mirror of https://github.com/mpv-player/mpv
955 lines
30 KiB
C
955 lines
30 KiB
C
#include <stddef.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdarg.h>
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#include <assert.h>
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#include <libavutil/sha.h>
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#include <libavutil/mem.h>
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#include "osdep/io.h"
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#include "common/common.h"
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#include "options/path.h"
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#include "stream/stream.h"
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#include "shader_cache.h"
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#include "utils.h"
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// Force cache flush if more than this number of shaders is created.
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#define SC_MAX_ENTRIES 48
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union uniform_val {
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float f[9]; // RA_VARTYPE_FLOAT
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int i[4]; // RA_VARTYPE_INT
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struct ra_tex *tex; // RA_VARTYPE_TEX, RA_VARTYPE_IMG_*
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struct ra_buf *buf; // RA_VARTYPE_BUF_*
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};
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enum sc_uniform_type {
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SC_UNIFORM_TYPE_GLOBAL = 0, // global uniform (RA_CAP_GLOBAL_UNIFORM)
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SC_UNIFORM_TYPE_UBO = 1, // uniform buffer (RA_CAP_BUF_RO)
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};
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struct sc_uniform {
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enum sc_uniform_type type;
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struct ra_renderpass_input input;
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const char *glsl_type;
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union uniform_val v;
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char *buffer_format;
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// for SC_UNIFORM_TYPE_UBO:
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struct ra_layout layout;
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size_t offset; // byte offset within the buffer
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};
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struct sc_cached_uniform {
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union uniform_val v;
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int index; // for ra_renderpass_input_val
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bool set; // whether the uniform has ever been set
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};
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struct sc_entry {
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struct ra_renderpass *pass;
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struct sc_cached_uniform *cached_uniforms;
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int num_cached_uniforms;
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bstr total;
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struct timer_pool *timer;
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struct ra_buf *ubo;
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int ubo_index; // for ra_renderpass_input_val.index
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};
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struct gl_shader_cache {
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struct ra *ra;
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struct mp_log *log;
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// permanent
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char **exts;
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int num_exts;
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// this is modified during use (gl_sc_add() etc.) and reset for each shader
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bstr prelude_text;
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bstr header_text;
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bstr text;
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// Next binding point (texture unit, image unit, buffer binding, etc.)
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// In OpenGL these are separate for each input type
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int next_binding[RA_VARTYPE_COUNT];
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struct ra_renderpass_params params;
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struct sc_entry **entries;
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int num_entries;
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struct sc_entry *current_shader; // set by gl_sc_generate()
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struct sc_uniform *uniforms;
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int num_uniforms;
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int ubo_binding;
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size_t ubo_size;
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struct ra_renderpass_input_val *values;
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int num_values;
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// For checking that the user is calling gl_sc_reset() properly.
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bool needs_reset;
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bool error_state; // true if an error occurred
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// temporary buffers (avoids frequent reallocations)
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bstr tmp[6];
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// For the disk-cache.
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char *cache_dir;
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struct mpv_global *global; // can be NULL
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};
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static void gl_sc_reset(struct gl_shader_cache *sc);
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struct gl_shader_cache *gl_sc_create(struct ra *ra, struct mpv_global *global,
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struct mp_log *log)
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{
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struct gl_shader_cache *sc = talloc_ptrtype(NULL, sc);
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*sc = (struct gl_shader_cache){
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.ra = ra,
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.global = global,
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.log = log,
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};
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gl_sc_reset(sc);
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return sc;
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}
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// Reset the previous pass. This must be called after gl_sc_generate and before
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// starting a new shader.
