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blender-archive/source/blender/gpu/intern/gpu_shader.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BKE_global.h"
#include "GPU_compositing.h"
#include "GPU_debug.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
/* TODO(sergey): Find better default values for this constants. */
#define MAX_DEFINE_LENGTH 1024
#define MAX_EXT_DEFINE_LENGTH 1024
/* Non-generated shaders */
extern char datatoc_gpu_shader_2D_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_smoke_vert_glsl[];
extern char datatoc_gpu_shader_smoke_frag_glsl[];
extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
extern char datatoc_gpu_shader_fx_vert_glsl[];
extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
extern char datatoc_gpu_shader_fx_dof_hq_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_hq_vert_glsl[];
extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
extern char datatoc_gpu_shader_fx_lib_glsl[];
static struct GPUShadersGlobal {
struct {
GPUShader *vsm_store;
GPUShader *sep_gaussian_blur;
GPUShader *smoke;
GPUShader *smoke_fire;
/* cache for shader fx. Those can exist in combinations so store them here */
GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
/* for simple drawing */
GPUShader *uniform_color_2D;
GPUShader *smooth_color_2D;
} shaders;
} GG = {{NULL}};
/* GPUShader */
struct GPUShader {
GLuint program; /* handle for full program (links shader stages below) */
GLuint vertex; /* handle for vertex shader */
GLuint geometry; /* handle for geometry shader */
GLuint fragment; /* handle for fragment shader */
int totattrib; /* total number of attributes */
int uniforms; /* required uniforms */
void *uniform_interface; /* cached uniform interface for shader. Data depends on shader */
};
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
{
int i;
int line = 1;
fprintf(stderr, "GPUShader: %s error:\n", task);
for (i = 0; i < totcode; i++) {
const char *c, *pos, *end = code[i] + strlen(code[i]);
if (G.debug & G_DEBUG) {
fprintf(stderr, "===== shader string %d ====\n", i + 1);
c = code[i];
while ((c < end) && (pos = strchr(c, '\n'))) {
fprintf(stderr, "%2d ", line);
fwrite(c, (pos + 1) - c, 1, stderr);
c = pos + 1;
line++;
}
fprintf(stderr, "%s", c);
}
}
fprintf(stderr, "%s\n", log);
}
static const char *gpu_shader_version(void)
{
if (GLEW_VERSION_3_2) {
if (GLEW_ARB_compatibility) {
return "#version 150 compatibility\n";
/* highest version that is widely supported
* gives us native geometry shaders!
* use compatibility profile so we can continue using builtin shader input/output names
*/
}
else {
return "#version 130\n";
/* latest version that is compatible with existing shaders */
}
}
else if (GLEW_VERSION_3_1) {
if (GLEW_ARB_compatibility) {
return "#version 140\n";
/* also need the ARB_compatibility extension, handled below */
}
else {
return "#version 130\n";
/* latest version that is compatible with existing shaders */
}
}
else if (GLEW_VERSION_3_0) {
return "#version 130\n";
/* GLSL 1.3 has modern syntax/keywords/datatypes so use if available
* older features are deprecated but still available without compatibility extension or profile
*/
}
else {
return "#version 120\n";
/* minimum supported */
}
}
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH], bool use_geometry_shader)
{
/* enable extensions for features that are not part of our base GLSL version
* don't use an extension for something already available!
