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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 "BLI_path_util.h"
#include "BKE_appdir.h"
#include "BKE_global.h"
#include "DNA_space_types.h"
#include "GPU_compositing.h"
#include "GPU_extensions.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniformbuffer.h"
#include "gpu_shader_private.h"
/* Adjust these constants as needed. */
#define MAX_DEFINE_LENGTH 256
#define MAX_EXT_DEFINE_LENGTH 256
/* Non-generated shaders */
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_checker_frag_glsl[];
extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_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_2D_image_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_linear_frag_glsl[];
extern char datatoc_gpu_shader_image_color_frag_glsl[];
extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_vert_glsl[];
extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[];
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extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
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extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl[];
extern char datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[];
extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
extern char datatoc_gpu_shader_fire_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_fullscreen_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[];
/* cache of built-in shaders (each is created on first use) */
static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
/* cache for shader fx. Those can exist in combinations so store them here */
static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
typedef struct {
const char *vert;
const char *frag;
const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */
} GPUShaderStages;
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
{
int line = 1;
fprintf(stderr, "GPUShader: %s error:\n", task);
for (int 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)
{
return "#version 330\n";
}
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
{
/* 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 330 maximum so use extension */
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\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");
#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)
{
return GPU_shader_create_ex(vertexcode,
fragcode,
geocode,
libcode,
defines,
GPU_SHADER_FLAGS_NONE);
}
#define DEBUG_SHADER_NONE ""
#define DEBUG_SHADER_VERTEX "vert"
#define DEBUG_SHADER_FRAGMENT "frag"
#define DEBUG_SHADER_GEOMETRY "geom"
/**
* Dump GLSL shaders to disk
*
* This is used for profiling shader performance externally and debug if shader code is correct.
* If called with no code, it simply bumps the shader index, so different shaders for the same
* program share the same index.
*/
static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
{
if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
return;
}
/* We use the same shader index for shaders in the same program.
* So we call this function once before calling for the invidual shaders. */
static int shader_index = 0;
if (code == NULL) {
shader_index++;
BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
return;
}
/* Determine the full path of the new shader. */
char shader_path[FILE_MAX];
char file_name[512] = {'\0'};
sprintf(file_name, "%04d.%s", shader_index, extension);
BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
/* Write shader to disk. */
FILE *f = fopen(shader_path, "w");
if (f == NULL) {
printf("Error writing to file: %s\n", shader_path);
}
for (int j = 0; j < num_shaders; j++) {
fprintf(f, "%s", code[j]);
}
fclose(f);
printf("Shader file written to disk: %s\n", shader_path);
}
GPUShader *GPU_shader_create_ex(const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
const int flags)
{
#ifdef WITH_OPENSUBDIV
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] = "";
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
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);
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;
gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
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;
gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
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;
gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
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;
}
}
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
glBindAttribLocation(shader->program, 0, "position");
glBindAttribLocation(shader->program, 1, "normal");
}
#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;
}
shader->interface = GWN_shaderinterface_create(shader->program);
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Find a better place for this. */
if (use_opensubdiv) {
if (GLEW_VERSION_4_1) {
glProgramUniform1i(shader->program,
GWN_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location,
30); /* GL_TEXTURE30 */
glProgramUniform1i(shader->program,
GWN_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location,
31); /* GL_TEXTURE31 */
}
else {
glUseProgram(shader->program);
glUniform1i(GWN_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location, 30);
glUniform1i(GWN_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location, 31);
glUseProgram(0);
}
}
#endif
return shader;
}
#undef DEBUG_SHADER_GEOMETRY
#undef DEBUG_SHADER_FRAGMENT
#undef DEBUG_SHADER_VERTEX
#undef DEBUG_SHADER_NONE
void GPU_shader_bind(GPUShader *shader)
{
BLI_assert(shader && shader->program);
glUseProgram(shader->program);
gpuBindMatrices(shader->interface);
}
void GPU_shader_unbind(void)
{
glUseProgram(0);
}
void GPU_shader_free(GPUShader *shader)
{
BLI_assert(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);
if (shader->interface)
GWN_shaderinterface_discard(shader->interface);
MEM_freeN(shader);
}
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
const Gwn_ShaderInput *uniform = GWN_shaderinterface_uniform(shader->interface, name);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
{
BLI_assert(shader && shader->program);
const Gwn_ShaderInput *uniform = GWN_shaderinterface_uniform_builtin(shader->interface, builtin);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
2017-10-06 14:57:21 +02:00
const Gwn_ShaderInput *ubo = GWN_shaderinterface_ubo(shader->interface, name);
return ubo ? ubo->location : -1;
}
void *GPU_fx_shader_get_interface(GPUShader *shader)
{
return shader->uniform_interface;
}
void *GPU_shader_get_interface(GPUShader *shader)
{
return shader->interface;
}
/* Clement : Temp */
int GPU_shader_get_program(GPUShader *shader)
{
return (int)shader->program;
}
void GPU_fx_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;
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);
}
void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
{
if (location == -1)
return;
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);
}
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
{
if (location == -1)
return;
glUniform1i(location, value);