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static void gl_sc_reset(struct gl_shader_cache *sc)
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{
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sc->prelude_text.len = 0;
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sc->header_text.len = 0;
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sc->text.len = 0;
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for (int n = 0; n < sc->num_uniforms; n++)
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talloc_free((void *)sc->uniforms[n].input.name);
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sc->num_uniforms = 0;
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sc->ubo_binding = 0;
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sc->ubo_size = 0;
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for (int i = 0; i < RA_VARTYPE_COUNT; i++)
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sc->next_binding[i] = 0;
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sc->current_shader = NULL;
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sc->params = (struct ra_renderpass_params){0};
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sc->needs_reset = false;
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}
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static void sc_flush_cache(struct gl_shader_cache *sc)
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{
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MP_VERBOSE(sc, "flushing shader cache\n");
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for (int n = 0; n < sc->num_entries; n++) {
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struct sc_entry *e = sc->entries[n];
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ra_buf_free(sc->ra, &e->ubo);
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if (e->pass)
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sc->ra->fns->renderpass_destroy(sc->ra, e->pass);
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timer_pool_destroy(e->timer);
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talloc_free(e);
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}
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sc->num_entries = 0;
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}
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void gl_sc_destroy(struct gl_shader_cache *sc)
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{
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if (!sc)
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return;
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gl_sc_reset(sc);
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sc_flush_cache(sc);
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talloc_free(sc);
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}
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bool gl_sc_error_state(struct gl_shader_cache *sc)
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{
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return sc->error_state;
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}
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void gl_sc_reset_error(struct gl_shader_cache *sc)
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{
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sc->error_state = false;
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}
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void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name)
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{
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for (int n = 0; n < sc->num_exts; n++) {
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if (strcmp(sc->exts[n], name) == 0)
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return;
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}
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MP_TARRAY_APPEND(sc, sc->exts, sc->num_exts, talloc_strdup(sc, name));
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}
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#define bstr_xappend0(sc, b, s) bstr_xappend(sc, b, bstr0(s))
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void gl_sc_add(struct gl_shader_cache *sc, const char *text)
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{
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bstr_xappend0(sc, &sc->text, text);
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}
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void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
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{
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va_list ap;
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va_start(ap, textf);
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bstr_xappend_vasprintf(sc, &sc->text, textf, ap);
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va_end(ap);
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}
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void gl_sc_hadd(struct gl_shader_cache *sc, const char *text)
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{
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bstr_xappend0(sc, &sc->header_text, text);
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}
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void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
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{
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va_list ap;
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va_start(ap, textf);
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bstr_xappend_vasprintf(sc, &sc->header_text, textf, ap);
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va_end(ap);
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}
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void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text)
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{
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bstr_xappend(sc, &sc->header_text, text);
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}
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void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...)
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{
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va_list ap;
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va_start(ap, textf);
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bstr_xappend_vasprintf(sc, &sc->prelude_text, textf, ap);
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va_end(ap);
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}
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static struct sc_uniform *find_uniform(struct gl_shader_cache *sc,
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const char *name)
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{
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struct sc_uniform new = {
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.input = {
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.dim_v = 1,
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.dim_m = 1,
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},
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};
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for (int n = 0; n < sc->num_uniforms; n++) {
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struct sc_uniform *u = &sc->uniforms[n];
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if (strcmp(u->input.name, name) == 0) {
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const char *allocname = u->input.name;
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*u = new;
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u->input.name = allocname;
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return u;
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}
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}
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// not found -> add it
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new.input.name = talloc_strdup(NULL, name);
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MP_TARRAY_APPEND(sc, sc->uniforms, sc->num_uniforms, new);
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return &sc->uniforms[sc->num_uniforms - 1];
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}
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static int gl_sc_next_binding(struct gl_shader_cache *sc, enum ra_vartype type)
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{
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if (sc->ra->caps & RA_CAP_SHARED_BINDING) {
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return sc->next_binding[type]++;
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} else {
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return sc->next_binding[0]++;
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}
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}
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// Updates the UBO metadata for the given sc_uniform. Assumes sc_uniform->input
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// is already set. Also updates sc_uniform->type.
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static void update_ubo_params(struct gl_shader_cache *sc, struct sc_uniform *u)
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{
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if (!(sc->ra->caps & RA_CAP_BUF_RO))
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return;
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// Using UBOs with explicit layout(offset) like we do requires GLSL version
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// 440 or higher. In theory the UBO code can also use older versions, but
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// just try and avoid potential headaches. This also ensures they're only
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// used on drivers that are probably modern enough to actually support them
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// correctly.
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if (sc->ra->glsl_version < 440)
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return;
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u->type = SC_UNIFORM_TYPE_UBO;
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u->layout = sc->ra->fns->uniform_layout(&u->input);
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u->offset = MP_ALIGN_UP(sc->ubo_size, u->layout.align);
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sc->ubo_size = u->offset + u->layout.size;
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}
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void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name,
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struct ra_tex *tex)
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{
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const char *glsl_type = "sampler2D";
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if (tex->params.dimensions == 1) {
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glsl_type = "sampler1D";
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} else if (tex->params.dimensions == 3) {
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glsl_type = "sampler3D";
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} else if (tex->params.non_normalized) {
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glsl_type = "sampler2DRect";
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} else if (tex->params.external_oes) {
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glsl_type = "samplerExternalOES";
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} else if (tex->params.format->ctype == RA_CTYPE_UINT) {
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glsl_type = sc->ra->glsl_es ? "highp usampler2D" : "usampler2D";
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}
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struct sc_uniform *u = find_uniform(sc, name);
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u->input.type = RA_VARTYPE_TEX;
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u->glsl_type = glsl_type;
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u->input.binding = gl_sc_next_binding(sc, u->input.type);
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u->v.tex = tex;
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}
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void gl_sc_uniform_image2D_wo(struct gl_shader_cache *sc, const char *name,
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struct ra_tex *tex)
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{
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gl_sc_enable_extension(sc, "GL_ARB_shader_image_load_store");
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struct sc_uniform *u = find_uniform(sc, name);
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u->input.type = RA_VARTYPE_IMG_W;
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u->glsl_type = "writeonly image2D";
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u->input.binding = gl_sc_next_binding(sc, u->input.type);
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u->v.tex = tex;
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}
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void gl_sc_ssbo(struct gl_shader_cache *sc, char *name, struct ra_buf *buf,
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char *format, ...)
