GPUShaderInterface: GL backend isolation

This commit is contained in:
Clément Foucault 2020-08-20 13:05:22 +02:00
parent 14fcd46ca7
commit 19d72175ba
21 changed files with 763 additions and 685 deletions

View File

@ -93,6 +93,7 @@ set(SRC
opengl/gl_context.cc
opengl/gl_drawlist.cc
opengl/gl_shader.cc
opengl/gl_shader_interface.cc
opengl/gl_state.cc
opengl/gl_vertex_array.cc
@ -119,7 +120,6 @@ set(SRC
GPU_primitive.h
GPU_select.h
GPU_shader.h
GPU_shader_interface.h
GPU_state.h
GPU_texture.h
GPU_uniformbuffer.h
@ -140,6 +140,7 @@ set(SRC
intern/gpu_private.h
intern/gpu_select_private.h
intern/gpu_shader_private.hh
intern/gpu_shader_interface.hh
intern/gpu_state_private.hh
intern/gpu_vertex_format_private.h
@ -148,6 +149,7 @@ set(SRC
opengl/gl_context.hh
opengl/gl_drawlist.hh
opengl/gl_shader.hh
opengl/gl_shader_interface.hh
opengl/gl_state.hh
opengl/gl_vertex_array.hh
)

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@ -27,7 +27,6 @@
#include "GPU_batch.h"
#include "GPU_common.h"
#include "GPU_shader_interface.h"
#ifdef __cplusplus
extern "C" {

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@ -29,7 +29,6 @@
#include "GPU_immediate_util.h"
#include "GPU_primitive.h"
#include "GPU_shader.h"
#include "GPU_shader_interface.h"
#include "GPU_texture.h"
#include "GPU_vertex_format.h"

View File

@ -27,7 +27,6 @@
extern "C" {
#endif
struct GPUShaderInterface;
struct GPUTexture;
struct GPUUniformBuffer;
struct GPUVertBuf;
@ -35,8 +34,6 @@ struct GPUVertBuf;
/* TODO(fclem) These members should be private and the
* whole struct should just be an opaque pointer. */
typedef struct GPUShader {
/** Uniform & attribute locations for shader. */
struct GPUShaderInterface *interface;
/** For debugging purpose. */
char name[64];
} GPUShader;
@ -90,6 +87,41 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader);
int GPU_shader_get_program(GPUShader *shader);
typedef enum {
GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
} GPUUniformBuiltin;
typedef enum {
GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
} GPUUniformBlockBuiltin;
void GPU_shader_set_srgb_uniform(GPUShader *shader);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
@ -123,8 +155,6 @@ void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, cons
int GPU_shader_get_attribute(GPUShader *shader, const char *name);
char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len);
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
/* Builtin/Non-generated shaders */

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@ -1,117 +0,0 @@
/*
* 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)
*/
#pragma once
#include "GPU_common.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
} GPUUniformBuiltin;
typedef enum {
GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
} GPUUniformBlockBuiltin;
typedef struct GPUShaderInput {
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;
} GPUShaderInput;
#define GPU_SHADERINTERFACE_REF_ALLOC_COUNT 16
typedef struct GPUShaderInterface {
/** Buffer containing all inputs names separated by '\0'. */
char *name_buffer;
/** Reference to GPUBatches using this interface */
void **batches;
uint batches_len;
/** Input counts. */
uint attribute_len;
uint ubo_len;
uint uniform_len;
/** Enabled bindpoints that needs to be fed with data. */
uint16_t enabled_attr_mask;
uint16_t enabled_ubo_mask;
uint64_t enabled_tex_mask;
/** Opengl Location of builtin uniforms. Fast access, no lookup needed. */
int32_t builtins[GPU_NUM_UNIFORMS];
int32_t builtin_blocks[GPU_NUM_UNIFORM_BLOCKS];
/** Flat array. In this order: Attributes, Ubos, Uniforms. */
GPUShaderInput inputs[0];
} GPUShaderInterface;
GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id);
void GPU_shaderinterface_discard(GPUShaderInterface *);
const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
GPUUniformBuiltin builtin);
int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
GPUUniformBlockBuiltin builtin);
const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name);
const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name);
/* keep track of batches using this interface */
void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *interface, void *cache);
void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *interface, void *cache);
#ifdef __cplusplus
}
#endif

