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								/*
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								 * This program is free software; you can redistribute it and/or
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								 * modify it under the terms of the GNU General Public License
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								 * as published by the Free Software Foundation; either version 2
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								 * of the License, or (at your option) any later version.
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								 *
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								 * This program is distributed in the hope that it will be useful,
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								 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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								 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								 * GNU General Public License for more details.
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								 *
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								 * You should have received a copy of the GNU General Public License
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								 * along with this program; if not, write to the Free Software Foundation,
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								 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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								 *
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								 * The Original Code is Copyright (C) 2020 Blender Foundation.
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								 * All rights reserved.
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								 */
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								/** \file
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								 * \ingroup gpu
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								 */
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								#pragma once
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								#include "MEM_guardedalloc.h"
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								#include "glew-mx.h"
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								#include "gpu_shader_private.hh"
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								namespace blender {
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								namespace gpu {
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								/**
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								 * Implementation of shader compilation and uniforms handling using OpenGL.
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								 **/
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								class GLShader : public Shader {
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								 private:
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								  /** Handle for full program (links shader stages below). */
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								  GLuint shader_program_ = 0;
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								  /** Individual shader stages. */
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								  GLuint vert_shader_ = 0;
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								  GLuint geom_shader_ = 0;
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								  GLuint frag_shader_ = 0;
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								  /** True if any shader failed to compile. */
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								  bool compilation_failed_ = false;
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								  eGPUShaderTFBType transform_feedback_type_ = GPU_SHADER_TFB_NONE;
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								 public:
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								  GLShader(const char *name);
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								  ~GLShader();
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								  /* Return true on success. */
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								  void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
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								  void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
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								  void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
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								  bool finalize(void) override;
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								  void transform_feedback_names_set(Span<const char *> name_list,
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								                                    const eGPUShaderTFBType geom_type) override;
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								  bool transform_feedback_enable(GPUVertBuf *buf) override;
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								  void transform_feedback_disable(void) override;
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								  void bind(void) override;
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								  void unbind(void) override;
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								  void uniform_float(int location, int comp_len, int array_size, const float *data) override;
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								  void uniform_int(int location, int comp_len, int array_size, const int *data) override;
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								  void vertformat_from_shader(GPUVertFormat *format) const override;
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								 private:
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								  char *glsl_patch_get(void);
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								  GLuint create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources);
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								  MEM_CXX_CLASS_ALLOC_FUNCS("GLShader");
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								};
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								}  // namespace gpu
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								}  // namespace blender
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