summaryrefslogtreecommitdiffstats
path: root/src/include/libplacebo/shaders.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/include/libplacebo/shaders.h')
-rw-r--r--src/include/libplacebo/shaders.h273
1 files changed, 273 insertions, 0 deletions
diff --git a/src/include/libplacebo/shaders.h b/src/include/libplacebo/shaders.h
new file mode 100644
index 0000000..b8046be
--- /dev/null
+++ b/src/include/libplacebo/shaders.h
@@ -0,0 +1,273 @@
+/*
+ * 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/>.
+ */
+
+#ifndef LIBPLACEBO_SHADERS_H_
+#define LIBPLACEBO_SHADERS_H_
+
+// This function defines the "direct" interface to libplacebo's GLSL shaders,
+// suitable for use in contexts where the user controls GLSL shader compilation
+// but wishes to include functions generated by libplacebo as part of their
+// own rendering process. This API is normally not used for operation with
+// libplacebo's higher-level constructs such as `pl_dispatch` or `pl_renderer`.
+
+#include <libplacebo/gpu.h>
+
+PL_API_BEGIN
+
+// Thread-safety: Unsafe
+typedef struct pl_shader_t *pl_shader;
+
+struct pl_shader_params {
+ // The `id` represents an abstract identifier for the shader, to avoid
+ // collisions with other shaders being used as part of the same larger,
+ // overarching shader. This is relevant for users which want to combine
+ // multiple `pl_shader` objects together, in which case all `pl_shader`
+ // objects should have a unique `id`.
+ uint8_t id;
+
+ // If `gpu` is non-NULL, then this `gpu` will be used to create objects
+ // such as textures and buffers, or check for required capabilities, for
+ // operations which depend on either of those. This is fully optional, i.e.
+ // these GLSL primitives are designed to be used without a dependency on
+ // `gpu` wherever possible - however, some features may not work, and will
+ // be disabled even if requested.
+ pl_gpu gpu;
+
+ // The `index` represents an abstract frame index, which shaders may use
+ // internally to do things like temporal dithering or seeding PRNGs. If the
+ // user does not care about temporal dithering/debanding, or wants
+ // deterministic rendering, this may safely be left as 0. Otherwise, it
+ // should be incremented by 1 on successive frames.
+ uint8_t index;
+
+ // If `glsl.version` is nonzero, then this structure will be used to
+ // determine the effective GLSL mode and capabilities. If `gpu` is also
+ // set, then this overrides `gpu->glsl`.
+ struct pl_glsl_version glsl;
+
+ // If this is true, all constants in the shader will be replaced by
+ // dynamic variables. This is mainly useful to avoid recompilation for
+ // shaders which expect to have their values change constantly.
+ bool dynamic_constants;
+};
+
+#define pl_shader_params(...) (&(struct pl_shader_params) { __VA_ARGS__ })
+
+// Creates a new, blank, mutable pl_shader object.
+//
+// Note: Rather than allocating and destroying many shaders, users are
+// encouraged to reuse them (using `pl_shader_reset`) for efficiency.
+PL_API pl_shader pl_shader_alloc(pl_log log, const struct pl_shader_params *params);
+
+// Frees a pl_shader and all resources associated with it.
+PL_API void pl_shader_free(pl_shader *sh);
+
+// Resets a pl_shader to a blank slate, without releasing internal memory.
+// If you're going to be re-generating shaders often, this function will let
+// you skip the re-allocation overhead.
+PL_API void pl_shader_reset(pl_shader sh, const struct pl_shader_params *params);
+
+// Returns whether or not a shader is in a "failed" state. Trying to modify a
+// shader in illegal ways (e.g. signature mismatch) will result in the shader
+// being marked as "failed". Since most pl_shader_ operations have a void
+// return type, the user can use this function to figure out whether a specific
+// shader operation has failed or not. This function is somewhat redundant
+// since `pl_shader_finalize` will also return NULL in this case.
+PL_API bool pl_shader_is_failed(const pl_shader sh);
+
+// Returns whether or not a pl_shader needs to be run as a compute shader. This
+// will never be the case unless the `pl_glsl_version` this `pl_shader` was
+// created using has `compute` support enabled.
+PL_API bool pl_shader_is_compute(const pl_shader sh);
+
+// Returns whether or not the shader has any particular output size
+// requirements. Some shaders, in particular those that sample from other
+// textures, have specific output size requirements which need to be respected
+// by the caller. If this is false, then the shader is compatible with every
+// output size. If true, the size requirements are stored into *w and *h.
+PL_API bool pl_shader_output_size(const pl_shader sh, int *w, int *h);
+
+// Indicates the type of signature that is associated with a shader result.
+// Every shader result defines a function that may be called by the user, and
+// this enum indicates the type of value that this function takes and/or
+// returns.
+//
+// Which signature a shader ends up with depends on the type of operation being
+// performed by a shader fragment, as determined by the user's calls. See below
+// for more information.
+enum pl_shader_sig {
+ PL_SHADER_SIG_NONE = 0, // no input / void output
+ PL_SHADER_SIG_COLOR, // vec4 color (normalized so that 1.0 is the ref white)
+
+ // The following are only valid as input signatures:
+ PL_SHADER_SIG_SAMPLER, // (gsampler* src_tex, vecN tex_coord) pair,
+ // specifics depend on how the shader was generated
+};
+
+// Structure encapsulating information about a shader. This is internally
+// refcounted, to allow moving it around without having to create deep copies.
+typedef const struct pl_shader_info_t {
+ // A copy of the parameters used to create the shader.
+ struct pl_shader_params params;
+
+ // A list of friendly names for the semantic operations being performed by
+ // this shader, e.g. "color decoding" or "debanding".
