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-rw-r--r-- | src/shaders.h | 387 |
1 files changed, 387 insertions, 0 deletions
diff --git a/src/shaders.h b/src/shaders.h new file mode 100644 index 0000000..7656a35 --- /dev/null +++ b/src/shaders.h @@ -0,0 +1,387 @@ +/* + * 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/>. + */ + +#pragma once + +#include <stdio.h> +#include <limits.h> + +#include "common.h" +#include "cache.h" +#include "log.h" +#include "gpu.h" + +#include <libplacebo/shaders.h> + +// This represents an identifier (e.g. name of function, uniform etc.) for +// a shader resource. Not human-readable. + +typedef unsigned short ident_t; +#define $ "_%hx" +#define NULL_IDENT 0u + +#define sh_mkident(id, name) ((ident_t) id) +#define sh_ident_tostr(id) pl_asprintf(sh->tmp, $, id) + +enum { + IDENT_BITS = 8 * sizeof(ident_t), + IDENT_MASK = (uintptr_t) USHRT_MAX, + IDENT_SENTINEL = (uintptr_t) 0x20230319 << IDENT_BITS, +}; + +// Functions to pack/unpack an identifier into a `const char *` name field. +// Used to defer string templating of friendly names until actually necessary +static inline const char *sh_ident_pack(ident_t id) +{ + return (const char *)(uintptr_t) (IDENT_SENTINEL | id); +} + +static inline ident_t sh_ident_unpack(const char *name) +{ + uintptr_t uname = (uintptr_t) name; + assert((uname & ~IDENT_MASK) == IDENT_SENTINEL); + return uname & IDENT_MASK; +} + +enum pl_shader_buf { + SH_BUF_PRELUDE, // extra #defines etc. + SH_BUF_HEADER, // previous passes, helper function definitions, etc. + SH_BUF_BODY, // partial contents of the "current" function + SH_BUF_FOOTER, // will be appended to the end of the current function + SH_BUF_COUNT, +}; + +enum pl_shader_type { + SH_AUTO, + SH_COMPUTE, + SH_FRAGMENT +}; + +struct sh_info { + // public-facing struct + struct pl_shader_info_t info; + + // internal fields + void *tmp; + pl_rc_t rc; + pl_str desc; + PL_ARRAY(const char *) steps; +}; + +struct pl_shader_t { + pl_log log; + void *tmp; // temporary allocations (freed on pl_shader_reset) + struct sh_info *info; + pl_str data; // pooled/recycled scratch buffer for small allocations + PL_ARRAY(pl_shader_obj) obj; + bool failed; + bool mutable; + ident_t name; + enum pl_shader_sig input, output; + int output_w; + int output_h; + bool transpose; + pl_str_builder buffers[SH_BUF_COUNT]; + enum pl_shader_type type; + bool flexible_work_groups; + int group_size[2]; + size_t shmem; + enum pl_sampler_type sampler_type; + char sampler_prefix; + unsigned short prefix; // pre-processed version of res.params.id + unsigned short fresh; + + // Note: internally, these `pl_shader_va` etc. use raw ident_t fields + // instead of `const char *` wherever a name is required! These are + // translated to legal strings either in `pl_shader_finalize`, or inside + // the `pl_dispatch` shader compilation step. + PL_ARRAY(struct pl_shader_va) vas; + PL_ARRAY(struct pl_shader_var) vars; + PL_ARRAY(struct pl_shader_desc) descs; + PL_ARRAY(struct pl_shader_const) consts; + + // cached result of `pl_shader_finalize` + struct pl_shader_res result; +}; + +// Free temporary resources associated with a shader. Normally called by +// pl_shader_reset(), but used internally to reduce memory waste. +void sh_deref(pl_shader sh); + +// Same as `pl_shader_finalize` but doesn't generate `sh->res`, instead returns +// the string builder to be used to finalize the shader. Assumes the caller +// will access the shader's internal fields directly. +pl_str_builder sh_finalize_internal(pl_shader sh); + +// Helper functions for convenience +#define SH_PARAMS(sh) ((sh)->info->info.params) +#define SH_GPU(sh) (SH_PARAMS(sh).gpu) +#define SH_CACHE(sh) pl_gpu_cache(SH_GPU(sh)) + +// Returns the GLSL version, defaulting to desktop 130. +struct pl_glsl_version sh_glsl(const pl_shader sh); + +#define SH_FAIL(sh, ...) do { \ + sh->failed = true; \ + PL_ERR(sh, __VA_ARGS__); \ + } while (0) + +// Attempt enabling compute shaders for this pass, if possible +bool sh_try_compute(pl_shader sh, int bw, int bh, bool flex, size_t mem); + +// Attempt merging a secondary shader into the current shader. Returns NULL if +// merging fails (e.g. incompatible signatures); otherwise returns an identifier +// corresponding to the generated subpass function. +// +// If successful, the subpass shader is set to an undefined failure state and +// must be explicitly