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-rw-r--r--src/dispatch.c1615
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diff --git a/src/dispatch.c b/src/dispatch.c
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+++ 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, &params);
+ return sh;
+ }
+
+ return pl_shader_alloc(dp->log, &params);
+}
+
+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 = &params,
+ .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 = &params.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, &params, &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, &params, &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 = &params.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, &params);
+ 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 = &params->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 = &params->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);
+}