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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 20:38:23 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 20:38:23 +0000 |
commit | ff6e3c025658a5fa1affd094f220b623e7e1b24b (patch) | |
tree | 9faab72d69c92d24e349d184f5869b9796f17e0c /src/dispatch.c | |
parent | Initial commit. (diff) | |
download | libplacebo-ff6e3c025658a5fa1affd094f220b623e7e1b24b.tar.xz libplacebo-ff6e3c025658a5fa1affd094f220b623e7e1b24b.zip |
Adding upstream version 6.338.2.upstream/6.338.2upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | src/dispatch.c | 1615 |
1 files changed, 1615 insertions, 0 deletions
diff --git a/src/dispatch.c b/src/dispatch.c new file mode 100644 index 0000000..308dd56 --- /dev/null +++ b/src/dispatch.c @@ -0,0 +1,1615 @@ +/* + * This file is part of libplacebo. + * + * libplacebo is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * libplacebo 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 Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with libplacebo. If not, see <http://www.gnu.org/licenses/>. + */ + +#include "common.h" +#include "log.h" +#include "shaders.h" +#include "dispatch.h" +#include "gpu.h" +#include "pl_thread.h" + +// Maximum number of passes to keep around at once. If full, passes older than +// MIN_AGE are evicted to make room. (Failing that, the passes array doubles) +#define MAX_PASSES 100 +#define MIN_AGE 10 + +enum { + TMP_PRELUDE, // GLSL version, global definitions, etc. + TMP_MAIN, // main GLSL shader body + TMP_VERT_HEAD, // vertex shader inputs/outputs + TMP_VERT_BODY, // vertex shader body + TMP_COUNT, +}; + +struct pl_dispatch_t { + pl_mutex lock; + pl_log log; + pl_gpu gpu; + uint8_t current_ident; + uint8_t current_index; + bool dynamic_constants; + int max_passes; + + void (*info_callback)(void *, const struct pl_dispatch_info *); + void *info_priv; + + PL_ARRAY(pl_shader) shaders; // to avoid re-allocations + PL_ARRAY(struct pass *) passes; // compiled passes + + // temporary buffers to help avoid re_allocations during pass creation + PL_ARRAY(const struct pl_buffer_var *) buf_tmp; + pl_str_builder tmp[TMP_COUNT]; + uint8_t *ubo_tmp; +}; + +enum pass_var_type { + PASS_VAR_NONE = 0, + PASS_VAR_GLOBAL, // regular/global uniforms + PASS_VAR_UBO, // uniform buffers + PASS_VAR_PUSHC // push constants +}; + +// Cached metadata about a variable's effective placement / update method +struct pass_var { + int index; // for pl_var_update + enum pass_var_type type; + struct pl_var_layout layout; + void *cached_data; +}; + +struct pass { + uint64_t signature; + pl_pass pass; + int last_index; + + // contains cached data and update metadata, same order as pl_shader + struct pass_var *vars; + int num_var_locs; + + // for uniform buffer updates + struct pl_shader_desc ubo_desc; // temporary + int ubo_index; + pl_buf ubo; + + // Cached pl_pass_run_params. This will also contain mutable allocations + // for the push constants, descriptor bindings (including the binding for + // the UBO pre-filled), vertex array and variable updates + struct pl_pass_run_params run_params; + + // for pl_dispatch_info + pl_timer timer; + uint64_t ts_last; + uint64_t ts_peak; + uint64_t ts_sum; + uint64_t samples[PL_ARRAY_SIZE(((struct pl_dispatch_info *) NULL)->samples)]; + int ts_idx; +}; + +static void pass_destroy(pl_dispatch dp, struct pass *pass) +{ + if (!pass) + return; + + pl_buf_destroy(dp->gpu, &pass->ubo); + pl_pass_destroy(dp->gpu, &pass->pass); + pl_timer_destroy(dp->gpu, &pass->timer); + pl_free(pass); +} + +pl_dispatch pl_dispatch_create(pl_log log, pl_gpu gpu) +{ + struct pl_dispatch_t *dp = pl_zalloc_ptr(NULL, dp); + pl_mutex_init(&dp->lock); + dp->log = log; + dp->gpu = gpu; + dp->max_passes = MAX_PASSES; + for (int i = 0; i < PL_ARRAY_SIZE(dp->tmp); i++) + dp->tmp[i] = pl_str_builder_alloc(dp); + + return dp; +} + +void pl_dispatch_destroy(pl_dispatch *ptr) +{ + pl_dispatch dp = *ptr; + if (!dp) + return; + + for (int i = 0; i < dp->passes.num; i++) + pass_destroy(dp, dp->passes.elem[i]); + for (int i = 0; i < dp->shaders.num; i++) + pl_shader_free(&dp->shaders.elem[i]); + + pl_mutex_destroy(&dp->lock); + pl_free(dp); + *ptr = NULL; +} + +pl_shader pl_dispatch_begin_ex(pl_dispatch dp, bool unique) +{ + pl_mutex_lock(&dp->lock); + + struct pl_shader_params params = { + .id = unique ? dp->current_ident++ : 0, + .gpu = dp->gpu, + .index = dp->current_index, + .dynamic_constants = dp->dynamic_constants, + }; + + pl_shader sh = NULL; + PL_ARRAY_POP(dp->shaders, &sh); + pl_mutex_unlock(&dp->lock); + + if (sh) { + pl_shader_reset(sh, ¶ms); + return sh; + } + + return pl_shader_alloc(dp->log, ¶ms); +} + +void pl_dispatch_mark_dynamic(pl_dispatch dp, bool dynamic) +{ + dp->dynamic_constants = dynamic; +} + +void pl_dispatch_callback(pl_dispatch dp, void *priv, + void (*cb)(void *priv, const struct pl_dispatch_info *)) +{ + dp->info_callback = cb; + dp->info_priv = priv; +} + +pl_shader pl_dispatch_begin(pl_dispatch dp) +{ + return pl_dispatch_begin_ex(dp, false); +} + +static bool add_pass_var(pl_dispatch dp, void *tmp, struct pass *pass, + struct pl_pass_params *params, + const struct pl_shader_var *sv, struct pass_var *pv, + bool greedy) +{ + pl_gpu gpu = dp->gpu; + if (pv->type) + return true; + + // Try not to use push constants for "large" values like matrices in the + // first pass, since this is likely to exceed the VGPR/pushc size budgets + bool try_pushc = greedy || (sv->var.dim_m == 1 && sv->var.dim_a == 1) || sv->dynamic; + if (try_pushc && gpu->glsl.vulkan && gpu->limits.max_pushc_size) { + pv->layout = pl_std430_layout(params->push_constants_size, &sv->var); + size_t new_size = pv->layout.offset + pv->layout.size; + if (new_size <= gpu->limits.max_pushc_size) { + params->push_constants_size = new_size; + pv->type = PASS_VAR_PUSHC; + return true; + } + } + + // If we haven't placed all PCs yet, don't place anything else, since + // we want to try and fit more stuff into PCs before "giving up" + if (!greedy) + return true; + + int num_locs = sv->var.dim_v * sv->var.dim_m * sv->var.dim_a; + bool can_var = pass->num_var_locs + num_locs <= gpu->limits.max_variable_comps; + + // Attempt using uniform buffer