reset/aborted before being re-used. +ident_t sh_subpass(pl_shader sh, pl_shader sub); + +// Helpers for adding new variables/descriptors/etc. with fresh, unique +// identifier names. These will never conflict with other identifiers, even +// if the shaders are merged together. +ident_t sh_fresh(pl_shader sh, const char *name); + +// Add a new shader var and return its identifier +ident_t sh_var(pl_shader sh, struct pl_shader_var sv); + +// Helper functions for `sh_var` +ident_t sh_var_int(pl_shader sh, const char *name, int val, bool dynamic); +ident_t sh_var_uint(pl_shader sh, const char *name, unsigned int val, bool dynamic); +ident_t sh_var_float(pl_shader sh, const char *name, float val, bool dynamic); +ident_t sh_var_mat3(pl_shader sh, const char *name, pl_matrix3x3 val); +#define SH_INT_DYN(val) sh_var_int(sh, "const", val, true) +#define SH_UINT_DYN(val) sh_var_uint(sh, "const", val, true) +#define SH_FLOAT_DYN(val) sh_var_float(sh, "const", val, true) +#define SH_MAT3(val) sh_var_mat3(sh, "mat", val) + +// Add a new shader desc and return its identifier. +ident_t sh_desc(pl_shader sh, struct pl_shader_desc sd); + +// Add a new shader constant and return its identifier. +ident_t sh_const(pl_shader sh, struct pl_shader_const sc); + +// Helper functions for `sh_const` +ident_t sh_const_int(pl_shader sh, const char *name, int val); +ident_t sh_const_uint(pl_shader sh, const char *name, unsigned int val); +ident_t sh_const_float(pl_shader sh, const char *name, float val); +#define SH_INT(val) sh_const_int(sh, "const", val) +#define SH_UINT(val) sh_const_uint(sh, "const", val) +#define SH_FLOAT(val) sh_const_float(sh, "const", val) + +// Add a new shader va and return its identifier +ident_t sh_attr(pl_shader sh, struct pl_shader_va sva); + +// Helper to add a a vec2 VA from a pl_rect2df. Returns NULL_IDENT on failure. +ident_t sh_attr_vec2(pl_shader sh, const char *name, const pl_rect2df *rc); + +// Bind a texture under a given transformation and make its attributes +// available as well. If an output pointer for one of the attributes is left +// as NULL, that attribute will not be added. Returns NULL on failure. `rect` +// is optional, and defaults to the full texture if left as NULL. +// +// Note that for e.g. compute shaders, the vec2 out_pos might be a macro that +// expands to an expensive computation, and should be cached by the user. +ident_t sh_bind(pl_shader sh, pl_tex tex, + enum pl_tex_address_mode address_mode, + enum pl_tex_sample_mode sample_mode, + const char *name, const pl_rect2df *rect, + ident_t *out_pos, ident_t *out_pt); + +// Incrementally build up a buffer by adding new variable elements to the +// buffer, resizing buf.buffer_vars if necessary. Returns whether or not the +// variable could be successfully added (which may fail if you try exceeding +// the size limits of the buffer type). If successful, the layout is stored +// in *out_layout (may be NULL). +bool sh_buf_desc_append(void *alloc, pl_gpu gpu, + struct pl_shader_desc *buf_desc, + struct pl_var_layout *out_layout, + const struct pl_var new_var); + +size_t sh_buf_desc_size(const struct pl_shader_desc *buf_desc); + + +// Underlying function for appending text to a shader +#define sh_append(sh, buf, ...) \ + pl_str_builder_addf((sh)->buffers[buf], __VA_ARGS__) + +#define sh_append_str(sh, buf, str) \ + pl_str_builder_str((sh)->buffers[buf], str) + +#define GLSLP(...) sh_append(sh, SH_BUF_PRELUDE, __VA_ARGS__) +#define GLSLH(...) sh_append(sh, SH_BUF_HEADER, __VA_ARGS__) +#define GLSL(...) sh_append(sh, SH_BUF_BODY, __VA_ARGS__) +#define GLSLF(...) sh_append(sh, SH_BUF_FOOTER, __VA_ARGS__) + +// Attach a description to a shader +void sh_describef(pl_shader sh, const char *fmt, ...) + PL_PRINTF(2, 3); + +static inline void sh_describe(pl_shader sh, const char *desc) +{ + PL_ARRAY_APPEND(sh->info, sh->info->steps, desc); +}; + +// Requires that the share is mutable, has an output signature compatible +// with the given input signature, as well as an output size compatible with +// the given size requirements. Errors and returns false otherwise. +bool sh_require(pl_shader sh, enum pl_shader_sig insig, int w, int h); + +// Shader resources + +enum pl_shader_obj_type { + PL_SHADER_OBJ_INVALID = 0, + PL_SHADER_OBJ_COLOR_MAP, + PL_SHADER_OBJ_SAMPLER, + PL_SHADER_OBJ_DITHER, + PL_SHADER_OBJ_LUT, + PL_SHADER_OBJ_AV1_GRAIN, + PL_SHADER_OBJ_FILM_GRAIN, + PL_SHADER_OBJ_RESHAPE, +}; + +struct