diff options
Diffstat (limited to 'video/out/opengl/shader_cache.c')
-rw-r--r-- | video/out/opengl/shader_cache.c | 809 |
1 files changed, 319 insertions, 490 deletions
diff --git a/video/out/opengl/shader_cache.c b/video/out/opengl/shader_cache.c index 7f8b37be64..fdfafbeb60 100644 --- a/video/out/opengl/shader_cache.c +++ b/video/out/opengl/shader_cache.c @@ -6,7 +6,6 @@ #include <assert.h> #include <libavutil/sha.h> -#include <libavutil/intreadwrite.h> #include <libavutil/mem.h> #include "osdep/io.h" @@ -17,63 +16,37 @@ #include "shader_cache.h" #include "formats.h" #include "ra_gl.h" -#include "gl_utils.h" // Force cache flush if more than this number of shaders is created. #define SC_MAX_ENTRIES 48 -enum uniform_type { - UT_invalid, - UT_i, - UT_f, - UT_m, -}; - union uniform_val { - GLfloat f[9]; - GLint i[4]; + float f[9]; // RA_VARTYPE_FLOAT + int i[4]; // RA_VARTYPE_INT, RA_VARTYPE_SSBO + struct ra_tex *tex; // RA_VARTYPE_TEX, RA_VARTYPE_IMG_* }; struct sc_uniform { - char *name; - enum uniform_type type; + struct ra_renderpass_input input; const char *glsl_type; - int size; - GLint loc; union uniform_val v; - // Set for sampler uniforms. - GLenum tex_target; - GLuint tex_handle; - // Set for image uniforms - GLuint img_handle; - GLenum img_access; - GLenum img_iformat; -}; - -struct sc_buffer { - char *name; - char *format; - GLuint binding; - GLuint ssbo; + char *ssbo_format; }; struct sc_cached_uniform { - GLint loc; union uniform_val v; }; struct sc_entry { - GLuint gl_shader; - struct sc_cached_uniform *uniforms; - int num_uniforms; - bstr frag; - bstr vert; - bstr comp; + struct ra_renderpass *pass; + struct sc_cached_uniform *cached_uniforms; + int num_cached_uniforms; + bstr total; struct gl_timer *timer; - struct gl_vao vao; }; struct gl_shader_cache { + struct ra *ra; GL *gl; struct mp_log *log; @@ -88,20 +61,19 @@ struct gl_shader_cache { int next_texture_unit; int next_image_unit; int next_buffer_binding; - struct gl_vao *vao; // deprecated - struct sc_entry *entries; + struct ra_renderpass_params params; + + struct sc_entry **entries; int num_entries; struct sc_entry *current_shader; // set by gl_sc_generate() struct sc_uniform *uniforms; int num_uniforms; - struct sc_buffer *buffers; - int num_buffers; - const struct gl_vao_entry *vertex_entries; - size_t vertex_size; + struct ra_renderpass_input_val *values; + int num_values; // For checking that the user is calling gl_sc_reset() properly. bool needs_reset; @@ -109,18 +81,23 @@ struct gl_shader_cache { bool error_state; // true if an error occurred // temporary buffers (avoids frequent reallocations) - bstr tmp[5]; + bstr tmp[6]; // For the disk-cache. char *cache_dir; struct mpv_global *global; // can be NULL }; -struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log) +static void gl_sc_reset(struct gl_shader_cache *sc); + +struct gl_shader_cache *gl_sc_create(struct ra *ra, struct mpv_global *global, + struct mp_log *log) { struct gl_shader_cache *sc = talloc_ptrtype(NULL, sc); *sc = (struct gl_shader_cache){ - .gl = gl, + .ra = ra, + .gl = ra_gl_get(ra), + .global = global, .log = log, }; gl_sc_reset(sc); @@ -129,50 +106,24 @@ struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log) // Reset the previous pass. This must be called after // Unbind all GL state managed by sc - the current program and texture units. -void gl_sc_reset(struct gl_shader_cache *sc) +static void gl_sc_reset(struct gl_shader_cache *sc) { GL *gl = sc->gl; - if (sc->needs_reset) { + if (sc->needs_reset) gl_timer_stop(gl); - gl->UseProgram(0); - - for (int n = 0; n < sc->num_uniforms; n++) { - struct sc_uniform *u = &sc->uniforms[n]; - if (u->type == UT_i && u->tex_target) { - gl->ActiveTexture(GL_TEXTURE0 + u->v.i[0]); - gl->BindTexture(u->tex_target, 0); - } - if (u->type == UT_i && u->img_access) { - gl->BindImageTexture(u->v.i[0], 0, 0, GL_FALSE, 0, - u->img_access, u->img_iformat); - } - } - gl->ActiveTexture(GL_TEXTURE0); - - for (int n = 0; n < sc->num_buffers; n++) { - struct sc_buffer *b = &sc->buffers[n]; - gl->BindBufferBase(GL_SHADER_STORAGE_BUFFER, b->binding, 0); - } - } sc->prelude_text.len = 0; sc->header_text.len = 0; sc->text.len = 0; for (int n = 0; n < sc->num_uniforms; n++) - talloc_free(sc->uniforms[n].name); + talloc_free((void *)sc->uniforms[n].input.name); sc->num_uniforms = 0; - for (int n = 0; n < sc->num_buffers; n++) { - talloc_free(sc->buffers[n].name); - talloc_free(sc->buffers[n].format); - } - sc->num_buffers = 0; sc->next_texture_unit = 1; // not 0, as 0 is "free for use" sc->next_image_unit = 1; sc->next_buffer_binding = 1; - sc->vertex_entries = NULL; - sc->vertex_size = 0; sc->current_shader = NULL; + sc->params = (struct ra_renderpass_params){0}; sc->needs_reset = false; } @@ -181,14 +132,11 @@ static void sc_flush_cache(struct gl_shader_cache *sc) MP_VERBOSE(sc, "flushing shader cache\n"); for (int n = 0; n < sc->num_entries; n++) { - struct sc_entry *e = &sc->entries[n]; - sc->gl->DeleteProgram(e->gl_shader); - talloc_free(e->vert.start); - talloc_free(e->frag.start); - talloc_free(e->comp.start); - talloc_free(e->uniforms); + struct sc_entry *e = sc->entries[n]; + if (e->pass) + sc->ra->fns->renderpass_destroy(sc->ra, e->pass); gl_timer_free(e->timer); - gl_vao_uninit(&e->vao); + talloc_free(e); } sc->num_entries = 0; } @@ -265,144 +213,102 @@ void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...) static struct sc_uniform *find_uniform(struct gl_shader_cache *sc, const char *name) { - for (int n = 0; n < sc->num_uniforms; n++) { - if (strcmp(sc->uniforms[n].name, name) == 0) - return &sc->uniforms[n]; - } - // not found -> add it struct sc_uniform new = { - .loc = -1, - .name = talloc_strdup(NULL, name), - }; - MP_TARRAY_APPEND(sc, sc->uniforms, sc->num_uniforms, new); - return &sc->uniforms[sc->num_uniforms - 1]; -} - -static struct sc_buffer *find_buffer(struct gl_shader_cache *sc, - const char *name) -{ - for (int n = 0; n < sc->num_buffers; n++) { - if (strcmp(sc->buffers[n].name, name) == 0) - return &sc->buffers[n]; - } - // not found -> add it - struct sc_buffer new = { - .name = talloc_strdup(NULL, name), + .input = { + .dim_v = 1, + .dim_m = 1, + }, }; - MP_TARRAY_APPEND(sc, sc->buffers, sc->num_buffers, new); - return &sc->buffers[sc->num_buffers - 1]; -} -const char *mp_sampler_type(GLenum texture_target) -{ - switch (texture_target) { - case GL_TEXTURE_1D: return "sampler1D"; - case GL_TEXTURE_2D: return "sampler2D"; - case GL_TEXTURE_RECTANGLE: return "sampler2DRect"; - case GL_TEXTURE_EXTERNAL_OES: return "samplerExternalOES"; - case GL_TEXTURE_3D: return "sampler3D"; - default: abort(); + for (int n = 0; n < sc->num_uniforms; n++) { + struct sc_uniform *u = &sc->uniforms[n]; + if (strcmp(u->input.name, name) == 0) { + const char *allocname = u->input.name; + *u = new; + u->input.name = allocname; + return u; + } } -} -void gl_sc_uniform_tex(struct gl_shader_cache *sc, char *name, GLenum target, - GLuint texture) -{ - struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_i; - u->size = 1; - u->glsl_type = mp_sampler_type(target); - u->v.i[0] = sc->next_texture_unit++; - u->tex_target = target; - u->tex_handle = texture; -} - -void gl_sc_uniform_tex_ui(struct gl_shader_cache *sc, char *name, GLuint texture) -{ - struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_i; - u->size = 1; - u->glsl_type = sc->gl->es ? "highp usampler2D" : "usampler2D"; - u->v.i[0] = sc->next_texture_unit++; - u->tex_target = GL_TEXTURE_2D; - u->tex_handle = texture; + // not found -> add it + new.input.name = talloc_strdup(NULL, name); + MP_TARRAY_APPEND(sc, sc->uniforms, sc->num_uniforms, new); + return &sc->uniforms[sc->num_uniforms - 1]; } void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name, struct ra_tex *tex) { - struct ra_tex_gl *tex_gl = tex->priv; - if (tex->params.format->ctype == RA_CTYPE_UINT) { - gl_sc_uniform_tex_ui(sc, name, tex_gl->texture); - } else { - gl_sc_uniform_tex(sc, name, tex_gl->target, tex_gl->texture); + const char *glsl_type = "sampler2D"; + if (tex->params.dimensions == 1) { + glsl_type = "sampler1D"; + } else if (tex->params.dimensions == 3) { + glsl_type = "sampler3D"; + } else if (tex->params.non_normalized) { + glsl_type = "sampler2DRect"; + } else if (tex->params.external_oes) { + glsl_type = "samplerExternalOES"; + } else if (tex->params.format->ctype == RA_CTYPE_UINT) { + glsl_type = sc->ra->glsl_es ? "highp usampler2D" : "usampler2D"; } -} -static const char *mp_image2D_type(GLenum access) -{ - switch (access) { - case GL_WRITE_ONLY: return "writeonly image2D"; - case GL_READ_ONLY: return "readonly image2D"; - case GL_READ_WRITE: return "image2D"; - default: abort(); - } + struct sc_uniform *u = find_uniform(sc, name); + u->input.type = RA_VARTYPE_TEX; + u->glsl_type = glsl_type; + u->input.binding = sc->next_texture_unit++; + u->v.tex = tex; } -void gl_sc_uniform_image2D(struct gl_shader_cache *sc, const char *name, - GLuint texture, GLuint iformat, GLenum access) +void gl_sc_uniform_image2D_wo(struct gl_shader_cache *sc, const char *name, + struct ra_tex *tex) { gl_sc_enable_extension(sc, "GL_ARB_shader_image_load_store"); struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_i; - u->size = 1; - u->glsl_type = mp_image2D_type(access); - u->v.i[0] = sc->next_image_unit++; - u->img_handle = texture; - u->img_access = access; - u->img_iformat = iformat; + u->input.type = RA_VARTYPE_IMG_W; + u->glsl_type = "writeonly image2D"; + u->input.binding = sc->next_image_unit++; + u->v.tex = tex; } -void gl_sc_ssbo(struct gl_shader_cache *sc, char *name, GLuint ssbo, +void gl_sc_ssbo(struct gl_shader_cache *sc, char *name, int gl_ssbo, char *format, ...) { gl_sc_enable_extension(sc, "GL_ARB_shader_storage_buffer_object"); - struct sc_buffer *b = find_buffer(sc, name); - b->binding = sc->next_buffer_binding++; - b->ssbo = ssbo; - b->format = format; + struct sc_uniform *u = find_uniform(sc, name); + u->input.type = RA_VARTYPE_SSBO; + u->glsl_type = ""; + u->input.binding = sc->next_buffer_binding++; + u->v.i[0] = gl_ssbo; va_list ap; va_start(ap, format); - b->format = ta_vasprintf(sc, format, ap); + u->ssbo_format = ta_vasprintf(sc, format, ap); va_end(ap); } -void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f) +void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, float f) { struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_f; - u->size = 1; + u->input.type = RA_VARTYPE_FLOAT; u->glsl_type = "float"; u->v.f[0] = f; } -void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, GLint i) +void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, int i) { struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_i; - u->size = 1; + u->input.type = RA_VARTYPE_INT; u->glsl_type = "int"; u->v.i[0] = i; } -void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2]) +void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, float f[2]) { struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_f; - u->size = 2; + u->input.type = RA_VARTYPE_FLOAT; + u->input.dim_v = 2; u->glsl_type = "vec2"; u->v.f[0] = f[0]; u->v.f[1] = f[1]; @@ -411,8 +317,8 @@ void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2]) void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3]) { struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_f; - u->size = 3; + u->input.type = RA_VARTYPE_FLOAT; + u->input.dim_v = 3; u->glsl_type = "vec3"; u->v.f[0] = f[0]; u->v.f[1] = f[1]; @@ -428,8 +334,9 @@ void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name, bool transpose, GLfloat *v) { struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_m; - u->size = 2; + u->input.type = RA_VARTYPE_FLOAT; + u->input.dim_v = 2; + u->input.dim_m = 2; u->glsl_type = "mat2"; for (int n = 0; n < 4; n++) u->v.f[n] = v[n]; @@ -448,8 +355,9 @@ void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name, bool transpose, GLfloat *v) { struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_m; - u->size = 3; + u->input.type = RA_VARTYPE_FLOAT; + u->input.dim_v = 3; + u->input.dim_m = 3; u->glsl_type = "mat3"; for (int n = 0; n < 9; n++) u->v.f[n] = v[n]; @@ -461,17 +369,33 @@ void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name, // data layout and attribute names. The entries array is terminated with a {0} // entry. The array memory must remain valid indefinitely (for now). void gl_sc_set_vertex_format(struct gl_shader_cache *sc, - const struct gl_vao_entry *entries, - size_t vertex_size) + const struct ra_renderpass_input *entries, + int vertex_stride) { - sc->vertex_entries = entries; - sc->vertex_size = vertex_size; + sc->params.vertex_attribs = (struct ra_renderpass_input *)entries; + sc->params.num_vertex_attribs = 0; + while (entries[sc->params.num_vertex_attribs].name) + sc->params.num_vertex_attribs++; + sc->params.vertex_stride = vertex_stride; } -static const char *vao_glsl_type(const struct gl_vao_entry *e) +void gl_sc_blend(struct gl_shader_cache *sc, + enum ra_blend blend_src_rgb, + enum ra_blend blend_dst_rgb, + enum ra_blend blend_src_alpha, + enum ra_blend blend_dst_alpha) +{ + sc->params.enable_blend = true; + sc->params.blend_src_rgb = blend_src_rgb; + sc->params.blend_dst_rgb = blend_dst_rgb; + sc->params.blend_src_alpha = blend_src_alpha; + sc->params.blend_dst_alpha = blend_dst_alpha; +} + +static const char *vao_glsl_type(const struct ra_renderpass_input *e) { // pretty dumb... too dumb, but works for us - switch (e->num_elems) { + switch (e->dim_v) { case 1: return "float"; case 2: return "vec2"; case 3: return "vec3"; @@ -480,165 +404,36 @@ static const char *vao_glsl_type(const struct gl_vao_entry *e) } } -// Assumes program is current (gl->UseProgram(program)). -static void update_uniform(GL *gl, struct sc_entry *e, struct sc_uniform *u, int n) +static void update_uniform(struct gl_shader_cache *sc, struct sc_entry *e, + struct sc_uniform *u, int n) { - struct sc_cached_uniform *un = &e->uniforms[n]; - GLint loc = un->loc; - if (loc < 0) - return; - switch (u->type) { - case UT_i: - assert(u->size == 1); - if (memcmp(un->v.i, u->v.i, sizeof(u->v.i)) != 0) { - memcpy(un->v.i, u->v.i, sizeof(u->v.i)); - gl->Uniform1i(loc, u->v.i[0]); - } - // For samplers: set the actual texture. - if (u->tex_target) { - gl->ActiveTexture(GL_TEXTURE0 + u->v.i[0]); - gl->BindTexture(u->tex_target, u->tex_handle); - } - if (u->img_handle) { - gl->BindImageTexture(u->v.i[0], u->img_handle, 0, GL_FALSE, 0, - u->img_access, u->img_iformat); - } - break; - case UT_f: - if (memcmp(un->v.f, u->v.f, sizeof(u->v.f)) != 0) { - memcpy(un->v.f, u->v.f, sizeof(u->v.f)); - switch (u->size) { - case 1: gl->Uniform1f(loc, u->v.f[0]); break; - case 2: gl->Uniform2f(loc, u->v.f[0], u->v.f[1]); break; - case 3: gl->Uniform3f(loc, u->v.f[0], u->v.f[1], u->v.f[2]); break; - case 4: gl->Uniform4f(loc, u->v.f[0], u->v.f[1], u->v.f[2], - u->v.f[3]); break; - default: abort(); - } - } - break; - case UT_m: - if (memcmp(un->v.f, u->v.f, sizeof(u->v.f)) != 