Basic engine shaders test

This patch adds shader compilation tests for the basic engine in `shaders_test.cc`

Addresses T92701

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D13066
This commit is contained in:
Jarrett Johnson 2021-11-08 15:43:21 +01:00 committed by Jeroen Bakker
parent bb6547cb5f
commit 495e60c0da
5 changed files with 232 additions and 102 deletions

View File

@ -112,6 +112,7 @@ set(SRC
intern/draw_view_data.cc
intern/smaa_textures.c
engines/basic/basic_engine.c
engines/basic/basic_shader.c
engines/image/image_engine.cc
engines/image/image_shader.cc
engines/eevee/eevee_bloom.c
@ -214,6 +215,7 @@ set(SRC
intern/mesh_extractors/extract_mesh.h
intern/smaa_textures.h
engines/basic/basic_engine.h
engines/basic/basic_private.h
engines/eevee/eevee_engine.h
engines/eevee/eevee_lightcache.h
engines/eevee/eevee_lut.h

View File

@ -36,17 +36,11 @@
#include "GPU_shader.h"
#include "basic_engine.h"
/* Shaders */
#include "basic_private.h"
#define BASIC_ENGINE "BLENDER_BASIC"
extern char datatoc_depth_frag_glsl[];
extern char datatoc_depth_vert_glsl[];
extern char datatoc_conservative_depth_geom_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_pointcloud_lib_glsl[];
/* *********** LISTS *********** */
/* GPUViewport.storage
@ -69,20 +63,8 @@ typedef struct BASIC_Data {
BASIC_StorageList *stl;
} BASIC_Data;
typedef struct BASIC_Shaders {
/* Depth Pre Pass */
struct GPUShader *depth;
struct GPUShader *pointcloud_depth;
struct GPUShader *depth_conservative;
struct GPUShader *pointcloud_depth_conservative;
} BASIC_Shaders;
/* *********** STATIC *********** */
static struct {
BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
} e_data = {{{NULL}}}; /* Engine data */
typedef struct BASIC_PrivateData {
DRWShadingGroup *depth_shgrp[2];
DRWShadingGroup *depth_shgrp_cull[2];
@ -91,74 +73,6 @@ typedef struct BASIC_PrivateData {
bool use_material_slot_selection;
} BASIC_PrivateData; /* Transient data */
/* Functions */
static void basic_engine_init(void *UNUSED(vedata))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
/* Depth prepass */
if (!sh_data->depth) {
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
sh_data->depth = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
sh_data->pointcloud_depth = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_common_pointcloud_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def,
"#define POINTCLOUD\n",
"#define INSTANCED_ATTR\n",
"#define UNIFORM_RESOURCE_ID\n",
NULL},
});
sh_data->depth_conservative = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_conservative_depth_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
});
sh_data->pointcloud_depth_conservative = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_common_pointcloud_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_conservative_depth_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def,
"#define CONSERVATIVE_RASTER\n",
"#define POINTCLOUD\n",
"#define INSTANCED_ATTR\n",
"#define UNIFORM_RESOURCE_ID\n",
NULL},
});
}
}
static void basic_cache_init(void *vedata)
{
BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
@ -166,7 +80,6 @@ static void basic_cache_init(void *vedata)
DRWShadingGroup *grp;
const DRWContextState *draw_ctx = DRW_context_state_get();
BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!stl->g_data) {
/* Alloc transient pointers */
@ -181,24 +94,29 @@ static void basic_cache_init(void *vedata)
DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0;
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
GPUShader *sh = DRW_state_is_select() ? sh_data->depth_conservative : sh_data->depth;
GPUShader *sh = DRW_state_is_select() ?
BASIC_shaders_depth_conservative_sh_get(draw_ctx->sh_cfg) :
BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg);
DRW_PASS_CREATE(psl->depth_pass[i], state | clip_state | infront_state);
stl->g_data->depth_shgrp[i] = grp = DRW_shgroup_create(sh, psl->depth_pass[i]);
DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
sh = DRW_state_is_select() ? sh_data->pointcloud_depth_conservative : sh_data->pointcloud_depth;
sh = DRW_state_is_select() ?
BASIC_shaders_pointcloud_depth_conservative_sh_get(draw_ctx->sh_cfg) :
BASIC_shaders_pointcloud_depth_sh_get(draw_ctx->sh_cfg);
DRW_PASS_CREATE(psl->depth_pass_pointcloud[i], state | clip_state | infront_state);
stl->g_data->depth_pointcloud_shgrp[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_pointcloud[i]);
DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create(sh_data->depth,
psl->depth_pass[i]);
stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create(
BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg), psl->depth_pass[i]);
sh = DRW_state_is_select() ? sh_data->depth_conservative : sh_data->depth;
sh = DRW_state_is_select() ? BASIC_shaders_depth_conservative_sh_get(draw_ctx->sh_cfg) :
BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg);
state |= DRW_STATE_CULL_BACK;
DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state);
stl->g_data->depth_shgrp_cull[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_cull[i]);
@ -336,13 +254,7 @@ static void basic_draw_scene(void *vedata)
static void basic_engine_free(void)
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
BASIC_Shaders *sh_data = &e_data.sh_data[i];
DRW_SHADER_FREE_SAFE(sh_data->depth);
DRW_SHADER_FREE_SAFE(sh_data->depth_conservative);
DRW_SHADER_FREE_SAFE(sh_data->pointcloud_depth);
DRW_SHADER_FREE_SAFE(sh_data->pointcloud_depth_conservative);
}
BASIC_shaders_free();
}
static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
@ -352,7 +264,7 @@ DrawEngineType draw_engine_basic_type = {
NULL,
N_("Basic"),
&basic_data_size,
&basic_engine_init,
NULL,
&basic_engine_free,
&basic_cache_init,
&basic_cache_populate,