next. The GLSL version 440 check is due + // to explicit offsets on UBO entries. In theory we could leave away + // the offsets and support UBOs for older GL as well, but this is a nice + // safety net for driver bugs (and also rules out potentially buggy drivers) + // Also avoid UBOs for highly dynamic stuff since that requires synchronizing + // the UBO writes every frame + bool try_ubo = !can_var || !sv->dynamic; + if (try_ubo && gpu->glsl.version >= 440 && gpu->limits.max_ubo_size) { + if (sh_buf_desc_append(tmp, gpu, &pass->ubo_desc, &pv->layout, sv->var)) { + pv->type = PASS_VAR_UBO; + return true; + } + } + + // Otherwise, use global uniforms + if (can_var) { + pv->type = PASS_VAR_GLOBAL; + pv->index = params->num_variables; + pv->layout = pl_var_host_layout(0, &sv->var); + PL_ARRAY_APPEND_RAW(tmp, params->variables, params->num_variables, sv->var); + pass->num_var_locs += num_locs; + return true; + } + + // Ran out of variable binding methods. The most likely scenario in which + // this can happen is if we're using a GPU that does not support global + // input vars and we've exhausted the UBO size limits. + PL_ERR(dp, "Unable to add input variable: possibly exhausted " + "variable count / UBO size limits?"); + return false; +} + +#define ADD(b, ...) pl_str_builder_addf(b, __VA_ARGS__) +#define ADD_CAT(b, cat) pl_str_builder_concat(b, cat) +#define ADD_CONST(b, s) pl_str_builder_const_str(b, s) + +static void add_var(pl_str_builder body, const struct pl_var *var) +{ + const char *type = pl_var_glsl_type_name(*var); + if (var->dim_a > 1) { + ADD(body, "%s "$"[%d];\n", type, sh_ident_unpack(var->name), var->dim_a); + } else { + ADD(body, "%s "$";\n", type, sh_ident_unpack(var->name)); + } +} + +static int cmp_buffer_var(const void *pa, const void *pb) +{ + const struct pl_buffer_var * const *a = pa, * const *b = pb; + return PL_CMP((*a)->layout.offset, (*b)->layout.offset); +} + +static void add_buffer_vars(pl_dispatch dp, void *tmp, pl_str_builder body, + const struct pl_buffer_var *vars, int num) +{ + // Sort buffer vars by offset + PL_ARRAY_RESIZE(dp, dp->buf_tmp, num); + for (int i = 0; i < num; i++) + dp->buf_tmp.elem[i] = &vars[i]; + qsort(dp->buf_tmp.elem, num, sizeof(&vars[0]), cmp_buffer_var); + + ADD(body, "{\n"); + for (int i = 0; i < num; i++) { + const struct pl_buffer_var *bv = dp->buf_tmp.elem[i]; + // Add an explicit offset wherever possible + if (dp->gpu->glsl.version >= 440) + ADD(body, " layout(offset=%zu) ", bv->layout.offset); + add_var(body, &bv->var); + } + ADD(body, "};\n"); +} + +struct generate_params { + void *tmp; + pl_shader sh; + struct pass *pass; + struct pl_pass_params *pass_params; + ident_t out_mat; + ident_t out_off; + int vert_idx; +}; + +static void generate_shaders(pl_dispatch dp, + const struct generate_params *params, + pl_str_builder *out_vert_builder, + pl_str_builder *out_glsl_builder) +{ + pl_gpu gpu = dp->gpu; + pl_shader sh = params->sh; + void *tmp = params->tmp; + struct pass *pass = params->pass; + struct pl_pass_params *pass_params = params->pass_params; + pl_str_builder shader_body = sh_finalize_internal(sh); + + pl_str_builder pre = dp->tmp[TMP_PRELUDE]; + ADD(pre, "#version %d%s\n", gpu->glsl.version, + (gpu->glsl.gles && gpu->glsl.version > 100) ? " es" : ""); + if (pass_params->type == PL_PASS_COMPUTE) + ADD(pre, "#extension GL_ARB_compute_shader : enable\n"); + + // Enable this unconditionally if the GPU supports it, since we have no way + // of knowing whether subgroups are being used or not + if (gpu->glsl.subgroup_size) { + ADD(pre, "#extension GL_KHR_shader_subgroup_basic : enable \n" + "#extension GL_KHR_shader_subgroup_vote : enable \n" + "#extension GL_KHR_shader_subgroup_arithmetic : enable \n" + "#extension GL_KHR_shader_subgroup_ballot : enable \n" + "#extension GL_KHR_shader_subgroup_shuffle : enable \n" + "#extension GL_KHR_shader_subgroup_clustered : enable \n" + "#extension GL_KHR_shader_subgroup_quad : enable \n"); + } + + // Enable all extensions needed for different types of input + bool has_ssbo = false, has_ubo = false, has_img = false, has_texel = false, + has_ext = false, has_nofmt = false, has_gather = false; + for (int i = 0; i < sh->descs.num; i++) { + switch (sh->descs.elem[i].desc.type) { + case PL_DESC_BUF_UNIFORM: has_ubo = true; break; + case PL_DESC_BUF_STORAGE: has_ssbo = true; break; + case PL_DESC_BUF_TEXEL_UNIFORM: has_texel = true; break; + case PL_DESC_BUF_TEXEL_STORAGE: { + pl_buf buf = sh->descs.elem[i].binding.object; + has_nofmt |= !buf->params.format->glsl_format; + has_texel = true; + break; + } + case PL_DESC_STORAGE_IMG: { + pl_tex tex = sh->descs.elem[i].binding.object; + has_nofmt |= !tex->params.format->glsl_format; + has_img = true; + break; + } + case PL_DESC_SAMPLED_TEX: { + pl_tex tex = sh->descs.elem[i].binding.object; + has_gather |= tex->params.format->gatherable; + switch (tex->sampler_type) { + case PL_SAMPLER_NORMAL: break; + case PL_SAMPLER_RECT: break; + case PL_SAMPLER_EXTERNAL: has_ext = true; break; + case PL_SAMPLER_TYPE_COUNT: pl_unreachable(); + } + break; + } + + case PL_DESC_INVALID: + case PL_DESC_TYPE_COUNT: + pl_unreachable(); + } + } + + if (has_img) + ADD(pre, "#extension GL_ARB_shader_image_load_store : enable\n"); + if (has_ubo) + ADD(pre, "#extension GL_ARB_uniform_buffer_object : enable\n"); + if (has_ssbo) + ADD(pre, "#extension GL_ARB_shader_storage_buffer_object : enable\n"); + if (has_texel) + ADD(pre, "#extension GL_ARB_texture_buffer_object : enable\n"); + if (has_ext) { + if (gpu->glsl.version >= 300) { + ADD(pre, "#extension GL_OES_EGL_image_external_essl3 : enable\n"); + } else { + ADD(pre, "#extension GL_OES_EGL_image_external : enable\n"); + } + } + if (has_nofmt) + ADD(pre, "#extension GL_EXT_shader_image_load_formatted : enable\n"); + if (has_gather) + ADD(pre, "#extension GL_ARB_texture_gather : enable\n"); + + if (gpu->glsl.gles) { + // Use 32-bit precision for floats if possible + ADD(pre, "#ifdef GL_FRAGMENT_PRECISION_HIGH \n" + "precision highp float; \n" + "#else \n" + "precision mediump float; \n" + "#endif \n"); + + // Always use 16-bit precision for samplers + ADD(pre, "precision mediump sampler2D; \n"); + if (gpu->limits.max_tex_1d_dim) + ADD(pre, "precision