/* * 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 . */ #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 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`) PL_DEPRECATED_IN(v6.266) struct pl_shader_params params; PL_DEPRECATED_IN(v6.266) const char **steps; PL_DEPRECATED_IN(v6.266) int num_steps; PL_DEPRECATED_IN(v6.266) const char *description; }; // 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_