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@ -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);
}
}
}

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@ -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

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@ -28,7 +28,6 @@
#include "GPU_batch.h"
#include "GPU_context.h"
#include "GPU_shader_interface.h"
namespace blender {
namespace gpu {

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@ -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);
}

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@ -21,8 +21,6 @@
* \ingroup gpu
*/
#include "GPU_shader_interface.h"
#include "gpu_context_private.hh"
#include "gpu_matrix_private.h"

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@ -196,8 +196,8 @@ Shader::Shader(const char *sh_name)
Shader::~Shader()
{
if (this->interface) {
GPU_shaderinterface_discard(this->interface);
if (interface) {
delete interface;
}
}
@ -484,43 +484,49 @@ 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;
}

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@ -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 "BLI_span.hh"
#include "BLI_vector.hh"
#include "gpu_batch_private.hh"
#include "gpu_context_private.hh"
#include "gpu_shader_interface.hh"
#include "gl_batch.hh"
namespace blender::gpu {
#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)
ShaderInterface::ShaderInterface(void)
{
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;
}
/* TODO(fclem) add unique ID for debugging. */
}
static const char *BuiltinUniformBlock_name(GPUUniformBlockBuiltin u)
ShaderInterface::~ShaderInterface(void)
{
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;
}
/* Free memory used by name_buffer. */
MEM_freeN(name_buffer_);
MEM_freeN(inputs_);
}
GPU_INLINE bool match(const char *a, const char *b)
static void sort_input_list(MutableSpan<ShaderInput> dst)
{
return STREQ(a, b);
}
GPU_INLINE uint hash_string(const char *str)
{
uint i = 0, c;
while ((c = *str++)) {
i = i * 37 + c;
}
return i;
}
GPU_INLINE uint32_t set_input_name(GPUShaderInterface *shaderface,
GPUShaderInput *input,
char *name,
uint32_t name_len)
{
/* 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 */
}
Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
src.copy_from(dst);
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 */
}
/* 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);
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";
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;
printf(" \033[1mGPUShaderInterface : \033[0m\n");
if (attrs.size() > 0) {
printf("\n Attributes :\n");
}
for (const ShaderInput &attr : attrs) {
printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
}
if (uniforms.size() > 0) {
printf("\n Uniforms :\n");
}
for (const ShaderInput &uni : uniforms) {
/* Bypass samplers. */
if (uni.binding == -1) {
printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
}
}
if (ubos.size() > 0) {
printf("\n Uniform Buffer Objects :\n");
}
for (const ShaderInput &ubo : ubos) {
printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
}
if (enabled_tex_mask_ > 0) {
printf("\n Samplers :\n");
}
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");
}
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;
}
if (uniform_len > 0 && max_uniform_name_len == 0) {
max_uniform_name_len = 256;
}
/* 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;
}
/* 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]);
}
}
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);
}
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);
}
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 (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);
}
}
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);
}
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

View File

@ -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

View File

@ -23,13 +23,17 @@
#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();