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{
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assert(sc->ra->caps & RA_CAP_BUF_RW);
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gl_sc_enable_extension(sc, "GL_ARB_shader_storage_buffer_object");
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struct sc_uniform *u = find_uniform(sc, name);
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u->input.type = RA_VARTYPE_BUF_RW;
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u->glsl_type = "";
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u->input.binding = gl_sc_next_binding(sc, u->input.type);
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u->v.buf = buf;
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va_list ap;
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va_start(ap, format);
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u->buffer_format = ta_vasprintf(sc, format, ap);
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va_end(ap);
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}
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void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, float f)
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{
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struct sc_uniform *u = find_uniform(sc, name);
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u->input.type = RA_VARTYPE_FLOAT;
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u->glsl_type = "float";
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update_ubo_params(sc, u);
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u->v.f[0] = f;
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}
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void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, int i)
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{
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struct sc_uniform *u = find_uniform(sc, name);
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u->input.type = RA_VARTYPE_INT;
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u->glsl_type = "int";
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update_ubo_params(sc, u);
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u->v.i[0] = i;
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}
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void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, float f[2])
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{
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struct sc_uniform *u = find_uniform(sc, name);
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u->input.type = RA_VARTYPE_FLOAT;
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u->input.dim_v = 2;
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u->glsl_type = "vec2";
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update_ubo_params(sc, u);
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u->v.f[0] = f[0];
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u->v.f[1] = f[1];
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}
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void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, float f[3])
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{
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struct sc_uniform *u = find_uniform(sc, name);
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u->input.type = RA_VARTYPE_FLOAT;
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u->input.dim_v = 3;
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u->glsl_type = "vec3";
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update_ubo_params(sc, u);
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u->v.f[0] = f[0];
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u->v.f[1] = f[1];
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u->v.f[2] = f[2];
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}
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static void transpose2x2(float r[2 * 2])
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{
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MPSWAP(float, r[0+2*1], r[1+2*0]);
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}
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void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
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bool transpose, float *v)
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{
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struct sc_uniform *u = find_uniform(sc, name);
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u->input.type = RA_VARTYPE_FLOAT;
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u->input.dim_v = 2;
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u->input.dim_m = 2;
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u->glsl_type = "mat2";
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update_ubo_params(sc, u);
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for (int n = 0; n < 4; n++)
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u->v.f[n] = v[n];
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if (transpose)
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transpose2x2(&u->v.f[0]);
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}
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static void transpose3x3(float r[3 * 3])
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{
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MPSWAP(float, r[0+3*1], r[1+3*0]);
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MPSWAP(float, r[0+3*2], r[2+3*0]);
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MPSWAP(float, r[1+3*2], r[2+3*1]);
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}
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void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
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bool transpose, float *v)
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{
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struct sc_uniform *u = find_uniform(sc, name);
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u->input.type = RA_VARTYPE_FLOAT;
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u->input.dim_v = 3;
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u->input.dim_m = 3;
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u->glsl_type = "mat3";
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update_ubo_params(sc, u);
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for (int n = 0; n < 9; n++)
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u->v.f[n] = v[n];
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if (transpose)
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transpose3x3(&u->v.f[0]);
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}
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// Tell the shader generator (and later gl_sc_draw_data()) about the vertex
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// data layout and attribute names. The entries array is terminated with a {0}
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// entry. The array memory must remain valid indefinitely (for now).