*/
if (GLEW_ARB_texture_query_lod) {
/* a #version 400 feature, but we use #version 150 maximum so use extension */
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
}
if (use_geometry_shader && GPU_geometry_shader_support_via_extension()) {
strcat(defines, "#extension GL_EXT_geometry_shader4: enable\n");
}
if (GLEW_VERSION_3_1 && !GLEW_VERSION_3_2 && GLEW_ARB_compatibility) {
strcat(defines, "#extension GL_ARB_compatibility: enable\n");
}
if (!GLEW_VERSION_3_1) {
if (GLEW_ARB_draw_instanced) {
strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
}
if (!GLEW_VERSION_3_0 && GLEW_EXT_gpu_shader4) {
strcat(defines, "#extension GL_EXT_gpu_shader4: require\n");
}
}
}
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
bool use_opensubdiv,
bool use_new_shading)
{
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
strcat(defines, "#define GPU_ATI\n");
if (GLEW_VERSION_3_0) {
/* TODO(merwin): revisit this version check; GLEW_VERSION_3_0 means GL 3.0 or newer */
strcat(defines, "#define CLIP_WORKAROUND\n");
}
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_NVIDIA\n");
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_INTEL\n");
if (GPU_bicubic_bump_support())
strcat(defines, "#define BUMP_BICUBIC\n");
if (GLEW_VERSION_3_0) {
strcat(defines, "#define BIT_OPERATIONS\n");
}
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Check whether we actually compiling shader for
* the OpenSubdiv mesh.
*/
if (use_opensubdiv) {
strcat(defines, "#define USE_OPENSUBDIV\n");
/* TODO(sergey): not strictly speaking a define, but this is
* a global typedef which we don't have better place to define
* in yet.
*/
strcat(defines, "struct VertexData {\n"
" vec4 position;\n"
" vec3 normal;\n"
" vec2 uv;"
"};\n");
}
#else
UNUSED_VARS(use_opensubdiv);
#endif
if (use_new_shading) {
strcat(defines, "#define USE_NEW_SHADING\n");
}
return;
}
GPUShader *GPU_shader_create(const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
int input,
int output,
int number)
{
return GPU_shader_create_ex(vertexcode,
fragcode,
geocode,
libcode,
defines,
input,
output,
number,
GPU_SHADER_FLAGS_NONE);
}
GPUShader *GPU_shader_create_ex(const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
int input,
int output,
int number,
const int flags)
{
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): used to add #version 150 to the geometry shader.
* Could safely be renamed to "use_geometry_code" since it's very
* likely any of geometry code will want to use GLSL 1.5.
*/
bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
#else
UNUSED_VARS(flags);
bool use_opensubdiv = false;
#endif
GLint status;
GLchar log[5000];
GLsizei length = 0;
GPUShader *shader;
char standard_defines[MAX_DEFINE_LENGTH] = "";
char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
if (geocode && !GPU_geometry_shader_support())
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
if (vertexcode)
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
if (fragcode)
shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
if (geocode)
shader->geometry = glCreateShader(GL_GEOMETRY_SHADER_EXT);
shader->program = glCreateProgram();
if (!shader->program ||
(vertexcode && !shader->vertex) ||
(fragcode && !shader->fragment) ||
(geocode && !shader->geometry))
{
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
gpu_shader_standard_defines(standard_defines,
use_opensubdiv,
(flags & GPU_SHADER_FLAGS_NEW_SHADING) != 0);
gpu_shader_standard_extensions(standard_extensions, geocode != NULL);
if (vertexcode) {
const char *source[5];
/* custom limit, may be too small, beware */
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
source[num_source++] = vertexcode;
glAttachShader(shader->program, shader->vertex);
glShaderSource(shader->vertex, num_source, source, NULL);
glCompileShader(shader->vertex);
glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
}
if (fragcode) {
const char *source[7];
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Move to fragment shader source code generation. */
if (use_opensubdiv) {
source[num_source++] =
"#ifdef USE_OPENSUBDIV\n"
"in block {\n"
" VertexData v;\n"
"} inpt;\n"
"#endif\n";
}
#endif
if (defines) source[num_source++] = defines;
if (libcode) source[num_source++] = libcode;
source[num_source++] = fragcode;
glAttachShader(shader->program, shader->fragment);
glShaderSource(shader->fragment, num_source, source, NULL);
glCompileShader(shader->fragment);
glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
}
if (geocode) {
const char *source[6];
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
source[num_source++] = geocode;
glAttachShader(shader->program, shader->geometry);
glShaderSource(shader->geometry, num_source, source, NULL);
glCompileShader(shader->geometry);
glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
if (!use_opensubdiv) {
GPU_shader_geometry_stage_primitive_io(shader, input, output, number);
}
}
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
glBindAttribLocation(shader->program, 0, "position");
glBindAttribLocation(shader->program, 1, "normal");
GPU_shader_geometry_stage_primitive_io(shader,
GL_LINES_ADJACENCY_EXT,
GL_TRIANGLE_STRIP,
4);
}
#endif
glLinkProgram(shader->program);
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
if (!status) {
glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
/* print attached shaders in pipeline order */
if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
if (geocode) shader_print_errors("linking", log, &geocode, 1);
if (libcode) shader_print_errors("linking", log, &libcode, 1);
if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
GPU_shader_free(shader);
return NULL;
}
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Find a better place for this. */
if (use_opensubdiv && GLEW_VERSION_4_1) {
glProgramUniform1i(shader->program,
glGetUniformLocation(shader->program, "FVarDataOffsetBuffer"),
30); /* GL_TEXTURE30 */
glProgramUniform1i(shader->program,
glGetUniformLocation(shader->program, "FVarDataBuffer"),
31); /* GL_TEXTURE31 */
}
#endif
return shader;
}
void GPU_shader_bind(GPUShader *shader)
{
GPU_ASSERT_NO_GL_ERRORS("Pre Shader Bind");
glUseProgram(shader->program);
GPU_ASSERT_NO_GL_ERRORS("Post Shader Bind");
}
void GPU_shader_unbind(void)
{
GPU_ASSERT_NO_GL_ERRORS("Pre Shader Unbind");
glUseProgram(0);
GPU_ASSERT_NO_GL_ERRORS("Post Shader Unbind");
}
void GPU_shader_free(GPUShader *shader)
{
if (shader->vertex)
glDeleteShader(shader->vertex);
if (shader->geometry)
glDeleteShader(shader->geometry);
if (shader->fragment)
glDeleteShader(shader->fragment);
if (shader->program)
glDeleteProgram(shader->program);
if (shader->uniform_interface)
MEM_freeN(shader->uniform_interface);
MEM_freeN(shader);
}
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
return glGetUniformLocation(shader->program, name);
}
void *GPU_shader_get_interface(GPUShader *shader)
{
return shader->uniform_interface;
}
void GPU_shader_set_interface(GPUShader *shader, void *interface)
{
shader->uniform_interface = interface;
}
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
{
if (location == -1 || value == NULL)
return;
GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
if (length == 1) glUniform1fv(location, arraysize, value);
else if (length == 2) glUniform2fv(location, arraysize, value);
else if (length == 3) glUniform3fv(location, arraysize, value);
else if (length == 4) glUniform4fv(location, arraysize, value);
else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
{
if (location == -1)
return;
GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
if (length == 1) glUniform1iv(location, arraysize, value);
else if (length == 2) glUniform2iv(location, arraysize, value);
else if (length == 3) glUniform3iv(location, arraysize, value);
else if (length == 4) glUniform4iv(location, arraysize, value);
GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
{
if (location == -1)
return;
GPU_CHECK_ERRORS_AROUND(glUniform1i(location, value));
}
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number)
{
if (GPU_geometry_shader_support_via_extension()) {
/* geometry shaders must provide this info themselves for #version 150 and up */
glProgramParameteriEXT(shader->program, GL_GEOMETRY_INPUT_TYPE_EXT, input);
glProgramParameteriEXT(shader->program, GL_GEOMETRY_OUTPUT_TYPE_EXT, output);
glProgramParameteriEXT(shader->program, GL_GEOMETRY_VERTICES_OUT_EXT, number);
}
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
GLenum arbnumber;
int number = GPU_texture_bound_number(tex);
int bindcode = GPU_texture_opengl_bindcode(tex);
int target = GPU_texture_target(tex);
if (number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (number == -1)
return;
if (location == -1)
return;
GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Texture");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