View File

@ -33,6 +33,7 @@
#include "gpu_batch_private.hh"
#include "gpu_primitive_private.h"
#include "gpu_shader_private.hh"
#include "gl_batch.hh"
#include "gl_context.hh"
@ -71,7 +72,7 @@ void GLVaoCache::init(void)
}
/* Create a new VAO object and store it in the cache. */
void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
void GLVaoCache::insert(const GLShaderInterface *interface, GLuint vao)
{
/* Now insert the cache. */
if (!is_dynamic_vao_count) {
@ -90,8 +91,7 @@ void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
/* Erase previous entries, they will be added back if drawn again. */
for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) {
if (static_vaos.interfaces[i] != NULL) {
GPU_shaderinterface_remove_batch_ref(
const_cast<GPUShaderInterface *>(static_vaos.interfaces[i]), this);
const_cast<GLShaderInterface *>(static_vaos.interfaces[i])->ref_remove(this);
context_->vao_free(static_vaos.vao_ids[i]);
}
}
@ -99,8 +99,8 @@ void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
is_dynamic_vao_count = true;
/* Init dynamic arrays and let the branch below set the values. */
dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT;
dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_callocN(
dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces");
dynamic_vaos.interfaces = (const GLShaderInterface **)MEM_callocN(
dynamic_vaos.count * sizeof(GLShaderInterface *), "dyn vaos interfaces");
dynamic_vaos.vao_ids = (GLuint *)MEM_callocN(dynamic_vaos.count * sizeof(GLuint),
"dyn vaos ids");
}
@ -118,8 +118,8 @@ void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
/* Not enough place, realloc the array. */
i = dynamic_vaos.count;
dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT;
dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_recallocN(
(void *)dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * dynamic_vaos.count);
dynamic_vaos.interfaces = (const GLShaderInterface **)MEM_recallocN(
(void *)dynamic_vaos.interfaces, sizeof(GLShaderInterface *) * dynamic_vaos.count);
dynamic_vaos.vao_ids = (GLuint *)MEM_recallocN(dynamic_vaos.vao_ids,
sizeof(GLuint) * dynamic_vaos.count);
}
@ -127,15 +127,15 @@ void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
dynamic_vaos.vao_ids[i] = vao;
}
GPU_shaderinterface_add_batch_ref(const_cast<GPUShaderInterface *>(interface), this);
const_cast<GLShaderInterface *>(interface)->ref_add(this);
}
void GLVaoCache::remove(const GPUShaderInterface *interface)
void GLVaoCache::remove(const GLShaderInterface *interface)
{
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids;
const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
static_vaos.interfaces;
const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
static_vaos.interfaces;
for (int i = 0; i < count; i++) {
if (interfaces[i] == interface) {
context_->vao_free(vaos[i]);
@ -151,8 +151,8 @@ void GLVaoCache::clear(void)
GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids;
const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
static_vaos.interfaces;
const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
static_vaos.interfaces;
/* Early out, nothing to free. */
if (context_ == NULL) {
return;
@ -174,7 +174,7 @@ void GLVaoCache::clear(void)
if (interfaces[i] == NULL) {
continue;
}
GPU_shaderinterface_remove_batch_ref(const_cast<GPUShaderInterface *>(interfaces[i]), this);
const_cast<GLShaderInterface *>(interfaces[i])->ref_add(this);
}
if (is_dynamic_vao_count) {
@ -190,11 +190,11 @@ void GLVaoCache::clear(void)
}
/* Return 0 on cache miss (invalid VAO) */
GLuint GLVaoCache::lookup(const GPUShaderInterface *interface)
GLuint GLVaoCache::lookup(const GLShaderInterface *interface)
{
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
static_vaos.interfaces;
const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
static_vaos.interfaces;
for (int i = 0; i < count; i++) {
if (interfaces[i] == interface) {
return (is_dynamic_vao_count) ? dynamic_vaos.vao_ids[i] : static_vaos.vao_ids[i];
@ -226,7 +226,9 @@ GLuint GLVaoCache::base_instance_vao_get(GPUBatch *batch, int i_first)
{
this->context_check();
/* Make sure the interface is up to date. */
if (interface_ != GPU_context_active_get()->shader->interface) {
Shader *shader = static_cast<Shader *>(GPU_context_active_get()->shader);
GLShaderInterface *interface = static_cast<GLShaderInterface *>(shader->interface);
if (interface_ != interface) {
vao_get(batch);
/* Trigger update. */
base_instance_ = 0;
@ -255,9 +257,10 @@ GLuint GLVaoCache::vao_get(GPUBatch *batch)
{
this->context_check();
GPUContext *ctx = GPU_context_active_get();
if (interface_ != ctx->shader->interface) {
interface_ = ctx->shader->interface;
Shader *shader = static_cast<Shader *>(GPU_context_active_get()->shader);
GLShaderInterface *interface = static_cast<GLShaderInterface *>(shader->interface);
if (interface_ != interface) {
interface_ = interface;
vao_id_ = this->lookup(interface_);
if (vao_id_ == 0) {