}
void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
{
int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
if (location == -1) {
return;
}
glUniformBlockBinding(shader->program, location, bindpoint);
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
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;
if (number != 0)
glActiveTexture(GL_TEXTURE0 + number);
if (bindcode != 0)
glBindTexture(target, bindcode);
else
GPU_invalid_tex_bind(target);
glUniform1i(location, number);
if (number != 0)
glActiveTexture(GL_TEXTURE0);
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
const Gwn_ShaderInput *attrib = GWN_shaderinterface_attr(shader->interface, name);
return attrib ? attrib->location : -1;
}
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
[GPU_SHADER_VSM_STORE] = { datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl },
[GPU_SHADER_SEP_GAUSSIAN_BLUR] = { datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
datatoc_gpu_shader_sep_gaussian_blur_frag_glsl },
[GPU_SHADER_SMOKE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
[GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
[GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
[GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
[GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
datatoc_gpu_shader_keyframe_diamond_frag_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
/* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
/* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
[GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_geom_glsl },
[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
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/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
[GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },
[GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
[GPU_SHADER_2D_DIAG_STRIPES] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_diag_stripes_frag_glsl },
[GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_linear_frag_glsl },
[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_alpha_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_shuffle_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
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[GPU_SHADER_3D_UNIFORM_COLOR_U32] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR_U32] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl },
[GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
datatoc_gpu_shader_3D_groundline_geom_glsl },
[GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
datatoc_gpu_shader_2D_line_dashed_frag_glsl,
datatoc_gpu_shader_2D_line_dashed_geom_glsl },
[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
datatoc_gpu_shader_2D_line_dashed_frag_glsl,
datatoc_gpu_shader_2D_line_dashed_geom_glsl },
[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
{ datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
datatoc_gpu_shader_simple_lighting_frag_glsl},
[GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
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datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
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[GPU_SHADER_CAMERA] = { datatoc_gpu_shader_instance_camera_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_DISTANCE_LINES] = { datatoc_gpu_shader_instance_distance_line_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
{ datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{ datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{ datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] =
{ datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
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[GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = { datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
[GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID] = { datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl,
datatoc_gpu_shader_simple_lighting_frag_glsl },
[GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE] = { datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
};
if (builtin_shaders[shader] == NULL) {
/* just a few special cases */
const char *defines = NULL;
switch (shader) {
case GPU_SHADER_SMOKE_COBA:
defines = "#define USE_COBA;\n";
break;
case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE:
defines = "#define UNIFORM_SCALE;\n";
break;
case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS:
defines = "#define AXIS_NAME;\n";
break;
case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
case GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID:
defines = "#define USE_INSTANCE_COLOR;\n";
break;
case GPU_SHADER_3D_FLAT_COLOR_U32:
case GPU_SHADER_3D_UNIFORM_COLOR_U32:
defines = "#define USE_COLOR_U32;\n";
break;
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case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
defines = "#define USE_FLAT_NORMAL;\n";
break;
default:
break;
}
const GPUShaderStages *stages = builtin_shader_stages + shader;
if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) {
/* TODO: remove after switch to core profile (maybe) */
static const GPUShaderStages legacy_fancy_edges =
{ datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl };
stages = &legacy_fancy_edges;
}
if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR && !GLEW_VERSION_3_2) {
/* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
/* TODO: remove after switch to core profile (maybe) */
static const GPUShaderStages legacy_dashed_lines = { datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl,
datatoc_gpu_shader_2D_line_dashed_frag_glsl };
stages = &legacy_dashed_lines;
}
/* common case */
builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, defines);
}
return builtin_shaders[shader];
}
#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 (!fx_shaders[offset]) {
GPUShader *shader = NULL;
switch (effect) {
case GPU_SHADER_FX_SSAO:
shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
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);
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);
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);
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);
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);
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);
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, defines);
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);
break;
case GPU_SHADER_FX_DEPTH_RESOLVE:
shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines);
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break;
}
fx_shaders[offset] = shader;
GPU_fx_shader_init_interface(shader, effect);
}
return fx_shaders[offset];
}
void GPU_shader_free_builtin_shaders(void)
{
for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
if (builtin_shaders[i]) {
GPU_shader_free(builtin_shaders[i]);
builtin_shaders[i] = NULL;
}
}
for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
if (fx_shaders[i]) {
GPU_shader_free(fx_shaders[i]);
fx_shaders[i] = NULL;
}
}
}