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void gl_sc_set_vertex_format(struct gl_shader_cache *sc,
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const struct ra_renderpass_input *entries,
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int vertex_stride)
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{
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sc->params.vertex_attribs = (struct ra_renderpass_input *)entries;
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sc->params.num_vertex_attribs = 0;
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while (entries[sc->params.num_vertex_attribs].name)
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sc->params.num_vertex_attribs++;
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sc->params.vertex_stride = vertex_stride;
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}
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void gl_sc_blend(struct gl_shader_cache *sc,
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enum ra_blend blend_src_rgb,
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enum ra_blend blend_dst_rgb,
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enum ra_blend blend_src_alpha,
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enum ra_blend blend_dst_alpha)
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{
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sc->params.enable_blend = true;
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sc->params.blend_src_rgb = blend_src_rgb;
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sc->params.blend_dst_rgb = blend_dst_rgb;
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sc->params.blend_src_alpha = blend_src_alpha;
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sc->params.blend_dst_alpha = blend_dst_alpha;
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}
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static const char *vao_glsl_type(const struct ra_renderpass_input *e)
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{
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// pretty dumb... too dumb, but works for us
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switch (e->dim_v) {
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case 1: return "float";
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case 2: return "vec2";
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case 3: return "vec3";
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case 4: return "vec4";
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default: abort();
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}
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}
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static void update_ubo(struct ra *ra, struct ra_buf *ubo, struct sc_uniform *u)
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{
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uintptr_t src = (uintptr_t) &u->v;
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size_t dst = u->offset;
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struct ra_layout src_layout = ra_renderpass_input_layout(&u->input);
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struct ra_layout dst_layout = u->layout;
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for (int i = 0; i < u->input.dim_m; i++) {
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ra->fns->buf_update(ra, ubo, dst, (void *)src, src_layout.stride);
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src += src_layout.stride;
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dst += dst_layout.stride;
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}
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}
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static void update_uniform(struct gl_shader_cache *sc, struct sc_entry *e,
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struct sc_uniform *u, int n)
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{
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struct sc_cached_uniform *un = &e->cached_uniforms[n];
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struct ra_layout layout = ra_renderpass_input_layout(&u->input);
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if (layout.size > 0 && un->set && memcmp(&un->v, &u->v, layout.size) == 0)
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return;
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un->v = u->v;
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un->set = true;
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switch (u->type) {
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case SC_UNIFORM_TYPE_GLOBAL: {
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struct ra_renderpass_input_val value = {
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.index = un->index,
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|
.data = &un->v,
|
|
};
|
|
MP_TARRAY_APPEND(sc, sc->values, sc->num_values, value);
|
|
break;
|
|
}
|
|
case SC_UNIFORM_TYPE_UBO:
|
|
assert(e->ubo);
|
|
update_ubo(sc->ra, e->ubo, u);
|
|
break;
|
|
default: abort();
|
|
}
|
|
}
|
|
|
|
void gl_sc_set_cache_dir(struct gl_shader_cache *sc, const char *dir)
|
|
{
|
|
talloc_free(sc->cache_dir);
|
|
sc->cache_dir = talloc_strdup(sc, dir);
|
|
}
|
|
|
|
static bool create_pass(struct gl_shader_cache *sc, struct sc_entry *entry)
|
|
{
|
|
bool ret = false;
|
|
|
|
void *tmp = talloc_new(NULL);
|
|
struct ra_renderpass_params params = sc->params;
|
|
|
|
MP_VERBOSE(sc, "new shader program:\n");
|
|
if (sc->header_text.len) {
|
|
MP_VERBOSE(sc, "header:\n");
|
|
mp_log_source(sc->log, MSGL_V, sc->header_text.start);
|
|
MP_VERBOSE(sc, "body:\n");
|
|
}
|
|
if (sc->text.len)
|
|
mp_log_source(sc->log, MSGL_V, sc->text.start);
|
|
|
|
// The vertex shader uses mangled names for the vertex attributes, so that
|
|
// the fragment shader can use the "real" names. But the shader is expecting
|
|
// the vertex attribute names (at least with older GLSL targets for GL).
|
|
params.vertex_attribs = talloc_memdup(tmp, params.vertex_attribs,
|
|
params.num_vertex_attribs * sizeof(params.vertex_attribs[0]));
|
|
for (int n = 0; n < params.num_vertex_attribs; n++) {
|
|
struct ra_renderpass_input *attrib = ¶ms.vertex_attribs[n];
|
|
attrib->name = talloc_asprintf(tmp, "vertex_%s", attrib->name);
|
|
}
|
|
|
|
const char *cache_header = "mpv shader cache v1\n";
|
|
char *cache_filename = NULL;
|
|
char *cache_dir = NULL;
|
|
|
|
if (sc->cache_dir && sc->cache_dir[0]) {
|
|
// Try to load it from a disk cache.