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@ -32,11 +32,11 @@
#include "glew-mx.h"
#include "GPU_shader_interface.h"
namespace blender {
namespace gpu {
class GLShaderInterface;
#define GPU_VAO_STATIC_LEN 3
/* Vao management: remembers all geometry state (vertex attribute bindings & element buffer)
@ -47,7 +47,7 @@ class GLVaoCache {
/** Context for which the vao_cache_ was generated. */
struct GLContext *context_ = NULL;
/** Last interface this batch was drawn with. */
GPUShaderInterface *interface_ = NULL;
GLShaderInterface *interface_ = NULL;
/** Cached vao for the last interface. */
GLuint vao_id_ = 0;
/** Used whend arb_base_instance is not supported. */
@ -58,13 +58,13 @@ class GLVaoCache {
union {
/** Static handle count */
struct {
const GPUShaderInterface *interfaces[GPU_VAO_STATIC_LEN];
const GLShaderInterface *interfaces[GPU_VAO_STATIC_LEN];
GLuint vao_ids[GPU_VAO_STATIC_LEN];
} static_vaos;
/** Dynamic handle count */
struct {
uint count;
const GPUShaderInterface **interfaces;
const GLShaderInterface **interfaces;
GLuint *vao_ids;
} dynamic_vaos;
};
@ -76,9 +76,9 @@ class GLVaoCache {
GLuint vao_get(GPUBatch *batch);
GLuint base_instance_vao_get(GPUBatch *batch, int i_first);
GLuint lookup(const GPUShaderInterface *interface);
void insert(const GPUShaderInterface *interface, GLuint vao_id);
void remove(const GPUShaderInterface *interface);
GLuint lookup(const GLShaderInterface *interface);
void insert(const GLShaderInterface *interface, GLuint vao_id);
void remove(const GLShaderInterface *interface);
void clear(void);
private:

View File

@ -29,6 +29,7 @@
#include "GPU_platform.h"
#include "gl_shader.hh"
#include "gl_shader_interface.hh"
using namespace blender;
using namespace blender::gpu;
@ -203,10 +204,7 @@ bool GLShader::finalize(void)
return false;
}
/* TODO(fclem) We need this to modify the image binding points using glUniform.
* This could be avoided using glProgramUniform in GL 4.1. */
glUseProgram(shader_program_);
interface = GPU_shaderinterface_create(shader_program_);
interface = new GLShaderInterface(shader_program_);
return true;
}

View File

@ -0,0 +1,297 @@
/*
* 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 "BLI_bitmap.h"
#include "gl_batch.hh"
#include "gl_shader_interface.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Binding assignment
*
* To mimic vulkan, we assign binding at shader creation to avoid shader recompilation.
* In the future, we should set it in the shader using layout(binding = i) and query its value.
* \{ */
static inline int block_binding(int32_t program, uint32_t block_index)
{
/* 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;
}
static inline int sampler_binding(int32_t program,
uint32_t uniform_index,
int32_t uniform_location,
int *sampler_len)
{
/* 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;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
* \{ */
GLShaderInterface::GLShaderInterface(GLuint program)
{
/* Necessary to make glUniform works. */
glUseProgram(program);
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;
}
if (uniform_len > 0 && max_uniform_name_len == 0) {
max_uniform_name_len = 256;
}
/* 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;
}
/* 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]);
}
}
MEM_freeN(ubo_uni_ids);
int input_tot_len = attr_len + ubo_len + uniform_len;
inputs_ = (ShaderInput *)MEM_callocN(sizeof(ShaderInput) * input_tot_len, __func__);
const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len +
uniform_len * max_uniform_name_len;
name_buffer_ = (char *)MEM_mallocN(name_buffer_len, "name_buffer");
uint32_t name_buffer_offset = 0;
/* Attributes */
enabled_attr_mask_ = 0;
for (int i = 0; i < attr_len; i++) {
char *name = 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) {
continue;
}
ShaderInput *input = &inputs_[attr_len_++];
input->location = input->binding = location;
name_buffer_offset += set_input_name(input, name, name_len);
enabled_attr_mask_ |= (1 << input->location);
}
/* Uniform Blocks */
for (int i = 0; i < ubo_len; i++) {
char *name = 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);
ShaderInput *input = &inputs_[attr_len_ + ubo_len_++];
input->binding = input->location = block_binding(program, i);
name_buffer_offset += this->set_input_name(input, name, name_len);
enabled_ubo_mask_ |= (1 << input->binding);
}
/* Uniforms */
for (int i = 0, sampler = 0; i < active_uniform_len; i++) {
if (BLI_BITMAP_TEST(uniforms_from_blocks, i)) {
continue;
}
char *name = 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);
ShaderInput *input = &inputs_[attr_len_ + ubo_len_ + uniform_len_++];
input->location = glGetUniformLocation(program, name);
input->binding = sampler_binding(program, i, input->location, &sampler);
name_buffer_offset += this->set_input_name(input, name, name_len);
enabled_tex_mask_ |= (input->binding != -1) ? (1lu << input->binding) : 0lu;
}
/* Builtin Uniforms */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
builtins_[u] = glGetUniformLocation(program, builtin_uniform_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 ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
builtin_blocks_[u] = (block != NULL) ? block->binding : -1;
}
MEM_freeN(uniforms_from_blocks);
/* Resize name buffer to save some memory. */
if (name_buffer_offset < name_buffer_len) {
name_buffer_ = (char *)MEM_reallocN(name_buffer_, name_buffer_offset);
}
// this->debug_print();
this->sort_inputs();
}
GLShaderInterface::~GLShaderInterface()
{
for (auto *ref : refs_) {
if (ref != NULL) {
ref->remove(this);
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Batch Reference
* \{ */
void GLShaderInterface::ref_add(GLVaoCache *ref)
{
for (int i = 0; i < refs_.size(); i++) {
if (refs_[i] == NULL) {
refs_[i] = ref;
return;
}
}
refs_.append(ref);
}
void GLShaderInterface::ref_remove(GLVaoCache *ref)
{
for (auto *ref_iter : refs_) {
if (ref_iter == ref) {
ref_iter = NULL;
break; /* cannot have duplicates */
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Validation
* TODO
* \{ */
/** \} */
} // namespace blender::gpu