+ const char **steps;
+ int num_steps;
+
+ // As a convenience, this contains a pretty-printed version of the
+ // above list, with entries tallied and separated by commas
+ const char *description;
+} *pl_shader_info;
+
+PL_API pl_shader_info pl_shader_info_ref(pl_shader_info info);
+PL_API void pl_shader_info_deref(pl_shader_info *info);
+
+// Represents a finalized shader fragment. This is not a complete shader, but a
+// collection of raw shader text together with description of the input
+// attributes, variables and vertices it expects to be available.
+struct pl_shader_res {
+ // Descriptive information about the shader. Note that this reference is
+ // attached to the shader itself - the user does not need to manually ref
+ // or deref `info` unless they wish to move it elsewhere.
+ pl_shader_info info;
+
+ // The shader text, as literal GLSL. This will always be a function
+ // definition, such that the the function with the indicated name and
+ // signature may be called by the user.
+ const char *glsl;
+ const char *name;
+ enum pl_shader_sig input; // what the function expects
+ enum pl_shader_sig output; // what the function returns
+
+ // For compute shaders (pl_shader_is_compute), this indicates the requested
+ // work group size. Otherwise, both fields are 0. The interpretation of
+ // these work groups is that they're tiled across the output image.
+ int compute_group_size[2];
+
+ // If this pass is a compute shader, this field indicates the shared memory
+ // size requirements for this shader pass.
+ size_t compute_shmem;
+
+ // A set of input vertex attributes needed by this shader fragment.
+ const struct pl_shader_va *vertex_attribs;
+ int num_vertex_attribs;
+
+ // A set of input variables needed by this shader fragment.
+ const struct pl_shader_var *variables;
+ int num_variables;
+
+ // A list of input descriptors needed by this shader fragment,
+ const struct pl_shader_desc *descriptors;
+ int num_descriptors;
+
+ // A list of compile-time constants used by this shader fragment.
+ const struct pl_shader_const *constants;
+ int num_constants;
+
+ // --- Deprecated fields (see `info`)
+ struct pl_shader_params params PL_DEPRECATED;
+ const char **steps PL_DEPRECATED;
+ int num_steps PL_DEPRECATED;
+ const char *description PL_DEPRECATED;
+};
+
+// Represents a vertex attribute. The four values will be bound to the four
+// corner vertices respectively, in row-wise order starting from the top left:
+// data[0] data[1]
+// data[2] data[3]
+struct pl_shader_va {
+ struct pl_vertex_attrib attr; // VA type, excluding `offset` and `location`
+ const void *data[4];
+};
+
+// Represents a bound shared variable / descriptor
+struct pl_shader_var {
+ struct pl_var var; // the underlying variable description
+ const void *data; // the raw data (as per `pl_var_host_layout`)
+ bool dynamic; // if true, the value is expected to change frequently
+};
+
+struct pl_buffer_var {
+ struct pl_var var;
+ struct pl_var_layout layout;
+};
+
+typedef uint16_t pl_memory_qualifiers;
+enum {
+ PL_MEMORY_COHERENT = 1 << 0, // supports synchronization across shader invocations
+ PL_MEMORY_VOLATILE = 1 << 1, // all writes are synchronized automatically
+
+ // Note: All descriptors are also implicitly assumed to have the 'restrict'
+ // memory qualifier. There is currently no way to override this behavior.
+};
+
+struct pl_shader_desc {
+ struct pl_desc desc; // descriptor type, excluding `int binding`
+ struct pl_desc_binding binding; // contents of the descriptor binding
+
+ // For PL_DESC_BUF_UNIFORM/STORAGE, this specifies the layout of the
+ // variables contained by a buffer. Ignored for the other descriptor types
+ struct pl_buffer_var *buffer_vars;
+ int num_buffer_vars;
+
+ // For storage images and buffers, this specifies additional memory
+ // qualifiers on the descriptor. It's highly recommended to always use
+ // at least PL_MEMORY_RESTRICT. Ignored for other descriptor types.
+ pl_memory_qualifiers memory;
+};
+
+// Represents a compile-time constant. This can be lowered to a specialization
+// constant to support cheaper recompilations.
+struct pl_shader_const {
+ enum pl_var_type type;
+ const char *name;
+ const void *data;
+
+ // If true, this constant *must* be a compile-time constant, which
+ // basically just overrides `pl_shader_params.dynamic_constants`. Useful
+ // for constants which will serve as inputs to e.g. array sizes.
+ bool compile_time;
+};
+
+// Finalize a pl_shader. It is no longer mutable at this point, and any further
+// attempts to modify it result in an error. (Functions which take a `const
+// pl_shader` argument do not modify the shader and may be freely
+// called on an already-finalized shader)
+//
+// The returned pl_shader_res is bound to the lifetime of the pl_shader - and
+// will only remain valid until the pl_shader is freed or reset. This function
+// may be called multiple times, and will produce the same result each time.
+//
+// This function will return NULL if the shader is considered to be in a
+// "failed" state (see pl_shader_is_failed).
+PL_API const struct pl_shader_res *pl_shader_finalize(pl_shader sh);
+
+// Shader objects represent abstract resources that shaders need to manage in
+// order to ensure their operation. This could include shader storage buffers,
+// generated lookup textures, or other sorts of configured state. The body
+// of a shader object is fully opaque; but the user is in charge of cleaning up
+// after them and passing them to the right shader passes.
+//
+// Note: pl_shader_obj objects must be initialized to NULL by the caller.
+typedef struct pl_shader_obj_t *pl_shader_obj;
+
+PL_API void pl_shader_obj_destroy(pl_shader_obj *obj);
+
+PL_API_END
+
+#endif // LIBPLACEBO_SHADERS_H_