|
|
cache_dir = mp_get_user_path(tmp, sc->global, sc->cache_dir);
|
|
|
|
struct AVSHA *sha = av_sha_alloc();
|
|
if (!sha)
|
|
abort();
|
|
av_sha_init(sha, 256);
|
|
av_sha_update(sha, entry->total.start, entry->total.len);
|
|
|
|
uint8_t hash[256 / 8];
|
|
av_sha_final(sha, hash);
|
|
av_free(sha);
|
|
|
|
char hashstr[256 / 8 * 2 + 1];
|
|
for (int n = 0; n < 256 / 8; n++)
|
|
snprintf(hashstr + n * 2, sizeof(hashstr) - n * 2, "%02X", hash[n]);
|
|
|
|
cache_filename = mp_path_join(tmp, cache_dir, hashstr);
|
|
if (stat(cache_filename, &(struct stat){0}) == 0) {
|
|
MP_VERBOSE(sc, "Trying to load shader from disk...\n");
|
|
struct bstr cachedata =
|
|
stream_read_file(cache_filename, tmp, sc->global, 1000000000);
|
|
if (bstr_eatstart0(&cachedata, cache_header))
|
|
params.cached_program = cachedata;
|
|
}
|
|
}
|
|
|
|
// If using a UBO, also make sure to add it as an input value so the RA
|
|
// can see it
|
|
if (sc->ubo_size) {
|
|
entry->ubo_index = sc->params.num_inputs;
|
|
struct ra_renderpass_input ubo_input = {
|
|
.name = "UBO",
|
|
.type = RA_VARTYPE_BUF_RO,
|
|
.dim_v = 1,
|
|
.dim_m = 1,
|
|
.binding = sc->ubo_binding,
|
|
};
|
|
MP_TARRAY_APPEND(sc, params.inputs, params.num_inputs, ubo_input);
|
|
}
|
|
|
|
entry->pass = sc->ra->fns->renderpass_create(sc->ra, ¶ms);
|
|
if (!entry->pass)
|
|
goto error;
|
|
|
|
if (sc->ubo_size) {
|
|
struct ra_buf_params ubo_params = {
|
|
.type = RA_BUF_TYPE_UNIFORM,
|
|
.size = sc->ubo_size,
|
|
.host_mutable = true,
|
|
};
|
|
|
|
entry->ubo = ra_buf_create(sc->ra, &ubo_params);
|
|
if (!entry->ubo) {
|
|
MP_ERR(sc, "Failed creating uniform buffer!\n");
|
|
goto error;
|
|
}
|
|
}
|
|
|
|
if (entry->pass && cache_filename) {
|
|
bstr nc = entry->pass->params.cached_program;
|
|
if (nc.len && !bstr_equals(params.cached_program, nc)) {
|
|
mp_mkdirp(cache_dir);
|
|
|
|
MP_VERBOSE(sc, "Writing shader cache file: %s\n", cache_filename);
|
|
FILE *out = fopen(cache_filename, "wb");
|
|
if (out) {
|
|
fwrite(cache_header, strlen(cache_header), 1, out);
|
|
fwrite(nc.start, nc.len, 1, out);
|
|
fclose(out);
|
|
}
|
|
}
|
|
}
|
|
|
|
ret = true;
|
|
|
|
error:
|
|
talloc_free(tmp);
|
|
return ret;
|
|
}
|
|
|
|
#define ADD(x, ...) bstr_xappend_asprintf(sc, (x), __VA_ARGS__)
|
|
#define ADD_BSTR(x, s) bstr_xappend(sc, (x), (s))
|
|
|
|
static void add_uniforms(struct gl_shader_cache *sc, bstr *dst)
|
|
{
|
|
// Add all of the UBO entries separately as members of their own buffer
|
|
if (sc->ubo_size > 0) {
|
|
ADD(dst, "layout(std140, binding=%d) uniform UBO {\n", sc->ubo_binding);
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
struct sc_uniform *u = &sc->uniforms[n];
|
|
if (u->type != SC_UNIFORM_TYPE_UBO)
|
|
continue;
|
|
ADD(dst, "layout(offset=%zu) %s %s;\n", u->offset,
|
|
u->glsl_type, u->input.name);
|
|
}
|
|
ADD(dst, "};\n");
|
|
}
|
|
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
struct sc_uniform *u = &sc->uniforms[n];
|
|
if (u->type != SC_UNIFORM_TYPE_GLOBAL)
|
|
continue;
|
|
switch (u->input.type) {
|
|
case RA_VARTYPE_INT:
|
|
case RA_VARTYPE_FLOAT:
|
|
assert(sc->ra->caps & RA_CAP_GLOBAL_UNIFORM);
|
|
// fall through
|
|
case RA_VARTYPE_TEX:
|
|
case RA_VARTYPE_IMG_W:
|
|
// Vulkan requires explicitly assigning the bindings in the shader
|
|
// source. For OpenGL it's optional, but requires higher GL version
|
|
// so we don't do it (and instead have ra_gl update the bindings
|
|
// after program creation).