0) { - memcpy(un->v.f, u->v.f, sizeof(u->v.f)); - switch (u->size) { - case 2: gl->UniformMatrix2fv(loc, 1, GL_FALSE, &u->v.f[0]); break; - case 3: gl->UniformMatrix3fv(loc, 1, GL_FALSE, &u->v.f[0]); break; - default: abort(); - } - } - break; - default: - abort(); + struct sc_cached_uniform *un = &e->cached_uniforms[n]; + struct ra_renderpass_input *input = &e->pass->params.inputs[n]; + size_t size = ra_render_pass_input_data_size(input); + bool changed = true; + if (size > 0) + changed = memcmp(&un->v, &u->v, size) != 0; + + if (changed) { + un->v = u->v; + struct ra_renderpass_input_val value = { + .index = n, + .data = &un->v, + }; + MP_TARRAY_APPEND(sc, sc->values, sc->num_values, value); } } -void gl_sc_set_cache_dir(struct gl_shader_cache *sc, struct mpv_global *global, - const char *dir) +void gl_sc_set_cache_dir(struct gl_shader_cache *sc, const char *dir) { talloc_free(sc->cache_dir); sc->cache_dir = talloc_strdup(sc, dir); - sc->global = global; } -static const char *shader_typestr(GLenum type) +static void create_pass(struct gl_shader_cache *sc, struct sc_entry *entry) { - switch (type) { - case GL_VERTEX_SHADER: return "vertex"; - case GL_FRAGMENT_SHADER: return "fragment"; - case GL_COMPUTE_SHADER: return "compute"; - default: abort(); - } -} - -static void compile_attach_shader(struct gl_shader_cache *sc, GLuint program, - GLenum type, const char *source) -{ - GL *gl = sc->gl; - - GLuint shader = gl->CreateShader(type); - gl->ShaderSource(shader, 1, &source, NULL); - gl->CompileShader(shader); - GLint status = 0; - gl->GetShaderiv(shader, GL_COMPILE_STATUS, &status); - GLint log_length = 0; - gl->GetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length); - - int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR; - const char *typestr = shader_typestr(type); - if (mp_msg_test(sc->log, pri)) { - MP_MSG(sc, pri, "%s shader source:\n", typestr); - mp_log_source(sc->log, pri, source); - } - if (log_length > 1) { - GLchar *logstr = talloc_zero_size(NULL, log_length + 1); - gl->GetShaderInfoLog(shader, log_length, NULL, logstr); - MP_MSG(sc, pri, "%s shader compile log (status=%d):\n%s\n", - typestr, status, logstr); - talloc_free(logstr); - } - if (gl->GetTranslatedShaderSourceANGLE && mp_msg_test(sc->log, MSGL_DEBUG)) { - GLint len = 0; - gl->GetShaderiv(shader, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &len); - if (len > 0) { - GLchar *sstr = talloc_zero_size(NULL, len + 1); - gl->GetTranslatedShaderSourceANGLE(shader, len, NULL, sstr); - MP_DBG(sc, "Translated shader:\n"); - mp_log_source(sc->log, MSGL_DEBUG, sstr); - } - } - - gl->AttachShader(program, shader); - gl->DeleteShader(shader); - - if (!status) - sc->error_state = true; -} - -static void link_shader(struct gl_shader_cache *sc, GLuint program) -{ - GL *gl = sc->gl; - gl->LinkProgram(program); - GLint status = 0; - gl->GetProgramiv(program, GL_LINK_STATUS, &status); - GLint log_length = 0; - gl->GetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length); - - int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR; - if (mp_msg_test(sc->log, pri)) { - GLchar *logstr = talloc_zero_size(NULL, log_length + 1); - gl->GetProgramInfoLog(program, log_length, NULL, logstr); - MP_MSG(sc, pri, "shader link log (status=%d): %s\n", status, logstr); - talloc_free(logstr); - } - - if (!status) - sc->error_state = true; -} - -// either 'compute' or both 'vertex' and 'frag' are needed -static GLuint compile_program(struct gl_shader_cache *sc, struct bstr *vertex, - struct bstr *frag, struct bstr *compute) -{ - GL *gl = sc->gl; - GLuint prog = gl->CreateProgram(); - if (compute) - compile_attach_shader(sc, prog, GL_COMPUTE_SHADER, compute->start); - if (vertex && frag) { - compile_attach_shader(sc, prog, GL_VERTEX_SHADER, vertex->start); - compile_attach_shader(sc, prog, GL_FRAGMENT_SHADER, frag->start); - for (int n = 0; sc->vertex_entries[n].name; n++) { - char *vname = mp_tprintf(80, "vertex_%s", sc->vertex_entries[n].name); - gl->BindAttribLocation(prog, n, vname); - } - } - link_shader(sc, prog); - return prog; -} - -static GLuint load_program(struct gl_shader_cache *sc, struct bstr *vertex, - struct bstr *frag, struct bstr *compute) -{ - GL *gl = sc->gl; + void *tmp = talloc_new(NULL); + struct ra_renderpass_params params = sc->params; MP_VERBOSE(sc, "new shader program:\n"); if (sc->header_text.len) { @@ -649,98 +444,94 @@ static GLuint load_program(struct gl_shader_cache *sc, struct bstr *vertex, if (sc->text.len) mp_log_source(sc->log, MSGL_V, sc->text.start); - if (!sc->cache_dir || !sc->cache_dir[0] || !gl->ProgramBinary) - return compile_program(sc, vertex, frag, compute); - - // Try to load it from a disk cache, or compiling + saving it. - - GLuint prog = 0; - void *tmp = talloc_new(NULL); - char *dir = mp_get_user_path(tmp, sc->global, sc->cache_dir); - - struct AVSHA *sha = av_sha_alloc(); - if (!sha) - abort(); - av_sha_init(sha, 256); - - if (vertex) - av_sha_update(sha, vertex->start, vertex->len + 1); - if (frag) - av_sha_update(sha, frag->start, frag->len + 1); - if (compute) - av_sha_update(sha, compute->start, compute->len + 1); - - // In theory, the array could change order, breaking old binaries. - for (int n = 0; sc->vertex_entries[n].name; n++) { - av_sha_update(sha, sc->vertex_entries[n].name, - strlen(sc->vertex_entries[n].name) + 1); + // The vertex shader uses mangled names for the vertex attributes, so that + // the fragment shader can use the "real" names. But the shader is expecting + // the vertex attribute names (at least with older GLSL targets for GL). + params.vertex_attribs = talloc_memdup(tmp, params.vertex_attribs, + params.num_vertex_attribs * sizeof(params.vertex_attribs[0])); + for (int n = 0; n < params.num_vertex_attribs; n++) { + struct ra_renderpass_input *attrib = ¶ms.vertex_attribs[n]; + attrib->name = talloc_asprintf(tmp, "vertex_%s", attrib->name); } - uint8_t hash[256 / 8]; - av_sha_final(sha, hash); - av_free(sha); - - char hashstr[256 / 8 * 2 + 1]; - for (int n = 0; n < 256 / 8; n++) - snprintf(hashstr + n * 2, sizeof(hashstr) - n * 2, "%02X", hash[n]); - - const char *header = "mpv shader cache v1\n"; - size_t header_size = strlen(header) + 4; - - char *filename = mp_path_join(tmp, dir, hashstr); - if (stat(filename, &(struct stat){0}) == 0) { - MP_VERBOSE(sc, "Trying to load shader from disk...\n"); - struct bstr cachedata = stream_read_file(filename, tmp, sc->global, - 1000000000); // 1 GB - if (cachedata.len > header_size) { - GLenum format = AV_RL32(cachedata.start + header_size - 4); - prog = gl->CreateProgram(); - gl_check_error(gl, sc->log, "before loading program"); - gl->ProgramBinary(prog, format, cachedata.start + header_size, - cachedata.len - header_size); - gl->GetError(); // discard potential useless error - GLint status = 0; - gl->GetProgramiv(prog, GL_LINK_STATUS, &status); - if (!status) { - gl->DeleteProgram(prog); - prog = 0; - } + const char *cache_header = "mpv shader cache v1\n"; + char *cache_filename = NULL; + char *cache_dir = NULL; + + if (sc->cache_dir && sc->cache_dir[0]) { + // Try to load it from a disk cache. + cache_dir = mp_get_user_path(tmp, sc->global, sc->cache_dir); + + struct AVSHA *sha = av_sha_alloc(); + if (!sha) + abort(); + av_sha_init(sha, 256); + av_sha_update(sha, entry->total.start, entry->total.len); + + uint8_t hash[256 / 8]; + av_sha_final(sha, hash); + av_free(sha); + + char hashstr[256 / 8 * 2 + 1]; + for (int n = 0; n < 256 / 8; n++) + snprintf(hashstr + n * 2, sizeof(hashstr) - n * 2, "%02X", hash[n]); + + cache_filename = mp_path_join(tmp, cache_dir, hashstr); + if (stat(cache_filename, &(struct stat){0}) == 0) { + MP_VERBOSE(sc, "Trying to load shader from disk...