Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gpu_shader_create_info.cc « intern « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 665361337953af9148f3fbc6b7032386c654d4ca (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
/*
 * 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) 2021 Blender Foundation.
 * All rights reserved.
 */

/** \file
 * \ingroup gpu
 *
 * Descriptor type used to define shader structure, resources and interfaces.
 */

#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"

#include "GPU_shader.h"
#include "GPU_texture.h"

#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"

#undef GPU_SHADER_INTERFACE_INFO
#undef GPU_SHADER_CREATE_INFO

namespace blender::gpu::shader {

using CreateInfoDictionnary = Map<StringRef, ShaderCreateInfo *>;
using InterfaceDictionnary = Map<StringRef, StageInterfaceInfo *>;

static CreateInfoDictionnary *g_create_infos = nullptr;
static InterfaceDictionnary *g_interfaces = nullptr;

void ShaderCreateInfo::finalize()
{
  if (finalized_) {
    return;
  }
  finalized_ = true;

  for (auto &info_name : additional_infos_) {
    const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
        gpu_shader_create_info_get(info_name.c_str()));

    /* Recursive. */
    const_cast<ShaderCreateInfo &>(info).finalize();

    interface_names_size_ += info.interface_names_size_;

    vertex_inputs_.extend(info.vertex_inputs_);
    fragment_outputs_.extend(info.fragment_outputs_);
    vertex_out_interfaces_.extend(info.vertex_out_interfaces_);
    geometry_out_interfaces_.extend(info.geometry_out_interfaces_);

    push_constants_.extend(info.push_constants_);
    defines_.extend(info.defines_);

    batch_resources_.extend(info.batch_resources_);
    pass_resources_.extend(info.pass_resources_);
    typedef_sources_.extend(info.typedef_sources_);

    validate(info);

    if (info.compute_layout_.local_size_x != -1) {
      compute_layout_.local_size_x = info.compute_layout_.local_size_x;
      compute_layout_.local_size_y = info.compute_layout_.local_size_y;
      compute_layout_.local_size_z = info.compute_layout_.local_size_z;
    }

    if (!info.vertex_source_.is_empty()) {
      BLI_assert(vertex_source_.is_empty());
      vertex_source_ = info.vertex_source_;
    }
    if (!info.geometry_source_.is_empty()) {
      BLI_assert(geometry_source_.is_empty());
      geometry_source_ = info.geometry_source_;
      geometry_layout_ = info.geometry_layout_;
    }
    if (!info.fragment_source_.is_empty()) {
      BLI_assert(fragment_source_.is_empty());
      fragment_source_ = info.fragment_source_;
    }
    if (!info.compute_source_.is_empty()) {
      BLI_assert(compute_source_.is_empty());
      compute_source_ = info.compute_source_;
    }

    do_static_compilation_ = do_static_compilation_ || info.do_static_compilation_;
  }
}

void ShaderCreateInfo::validate(const ShaderCreateInfo &other_info)
{
  {
    /* Check same bind-points usage in OGL. */
    Set<int> images, samplers, ubos, ssbos;

    auto register_resource = [&](const Resource &res) -> bool {
      switch (res.bind_type) {
        case Resource::BindType::UNIFORM_BUFFER:
          return images.add(res.slot);
        case Resource::BindType::STORAGE_BUFFER:
          return samplers.add(res.slot);
        case Resource::BindType::SAMPLER:
          return ubos.add(res.slot);
        case Resource::BindType::IMAGE:
          return ssbos.add(res.slot);
        default:
          return false;
      }
    };

    auto print_error_msg = [&](const Resource &res) {
      std::cerr << name_ << ": Validation failed : Overlapping ";

      switch (res.bind_type) {
        case Resource::BindType::UNIFORM_BUFFER:
          std::cerr << "Uniform Buffer " << res.uniformbuf.name;
          break;
        case Resource::BindType::STORAGE_BUFFER:
          std::cerr << "Storage Buffer " << res.storagebuf.name;
          break;
        case Resource::BindType::SAMPLER:
          std::cerr << "Sampler " << res.sampler.name;
          break;
        case Resource::BindType::IMAGE:
          std::cerr << "Image " << res.image.name;
          break;
        default:
          std::cerr << "Unknown Type";
          break;
      }
      std::cerr << " (" << res.slot << ") while merging " << other_info.name_ << std::endl;
    };

    for (auto &res : batch_resources_) {
      if (register_resource(res) == false) {
        print_error_msg(res);
      }
    }

    for (auto &res : pass_resources_) {
      if (register_resource(res) == false) {
        print_error_msg(res);
      }
    }
  }
  {
    /* TODO(fclem) Push constant validation. */
  }
}

}  // namespace blender::gpu::shader

using namespace blender::gpu::shader;

void gpu_shader_create_info_init()
{
  g_create_infos = new CreateInfoDictionnary();
  g_interfaces = new InterfaceDictionnary();

#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
  auto *ptr_##_interface = new StageInterfaceInfo(#_interface, _inst_name); \
  auto &_interface = *ptr_##_interface; \
  g_interfaces->add_new(#_interface, ptr_##_interface); \
  _interface

#define GPU_SHADER_CREATE_INFO(_info) \
  auto *ptr_##_info = new ShaderCreateInfo(#_info); \
  auto &_info = *ptr_##_info; \
  g_create_infos->add_new(#_info, ptr_##_info); \
  _info

/* Declare, register and construct the infos. */
#include "gpu_shader_create_info_list.hh"

/* Baked shader data appended to create infos. */
/* TODO(jbakker): should call a function with a callback. so we could switch implementations.
 * We cannot compile bf_gpu twice. */
#ifdef GPU_RUNTIME
#  include "gpu_shader_baked.hh"
#endif

  /* TEST */
  // gpu_shader_create_info_compile_all();
}

void gpu_shader_create_info_exit()
{
  for (auto *value : g_create_infos->values()) {
    delete value;
  }
  delete g_create_infos;

  for (auto *value : g_interfaces->values()) {
    delete value;
  }
  delete g_interfaces;
}

bool gpu_shader_create_info_compile_all()
{
  for (ShaderCreateInfo *info : g_create_infos->values()) {
    if (info->do_static_compilation_) {
      // printf("Compiling %s: ... \n", info->name_.c_str());
      GPUShader *shader = GPU_shader_create_from_info(
          reinterpret_cast<const GPUShaderCreateInfo *>(info));
      if (shader == nullptr) {
        printf("Compilation %s Failed\n", info->name_.c_str());
        return false;
      }
      GPU_shader_free(shader);
      // printf("Success\n");
    }
  }
  return true;
}

/* Runtime create infos are not registered in the dictionary and cannot be searched. */
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
{
  ShaderCreateInfo *info = g_create_infos->lookup(info_name);
  return reinterpret_cast<const GPUShaderCreateInfo *>(info);
}