|
|
if (sc->ra->glsl_vulkan)
|
|
ADD(dst, "layout(binding=%d) ", u->input.binding);
|
|
ADD(dst, "uniform %s %s;\n", u->glsl_type, u->input.name);
|
|
break;
|
|
case RA_VARTYPE_BUF_RO:
|
|
ADD(dst, "layout(std140, binding=%d) uniform %s { %s };\n",
|
|
u->input.binding, u->input.name, u->buffer_format);
|
|
break;
|
|
case RA_VARTYPE_BUF_RW:
|
|
ADD(dst, "layout(std430, binding=%d) buffer %s { %s };\n",
|
|
u->input.binding, u->input.name, u->buffer_format);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 1. Generate vertex and fragment shaders from the fragment shader text added
|
|
// with gl_sc_add(). The generated shader program is cached (based on the
|
|
// text), so actual compilation happens only the first time.
|
|
// 2. Update the uniforms and textures set with gl_sc_uniform_*.
|
|
// 3. Make the new shader program current (glUseProgram()).
|
|
// After that, you render, and then you call gc_sc_reset(), which does:
|
|
// 1. Unbind the program and all textures.
|
|
// 2. Reset the sc state and prepare for a new shader program. (All uniforms
|
|
// and fragment operations needed for the next program have to be re-added.)
|
|
static void gl_sc_generate(struct gl_shader_cache *sc,
|
|
enum ra_renderpass_type type,
|
|
const struct ra_format *target_format)
|
|
{
|
|
int glsl_version = sc->ra->glsl_version;
|
|
int glsl_es = sc->ra->glsl_es ? glsl_version : 0;
|
|
|
|
sc->params.type = type;
|
|
|
|
// gl_sc_reset() must be called after ending the previous render process,
|
|
// and before starting a new one.
|
|
assert(!sc->needs_reset);
|
|
sc->needs_reset = true;
|
|
|
|
// gl_sc_set_vertex_format() must always be called
|
|
assert(sc->params.vertex_attribs);
|
|
|
|
// If using a UBO, pick a binding (needed for shader generation)
|
|
if (sc->ubo_size)
|
|
sc->ubo_binding = gl_sc_next_binding(sc, RA_VARTYPE_BUF_RO);
|
|
|
|
for (int n = 0; n < MP_ARRAY_SIZE(sc->tmp); n++)
|
|
sc->tmp[n].len = 0;
|
|
|
|
// set up shader text (header + uniforms + body)
|
|
bstr *header = &sc->tmp[0];
|
|
ADD(header, "#version %d%s\n", glsl_version, glsl_es >= 300 ? " es" : "");
|
|
if (type == RA_RENDERPASS_TYPE_COMPUTE) {
|
|
// This extension cannot be enabled in fragment shader. Enable it as
|
|
// an exception for compute shader.
|
|
ADD(header, "#extension GL_ARB_compute_shader : enable\n");
|
|
}
|
|
for (int n = 0; n < sc->num_exts; n++)
|
|
ADD(header, "#extension %s : enable\n", sc->exts[n]);
|
|
if (glsl_es) {
|
|
ADD(header, "precision mediump float;\n");
|
|
ADD(header, "precision mediump sampler2D;\n");
|
|
if (sc->ra->caps & RA_CAP_TEX_3D)
|
|
ADD(header, "precision mediump sampler3D;\n");
|
|
}
|
|
|
|
if (glsl_version >= 130) {
|
|
ADD(header, "#define tex1D texture\n");
|
|
ADD(header, "#define tex3D texture\n");
|
|
} else {
|
|
ADD(header, "#define tex1D texture1D\n");
|
|
ADD(header, "#define tex3D texture3D\n");
|
|
ADD(header, "#define texture texture2D\n");
|
|
}
|
|
|
|
if (sc->ra->glsl_vulkan && type == RA_RENDERPASS_TYPE_COMPUTE) {
|
|
ADD(header, "#define gl_GlobalInvocationIndex "
|
|
"(gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID)\n");
|
|
}
|
|
|
|
// Additional helpers.
|
|
ADD(header, "#define LUT_POS(x, lut_size)"
|
|
" mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n");
|
|
|
|
char *vert_in = glsl_version >= 130 ? "in" : "attribute";
|
|
char *vert_out = glsl_version >= 130 ? "out" : "varying";
|
|
char *frag_in = glsl_version >= 130 ? "in" : "varying";
|
|
|
|
struct bstr *vert = NULL, *frag = NULL, *comp = NULL;
|
|
|
|
if (type == RA_RENDERPASS_TYPE_RASTER) {
|
|
// vertex shader: we don't use the vertex shader, so just setup a
|
|
// dummy, which passes through the vertex array attributes.