pl_shader_obj_t { + enum pl_shader_obj_type type; + pl_rc_t rc; + pl_gpu gpu; + void (*uninit)(pl_gpu gpu, void *priv); + void *priv; +}; + +// Returns (*ptr)->priv, or NULL on failure +void *sh_require_obj(pl_shader sh, pl_shader_obj *ptr, + enum pl_shader_obj_type type, size_t priv_size, + void (*uninit)(pl_gpu gpu, void *priv)); + +#define SH_OBJ(sh, ptr, type, t, uninit) \ + ((t*) sh_require_obj(sh, ptr, type, sizeof(t), uninit)) + +// Initializes a PRNG. The resulting string will directly evaluate to a +// pseudorandom, uniformly distributed vec3 from [0.0,1.0]. Since this +// algorithm works by mutating a state variable, if the user wants to use the +// resulting PRNG inside a subfunction, they must add an extra `inout prng_t %s` +// with the contents of `state` to the signature. (Optional) +// +// If `temporal` is set, the PRNG will vary across frames. +ident_t sh_prng(pl_shader sh, bool temporal, ident_t *state); + +// Backing memory type +enum sh_lut_type { + SH_LUT_AUTO = 0, // pick whatever makes the most sense + SH_LUT_TEXTURE, // upload as texture + SH_LUT_UNIFORM, // uniform array + SH_LUT_LITERAL, // constant / literal array in shader source (fallback) +}; + +// Interpolation method +enum sh_lut_method { + SH_LUT_NONE = 0, // no interpolation, integer indices + SH_LUT_LINEAR, // linear interpolation, vecN indices in range [0,1] + SH_LUT_CUBIC, // (bi/tri)cubic interpolation + SH_LUT_TETRAHEDRAL, // tetrahedral interpolation for vec3, equivalent to + // SH_LUT_LINEAR for lower dimensions +}; + +struct sh_lut_params { + pl_shader_obj *object; + + // Type of the LUT we intend to generate. + // + // Note: If `var_type` is PL_VAR_*INT, `method` must be SH_LUT_NONE. + enum pl_var_type var_type; + enum sh_lut_type lut_type; + enum sh_lut_method method; + + // For SH_LUT_TEXTURE, this can be used to override the texture's internal + // format, in which case it takes precedence over the default for `type`. + pl_fmt fmt; + + // LUT dimensions. Unused dimensions may be left as 0. + int width; + int height; + int depth; + int comps; + + // If true, the LUT will always be regenerated, even if the dimensions have + // not changed. + bool update; + + // Alternate way of triggering shader invalidations. If the signature + // does not match the LUT's signature, it will be regenerated. + uint64_t signature; + + // If set to true, shader objects will be preserved and updated in-place + // rather than being treated as read-only. + bool dynamic; + + // If set , generated shader objects are automatically cached in this + // cache. Requires `signature` to be set (and uniquely identify the LUT). + pl_cache cache; + + // Will be called with a zero-initialized buffer whenever the data needs to + // be computed, which happens whenever the size is changed, the shader + // object is invalidated, or `update` is set to true. + // + // Note: Interpretation of `data` is according to `type` and `fmt`. + void (*fill)(void *data, const struct sh_lut_params *params); + void *priv; + + // Debug tag to track LUT source + pl_debug_tag debug_tag; +}; + +#define sh_lut_params(...) (&(struct sh_lut_params) { \ + .debug_tag = PL_DEBUG_TAG, \ + __VA_ARGS__ \ + }) + +// Makes a table of values available as a shader variable, using an a given +// method (falling back if needed). The resulting identifier can be sampled +// directly as %s(pos), where pos is a vector with the right number of +// dimensions. `pos` must be an integer vector within the bounds of the array, +// unless the method is `SH_LUT_LINEAR`, in which case it's a float vector that +// gets interpolated and clamped as needed. Returns NULL on error. +ident_t sh_lut(pl_shader sh, const struct sh_lut_params *params); + +static inline uint8_t sh_num_comps(uint8_t mask) +{ + pl_assert((mask & 0xF) == mask); + return __builtin_popcount(mask); +} + +static inline const char *sh_float_type(uint8_t mask) +{ + switch (sh_num_comps(mask)) { + case 1: return "float"; + case 2: return "vec2"; + case 3: return "vec3"; + case 4: return "vec4"; + } + + pl_unreachable(); +} + +static inline const char *sh_swizzle(uint8_t mask) +{ + static const char * const swizzles[0x10] = { + NULL, "r", "g", "rg", "b", "rb", "gb", "rgb", + "a", "ra", "ga", "rga", "ba", "rba", "gba", "rgba", + }; + + pl_assert(mask <= PL_ARRAY_SIZE(swizzles)); + return swizzles[mask]; +} |