forked from blender/blender
WIP: uv-simple-select #1
@ -70,7 +70,7 @@ set(SRC
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intern/gpu_select_pick.c
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intern/gpu_select_sample_query.cc
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intern/gpu_shader.cc
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intern/gpu_shader_builtin.c
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intern/gpu_shader_builtin.cc
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intern/gpu_shader_create_info.cc
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intern/gpu_shader_dependency.cc
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intern/gpu_shader_interface.cc
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@ -9,109 +9,13 @@
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#include "GPU_shader.h"
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/* Adjust these constants as needed. */
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#define MAX_DEFINE_LENGTH 256
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#define MAX_EXT_DEFINE_LENGTH 512
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/* Non-generated shaders */
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extern char datatoc_gpu_shader_depth_only_frag_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_checker_frag_glsl[];
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extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
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extern char datatoc_gpu_shader_flat_id_frag_glsl[];
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extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
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extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
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extern char datatoc_gpu_shader_2D_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
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extern char datatoc_gpu_shader_2D_image_vert_glsl[];
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extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
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extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
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extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
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extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[];
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extern char datatoc_gpu_shader_2D_widget_shadow_vert_glsl[];
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extern char datatoc_gpu_shader_2D_widget_shadow_frag_glsl[];
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extern char datatoc_gpu_shader_2D_nodelink_frag_glsl[];
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extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[];
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extern char datatoc_gpu_shader_3D_image_vert_glsl[];
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extern char datatoc_gpu_shader_image_frag_glsl[];
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extern char datatoc_gpu_shader_image_overlays_merge_frag_glsl[];
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extern char datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl[];
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extern char datatoc_gpu_shader_image_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
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extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
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extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_polyline_frag_glsl[];
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extern char datatoc_gpu_shader_3D_polyline_geom_glsl[];
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extern char datatoc_gpu_shader_3D_polyline_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
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extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
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extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
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extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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extern char datatoc_gpu_shader_keyframe_shape_vert_glsl[];
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extern char datatoc_gpu_shader_keyframe_shape_frag_glsl[];
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extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
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extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
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extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[];
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extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
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extern char datatoc_gpu_shader_colorspace_lib_glsl[];
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const struct GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN] = {
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[GPU_SHADER_CFG_DEFAULT] =
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{
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.lib = "",
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.def = "#define blender_srgb_to_framebuffer_space(a) a\n",
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},
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[GPU_SHADER_CFG_CLIPPED] =
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{
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.lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl,
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.def = "#define USE_WORLD_CLIP_PLANES\n"
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"#define blender_srgb_to_framebuffer_space(a) a\n",
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},
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};
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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] = {{NULL}};
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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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typedef struct {
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const char *name;
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const char *vert;
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/** Optional. */
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const char *geom;
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const char *frag;
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/** Optional. */
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const char *defs;
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const char *create_info;
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/** Optional. */
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const char *clipped_create_info;
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} GPUShaderStages;
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@ -287,7 +191,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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[GPU_SHADER_2D_WIDGET_BASE_INST] =
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{
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.name = "GPU_SHADER_2D_WIDGET_BASE_INST",
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.defs = "#define USE_INSTANCE\n",
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.create_info = "gpu_shader_2D_widget_base_inst",
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},
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[GPU_SHADER_2D_WIDGET_SHADOW] =
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@ -321,61 +224,30 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
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BLI_assert(sh_cfg < GPU_SHADER_CFG_LEN);
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GPUShader **sh_p = &builtin_shaders[sh_cfg][shader];
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if (*sh_p == NULL) {
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if (*sh_p == nullptr) {
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const GPUShaderStages *stages = &builtin_shader_stages[shader];
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/* common case */
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if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
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if (stages->create_info != NULL) {
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*sh_p = GPU_shader_create_from_info_name(stages->create_info);
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if (ELEM(shader,
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GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
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GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
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GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
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GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR)) {
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/* Set a default value for `lineSmooth`.
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* Ideally this value should be set by the caller. */
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GPU_shader_bind(*sh_p);
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GPU_shader_uniform_1i(*sh_p, "lineSmooth", 1);
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}
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}
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else {
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*sh_p = GPU_shader_create_from_arrays_named(
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stages->name,
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{
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.vert = (const char *[]){stages->vert, NULL},
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.geom = (const char *[]){stages->geom, NULL},
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.frag =
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(const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
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.defs = (const char *[]){stages->defs, NULL},
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});
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*sh_p = GPU_shader_create_from_info_name(stages->create_info);
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if (ELEM(shader,
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GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
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GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
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GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
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GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR)) {
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/* Set a default value for `lineSmooth`.
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* Ideally this value should be set by the caller. */
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GPU_shader_bind(*sh_p);
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GPU_shader_uniform_1i(*sh_p, "lineSmooth", 1);
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}
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}
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else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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/* Remove eventually, for now ensure support for each shader has been added. */
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BLI_assert(ELEM(shader,
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GPU_SHADER_3D_UNIFORM_COLOR,
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GPU_SHADER_3D_SMOOTH_COLOR,
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GPU_SHADER_3D_DEPTH_ONLY,
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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GPU_SHADER_3D_FLAT_COLOR,
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR));
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/* In rare cases geometry shaders calculate clipping themselves. */
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if (stages->clipped_create_info != NULL) {
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if (stages->clipped_create_info != nullptr) {
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*sh_p = GPU_shader_create_from_info_name(stages->clipped_create_info);
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}
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else {
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const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
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const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
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*sh_p = GPU_shader_create_from_arrays_named(
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stages->name,
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{
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.vert = (const char *[]){world_clip_lib, stages->vert, NULL},
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.geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
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.frag =
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(const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
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.defs = (const char *[]){world_clip_def, stages->defs, NULL},
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});
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BLI_assert_msg(0, "Shader doesn't support clip mode.");
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}
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}
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else {
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@ -397,7 +269,7 @@ void GPU_shader_free_builtin_shaders(void)
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for (int j = 0; j < GPU_SHADER_BUILTIN_LEN; j++) {
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if (builtin_shaders[i][j]) {
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GPU_shader_free(builtin_shaders[i][j]);
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builtin_shaders[i][j] = NULL;
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builtin_shaders[i][j] = nullptr;
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}
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}
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}
|
Loading…
Reference in New Issue
Block a user