\n"); + struct bstr cachedata = + stream_read_file(cache_filename, tmp, sc->global, 1000000000); + if (bstr_eatstart0(&cachedata, cache_header)) + params.cached_program = cachedata; } - MP_VERBOSE(sc, "Loading cached shader %s.\n", prog ? "ok" : "failed"); } - if (!prog) { - prog = compile_program(sc, vertex, frag, compute); + entry->pass = sc->ra->fns->renderpass_create(sc->ra, ¶ms); - GLint size = 0; - gl->GetProgramiv(prog, GL_PROGRAM_BINARY_LENGTH, &size); - uint8_t *buffer = talloc_size(tmp, size + header_size); - GLsizei actual_size = 0; - GLenum binary_format = 0; - gl->GetProgramBinary(prog, size, &actual_size, &binary_format, - buffer + header_size); - memcpy(buffer, header, header_size - 4); - AV_WL32(buffer + header_size - 4, binary_format); + if (!entry->pass) + sc->error_state = true; - if (actual_size) { - mp_mkdirp(dir); + if (entry->pass && cache_filename) { + bstr nc = entry->pass->params.cached_program; + if (nc.len && !bstr_equals(params.cached_program, nc)) { + mp_mkdirp(cache_dir); - MP_VERBOSE(sc, "Writing shader cache file: %s\n", filename); - FILE *out = fopen(filename, "wb"); + MP_VERBOSE(sc, "Writing shader cache file: %s\n", cache_filename); + FILE *out = fopen(cache_filename, "wb"); if (out) { - fwrite(buffer, header_size + actual_size, 1, out); + fwrite(cache_header, strlen(cache_header), 1, out); + fwrite(nc.start, nc.len, 1, out); fclose(out); } } } talloc_free(tmp); - return prog; } #define ADD(x, ...) bstr_xappend_asprintf(sc, (x), __VA_ARGS__) #define ADD_BSTR(x, s) bstr_xappend(sc, (x), (s)) +static void add_uniforms(struct gl_shader_cache *sc, bstr *dst) +{ + for (int n = 0; n < sc->num_uniforms; n++) { + struct sc_uniform *u = &sc->uniforms[n]; + switch (u->input.type) { + case RA_VARTYPE_INT: + case RA_VARTYPE_FLOAT: + case RA_VARTYPE_TEX: + case RA_VARTYPE_IMG_W: + ADD(dst, "uniform %s %s;\n", u->glsl_type, u->input.name); + break; + case RA_VARTYPE_SSBO: + ADD(dst, "layout(std430, binding=%d) buffer %s { %s };\n", + u->input.binding, u->input.name, u->ssbo_format); + break; + default: abort(); + } + } +} + // 1. Generate vertex and fragment shaders from the fragment shader text added // with gl_sc_add(). The generated shader program is cached (based on the // text), so actual compilation happens only the first time. @@ -753,39 +544,44 @@ static GLuint load_program(struct gl_shader_cache *sc, struct bstr *vertex, // The return value is a mp_pass_perf containing performance metrics for the // execution of the generated shader. (Note: execution is measured up until // the corresponding gl_sc_reset call) -// 'type' can be either GL_FRAGMENT_SHADER or GL_COMPUTE_SHADER -struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc, GLenum type) +// 'type' must be valid +static struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc, + enum ra_renderpass_type type) { - GL *gl = sc->gl; + int glsl_version = sc->ra->glsl_version; + int glsl_es = sc->ra->glsl_es ? glsl_version : 0; + + sc->params.type = type; // gl_sc_reset() must be called after ending the previous render process, // and before starting a new one. assert(!sc->needs_reset); + sc->needs_reset = true; // gl_sc_set_vertex_format() must always be called - assert(sc->vertex_entries); + assert(sc->params.vertex_attribs); for (int n = 0; n < MP_ARRAY_SIZE(sc->tmp); n++) sc->tmp[n].len = 0; // set up shader text (header + uniforms + body) bstr *header = &sc->tmp[0]; - ADD(header, "#version %d%s\n", gl->glsl_version, gl->es >= 300 ? " es" : ""); - if (type == GL_COMPUTE_SHADER) { + ADD(header, "#version %d%s\n", glsl_version, glsl_es >= 300 ? " es" : ""); + if (type == RA_RENDERPASS_TYPE_COMPUTE) { // This extension cannot be enabled in fragment shader. Enable it as // an exception for compute shader. ADD(header, "#extension GL_ARB_compute_shader : enable\n"); } for (int n = 0; n < sc->num_exts; n++) ADD(header, "#extension %s : enable\n", sc->exts[n]); - if (gl->es) { + if (glsl_es) { ADD(header, "precision mediump float;\n"); ADD(header, "precision mediump sampler2D;\n"); - if (gl->mpgl_caps & MPGL_CAP_3D_TEX) + if (sc->ra->caps & RA_CAP_TEX_3D) ADD(header, "precision mediump sampler3D;\n"); } - if (gl->glsl_version >= 130) { + if (glsl_version >= 130) { ADD(header, "#define texture1D texture\n"); ADD(header, "#define texture3D texture\n"); } else { @@ -796,13 +592,13 @@ struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc, GLenum type) ADD(header, "#define LUT_POS(x, lut_size)" " mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n"); - char *vert_in = gl->glsl_version >= 130 ? "in" : "attribute"; - char *vert_out = gl->glsl_version >= 130 ? "out" : "varying"; - char *frag_in = gl->glsl_version >= 130 ? "in" : "varying"; + char *vert_in = glsl_version >= 130 ? "in" : "attribute"; + char *vert_out = glsl_version >= 130 ? "out" : "varying"; + char *frag_in = glsl_version >= 130 ? "in" : "varying"; struct bstr *vert = NULL, *frag = NULL, *comp = NULL; - if (type == GL_FRAGMENT_SHADER) { + if (type == RA_RENDERPASS_TYPE_RASTER) { // vertex shader: we don't use the vertex shader, so just setup a // dummy, which passes through the vertex array attributes. bstr *vert_head = &sc->tmp[1]; @@ -810,12 +606,12 @@ struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc, GLenum type) bstr *vert_body = &sc->tmp[2]; ADD(vert_body, "void main() {\n"); bstr *frag_vaos = &sc->tmp[3]; - for (int n = 0; sc->vertex_entries[n].name; n++) { - const struct gl_vao_entry *e = &sc->vertex_entries[n]; + for (int n = 0; n < sc->params.num_vertex_attribs; n++) { + const struct ra_renderpass_input *e = &sc->params.vertex_attribs[n]; const char *glsl_type = vao_glsl_type(e); if (strcmp(e->name, "position") == 0) { // setting raster pos. requires setting gl_Position magic variable - assert(e->num_elems == 2 && e->type == GL_FLOAT); + assert(e->dim_v == 2 && e->type == RA_VARTYPE_FLOAT); ADD(vert_head, "%s vec2 vertex_position;\n", vert_in); ADD(vert_body, "gl_Position = vec4(vertex_position, 1.0, 1.0);\n"); } else { @@ -832,13 +628,10 @@ struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc, GLenum type) // fragment shader; still requires adding used uniforms and VAO elements frag = &sc->tmp[4]; ADD_BSTR(frag, *header); - if (gl->glsl_version >= 130) + if (glsl_version >= 130) ADD(frag, "out vec4 out_color;\n"); ADD_BSTR(frag, *frag_vaos); - for (int n = 0; n < sc->num_uniforms; n++) { - struct sc_uniform *u = &sc->uniforms[n]; - ADD(frag, "uniform %s %s;\n", u->glsl_type, u->name); - } + add_uniforms(sc, frag); ADD_BSTR(frag, sc->prelude_text); ADD_BSTR(frag, sc->header_text); @@ -847,7 +640,7 @@ struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc, GLenum type) // we require _all_ frag shaders to write to a "vec4 color" ADD(frag, "vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"); ADD_BSTR(frag, sc->text); - if (gl->glsl_version >= 130) { + if (glsl_version >= 130) { ADD(frag, "out_color = color;\n"); } else { ADD(frag, "gl_FragColor = color;\n"); @@ -855,20 +648,11 @@ struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc, GLenum type) ADD(frag, "}\n"); } - if (type == GL_COMPUTE_SHADER) { + if (type == RA_RENDERPASS_TYPE_COMPUTE) { comp = &sc->tmp[4]; ADD_BSTR(comp, *header); - for (int n = 0; n < sc->num_uniforms; n++) { |