mediump sampler1D; \n"); + if (gpu->limits.max_tex_3d_dim && gpu->glsl.version > 100) + ADD(pre, "precision mediump sampler3D; \n"); + + // Integer math has a good chance of caring about precision + ADD(pre, "precision highp int; \n"); + } + + // textureLod() doesn't work on external/rect samplers, simply disable + // LOD sampling in this case. We don't currently support mipmaps anyway. + for (int i = 0; i < sh->descs.num; i++) { + if (pass_params->descriptors[i].type != PL_DESC_SAMPLED_TEX) + continue; + pl_tex tex = sh->descs.elem[i].binding.object; + if (tex->sampler_type != PL_SAMPLER_NORMAL) { + ADD(pre, "#define textureLod(t, p, b) texture(t, p) \n" + "#define textureLodOffset(t, p, b, o) \\\n" + " textureOffset(t, p, o) \n"); + break; + } + } + + // Add all of the push constants as their own element + if (pass_params->push_constants_size) { + // We re-use add_buffer_vars to make sure variables are sorted, this + // is important because the push constants can be out-of-order in + // `pass->vars` + PL_ARRAY(struct pl_buffer_var) pc_bvars = {0}; + for (int i = 0; i < sh->vars.num; i++) { + if (pass->vars[i].type != PASS_VAR_PUSHC) + continue; + + PL_ARRAY_APPEND(tmp, pc_bvars, (struct pl_buffer_var) { + .var = sh->vars.elem[i].var, + .layout = pass->vars[i].layout, + }); + } + + ADD(pre, "layout(std430, push_constant) uniform PushC "); + add_buffer_vars(dp, tmp, pre, pc_bvars.elem, pc_bvars.num); + } + + // Add all of the specialization constants + for (int i = 0; i < sh->consts.num; i++) { + static const char *types[PL_VAR_TYPE_COUNT] = { + [PL_VAR_SINT] = "int", + [PL_VAR_UINT] = "uint", + [PL_VAR_FLOAT] = "float", + }; + + const struct pl_shader_const *sc = &sh->consts.elem[i]; + ADD(pre, "layout(constant_id=%"PRIu32") const %s "$" = 1; \n", + pass_params->constants[i].id, types[sc->type], + sh_ident_unpack(sc->name)); + } + + static const char sampler_prefixes[PL_FMT_TYPE_COUNT] = { + [PL_FMT_FLOAT] = ' ', + [PL_FMT_UNORM] = ' ', + [PL_FMT_SNORM] = ' ', + [PL_FMT_UINT] = 'u', + [PL_FMT_SINT] = 'i', + }; + + // Add all of the required descriptors + for (int i = 0; i < sh->descs.num; i++) { + const struct pl_shader_desc *sd = &sh->descs.elem[i]; + const struct pl_desc *desc = &pass_params->descriptors[i]; + + switch (desc->type) { + case PL_DESC_SAMPLED_TEX: { + static const char *types[][4] = { + [PL_SAMPLER_NORMAL][1] = "sampler1D", + [PL_SAMPLER_NORMAL][2] = "sampler2D", + [PL_SAMPLER_NORMAL][3] = "sampler3D", + [PL_SAMPLER_RECT][2] = "sampler2DRect", + [PL_SAMPLER_EXTERNAL][2] = "samplerExternalOES", + }; + + pl_tex tex = sd->binding.object; + int dims = pl_tex_params_dimension(tex->params); + const char *type = types[tex->sampler_type][dims]; + char prefix = sampler_prefixes[tex->params.format->type]; + ident_t id = sh_ident_unpack(desc->name); + pl_assert(type && prefix); + + // Vulkan requires explicit bindings; GL always sets the + // bindings manually to avoid relying on the user doing so + if (gpu->glsl.vulkan) { + ADD(pre, "layout(binding=%d) uniform %c%s "$";\n", + desc->binding, prefix, type, id); + } else if (gpu->glsl.gles && prefix != ' ') { + ADD(pre, "uniform highp %c%s "$";\n", prefix, type, id); + } else { + ADD(pre, "uniform %c%s "$";\n", prefix, type, id); + } + break; + } + + case PL_DESC_STORAGE_IMG: { + static const char *types[] = { + [1] = "image1D", + [2] = "image2D", + [3] = "image3D", + }; + + // For better compatibility, we have to explicitly label the + // type of data we will be reading/writing to this image. + pl_tex tex = sd->binding.object; + const char *format = tex->params.format->glsl_format; + int dims = pl_tex_params_dimension(tex->params); + if (gpu->glsl.vulkan) { + if (format) { + ADD(pre, "layout(binding=%d, %s) ", desc->binding, format); + } else { + ADD(pre, "layout(binding=%d) ", desc->binding); + } + } else if (format) { + ADD(pre, "layout(%s) ", format); + } + + ADD_CONST(pre, pl_desc_access_glsl_name(desc->access)); + if (sd->memory & PL_MEMORY_COHERENT) + ADD(pre, " coherent"); + if (sd->memory & PL_MEMORY_VOLATILE) + ADD(pre, " volatile"); + ADD(pre, " restrict uniform %s "$";\n", + types[dims], sh_ident_unpack(desc->name)); + break; + } + + case PL_DESC_BUF_UNIFORM: + if (gpu->glsl.vulkan) { + ADD(pre, "layout(std140, binding=%d) ", desc->binding); + } else { + ADD(pre, "layout(std140) "); + } + ADD(pre, "uniform "$" ", sh_ident_unpack(desc->name)); + add_buffer_vars(dp, tmp, pre, sd->buffer_vars, sd->num_buffer_vars); + break; + + case PL_DESC_BUF_STORAGE: + if (gpu->glsl.version >= 140) + ADD(pre, "layout(std430, binding=%d) ", desc->binding); + ADD_CONST(pre, pl_desc_access_glsl_name(desc->access)); + if (sd->memory & PL_MEMORY_COHERENT) + ADD(pre, " coherent"); + if (sd->memory & PL_MEMORY_VOLATILE) + ADD(pre, " volatile"); + ADD(pre, " restrict buffer "$" ", sh_ident_unpack(desc->name)); + add_buffer_vars(dp, tmp, pre, sd->buffer_vars, sd->num_buffer_vars); + break; + + case PL_DESC_BUF_TEXEL_UNIFORM: { + pl_buf buf = sd->binding.object; + char prefix = sampler_prefixes[buf->params.format->type]; + if (gpu->glsl.vulkan) + ADD(pre, "layout(binding=%d) ", desc->binding); + ADD(pre, "uniform %csamplerBuffer "$";\n", prefix, + sh_ident_unpack(desc->name)); + break; + } + + case PL_DESC_BUF_TEXEL_STORAGE: { + pl_buf buf = sd->binding.object; + const char *format = buf->params.format->glsl_format; + char prefix = sampler_prefixes[buf->params.format->type]; + if (gpu->glsl.vulkan) { + if (format) { + ADD(pre, "layout(binding=%d, %s) ", desc->binding, format); + } else { + ADD(pre, "layout(binding=%d) ", desc->binding); + } + } else if (format) { + ADD(pre, "layout(%s) ", format); + } + + ADD_CONST(pre, pl_desc_access_glsl_name(desc->access)); + if (sd->memory & PL_MEMORY_COHERENT) + ADD(pre, " coherent"); + if (sd->memory & PL_MEMORY_VOLATILE) + ADD(pre, " volatile"); + ADD(pre, " restrict uniform %cimageBuffer "$";\n", + prefix, sh_ident_unpack(desc->name)); + break; + } + + case PL_DESC_INVALID: + case PL_DESC_TYPE_COUNT: + pl_unreachable(); + } + } + + // Add all of the remaining variables + for (int i = 0; i < sh->vars.num; i++) { + const struct pl_var *var = &sh->vars.elem[i].var; + const struct pass_var *pv = &pass->vars[i]; + if (pv->type != PASS_VAR_GLOBAL) + continue; + ADD(pre, "uniform "); + add_var(pre, var); + } + + pl_str_builder glsl = dp->tmp[TMP_MAIN]; + ADD_CAT(glsl, pre); + + switch(pass_params->type) { + case PL_PASS_RASTER: { + pl_assert(params->vert_idx >= 0); + pl_str_builder vert_head = dp->tmp[TMP_VERT_HEAD]; + pl_str_builder vert_body = dp->tmp[TMP_VERT_BODY]; + + // Older GLSL doesn't support the use of explicit locations + bool has_loc = gpu->glsl.version >= 430; + + // Set up a trivial vertex shader + ADD_CAT(vert_head, pre); + ADD(vert_body, "void main() {\n"); + for (int i = 0; i < sh->vas.num; i++) { + const struct pl_vertex_attrib *va = &pass_params->vertex_attribs[i]; + const struct pl_shader_va *sva = &sh->vas.elem[i]; + const char *type = va->fmt->glsl_type; + + // Use the pl_shader_va for the name in the fragment shader since + // the pl_vertex_attrib is already mangled for the vertex shader + ident_t id = sh_ident_unpack(sva->attr.name); + + if (has_loc) { + ADD(vert_head, "layout(location=%d) in %s "$";\n", + va->location, type, sh_ident_unpack(va->name)); + } else { + ADD(vert_head, "in %s "$";\n", type, sh_ident_unpack(va->name)); + } + + if (i == params->vert_idx) { + pl_assert(va->fmt->num_components == 2); + ADD(vert_body, "vec2 va_pos = "$"; \n", sh_ident_unpack(va->name)); + if (params->out_mat) + ADD(vert_body, "va_pos = "$" * va_pos; \n", params->out_mat); + if (params->out_off) + ADD(vert_body, "va_pos += "$"; \n", params->out_off); + ADD(vert_body, "gl_Position = vec4(va_pos, 0.0, 1.0); \n"); + } else { + // Everything else is just blindly passed through + if (has_loc) { + ADD(vert_head, "layout(location=%d) out %s "$";\n", + va->location, type, id); + ADD(glsl, "layout(location=%d) in %s "$";\n", + va->location, type, id); + } else { + ADD(vert_head, "out %s "$";\n", type, id); + ADD(glsl, "in %s "$";\n", type, id); + } + ADD(vert_body, $" = "$";\n", id, sh_ident_unpack(va->name)); + } + } + + ADD(vert_body, "}"); + ADD_CAT(vert_head, vert_body); + pl_hash_merge(&pass->signature, pl_str_builder_hash(vert_head)); + *out_vert_builder = vert_head; + + if (has_loc) { + ADD(glsl, "layout(location=0) out vec4 out_color;\n"); + } else { + ADD(glsl, "out vec4 out_color;\n"); + } + break; + } + case PL_PASS_COMPUTE: + ADD(glsl, "layout (local_size_x = %d, local_size_y = %d) in;\n", + sh->group_size[0], sh->group_size[1]); + break; + case PL_PASS_INVALID: + case PL_PASS_TYPE_COUNT: + pl_unreachable(); + } + + // Set up the main shader body + ADD_CAT(glsl, shader_body); + ADD(glsl, "void main() {\n"); + + pl_assert(sh->input == PL_SHADER_SIG_NONE); + switch (pass_params->type) { + case PL_PASS_RASTER: + pl_assert(sh->output == PL_SHADER_SIG_COLOR); + ADD(glsl, "out_color = "$"();\n", sh->name); + break; + case PL_PASS_COMPUTE: + ADD(glsl, $"();\n", sh->name); + break; + case PL_PASS_INVALID: + case PL_PASS_TYPE_COUNT: + pl_unreachable(); + } + + ADD(glsl, "}"); + + pl_hash_merge(&pass->signature, pl_str_builder_hash(glsl)); + *out_glsl_builder = glsl; +} + +#undef ADD +#undef ADD_CAT + +#define pass_age(pass) (dp->current_index - (pass)->last_index) + +static int cmp_pass_age(const void *ptra, const void *ptrb) +{ + const struct pass *a = *(const struct pass **) ptra; + const struct pass *b = *(const struct pass **) ptrb; + return b->last_index - a->last_index; +} + +static void garbage_collect_passes(pl_dispatch dp) +{ + if (dp->passes.num <= dp->max_passes) + return; + + // Garbage collect oldest passes, starting at the middle + qsort(dp->passes.elem, dp->passes.num, sizeof(struct pass *), cmp_pass_age); + int idx = dp->passes.num / 2; + while (idx < dp->passes.num && pass_age(dp->passes.elem[idx]) < MIN_AGE) + idx++; + + for (int i = idx; i < dp->passes.num; i++) + pass_destroy(dp, dp->passes.elem[i]); + + int num_evicted = dp->passes.num - idx; + dp->passes.num = idx; + + if (num_evicted) { + PL_DEBUG(dp, "Evicted %d passes from dispatch cache, consider " + "using more dynamic shaders", num_evicted); + } else { + dp->max_passes *= 2; + } +} + +static struct pass *finalize_pass(pl_dispatch dp, pl_shader sh, + pl_tex target, int vert_idx, + const struct pl_blend_params *blend, bool load, + const struct pl_dispatch_vertex_params *vparams, + const pl_transform2x2 *proj) +{ + struct pass *pass = pl_alloc_ptr(dp, pass); + *pass = (struct pass) { + .signature = 0x0, // updated incrementally below + .last_index = dp->current_index, + .ubo_desc = { + .desc = { + .name = sh_ident_pack(sh_fresh(sh, "UBO")), + .type = PL_DESC_BUF_UNIFORM, + }, + }, + }; + + // For identifiers tied to the lifetime of this shader + void *tmp = sh->tmp; + + struct pl_pass_params params = { + .type = pl_shader_is_compute(sh) ? PL_PASS_COMPUTE : PL_PASS_RASTER, + .num_descriptors = sh->descs.num, + .vertex_type = vparams ? vparams->vertex_type : PL_PRIM_TRIANGLE_STRIP, + .vertex_stride = vparams ? vparams->vertex_stride : 0, + .blend_params = blend, + }; + + struct generate_params gen_params = { + .tmp = tmp, + .pass = pass, + .pass_params = ¶ms, + .sh = sh, + .vert_idx = vert_idx, + }; + + if (params.type == PL_PASS_RASTER) { + assert(target); + params.target_format = target->params.format; + params.load_target = load; + + // Fill in the vertex attributes array + params.num_vertex_attribs = sh->vas.num; + params.vertex_attribs = pl_calloc_ptr(tmp, sh->vas.num, params.vertex_attribs); + + int va_loc = 0; + for (int i = 0; i < sh->vas.num; i++) { + struct pl_vertex_attrib *va = ¶ms.vertex_attribs[i]; + *va = sh->vas.elem[i].attr; + + // Mangle the name to make sure it doesn't conflict with the + // fragment shader input, this will be converted back to a legal + // string by the shader compilation code + va->name = sh_ident_pack(sh_fresh(sh, "va")); + + // Place the vertex attribute + va->location = va_loc; + if (!vparams) { + va->offset = params.vertex_stride; + params.vertex_stride += va->fmt->texel_size; + } + + // The number of vertex attribute locations consumed by a vertex + // attribute is the number of vec4s it consumes, rounded up + const size_t va_loc_size = sizeof(float[4]); + va_loc += PL_DIV_UP(va->fmt->texel_size, va_loc_size); + } + + // Hash in the raster state configuration + pl_hash_merge(&pass->signature, (uint64_t) params.vertex_type); + pl_hash_merge(&pass->signature, (uint64_t) params.vertex_stride); + pl_hash_merge(&pass->signature, (uint64_t) params.load_target); + pl_hash_merge(&pass->signature, target->params.format->signature); + if (blend) { + pl_static_assert(sizeof(*blend) == sizeof(enum pl_blend_mode) * 4); + pl_hash_merge(&pass->signature, pl_var_hash(*blend)); + } + + // Load projection matrix if required + if (proj && memcmp(&proj->mat, &pl_matrix2x2_identity, sizeof(proj->mat)) != 0) { + gen_params.out_mat = sh_var(sh, (struct pl_shader_var) { + .var = pl_var_mat2("proj"), + .data = PL_TRANSPOSE_2X2(proj->mat.m), + }); + } + + if (proj && (proj->c[0] || proj->c[1])) { + gen_params.out_off = sh_var(sh, (struct pl_shader_var) { + .var = pl_var_vec2("offset"), + .data = proj->c, + }); + } + } + + // Place all of the compile-time constants + uint8_t *constant_data = NULL; + if (sh->consts.num) { + params.num_constants = sh->consts.num; + params.constants = pl_alloc(tmp, sh->consts.num * sizeof(struct pl_constant)); + + // Compute offsets + size_t total_size = 0; + uint32_t const_id = 0; + for (int i = 0; i < sh->consts.num; i++) { + params.constants[i] = (struct pl_constant) { + .type = sh->consts.elem[i].type, + .id = const_id++, + .offset = total_size, + }; + total_size += pl_var_type_size(sh->consts.elem[i].type); + } + + // Write values into the constants buffer + params.constant_data = constant_data = pl_alloc(pass, total_size); + for (int i = 0; i < sh->consts.num; i++) { + const struct pl_shader_const *sc = &sh->consts.elem[i]; + void *data = constant_data + params.constants[i].offset; + memcpy(data, sc->data, pl_var_type_size(sc->type)); + } + } + + // Place all the variables; these will dynamically end up in different + // locations based on what the underlying GPU supports (UBOs, pushc, etc.) + // + // We go through the list twice, once to place stuff that we definitely + // want inside PCs, and then a second time to opportunistically place the rest. + pass->vars = pl_calloc_ptr(pass, sh->vars.num, pass->vars); + for (int i = 0; i < sh->vars.num; i++) { + if (!add_pass_var(dp, tmp, pass, ¶ms, &sh->vars.elem[i], &pass->vars[i], false)) + goto error; + } + for (int i = 0; i < sh->vars.num; i++) { + if (!add_pass_var(dp, tmp, pass, ¶ms, &sh->vars.elem[i], &pass->vars[i], true)) + goto error; + } + + // Now that we know the variable placement, finalize pushc/UBO sizes + params.push_constants_size = PL_ALIGN2(params.push_constants_size, 4); + size_t ubo_size = sh_buf_desc_size(&pass->ubo_desc); + if (ubo_size) { + pass->ubo_index = sh->descs.num; + PL_ARRAY_APPEND(sh, sh->descs, pass->ubo_desc); // don't mangle names + }; + + // Place and fill in the descriptors + const int num_descs = sh->descs.num; + int binding[PL_DESC_TYPE_COUNT] = {0}; + params.num_descriptors = num_descs; + params.descriptors = pl_calloc_ptr(tmp, num_descs, params.descriptors); + for (int i = 0; i < num_descs; i++) { + struct pl_desc *desc = ¶ms.descriptors[i]; + *desc = sh->descs.elem[i].desc; + desc->binding = binding[pl_desc_namespace(dp->gpu, desc->type)]++; + } + + // Finalize the shader and look it up in the pass cache + pl_str_builder vert_builder = NULL, glsl_builder = NULL; + generate_shaders(dp, &gen_params, &vert_builder, &glsl_builder); + for (int i = 0; i < dp->passes.num; i++) { + struct pass *p = dp->passes.elem[i]; + if (p->signature != pass->signature) + continue; + + // Found existing shader, re-use directly + if (p->ubo) + sh->descs.elem[p->ubo_index].binding.object = p->ubo; + pl_free(p->run_params.constant_data); + p->run_params.constant_data = pl_steal(p, constant_data); + p->last_index = dp->current_index; + pl_free(pass); + return p; + } + + // Need to compile new shader, execute templates now + if (vert_builder) { + pl_str vert = pl_str_builder_exec(vert_builder); + params.vertex_shader = (char *) vert.buf; + } + pl_str glsl = pl_str_builder_exec(glsl_builder); + params.glsl_shader = (char *) glsl.buf; + + // Turn all shader identifiers into actual strings before passing it + // to the `pl_gpu` +#define FIX_IDENT(name) \ + name = sh_ident_tostr(sh_ident_unpack(name)) + for (int i = 0; i < params.num_variables; i++) + FIX_IDENT(params.variables[i].name); + for (int i = 0; i < params.num_descriptors; i++) + FIX_IDENT(params.descriptors[i].name); + for (int i = 0; i < params.num_vertex_attribs; i++) + FIX_IDENT(params.vertex_attribs[i].name); +#undef FIX_IDENT + + pass->pass = pl_pass_create(dp->gpu, ¶ms); + if (!pass->pass) { + PL_ERR(dp, "Failed creating render pass for dispatch"); + // Add it anyway + } + + struct pl_pass_run_params *rparams = &pass->run_params; + rparams->pass = pass->pass; + rparams->constant_data = constant_data; + rparams->push_constants = pl_zalloc(pass, params.push_constants_size); + rparams->desc_bindings = pl_calloc_ptr(pass, params.num_descriptors, + rparams->desc_bindings); + + if (ubo_size && pass->pass) { + // Create the UBO + pass->ubo = pl_buf_create(dp->gpu, pl_buf_params( + .size = ubo_size, + .uniform = true, + .host_writable = true, + )); + + if (!pass->ubo) { + PL_ERR(dp, "Failed creating uniform buffer for dispatch"); + goto error; + } + + sh->descs.elem[pass->ubo_index].binding.object = pass->ubo; + } + + if (params.type == PL_PASS_RASTER && !vparams) { + // Generate the vertex array placeholder + rparams->vertex_count = 4; // single quad + size_t vert_size = rparams->vertex_count * params.vertex_stride; + rparams->vertex_data = pl_zalloc(pass, vert_size); + } + + pass->timer = pl_timer_create(dp->gpu); + + PL_ARRAY_APPEND(dp, dp->passes, pass); + return pass; + +error: + pass_destroy(dp, pass); + return NULL; +} + +static void update_pass_var(pl_dispatch dp, struct pass *pass, + const struct pl_shader_var *sv, struct pass_var *pv) +{ + struct pl_var_layout host_layout = pl_var_host_layout(0, &sv->var); + pl_assert(host_layout.size); + + // Use the cache to skip updates if possible + if (pv->cached_data && !memcmp(sv->data, pv->cached_data, host_layout.size)) + return; + if (!pv->cached_data) + pv->cached_data = pl_alloc(pass, host_layout.size); + memcpy(pv->cached_data, sv->data, host_layout.size); + + struct pl_pass_run_params *rparams = &pass->run_params; + switch (pv->type) { + case PASS_VAR_NONE: + pl_unreachable(); + case PASS_VAR_GLOBAL: { + struct pl_var_update vu = { + .index = pv->index, + .data = sv->data, + }; + PL_ARRAY_APPEND_RAW(pass, rparams->var_updates, rparams->num_var_updates, vu); + break; + } + case PASS_VAR_UBO: { + pl_assert(pass->ubo); + const size_t offset = pv->layout.offset; + if (host_layout.stride == pv->layout.stride) { + pl_assert(host_layout.size == pv->layout.size); + pl_buf_write(dp->gpu, pass->ubo, offset, sv->data, host_layout.size); + } else { + // Coalesce strided UBO write into a single pl_buf_write to avoid + // unnecessary synchronization overhead by assembling the correctly + // strided upload in RAM + pl_grow(dp, &dp->ubo_tmp, pv->layout.size); + uint8_t * const tmp = dp->ubo_tmp; + const uint8_t *src = sv->data; + const uint8_t *end = src + host_layout.size; + uint8_t *dst = tmp; + while (src < end) { + memcpy(dst, src, host_layout.stride); + src += host_layout.stride; + dst += pv->layout.stride; + } + pl_buf_write(dp->gpu, pass->ubo, offset, tmp, pv->layout.size); + } + break; + } + case PASS_VAR_PUSHC: + pl_assert(rparams->push_constants); + memcpy_layout(rparams->push_constants, pv->layout, sv->data, host_layout); + break; + }; +} + +static void compute_vertex_attribs(pl_dispatch dp, pl_shader sh, + int width, int height, ident_t *out_scale) +{ + // Simulate vertex attributes using global definitions + *out_scale = sh_var(sh, (struct pl_shader_var) { + .var = pl_var_vec2("out_scale"), + .data = &(float[2]){ 1.0 / width, 1.0 / height }, + .dynamic = true, + }); + + GLSLP("#define frag_pos(id) (vec2(id) + vec2(0.5)) \n" + "#define frag_map(id) ("$" * frag_pos(id)) \n" + "#define gl_FragCoord vec4(frag_pos(gl_GlobalInvocationID), 0.0, 1.0) \n", + *out_scale); + + for (int n = 0; n < sh->vas.num; n++) { + const struct pl_shader_va *sva = &sh->vas.elem[n]; + + ident_t points[4]; + for (int i = 0; i < PL_ARRAY_SIZE(points); i++) { + points[i] = sh_var(sh, (struct pl_shader_var) { + .var = pl_var_from_fmt(sva->attr.fmt, "pt"), + .data = sva->data[i], + }); + } + + GLSLP("#define "$"_map(id) " + "(mix(mix("$", "$", frag_map(id).x), " + " mix("$", "$", frag_map(id).x), " + "frag_map(id).y)) \n" + "#define "$" ("$"_map(gl_GlobalInvocationID)) \n", + sh_ident_unpack(sva->attr.name), + points[0], points[1], points[2], points[3], + sh_ident_unpack(sva->attr.name), + sh_ident_unpack(sva->attr.name)); + } +} + +static void translate_compute_shader(pl_dispatch dp, pl_shader sh, + const pl_rect2d *rc, + const struct pl_dispatch_params *params) +{ + int width = abs(pl_rect_w(*rc)), height = abs(pl_rect_h(*rc)); + if (sh->transpose) + PL_SWAP(width, height); + ident_t out_scale; + compute_vertex_attribs(dp, sh, width, height, &out_scale); + + // Simulate a framebuffer using storage images + pl_assert(params->target->params.storable); + pl_assert(sh->output == PL_SHADER_SIG_COLOR); + ident_t fbo = sh_desc(sh, (struct pl_shader_desc) { + .binding.object = params->target, + .desc = { + .name = "out_image", + .type = PL_DESC_STORAGE_IMG, + .access = params->blend_params ? PL_DESC_ACCESS_READWRITE + : PL_DESC_ACCESS_WRITEONLY, + }, + }); + + ident_t base = sh_var(sh, (struct pl_shader_var) { + .data = &(int[2]){ rc->x0, rc->y0 }, + .dynamic = true, + .var = { + .name = "base", + .type = PL_VAR_SINT, + .dim_v = 2, + .dim_m = 1, + .dim_a = 1, + }, + }); + + int dx = rc->x0 > rc->x1 ? -1 : 1, dy = rc->y0 > rc->y1 ? -1 : 1; + GLSL("ivec2 dir = ivec2(%d, %d);\n", dx, dy); // hard-code, not worth var + GLSL("ivec2 pos = "$" + dir * ivec2(gl_GlobalInvocationID).%c%c;\n", + base, sh->transpose ? 'y' : 'x', sh->transpose ? 'x' : 'y'); + GLSL("vec2 fpos = "$" * vec2(gl_GlobalInvocationID);\n", out_scale); + GLSL("if (fpos.x < 1.0 && fpos.y < 1.0) {\n"); + if (params->blend_params) { + GLSL("vec4 orig = imageLoad("$", pos);\n", fbo); + + static const char *modes[] = { + [PL_BLEND_ZERO] = "0.0", + [PL_BLEND_ONE] = "1.0", + [PL_BLEND_SRC_ALPHA] = "color.a", + [PL_BLEND_ONE_MINUS_SRC_ALPHA] = "(1.0 - color.a)", + }; + + GLSL("color = vec4(color.rgb * vec3(%s), color.a * %s) \n" + " + vec4(orig.rgb * vec3(%s), orig.a * %s);\n", + modes[params->blend_params->src_rgb], + modes[params->blend_params->src_alpha], + modes[params->blend_params->dst_rgb], + modes[params->blend_params->dst_alpha]); + } + GLSL("imageStore("$", pos, color);\n", fbo); + GLSL("}\n"); + sh->output = PL_SHADER_SIG_NONE; +} + +static void run_pass(pl_dispatch dp, pl_shader sh, struct pass *pass) +{ + pl_shader_info shader = &sh->info->info; + pl_pass_run(dp->gpu, &pass->run_params); + + for (uint64_t ts; (ts = pl_timer_query(dp->gpu, pass->timer));) { + PL_TRACE(dp, "Spent %.3f ms on shader: %s", ts / 1e6, shader->description); + + uint64_t old = pass->samples[pass->ts_idx]; + pass->samples[pass->ts_idx] = ts; + pass->ts_last = ts; + pass->ts_peak = PL_MAX(pass->ts_peak, ts); + pass->ts_sum += ts; + pass->ts_idx = (pass->ts_idx + 1) % PL_ARRAY_SIZE(pass->samples); + + if (old) { + pass->ts_sum -= old; + if (old == pass->ts_peak) { + uint64_t new_peak = 0; + for (int i = 0; i < PL_ARRAY_SIZE(pass->samples); i++) + new_peak = PL_MAX(new_peak, pass->samples[i]); + pass->ts_peak = new_peak; + } + } + } + + if (!dp->info_callback) + return; + + struct pl_dispatch_info info; + info.signature = pass->signature; + info.shader = shader; + + // Test to see if the ring buffer already wrapped around once + if (pass->samples[pass->ts_idx]) { + info.num_samples = PL_ARRAY_SIZE(pass->samples); + int num_wrapped = info.num_samples - pass->ts_idx; + memcpy(info.samples, &pass->samples[pass->ts_idx], + num_wrapped * sizeof(info.samples[0])); + memcpy(&info.samples[num_wrapped], pass->samples, + pass->ts_idx * sizeof(info.samples[0])); + } else { + info.num_samples = pass->ts_idx; + memcpy(info.samples, pass->samples, + pass->ts_idx * sizeof(info.samples[0])); + } + + info.last = pass->ts_last; + info.peak = pass->ts_peak; + info.average = pass->ts_sum / PL_MAX(info.num_samples, 1); + dp->info_callback(dp->info_priv, &info); +} + +bool pl_dispatch_finish(pl_dispatch dp, const struct pl_dispatch_params *params) +{ + pl_shader sh = *params->shader; + bool ret = false; + pl_mutex_lock(&dp->lock); + + if (sh->failed) { + PL_ERR(sh, "Trying to dispatch a failed shader."); + goto error; + } + + if (!sh->mutable) { + PL_ERR(dp, "Trying to dispatch non-mutable shader?"); + goto error; + } + + if (sh->input != PL_SHADER_SIG_NONE || sh->output != PL_SHADER_SIG_COLOR) { + PL_ERR(dp, "Trying to dispatch shader with incompatible signature!"); + goto error; + } + + const struct pl_tex_params *tpars = ¶ms->target->params; + if (pl_tex_params_dimension(*tpars) != 2 || !tpars->renderable) { + PL_ERR(dp, "Trying to dispatch a shader using an invalid target " + "texture. The target must be a renderable 2D texture."); + goto error; + } + + const struct pl_gpu_limits *limits = &dp->gpu->limits; + bool can_compute = tpars->storable; + if (can_compute && params->blend_params) + can_compute = tpars->format->caps & PL_FMT_CAP_READWRITE; + + if (pl_shader_is_compute(sh) && !can_compute) { + PL_ERR(dp, "Trying to dispatch using a compute shader with a " + "non-storable or incompatible target texture."); + goto error; + } else if (can_compute && limits->compute_queues > limits->fragment_queues) { + if (sh_try_compute(sh, 16, 16, true, 0)) + PL_TRACE(dp, "Upgrading fragment shader to compute shader."); + } + + pl_rect2d rc = params->rect; + if (!pl_rect_w(rc)) { + rc.x0 = 0; + rc.x1 = tpars->w; + } + if (!pl_rect_h(rc)) { + rc.y0 = 0; + rc.y1 = tpars->h; + } + + int w, h, tw = abs(pl_rect_w(rc)), th = abs(pl_rect_h(rc)); + if (pl_shader_output_size(sh, &w, &h) && (w != tw || h != th)) + { + PL_ERR(dp, "Trying to dispatch a shader with explicit output size " + "requirements %dx%d%s using a target rect of size %dx%d.", + w, h, sh->transpose ? " (transposed)" : "", tw, th); + goto error; + } + + int vert_idx = -1; + const pl_transform2x2 *proj = NULL; + if (pl_shader_is_compute(sh)) { + // Translate the compute shader to simulate vertices etc. + translate_compute_shader(dp, sh, &rc, params); + } else { + // Add the vertex information encoding the position + pl_rect2df vert_rect = { + .x0 = 2.0 * rc.x0 / tpars->w - 1.0, + .y0 = 2.0 * rc.y0 / tpars->h - 1.0, + .x1 = 2.0 * rc.x1 / tpars->w - 1.0, + .y1 = 2.0 * rc.y1 / tpars->h - 1.0, + }; + + if (sh->transpose) { + static const pl_transform2x2 transpose_proj = {{{ + { 0, 1 }, + { 1, 0 }, + }}}; + proj = &transpose_proj; + PL_SWAP(vert_rect.x0, vert_rect.y0); + PL_SWAP(vert_rect.x1, vert_rect.y1); + } + + sh_attr_vec2(sh, "position", &vert_rect); + vert_idx = sh->vas.num - 1; + } + + // We need to set pl_pass_params.load_target when either blending is + // enabled or we're drawing to some scissored sub-rect of the texture + pl_rect2d full = { 0, 0, tpars->w, tpars->h }; + pl_rect2d rc_norm = rc; + pl_rect2d_normalize(&rc_norm); + rc_norm.x0 = PL_MAX(rc_norm.x0, 0); + rc_norm.y0 = PL_MAX(rc_norm.y0, 0); + rc_norm.x1 = PL_MIN(rc_norm.x1, tpars->w); + rc_norm.y1 = PL_MIN(rc_norm.y1, tpars->h); + bool load = params->blend_params || !pl_rect2d_eq(rc_norm, full); + + struct pass *pass = finalize_pass(dp, sh, params->target, vert_idx, + params->blend_params, load, NULL, proj); + + // Silently return on failed passes + if (!pass || !pass->pass) + goto error; + + struct pl_pass_run_params *rparams = &pass->run_params; + + // Update the descriptor bindings + for (int i = 0; i < sh->descs.num; i++) + rparams->desc_bindings[i] = sh->descs.elem[i].binding; + + // Update all of the variables (if needed) + rparams->num_var_updates = 0; + for (int i = 0; i < sh->vars.num; i++) + update_pass_var(dp, pass, &sh->vars.elem[i], &pass->vars[i]); + + // Update the vertex data + if (rparams->vertex_data) { + uintptr_t vert_base = (uintptr_t) rparams->vertex_data; + size_t stride = rparams->pass->params.vertex_stride; + for (int i = 0; i < sh->vas.num; i++) { + const struct pl_shader_va *sva = &sh->vas.elem[i]; + struct pl_vertex_attrib *va = &rparams->pass->params.vertex_attribs[i]; + + size_t size = sva->attr.fmt->texel_size; + uintptr_t va_base = vert_base + va->offset; // use placed offset + for (int n = 0; n < 4; n++) + memcpy((void *) (va_base + n * stride), sva->data[n], size); + } + } + + // For compute shaders: also update the dispatch dimensions + if (pl_shader_is_compute(sh)) { + int width = abs(pl_rect_w(rc)), + height = abs(pl_rect_h(rc)); + if (sh->transpose) + PL_SWAP(width, height); + // Round up to make sure we don't leave off a part of the target + int block_w = sh->group_size[0], + block_h = sh->group_size[1], + num_x = PL_DIV_UP(width, block_w), + num_y = PL_DIV_UP(height, block_h); + + rparams->compute_groups[0] = num_x; + rparams->compute_groups[1] = num_y; + rparams->compute_groups[2] = 1; + } else { + // Update the scissors for performance + rparams->scissors = rc_norm; + } + + // Dispatch the actual shader + rparams->target = params->target; + rparams->timer = PL_DEF(params->timer, pass->timer); + run_pass(dp, sh, pass); + + ret = true; + // fall through + +error: + // Reset the temporary buffers which we use to build the shader + for (int i = 0; i < PL_ARRAY_SIZE(dp->tmp); i++) + pl_str_builder_reset(dp->tmp[i]); + + pl_mutex_unlock(&dp->lock); + pl_dispatch_abort(dp, params->shader); + return ret; +} + +bool pl_dispatch_compute(pl_dispatch dp, const struct pl_dispatch_compute_params *params) +{ + pl_shader sh = *params->shader; + bool ret = false; + pl_mutex_lock(&dp->lock); + + if (sh->failed) { + PL_ERR(sh, "Trying to dispatch a failed shader."); + goto error; + } + + if (!sh->mutable) { + PL_ERR(dp, "Trying to dispatch non-mutable shader?"); + goto error; + } + + if (sh->input != PL_SHADER_SIG_NONE) { + PL_ERR(dp, "Trying to dispatch shader with incompatible signature!"); + goto error; + } + + if (!pl_shader_is_compute(sh)) { + PL_ERR(dp, "Trying to dispatch a non-compute shader using " + "`pl_dispatch_compute`!"); + goto error; + } + + if (sh->vas.num) { + if (!params->width || !params->height) { + PL_ERR(dp, "Trying to dispatch a targetless compute shader that " + "uses vertex attributes, this requires specifying the size " + "of the effective rendering area!"); + goto error; + } + + compute_vertex_attribs(dp, sh, params->width, params->height, + &(ident_t){0}); + } + + struct pass *pass = finalize_pass(dp, sh, NULL, -1, NULL, false, NULL, NULL); + + // Silently return