|
|
bstr *vert_head = &sc->tmp[1];
|
|
ADD_BSTR(vert_head, *header);
|
|
bstr *vert_body = &sc->tmp[2];
|
|
ADD(vert_body, "void main() {\n");
|
|
bstr *frag_vaos = &sc->tmp[3];
|
|
for (int n = 0; n < sc->params.num_vertex_attribs; n++) {
|
|
const struct ra_renderpass_input *e = &sc->params.vertex_attribs[n];
|
|
const char *glsl_type = vao_glsl_type(e);
|
|
char loc[32] = {0};
|
|
if (sc->ra->glsl_vulkan)
|
|
snprintf(loc, sizeof(loc), "layout(location=%d) ", n);
|
|
if (strcmp(e->name, "position") == 0) {
|
|
// setting raster pos. requires setting gl_Position magic variable
|
|
assert(e->dim_v == 2 && e->type == RA_VARTYPE_FLOAT);
|
|
ADD(vert_head, "%s%s vec2 vertex_position;\n", loc, vert_in);
|
|
ADD(vert_body, "gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
|
|
} else {
|
|
ADD(vert_head, "%s%s %s vertex_%s;\n", loc, vert_in, glsl_type, e->name);
|
|
ADD(vert_head, "%s%s %s %s;\n", loc, vert_out, glsl_type, e->name);
|
|
ADD(vert_body, "%s = vertex_%s;\n", e->name, e->name);
|
|
ADD(frag_vaos, "%s%s %s %s;\n", loc, frag_in, glsl_type, e->name);
|
|
}
|
|
}
|
|
ADD(vert_body, "}\n");
|
|
vert = vert_head;
|
|
ADD_BSTR(vert, *vert_body);
|
|
|
|
// fragment shader; still requires adding used uniforms and VAO elements
|
|
frag = &sc->tmp[4];
|
|
ADD_BSTR(frag, *header);
|
|
if (glsl_version >= 130) {
|
|
ADD(frag, "%sout vec4 out_color;\n",
|
|
sc->ra->glsl_vulkan ? "layout(location=0) " : "");
|
|
}
|
|
ADD_BSTR(frag, *frag_vaos);
|
|
add_uniforms(sc, frag);
|
|
|
|
ADD_BSTR(frag, sc->prelude_text);
|
|
ADD_BSTR(frag, sc->header_text);
|
|
|
|
ADD(frag, "void main() {\n");
|
|
// we require _all_ frag shaders to write to a "vec4 color"
|
|
ADD(frag, "vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n");
|
|
ADD_BSTR(frag, sc->text);
|
|
if (glsl_version >= 130) {
|
|
ADD(frag, "out_color = color;\n");
|
|
} else {
|
|
ADD(frag, "gl_FragColor = color;\n");
|
|
}
|
|
ADD(frag, "}\n");
|
|
|
|
// We need to fix the format of the render dst at renderpass creation
|
|
// time
|
|
assert(target_format);
|
|
sc->params.target_format = target_format;
|
|
}
|
|
|
|
if (type == RA_RENDERPASS_TYPE_COMPUTE) {
|
|
comp = &sc->tmp[4];
|
|
ADD_BSTR(comp, *header);
|
|
|
|
add_uniforms(sc, comp);
|
|
|
|
ADD_BSTR(comp, sc->prelude_text);
|
|
ADD_BSTR(comp, sc->header_text);
|
|
|
|
ADD(comp, "void main() {\n");
|
|
ADD(comp, "vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"); // convenience
|
|
ADD_BSTR(comp, sc->text);
|
|
ADD(comp, "}\n");
|
|
}
|
|
|
|
bstr *hash_total = &sc->tmp[5];
|
|
|
|
ADD(hash_total, "type %d\n", sc->params.type);
|
|
|
|
if (frag) {
|
|
ADD_BSTR(hash_total, *frag);
|
|
sc->params.frag_shader = frag->start;
|
|
}
|
|
ADD(hash_total, "\n");
|
|
if (vert) {
|
|
ADD_BSTR(hash_total, *vert);
|
|
sc->params.vertex_shader = vert->start;
|
|
}
|
|
ADD(hash_total, "\n");
|
|
if (comp) {
|
|
ADD_BSTR(hash_total, *comp);
|
|
sc->params.compute_shader = comp->start;
|
|
}
|
|
ADD(hash_total, "\n");
|
|
|
|
if (sc->params.enable_blend) {
|
|
ADD(hash_total, "blend %d %d %d %d\n",
|
|
sc->params.blend_src_rgb, sc->params.blend_dst_rgb,
|
|
sc->params.blend_src_alpha, sc->params.blend_dst_alpha);
|
|
}
|
|
|
|
if (sc->params.target_format)
