vert = datatoc_common_fullscreen_vert_glsl;
char *frag_with_lib = DRW_shader_library_create_shader_string(lib, frag);
sh = GPU_shader_create(vert, frag_with_lib, NULL, NULL, defines, name);
MEM_SAFE_FREE(frag_with_lib);
return sh;
}
GPUMaterial *DRW_shader_from_world(World *wo,
struct bNodeTree *ntree,
const uint64_t shader_id,
const bool is_volume_shader,
bool deferred,
GPUCodegenCallbackFn callback,
void *thunk)
{
Scene *scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
GPUMaterial *mat = GPU_material_from_nodetree(scene,
NULL,
ntree,
&wo->gpumaterial,
wo->id.name,
shader_id,
is_volume_shader,
false,
callback,
thunk);
if (DRW_state_is_image_render()) {
/* Do not deferred if doing render. */
deferred = false;
}
drw_deferred_shader_add(mat, deferred);
DRW_shader_queue_optimize_material(mat);
return mat;
}
GPUMaterial *DRW_shader_from_material(Material *ma,
struct bNodeTree *ntree,
const uint64_t shader_id,
const bool is_volume_shader,
bool deferred,
GPUCodegenCallbackFn callback,
void *thunk)
{
Scene *scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
GPUMaterial *mat = GPU_material_from_nodetree(scene,
ma,
ntree,
&ma->gpumaterial,
ma->id.name,
shader_id,
is_volume_shader,
false,
callback,
thunk);
if (DRW_state_is_image_render()) {
/* Do not deferred if doing render. */
deferred = false;
}
drw_deferred_shader_add(mat, deferred);
DRW_shader_queue_optimize_material(mat);
return mat;
}
void DRW_shader_queue_optimize_material(GPUMaterial *mat)
{
/* Do not perform deferred optimization if performing render.
* De-queue any queued optimization jobs. */
if (DRW_state_is_image_render()) {
if (GPU_material_optimization_status(mat) == GPU_MAT_OPTIMIZATION_QUEUED) {
/* Remove from pending optimization job queue. */
DRW_deferred_shader_optimize_remove(mat);
/* If optimization job had already started, wait for it to complete. */
while (GPU_material_optimization_status(mat) == GPU_MAT_OPTIMIZATION_QUEUED) {
PIL_sleep_ms(20);
}
}
return;
}
/* We do not need to perform optimization on the material if it is already compiled or in the
* optimization queue. If optimization is not required, the status will be flagged as
* `GPU_MAT_OPTIMIZATION_SKIP`.
* We can also skip cases which have already been queued up. */
if (ELEM(GPU_material_optimization_status(mat),
GPU_MAT_OPTIMIZATION_SKIP,
GPU_MAT_OPTIMIZATION_SUCCESS,
GPU_MAT_OPTIMIZATION_QUEUED)) {
return;
}
/* Only queue optimization once the original shader has been successfully compiled. */
if (GPU_material_status(mat) != GPU_MAT_SUCCESS) {
return;
}
/* Defer optimization until sufficient time has passed beyond creation. This avoids excessive
* recompilation for shaders which are being actively modified. */
if (!GPU_material_optimization_ready(mat)) {
return;
}
/* Add deferred shader compilation to queue. */
drw_deferred_queue_append(mat, true);
}
void DRW_shader_free(GPUShader *shader)
{
GPU_shader_free(shader);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader Library
*
* Simple include system for glsl files.
*
* Usage: Create a DRWShaderLibrary and add the library in the right order.
* You can have nested dependencies but each new library needs to have all its dependencies already
* added to the DRWShaderLibrary.
* Finally you can use DRW_shader_library_create_shader_string to get a shader string that also
* contains the needed libraries for this shader.
* \{ */
/* 64 because we use a 64bit bitmap. */
#define MAX_LIB 64
#define MAX_LIB_NAME 64
#define MAX_LIB_DEPS 8
struct DRWShaderLibrary {
const char *libs[MAX_LIB];
char libs_name[MAX_LIB][MAX_LIB_NAME];
uint64_t libs_deps[MAX_LIB];
};
DRWShaderLibrary *DRW_shader_library_create(void)
{
return MEM_callocN(sizeof(DRWShaderLibrary), "DRWShaderLibrary");
}
void DRW_shader_library_free(DRWShaderLibrary *lib)
{
MEM_SAFE_FREE(lib);
}
static int drw_shader_library_search(const DRWShaderLibrary *lib, const char *name)
{
for (int i = 0; i < MAX_LIB; i++) {
if (lib->libs[i]) {
if (!strncmp(lib->libs_name[i], name, strlen(lib->libs_name[i]))) {
return i;
}
}
else {
break;
}
}
return -1;
}
/* Return bitmap of dependencies. */
static uint64_t drw_shader_dependencies_get(const DRWShaderLibrary *lib,
const char *pragma_str,
const char *lib_code,
const char *UNUSED(lib_name))
{
/* Search dependencies. */
uint pragma_len = strlen(pragma_str);
uint64_t deps = 0;
const char *haystack = lib_code;
while ((haystack = strstr(haystack, pragma_str))) {
haystack += pragma_len;
int dep = drw_shader_library_search(lib, haystack);
if (dep == -1) {
char dbg_name[MAX_NAME];
int i = 0;
while ((*haystack != ')') && (i < (sizeof(dbg_name) - 2))) {
dbg_name[i] = *haystack;
haystack++;
i++;
}
dbg_name[i] = '\0';
CLOG_INFO(&LOG,
0,
"Dependency '%s' not found\n"
"This might be due to bad lib ordering or overriding a builtin shader.\n",
dbg_name);
}
else {
deps |= 1llu << ((uint64_t)dep);
}
}
return deps;
}
void DRW_shader_library_add_file(DRWShaderLibrary *lib, const char *lib_code, const char *lib_name)
{
int index = -1;
for (int i = 0; i < MAX_LIB; i++) {
if (lib->libs[i] == NULL) {
index = i;
break;
}
}
if (index > -1) {
lib->libs[index] = lib_code;
BLI_strncpy(lib->libs_name[index], lib_name, MAX_LIB_NAME);
lib->libs_deps[index] = drw_shader_dependencies_get(
lib, "BLENDER_REQUIRE(", lib_code, lib_name);
}
else {
printf("Error: Too many libraries. Cannot add %s.\n", lib_name);
BLI_assert(0);
}
}
char *DRW_shader_library_create_shader_string(const DRWShaderLibrary *lib, const char *shader_code)
{
uint64_t deps = drw_shader_dependencies_get(lib, "BLENDER_REQUIRE(", shader_code, "shader code");
DynStr *ds = BLI_dynstr_new();
/* Add all dependencies recursively. */
for (int i = MAX_LIB - 1; i > -1; i--) {
if (lib->libs[i] && (deps & (1llu << (uint64_t)i))) {
deps |= lib->libs_deps[i];
}
}
/* Concatenate all needed libs into one string. */
for (int i = 0; i < MAX_LIB && deps != 0llu; i++, deps >>= 1llu) {
if (deps & 1llu) {
BLI_dynstr_append(ds, lib->libs[i]);
}
}
BLI_dynstr_append(ds, shader_code);
char *str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
/** \} */
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