on failed passes + if (!pass || !pass->pass) + goto error; + + struct pl_pass_run_params *rparams = &pass->run_params; + + // Update the descriptor bindings + for (int i = 0; i < sh->descs.num; i++) + rparams->desc_bindings[i] = sh->descs.elem[i].binding; + + // Update all of the variables (if needed) + rparams->num_var_updates = 0; + for (int i = 0; i < sh->vars.num; i++) + update_pass_var(dp, pass, &sh->vars.elem[i], &pass->vars[i]); + + // Update the dispatch size + int groups = 1; + for (int i = 0; i < 3; i++) { + groups *= params->dispatch_size[i]; + rparams->compute_groups[i] = params->dispatch_size[i]; + } + + if (!groups) { + pl_assert(params->width && params->height); + int block_w = sh->group_size[0], + block_h = sh->group_size[1], + num_x = PL_DIV_UP(params->width, block_w), + num_y = PL_DIV_UP(params->height, block_h); + + rparams->compute_groups[0] = num_x; + rparams->compute_groups[1] = num_y; + rparams->compute_groups[2] = 1; + } + + // Dispatch the actual shader + rparams->timer = PL_DEF(params->timer, pass->timer); + run_pass(dp, sh, pass); + + ret = true; + // fall through + +error: + // Reset the temporary buffers which we use to build the shader + for (int i = 0; i < PL_ARRAY_SIZE(dp->tmp); i++) + pl_str_builder_reset(dp->tmp[i]); + + pl_mutex_unlock(&dp->lock); + pl_dispatch_abort(dp, params->shader); + return ret; +} + +bool pl_dispatch_vertex(pl_dispatch dp, const struct pl_dispatch_vertex_params *params) +{ + pl_shader sh = *params->shader; + bool ret = false; + pl_mutex_lock(&dp->lock); + + if (sh->failed) { + PL_ERR(sh, "Trying to dispatch a failed shader."); + goto error; + } + + if (!sh->mutable) { + PL_ERR(dp, "Trying to dispatch non-mutable shader?"); + goto error; + } + + if (sh->input != PL_SHADER_SIG_NONE || sh->output != PL_SHADER_SIG_COLOR) { + PL_ERR(dp, "Trying to dispatch shader with incompatible signature!"); + goto error; + } + + const struct pl_tex_params *tpars = ¶ms->target->params; + if (pl_tex_params_dimension(*tpars) != 2 || !tpars->renderable) { + PL_ERR(dp, "Trying to dispatch a shader using an invalid target " + "texture. The target must be a renderable 2D texture."); + goto error; + } + + if (pl_shader_is_compute(sh)) { + PL_ERR(dp, "Trying to dispatch a compute shader using pl_dispatch_vertex."); + goto error; + } + + if (sh->vas.num) { + PL_ERR(dp, "Trying to dispatch a custom vertex shader with already " + "attached vertex attributes."); + goto error; + } + + if (sh->transpose) { + PL_ERR(dp, "Trying to dispatch a transposed shader using " + "pl_dispatch_vertex, unlikely to be correct. Erroring as a " + "safety precaution!"); + goto error; + } + + int pos_idx = params->vertex_position_idx; + if (pos_idx < 0 || pos_idx >= params->num_vertex_attribs) { + PL_ERR(dp, "Vertex position index out of range?"); + goto error; + } + + // Attach all of the vertex attributes to the shader manually + sh->vas.num = params->num_vertex_attribs; + PL_ARRAY_RESIZE(sh, sh->vas, sh->vas.num); + for (int i = 0; i < params->num_vertex_attribs; i++) { + ident_t id = sh_fresh(sh, params->vertex_attribs[i].name); + sh->vas.elem[i].attr = params->vertex_attribs[i]; + sh->vas.elem[i].attr.name = sh_ident_pack(id); + GLSLP("#define %s "$"\n", params->vertex_attribs[i].name, id); + } + + // Compute the coordinate projection matrix + pl_transform2x2 proj = pl_transform2x2_identity; + switch (params->vertex_coords) { + case PL_COORDS_ABSOLUTE: + proj.mat.m[0][0] /= tpars->w; + proj.mat.m[1][1] /= tpars->h; + // fall through + case PL_COORDS_RELATIVE: + proj.mat.m[0][0] *= 2.0; + proj.mat.m[1][1] *= 2.0; + proj.c[0] -= 1.0; + proj.c[1] -= 1.0; + // fall through + case PL_COORDS_NORMALIZED: + if (params->vertex_flipped) { + proj.mat.m[1][1] = -proj.mat.m[1][1]; + proj.c[1] += 2.0; + } + break; + } + + struct pass *pass = finalize_pass(dp, sh, params->target, pos_idx, + params->blend_params, true, params, &proj); + + // Silently return on failed passes + if (!pass || !pass->pass) + goto error; + + struct pl_pass_run_params *rparams = &pass->run_params; + + // Update the descriptor bindings + for (int i = 0; i < sh->descs.num; i++) + rparams->desc_bindings[i] = sh->descs.elem[i].binding; + + // Update all of the variables (if needed) + rparams->num_var_updates = 0; + for (int i = 0; i < sh->vars.num; i++) + update_pass_var(dp, pass, &sh->vars.elem[i], &pass->vars[i]); + + // Update the scissors + rparams->scissors = params->scissors; + if (params->vertex_flipped) { + rparams->scissors.y0 = tpars->h - rparams->scissors.y0; + rparams->scissors.y1 = tpars->h - rparams->scissors.y1; + } + pl_rect2d_normalize(&rparams->scissors); + + // Dispatch the actual shader + rparams->target = params->target; + rparams->vertex_count = params->vertex_count; + rparams->vertex_data = params->vertex_data; + rparams->vertex_buf = params->vertex_buf; + rparams->buf_offset = params->buf_offset; + rparams->index_data = params->index_data; + rparams->index_fmt = params->index_fmt; + rparams->index_buf = params->index_buf; + rparams->index_offset = params->index_offset; + rparams->timer = PL_DEF(params->timer, pass->timer); + run_pass(dp, sh, pass); + + ret = true; + // fall through + +error: + // Reset the temporary buffers which we use to build the shader + for (int i = 0; i < PL_ARRAY_SIZE(dp->tmp); i++) + pl_str_builder_reset(dp->tmp[i]); + + pl_mutex_unlock(&dp->lock); + pl_dispatch_abort(dp, params->shader); + return ret; +} + +void pl_dispatch_abort(pl_dispatch dp, pl_shader *psh) +{ + pl_shader sh = *psh; + if (!sh) + return; + + // Free unused memory as early as possible + sh_deref(sh); + + // Re-add the shader to the internal pool of shaders + pl_mutex_lock(&dp->lock); + PL_ARRAY_APPEND(dp, dp->shaders, sh); + pl_mutex_unlock(&dp->lock); + *psh = NULL; +} + +void pl_dispatch_reset_frame(pl_dispatch dp) +{ + pl_mutex_lock(&dp->lock); + + dp->current_ident = 0; + dp->current_index++; + garbage_collect_passes(dp); + + pl_mutex_unlock(&dp->lock); +} + +size_t pl_dispatch_save(pl_dispatch dp, uint8_t *out) +{ + return pl_cache_save(pl_gpu_cache(dp->gpu), out, out ? SIZE_MAX : 0); +} + +void pl_dispatch_load(pl_dispatch dp, const uint8_t *cache) +{ + pl_cache_load(pl_gpu_cache(dp->gpu), cache, SIZE_MAX); +} |