View File

@ -0,0 +1,60 @@
/*
* 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) 2020 Blender Foundation.
* 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 "MEM_guardedalloc.h"
#include "BLI_vector.hh"
#include "glew-mx.h"
#include "gpu_shader_interface.hh"
namespace blender::gpu {
class GLVaoCache;
class GLShaderInterface : public ShaderInterface {
private:
/** Reference to VaoCaches using this interface */
Vector<GLVaoCache *> refs_;
public:
GLShaderInterface(GLuint program);
~GLShaderInterface();
void ref_add(GLVaoCache *ref);
void ref_remove(GLVaoCache *ref);
// bool resource_binding_validate();
MEM_CXX_CLASS_ALLOC_FUNCS("GLShaderInterface");
};
} // namespace blender::gpu

View File

@ -23,9 +23,9 @@
#include "GPU_glew.h"
#include "GPU_shader_interface.h"
#include "GPU_vertex_buffer.h"
#include "gpu_shader_interface.hh"
#include "gpu_vertex_format_private.h"
#include "gl_batch.hh"
@ -33,14 +33,14 @@
#include "gl_vertex_array.hh"
using namespace blender::gpu;
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Vertex Array Bindings
* \{ */
/* Returns enabled vertex pointers as a bitflag (one bit per attrib). */
static uint16_t vbo_bind(const GPUShaderInterface *interface,
static uint16_t vbo_bind(const ShaderInterface *interface,
const GPUVertFormat *format,
uint v_first,
uint v_len,
@ -68,7 +68,7 @@ static uint16_t vbo_bind(const GPUShaderInterface *interface,
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(interface, name);
const ShaderInput *input = interface->attr_get(name);
if (input == NULL) {
continue;
@ -111,10 +111,10 @@ static uint16_t vbo_bind(const GPUShaderInterface *interface,
/* Update the Attrib Binding of the currently bound VAO. */
void GLVertArray::update_bindings(const GLuint vao,
const GPUBatch *batch,
const GPUShaderInterface *interface,
const ShaderInterface *interface,
const int base_instance)
{
uint16_t attr_mask = interface->enabled_attr_mask;
uint16_t attr_mask = interface->enabled_attr_mask_;
glBindVertexArray(vao);
@ -156,3 +156,5 @@ void GLVertArray::update_bindings(const GLuint vao,
}
/** \} */
} // namespace blender::gpu

View File

@ -26,7 +26,7 @@
#include "glew-mx.h"
#include "GPU_batch.h"
#include "GPU_shader_interface.h"
#include "gl_shader_interface.hh"
namespace blender {
namespace gpu {
@ -35,7 +35,7 @@ namespace GLVertArray {
void update_bindings(const GLuint vao,
const GPUBatch *batch,
const GPUShaderInterface *interface,
const ShaderInterface *interface,
const int base_instance);
} // namespace GLVertArray