if (number != 0) glActiveTexture(arbnumber);
if (bindcode != 0)
glBindTexture(target, bindcode);
else
GPU_invalid_tex_bind(target);
glUniform1i(location, number);
glEnable(target);
if (number != 0) glActiveTexture(GL_TEXTURE0);
GPU_ASSERT_NO_GL_ERRORS("Post Uniform Texture");
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
int index;
GPU_CHECK_ERRORS_AROUND(index = glGetAttribLocation(shader->program, name));
return index;
}
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
GPUShader *retval = NULL;
switch (shader) {
case GPU_SHADER_VSM_STORE:
if (!GG.shaders.vsm_store)
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GG.shaders.vsm_store = GPU_shader_create(
datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.vsm_store;
break;
case GPU_SHADER_SEP_GAUSSIAN_BLUR:
if (!GG.shaders.sep_gaussian_blur)
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GG.shaders.sep_gaussian_blur = GPU_shader_create(
datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
datatoc_gpu_shader_sep_gaussian_blur_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.sep_gaussian_blur;
break;
case GPU_SHADER_SMOKE:
if (!GG.shaders.smoke)
GG.shaders.smoke = GPU_shader_create(
datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smoke;
break;
case GPU_SHADER_SMOKE_FIRE:
if (!GG.shaders.smoke_fire)
GG.shaders.smoke_fire = GPU_shader_create(
datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
NULL, NULL, "#define USE_FIRE;\n", 0, 0, 0);
retval = GG.shaders.smoke_fire;
break;
case GPU_SHADER_2D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_2D)
GG.shaders.uniform_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_uniform_color_vert_glsl,
datatoc_gpu_shader_2D_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.uniform_color_2D;
break;
case GPU_SHADER_2D_SMOOTH_COLOR:
if (!GG.shaders.smooth_color_2D)
GG.shaders.smooth_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smooth_color_2D;
break;
}
if (retval == NULL)
printf("Unable to create a GPUShader for builtin shader: %u\n", shader);
return retval;
}
#define MAX_DEFINES 100
GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
{
int offset;
char defines[MAX_DEFINES] = "";
/* avoid shaders out of range */
if (effect >= MAX_FX_SHADERS)
return NULL;
offset = 2 * effect;
if (persp) {
offset += 1;
strcat(defines, "#define PERSP_MATRIX\n");
}
if (!GG.shaders.fx_shaders[offset]) {
GPUShader *shader = NULL;
switch (effect) {
case GPU_SHADER_FX_SSAO:
shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
strcat(defines, "#define FIRST_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
strcat(defines, "#define SECOND_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
strcat(defines, "#define THIRD_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
strcat(defines, "#define FOURTH_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
strcat(defines, "#define FIFTH_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
strcat(defines, "#define FIRST_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
strcat(defines, "#define SECOND_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl,
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defines, GL_POINTS, GL_TRIANGLE_STRIP, 4);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
strcat(defines, "#define THIRD_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_RESOLVE:
shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
2016-01-10 07:12:10 +11:00
break;
}
GG.shaders.fx_shaders[offset] = shader;
GPU_fx_shader_init_interface(shader, effect);
}
return GG.shaders.fx_shaders[offset];
}
void GPU_shader_free_builtin_shaders(void)
{
int i;
if (GG.shaders.vsm_store) {
GPU_shader_free(GG.shaders.vsm_store);
GG.shaders.vsm_store = NULL;
}
if (GG.shaders.sep_gaussian_blur) {
GPU_shader_free(GG.shaders.sep_gaussian_blur);
GG.shaders.sep_gaussian_blur = NULL;
}
if (GG.shaders.smoke) {
GPU_shader_free(GG.shaders.smoke);
GG.shaders.smoke = NULL;
}
if (GG.shaders.smoke_fire) {
GPU_shader_free(GG.shaders.smoke_fire);
GG.shaders.smoke_fire = NULL;
}
if (GG.shaders.uniform_color_2D) {
GPU_shader_free(GG.shaders.uniform_color_2D);
GG.shaders.uniform_color_2D = NULL;
}
if (GG.shaders.smooth_color_2D) {
GPU_shader_free(GG.shaders.smooth_color_2D);
GG.shaders.smooth_color_2D = NULL;
}
for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
if (GG.shaders.fx_shaders[i]) {
GPU_shader_free(GG.shaders.fx_shaders[i]);
GG.shaders.fx_shaders[i] = NULL;
}
}
}