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@ -0,0 +1,35 @@
/*
* 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.
*
* Copyright 2020, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#ifdef __cplusplus
extern "C" {
#endif
GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config);
GPUShader *BASIC_shaders_pointcloud_depth_sh_get(eGPUShaderConfig config);
GPUShader *BASIC_shaders_depth_conservative_sh_get(eGPUShaderConfig config);
GPUShader *BASIC_shaders_pointcloud_depth_conservative_sh_get(eGPUShaderConfig config);
void BASIC_shaders_free(void);
#ifdef __cplusplus
}
#endif

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@ -0,0 +1,167 @@
/*
* 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.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "basic_private.h"
extern char datatoc_depth_frag_glsl[];
extern char datatoc_depth_vert_glsl[];
extern char datatoc_conservative_depth_geom_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_pointcloud_lib_glsl[];
/* Shaders */
typedef struct BASIC_Shaders {
/* Depth Pre Pass */
struct GPUShader *depth;
struct GPUShader *pointcloud_depth;
struct GPUShader *depth_conservative;
struct GPUShader *pointcloud_depth_conservative;
} BASIC_Shaders;
static struct {
BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
} e_data = {{{NULL}}}; /* Engine data */
static GPUShader *BASIC_shader_create_depth_sh(const GPUShaderConfigData *sh_cfg)
{
return GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
}
static GPUShader *BASIC_shader_create_pointcloud_depth_sh(const GPUShaderConfigData *sh_cfg)
{
return GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_common_pointcloud_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def,
"#define POINTCLOUD\n",
"#define INSTANCED_ATTR\n",
"#define UNIFORM_RESOURCE_ID\n",
NULL},
});
}
static GPUShader *BASIC_shader_create_depth_conservative_sh(const GPUShaderConfigData *sh_cfg)
{
return GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_conservative_depth_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
});
}
static GPUShader *BASIC_shader_create_pointcloud_depth_conservative_sh(
const GPUShaderConfigData *sh_cfg)
{
return GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_common_pointcloud_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_conservative_depth_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def,
"#define CONSERVATIVE_RASTER\n",
"#define POINTCLOUD\n",
"#define INSTANCED_ATTR\n",
"#define UNIFORM_RESOURCE_ID\n",
NULL},
});
}
GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
if (sh_data->depth == NULL) {
sh_data->depth = BASIC_shader_create_depth_sh(sh_cfg);
}
return sh_data->depth;
}
GPUShader *BASIC_shaders_pointcloud_depth_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
if (sh_data->pointcloud_depth == NULL) {
sh_data->pointcloud_depth = BASIC_shader_create_pointcloud_depth_sh(sh_cfg);
}
return sh_data->pointcloud_depth;
}
GPUShader *BASIC_shaders_depth_conservative_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
if (sh_data->depth_conservative == NULL) {
sh_data->depth_conservative = BASIC_shader_create_depth_conservative_sh(sh_cfg);
}
return sh_data->depth_conservative;
}
GPUShader *BASIC_shaders_pointcloud_depth_conservative_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
if (sh_data->pointcloud_depth_conservative == NULL) {
sh_data->pointcloud_depth_conservative = BASIC_shader_create_pointcloud_depth_conservative_sh(
sh_cfg);
}
return sh_data->pointcloud_depth_conservative;
}
void BASIC_shaders_free(void)
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
GPUShader **sh_data_as_array = (GPUShader **)&e_data.sh_data[i];
for (int j = 0; j < (sizeof(BASIC_Shaders) / sizeof(GPUShader *)); j++) {
DRW_SHADER_FREE_SAFE(sh_data_as_array[j]);
}
}
}

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@ -18,6 +18,7 @@
#include "engines/image/image_private.hh"
#include "engines/overlay/overlay_private.h"
#include "engines/workbench/workbench_private.h"
#include "engines/basic/basic_private.h"
#include "intern/draw_shader.h"
namespace blender::draw {
@ -396,4 +397,17 @@ static void test_draw_glsl_shaders()
}
DRAW_TEST(draw_glsl_shaders)
static void test_basic_glsl_shaders()
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
eGPUShaderConfig sh_cfg = static_cast<eGPUShaderConfig>(i);
BASIC_shaders_depth_sh_get(sh_cfg);
BASIC_shaders_pointcloud_depth_sh_get(sh_cfg);
BASIC_shaders_depth_conservative_sh_get(sh_cfg);
BASIC_shaders_pointcloud_depth_conservative_sh_get(sh_cfg);
}
BASIC_shaders_free();
}
DRAW_TEST(basic_glsl_shaders)
} // namespace blender::draw