forked from blender/blender
WIP: uv-simple-select #1
@ -12,205 +12,105 @@
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/* Cache of built-in shaders (each is created on first use). */
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/* Cache of built-in shaders (each is created on first use). */
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static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{nullptr}};
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static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{nullptr}};
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typedef struct {
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static const char *builtin_shader_create_info_name(eGPUBuiltinShader shader)
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const char *name;
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{
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const char *create_info;
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switch (shader) {
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/** Optional. */
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case GPU_SHADER_TEXT:
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const char *clipped_create_info;
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return "gpu_shader_text";
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} GPUShaderStages;
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case GPU_SHADER_KEYFRAME_SHAPE:
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return "gpu_shader_keyframe_shape";
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case GPU_SHADER_SIMPLE_LIGHTING:
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return "gpu_shader_simple_lighting";
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case GPU_SHADER_3D_IMAGE:
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return "gpu_shader_3D_image";
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case GPU_SHADER_3D_IMAGE_COLOR:
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return "gpu_shader_3D_image_color";
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case GPU_SHADER_2D_CHECKER:
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return "gpu_shader_2D_checker";
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case GPU_SHADER_2D_DIAG_STRIPES:
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return "gpu_shader_2D_diag_stripes";
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case GPU_SHADER_ICON:
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return "gpu_shader_icon";
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case GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE:
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return "gpu_shader_2D_image_overlays_merge";
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case GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE:
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return "gpu_shader_2D_image_overlays_stereo_merge";
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case GPU_SHADER_2D_IMAGE_DESATURATE_COLOR:
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return "gpu_shader_2D_image_desaturate_color";
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case GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR:
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return "gpu_shader_2D_image_shuffle_color";
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case GPU_SHADER_2D_IMAGE_RECT_COLOR:
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return "gpu_shader_2D_image_rect_color";
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case GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR:
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return "gpu_shader_2D_image_multi_rect_color";
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case GPU_SHADER_3D_UNIFORM_COLOR:
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return "gpu_shader_3D_uniform_color";
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case GPU_SHADER_3D_FLAT_COLOR:
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return "gpu_shader_3D_flat_color";
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case GPU_SHADER_3D_SMOOTH_COLOR:
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return "gpu_shader_3D_smooth_color";
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case GPU_SHADER_3D_DEPTH_ONLY:
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return "gpu_shader_3D_depth_only";
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case GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR:
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return "gpu_shader_3D_clipped_uniform_color";
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case GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR:
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return "gpu_shader_3D_polyline_uniform_color";
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case GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR:
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return "gpu_shader_3D_polyline_uniform_color_clipped";
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case GPU_SHADER_3D_POLYLINE_FLAT_COLOR:
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return "gpu_shader_3D_polyline_flat_color";
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case GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR:
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return "gpu_shader_3D_polyline_smooth_color";
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case GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR:
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return "gpu_shader_3D_line_dashed_uniform_color";
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case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA:
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return "gpu_shader_2D_point_uniform_size_uniform_color_aa";
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case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA:
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return "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa";
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case GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR:
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return "gpu_shader_3D_point_varying_size_varying_color";
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case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA:
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return "gpu_shader_3D_point_uniform_size_uniform_color_aa";
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case GPU_SHADER_2D_AREA_BORDERS:
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return "gpu_shader_2D_area_borders";
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case GPU_SHADER_2D_WIDGET_BASE:
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return "gpu_shader_2D_widget_base";
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case GPU_SHADER_2D_WIDGET_BASE_INST:
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return "gpu_shader_2D_widget_base_inst";
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case GPU_SHADER_2D_WIDGET_SHADOW:
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return "gpu_shader_2D_widget_shadow";
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case GPU_SHADER_2D_NODELINK:
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return "gpu_shader_2D_nodelink";
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case GPU_SHADER_2D_NODELINK_INST:
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return "gpu_shader_2D_nodelink_inst";
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case GPU_SHADER_GPENCIL_STROKE:
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return "gpu_shader_gpencil_stroke";
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default:
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BLI_assert_unreachable();
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return "";
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}
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}
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static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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static const char *builtin_shader_create_info_name_clipped(eGPUBuiltinShader shader)
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[GPU_SHADER_TEXT] =
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{
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{
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.name = "GPU_SHADER_TEXT",
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switch (shader) {
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.create_info = "gpu_shader_text",
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case GPU_SHADER_3D_UNIFORM_COLOR:
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},
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return "gpu_shader_3D_uniform_color_clipped";
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[GPU_SHADER_KEYFRAME_SHAPE] =
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case GPU_SHADER_3D_FLAT_COLOR:
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{
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return "gpu_shader_3D_flat_color_clipped";
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.name = "GPU_SHADER_KEYFRAME_SHAPE",
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case GPU_SHADER_3D_SMOOTH_COLOR:
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.create_info = "gpu_shader_keyframe_shape",
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return "gpu_shader_3D_smooth_color_clipped";
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},
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case GPU_SHADER_3D_DEPTH_ONLY:
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[GPU_SHADER_SIMPLE_LIGHTING] =
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return "gpu_shader_3D_depth_only_clipped";
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{
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case GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR:
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.name = "GPU_SHADER_SIMPLE_LIGHTING",
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return "gpu_shader_3D_line_dashed_uniform_color_clipped";
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.create_info = "gpu_shader_simple_lighting",
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case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA:
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},
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return "gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped";
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[GPU_SHADER_3D_IMAGE] =
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default:
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{
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BLI_assert_unreachable();
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.name = "GPU_SHADER_3D_IMAGE",
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return "";
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.create_info = "gpu_shader_3D_image",
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}
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},
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}
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[GPU_SHADER_3D_IMAGE_COLOR] =
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{
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.name = "GPU_SHADER_3D_IMAGE_COLOR",
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.create_info = "gpu_shader_3D_image_color",
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},
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[GPU_SHADER_2D_CHECKER] =
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{
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.name = "GPU_SHADER_2D_CHECKER",
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.create_info = "gpu_shader_2D_checker",
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},
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[GPU_SHADER_2D_DIAG_STRIPES] =
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{
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.name = "GPU_SHADER_2D_DIAG_STRIPES",
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.create_info = "gpu_shader_2D_diag_stripes",
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},
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[GPU_SHADER_ICON] =
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{
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.name = "GPU_SHADER_ICON",
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.create_info = "gpu_shader_icon",
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},
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[GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
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{
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.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE",
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.create_info = "gpu_shader_2D_image_overlays_merge",
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},
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[GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE] =
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{
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.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
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.create_info = "gpu_shader_2D_image_overlays_stereo_merge",
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},
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[GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] =
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{
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.name = "GPU_SHADER_2D_IMAGE_DESATURATE_COLOR",
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.create_info = "gpu_shader_2D_image_desaturate_color",
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},
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[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
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{
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.name = "GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR",
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.create_info = "gpu_shader_2D_image_shuffle_color",
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||||||
},
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[GPU_SHADER_2D_IMAGE_RECT_COLOR] =
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{
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.name = "GPU_SHADER_2D_IMAGE_RECT_COLOR",
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.create_info = "gpu_shader_2D_image_rect_color",
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},
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||||||
[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] =
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{