|
|
ADD(hash_total, "format %s\n", sc->params.target_format->name);
|
|
|
|
struct sc_entry *entry = NULL;
|
|
for (int n = 0; n < sc->num_entries; n++) {
|
|
struct sc_entry *cur = sc->entries[n];
|
|
if (bstr_equals(cur->total, *hash_total)) {
|
|
entry = cur;
|
|
break;
|
|
}
|
|
}
|
|
if (!entry) {
|
|
if (sc->num_entries == SC_MAX_ENTRIES)
|
|
sc_flush_cache(sc);
|
|
entry = talloc_ptrtype(NULL, entry);
|
|
*entry = (struct sc_entry){
|
|
.total = bstrdup(entry, *hash_total),
|
|
.timer = timer_pool_create(sc->ra),
|
|
};
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
struct sc_cached_uniform u = {0};
|
|
if (sc->uniforms[n].type == SC_UNIFORM_TYPE_GLOBAL) {
|
|
// global uniforms need to be made visible to the ra_renderpass
|
|
u.index = sc->params.num_inputs;
|
|
MP_TARRAY_APPEND(sc, sc->params.inputs, sc->params.num_inputs,
|
|
sc->uniforms[n].input);
|
|
}
|
|
MP_TARRAY_APPEND(entry, entry->cached_uniforms,
|
|
entry->num_cached_uniforms, u);
|
|
}
|
|
if (!create_pass(sc, entry))
|
|
sc->error_state = true;
|
|
MP_TARRAY_APPEND(sc, sc->entries, sc->num_entries, entry);
|
|
}
|
|
if (sc->error_state)
|
|
return;
|
|
|
|
assert(sc->num_uniforms == entry->num_cached_uniforms);
|
|
|
|
sc->num_values = 0;
|
|
for (int n = 0; n < sc->num_uniforms; n++)
|
|
update_uniform(sc, entry, &sc->uniforms[n], n);
|
|
|
|
// If we're using a UBO, make sure to bind it as well
|
|
if (sc->ubo_size) {
|
|
struct ra_renderpass_input_val ubo_val = {
|
|
.index = entry->ubo_index,
|
|
.data = &entry->ubo,
|
|
};
|
|
MP_TARRAY_APPEND(sc, sc->values, sc->num_values, ubo_val);
|
|
}
|
|
|
|
sc->current_shader = entry;
|
|
}
|
|
|
|
struct mp_pass_perf gl_sc_dispatch_draw(struct gl_shader_cache *sc,
|
|
struct ra_tex *target,
|
|
void *ptr, size_t num)
|
|
{
|
|
struct timer_pool *timer = NULL;
|
|
|
|
gl_sc_generate(sc, RA_RENDERPASS_TYPE_RASTER, target->params.format);
|
|
if (!sc->current_shader)
|
|
goto error;
|
|
|
|
timer = sc->current_shader->timer;
|
|
|
|
struct mp_rect full_rc = {0, 0, target->params.w, target->params.h};
|
|
|
|
struct ra_renderpass_run_params run = {
|
|
.pass = sc->current_shader->pass,
|
|
.values = sc->values,
|
|
.num_values = sc->num_values,
|
|
.target = target,
|
|
.vertex_data = ptr,
|
|
.vertex_count = num,
|
|
.viewport = full_rc,
|
|
.scissors = full_rc,
|
|
};
|
|
|
|
timer_pool_start(timer);
|
|
sc->ra->fns->renderpass_run(sc->ra, &run);
|
|
timer_pool_stop(timer);
|
|
|
|
error:
|
|
gl_sc_reset(sc);
|
|
return timer_pool_measure(timer);
|
|
}
|
|
|
|
struct mp_pass_perf gl_sc_dispatch_compute(struct gl_shader_cache *sc,
|
|
int w, int h, int d)
|
|
{
|
|
struct timer_pool *timer = NULL;
|
|
|
|
gl_sc_generate(sc, RA_RENDERPASS_TYPE_COMPUTE, NULL);
|
|
if (!sc->current_shader)
|
|
goto error;
|
|
|
|
timer = sc->current_shader->timer;
|
|
|
|
struct ra_renderpass_run_params run = {
|
|
.pass = sc->current_shader->pass,
|
|
.values = sc->values,
|
|
.num_values = sc->num_values,
|
|
.compute_groups = {w, h, d},
|
|
};
|
|
|
|
timer_pool_start(timer);
|
|
sc->ra->fns->renderpass_run(sc->ra, &run);
|
|
timer_pool_stop(timer);
|
|
|
|
error:
|
|
gl_sc_reset(sc);
|
|
return timer_pool_measure(timer);
|
|
}
|