GPUShader: Add name for debugging & identifying shaders.
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3578212e46
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@ -257,7 +257,7 @@ void DRW_deferred_shader_remove(GPUMaterial *mat)
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GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines)
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{
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return GPU_shader_create(vert, frag, geom, NULL, defines);
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return GPU_shader_create(vert, frag, geom, NULL, defines, __func__);
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}
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GPUShader *DRW_shader_create_with_lib(
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@ -274,7 +274,7 @@ GPUShader *DRW_shader_create_with_lib(
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geom_with_lib = BLI_string_joinN(lib, geom);
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}
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sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines);
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sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, __func__);
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MEM_freeN(vert_with_lib);
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MEM_freeN(frag_with_lib);
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@ -290,22 +290,22 @@ GPUShader *DRW_shader_create_with_transform_feedback(
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const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count)
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{
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return GPU_shader_create_ex(vert, NULL, geom, NULL, defines, GPU_SHADER_FLAGS_NONE,
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prim_type, varying_names, varying_count);
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prim_type, varying_names, varying_count, __func__);
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}
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GPUShader *DRW_shader_create_2D(const char *frag, const char *defines)
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{
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return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines);
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return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines, __func__);
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}
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GPUShader *DRW_shader_create_3D(const char *frag, const char *defines)
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{
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return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines);
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return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines, __func__);
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}
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GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
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{
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return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines);
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return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__);
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}
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GPUShader *DRW_shader_create_3D_depth_only(void)
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@ -351,7 +351,7 @@ GPUMaterial *DRW_shader_create_from_world(
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if (mat == NULL) {
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mat = GPU_material_from_nodetree(
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scene, wo->nodetree, &wo->gpumaterial, engine_type, options,
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vert, geom, frag_lib, defines);
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vert, geom, frag_lib, defines, wo->id.name);
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}
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if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
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@ -373,7 +373,7 @@ GPUMaterial *DRW_shader_create_from_material(
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if (mat == NULL) {
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mat = GPU_material_from_nodetree(
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scene, ma->nodetree, &ma->gpumaterial, engine_type, options,
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vert, geom, frag_lib, defines);
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vert, geom, frag_lib, defines, ma->id.name);
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}
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if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
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@ -247,7 +247,7 @@ GPUMaterial *GPU_material_from_nodetree_find(
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struct ListBase *gpumaterials, const void *engine_type, int options);
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GPUMaterial *GPU_material_from_nodetree(
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struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options,
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const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines);
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const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, const char *name);
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void GPU_material_compile(GPUMaterial *mat);
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void GPU_material_free(struct ListBase *gpumaterial);
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@ -62,7 +62,8 @@ GPUShader *GPU_shader_create(
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines);
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const char *defines,
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const char *shader_name);
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GPUShader *GPU_shader_create_ex(
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const char *vertexcode,
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const char *fragcode,
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@ -72,7 +73,8 @@ GPUShader *GPU_shader_create_ex(
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const int flags,
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const GPUShaderTFBType tf_type,
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const char **tf_names,
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const int tf_count);
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const int tf_count,
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const char *shader_name);
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void GPU_shader_free(GPUShader *shader);
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void GPU_shader_bind(GPUShader *shader);
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@ -243,7 +243,8 @@ static GPUShader *gpu_basic_shader(int options)
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datatoc_gpu_shader_basic_frag_glsl,
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geom_glsl,
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NULL,
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defines);
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defines,
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__func__);
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if (shader) {
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/* set texture map to first texture unit */
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@ -1993,7 +1993,7 @@ GPUPass *GPU_generate_pass_new(
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return pass;
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}
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void GPU_pass_compile(GPUPass *pass)
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void GPU_pass_compile(GPUPass *pass, const char *shname)
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{
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if (!pass->compiled) {
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pass->shader = GPU_shader_create(
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@ -2001,7 +2001,8 @@ void GPU_pass_compile(GPUPass *pass)
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pass->fragmentcode,
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pass->geometrycode,
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NULL,
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pass->defines);
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pass->defines,
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shname);
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pass->compiled = true;
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}
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}
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@ -184,7 +184,7 @@ void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs
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void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs);
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void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
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void GPU_pass_compile(GPUPass *pass);
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void GPU_pass_compile(GPUPass *pass, const char *shname);
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void GPU_pass_release(GPUPass *pass);
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void GPU_pass_free_nodes(ListBase *nodes);
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@ -43,6 +43,7 @@
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#include "BLI_math.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "BLI_string.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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@ -120,6 +121,10 @@ struct GPUMaterial {
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short int sss_falloff;
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float sss_sharpness;
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bool sss_dirty;
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#ifndef NDEBUG
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char name[64];
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#endif
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};
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enum {
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@ -581,7 +586,7 @@ GPUMaterial *GPU_material_from_nodetree_find(
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*/
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GPUMaterial *GPU_material_from_nodetree(
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Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, const void *engine_type, int options,
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const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines)
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const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, const char *name)
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{
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LinkData *link;
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bool has_volume_output, has_surface_output;
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@ -594,6 +599,11 @@ GPUMaterial *GPU_material_from_nodetree(
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mat->scene = scene;
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mat->engine_type = engine_type;
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mat->options = options;
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#ifndef NDEBUG
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BLI_snprintf(mat->name, sizeof(mat->name), "%s", name);
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#else
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UNUSED_VARS(name);
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#endif
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/* localize tree to create links for reroute and mute */
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bNodeTree *localtree = ntreeLocalize(ntree);
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@ -666,7 +676,12 @@ void GPU_material_compile(GPUMaterial *mat)
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/* NOTE: The shader may have already been compiled here since we are
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* sharing GPUShader across GPUMaterials. In this case it's a no-op. */
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GPU_pass_compile(mat->pass);
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#ifndef NDEBUG
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GPU_pass_compile(mat->pass, mat->name);
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#else
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GPU_pass_compile(mat->pass, __func__);
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#endif
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GPUShader *sh = GPU_pass_shader_get(mat->pass);
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if (sh != NULL) {
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@ -31,6 +31,7 @@
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#include "BLI_math_base.h"
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#include "BLI_math_vector.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BKE_appdir.h"
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#include "BKE_global.h"
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@ -172,6 +173,8 @@ extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[];
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/* cache of built-in shaders (each is created on first use) */
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static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
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static uint g_shaderid = 0;
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typedef struct {
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const char *vert;
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const char *frag;
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@ -272,7 +275,8 @@ GPUShader *GPU_shader_create(
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines)
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const char *defines,
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const char *shname)
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{
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return GPU_shader_create_ex(
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vertexcode,
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@ -283,7 +287,8 @@ GPUShader *GPU_shader_create(
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GPU_SHADER_FLAGS_NONE,
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GPU_SHADER_TFB_NONE,
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NULL,
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0);
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0,
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shname);
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}
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#define DEBUG_SHADER_NONE ""
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@ -342,7 +347,8 @@ GPUShader *GPU_shader_create_ex(
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const int flags,
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const GPUShaderTFBType tf_type,
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const char **tf_names,
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const int tf_count)
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const int tf_count,
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const char *shname)
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{
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#ifdef WITH_OPENSUBDIV
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bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
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@ -360,6 +366,12 @@ GPUShader *GPU_shader_create_ex(
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shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
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gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
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#ifndef NDEBUG
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BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
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#else
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UNUSED_VARS(shname);
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#endif
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if (vertexcode)
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shader->vertex = glCreateShader(GL_VERTEX_SHADER);
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if (fragcode)
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@ -969,7 +981,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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}
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/* common case */
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builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, defines);
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builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, defines, __func__);
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}
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return builtin_shaders[shader];
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@ -38,6 +38,9 @@ struct GPUShader {
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GPUShaderInterface *interface; /* cached uniform & attrib interface for shader */
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int feedback_transform_type;
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#ifndef NDEBUG
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char name[64];
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#endif
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};
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#endif /* __GPU_SHADER_PRIVATE_H__ */
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