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.name = "GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR",
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.create_info = "gpu_shader_2D_image_multi_rect_color",
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||||||
},
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[GPU_SHADER_3D_UNIFORM_COLOR] =
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||||||
{
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||||||
.name = "GPU_SHADER_3D_UNIFORM_COLOR",
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||||||
.create_info = "gpu_shader_3D_uniform_color",
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.clipped_create_info = "gpu_shader_3D_uniform_color_clipped",
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||||||
},
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||||||
[GPU_SHADER_3D_FLAT_COLOR] =
|
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||||||
{
|
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||||||
.name = "GPU_SHADER_3D_FLAT_COLOR",
|
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||||||
.create_info = "gpu_shader_3D_flat_color",
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||||||
.clipped_create_info = "gpu_shader_3D_flat_color_clipped",
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||||||
},
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||||||
[GPU_SHADER_3D_SMOOTH_COLOR] =
|
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||||||
{
|
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||||||
.name = "GPU_SHADER_3D_SMOOTH_COLOR",
|
|
||||||
.create_info = "gpu_shader_3D_smooth_color",
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||||||
.clipped_create_info = "gpu_shader_3D_smooth_color_clipped",
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|
||||||
},
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|
||||||
[GPU_SHADER_3D_DEPTH_ONLY] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_3D_DEPTH_ONLY",
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|
||||||
.create_info = "gpu_shader_3D_depth_only",
|
|
||||||
.clipped_create_info = "gpu_shader_3D_depth_only_clipped",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
|
|
||||||
{
|
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||||||
.name = "GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR",
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|
||||||
.create_info = "gpu_shader_3D_clipped_uniform_color",
|
|
||||||
},
|
|
||||||
|
|
||||||
[GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR] =
|
|
||||||
{
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|
||||||
.name = "GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR",
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|
||||||
.create_info = "gpu_shader_3D_polyline_uniform_color",
|
|
||||||
},
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|
||||||
[GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR",
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|
||||||
.create_info = "gpu_shader_3D_polyline_uniform_color_clipped",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_3D_POLYLINE_FLAT_COLOR] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_3D_POLYLINE_FLAT_COLOR",
|
|
||||||
.create_info = "gpu_shader_3D_polyline_flat_color",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR",
|
|
||||||
.create_info = "gpu_shader_3D_polyline_smooth_color",
|
|
||||||
},
|
|
||||||
|
|
||||||
[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR",
|
|
||||||
.create_info = "gpu_shader_3D_line_dashed_uniform_color",
|
|
||||||
.clipped_create_info = "gpu_shader_3D_line_dashed_uniform_color_clipped",
|
|
||||||
},
|
|
||||||
|
|
||||||
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
|
|
||||||
.create_info = "gpu_shader_2D_point_uniform_size_uniform_color_aa",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
|
|
||||||
.create_info = "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
|
|
||||||
.create_info = "gpu_shader_3D_point_varying_size_varying_color",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
|
|
||||||
.create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa",
|
|
||||||
.clipped_create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped",
|
|
||||||
},
|
|
||||||
|
|
||||||
[GPU_SHADER_2D_AREA_BORDERS] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_2D_AREA_BORDERS",
|
|
||||||
.create_info = "gpu_shader_2D_area_borders",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_2D_WIDGET_BASE] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_2D_WIDGET_BASE",
|
|
||||||
.create_info = "gpu_shader_2D_widget_base",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_2D_WIDGET_BASE_INST] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_2D_WIDGET_BASE_INST",
|
|
||||||
.create_info = "gpu_shader_2D_widget_base_inst",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_2D_WIDGET_SHADOW] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_2D_WIDGET_SHADOW",
|
|
||||||
.create_info = "gpu_shader_2D_widget_shadow",
|
|
||||||
},
|
|
||||||
[GPU_SHADER_2D_NODELINK] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_2D_NODELINK",
|
|
||||||
.create_info = "gpu_shader_2D_nodelink",
|
|
||||||
},
|
|
||||||
|
|
||||||
[GPU_SHADER_2D_NODELINK_INST] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_2D_NODELINK_INST",
|
|
||||||
.create_info = "gpu_shader_2D_nodelink_inst",
|
|
||||||
},
|
|
||||||
|
|
||||||
[GPU_SHADER_GPENCIL_STROKE] =
|
|
||||||
{
|
|
||||||
.name = "GPU_SHADER_GPENCIL_STROKE",
|
|
||||||
.create_info = "gpu_shader_gpencil_stroke",
|
|
||||||
},
|
|
||||||
};
|
|
||||||
|
|
||||||
GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
|
GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
|
||||||
eGPUShaderConfig sh_cfg)
|
eGPUShaderConfig sh_cfg)
|
||||||
@ -220,11 +120,9 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
|
|||||||
GPUShader **sh_p = &builtin_shaders[sh_cfg][shader];
|
GPUShader **sh_p = &builtin_shaders[sh_cfg][shader];
|
||||||
|
|
||||||
if (*sh_p == nullptr) {
|
if (*sh_p == nullptr) {
|
||||||
const GPUShaderStages *stages = &builtin_shader_stages[shader];
|
|
||||||
|
|
||||||
/* common case */
|
|
||||||
if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
|
if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
|
||||||
*sh_p = GPU_shader_create_from_info_name(stages->create_info);
|
/* Common case. */
|
||||||
|
*sh_p = GPU_shader_create_from_info_name(builtin_shader_create_info_name(shader));
|
||||||
if (ELEM(shader,
|
if (ELEM(shader,
|
||||||
GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
|
GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
|
||||||
GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
|
GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
|
||||||
@ -238,12 +136,7 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
|
|||||||
}
|
}
|
||||||
else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
|
else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
|
||||||
/* In rare cases geometry shaders calculate clipping themselves. */
|
/* In rare cases geometry shaders calculate clipping themselves. */
|
||||||
if (stages->clipped_create_info != nullptr) {
|
*sh_p = GPU_shader_create_from_info_name(builtin_shader_create_info_name_clipped(shader));
|
||||||
*sh_p = GPU_shader_create_from_info_name(stages->clipped_create_info);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
BLI_assert_msg(0, "Shader doesn't support clip mode.");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
BLI_assert(0);
|
BLI_assert(0);
|
||||||
|
Loading…
Reference in New Issue
Block a user