2015-12-06 21:20:19 +01:00
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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) 2005 Blender Foundation.
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* All rights reserved.
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*/
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2018-08-30 01:56:08 +10:00
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/** \file blender/gpu/intern/gpu_shader.c
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* \ingroup gpu
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*/
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2015-12-06 21:20:19 +01:00
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "BLI_math_base.h"
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#include "BLI_math_vector.h"
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2017-09-27 18:03:00 +02:00
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#include "BLI_path_util.h"
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2018-08-02 18:31:38 +02:00
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#include "BLI_string.h"
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2019-02-06 09:15:16 +11:00
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#include "BLI_string_utils.h"
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2015-12-06 21:20:19 +01:00
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2017-09-27 18:03:00 +02:00
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#include "BKE_appdir.h"
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2015-12-06 21:20:19 +01:00
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#include "BKE_global.h"
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2017-09-27 18:03:00 +02:00
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#include "DNA_space_types.h"
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2015-12-06 21:20:19 +01:00
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#include "GPU_extensions.h"
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2018-07-19 15:48:13 +02:00
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#include "GPU_context.h"
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2017-04-18 16:30:13 +02:00
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#include "GPU_matrix.h"
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2015-12-06 21:20:19 +01:00
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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2017-04-18 16:30:13 +02:00
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#include "GPU_uniformbuffer.h"
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2015-12-06 21:20:19 +01:00
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2016-09-16 17:18:19 +02:00
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#include "gpu_shader_private.h"
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2017-04-07 13:28:42 -04:00
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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 256
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2015-12-06 21:20:19 +01:00
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/* Non-generated shaders */
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2016-09-13 02:51:38 -04:00
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extern char datatoc_gpu_shader_depth_only_frag_glsl[];
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2016-08-16 14:58:53 -04:00
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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2017-02-07 13:04:08 +01:00
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extern char datatoc_gpu_shader_checker_frag_glsl[];
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2017-02-16 21:49:20 -02:00
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extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
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2017-02-07 13:04:08 +01:00
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extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
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2017-05-10 20:14:52 +10:00
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extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
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2017-03-11 16:10:03 +01:00
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extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
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2017-05-03 18:55:40 +02:00
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extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
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2016-08-16 14:58:53 -04:00
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extern char datatoc_gpu_shader_flat_color_frag_glsl[];
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2016-10-26 03:57:14 -04:00
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extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
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2018-04-17 13:00:09 +02:00
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extern char datatoc_gpu_shader_flat_id_frag_glsl[];
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2018-08-23 22:29:29 +02:00
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extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
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2018-12-01 19:49:31 +01:00
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extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
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2016-10-15 02:30:59 -04:00
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extern char datatoc_gpu_shader_2D_vert_glsl[];
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2016-08-08 04:56:02 -04:00
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extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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2018-04-20 15:15:10 +02:00
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extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
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2016-08-04 15:59:38 -04:00
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extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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2018-04-21 16:45:47 +02:00
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extern char datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl[];
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2016-11-18 16:04:25 +01:00
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extern char datatoc_gpu_shader_2D_image_vert_glsl[];
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2018-03-27 23:57:29 +02:00
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extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
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2018-03-31 19:32:28 +02:00
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extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
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2018-03-29 03:06:33 +02:00
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extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
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2018-04-06 23:54:24 +02:00
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extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[];
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2018-04-06 10:09:23 +02:00
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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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2018-04-05 15:27:53 +02:00
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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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2016-11-18 16:04:25 +01:00
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2016-10-18 00:08:34 -04:00
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extern char datatoc_gpu_shader_3D_image_vert_glsl[];
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2018-02-13 18:09:58 +01:00
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extern char datatoc_gpu_shader_image_frag_glsl[];
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2017-05-11 16:20:10 +02:00
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extern char datatoc_gpu_shader_image_linear_frag_glsl[];
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2016-11-18 16:04:25 +01:00
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extern char datatoc_gpu_shader_image_color_frag_glsl[];
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2018-04-26 15:42:08 +02:00
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extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
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2018-03-31 19:32:28 +02:00
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extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
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2017-04-19 16:52:47 +02:00
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extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
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2017-02-24 01:07:40 +01:00
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extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
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2017-01-09 17:58:13 +01:00
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extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
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2016-11-08 10:51:42 -05:00
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extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
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2016-10-18 00:08:34 -04:00
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extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
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2016-10-21 20:48:08 +00:00
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extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
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2018-02-26 19:41:17 +01:00
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extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
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2018-04-23 21:08:11 +02:00
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extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
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2016-10-15 02:30:59 -04:00
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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2017-04-16 15:04:07 -04:00
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extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
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2016-08-16 14:58:53 -04:00
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extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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2017-05-10 20:14:52 +10:00
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extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
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2017-04-16 15:04:07 -04:00
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extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
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2016-08-16 14:58:53 -04:00
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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2017-02-11 21:15:46 +01:00
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extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
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2017-04-05 01:28:48 +02:00
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extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
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2016-08-04 15:59:38 -04:00
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2017-02-09 20:55:31 +01:00
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extern char datatoc_gpu_shader_instance_vert_glsl[];
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extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
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2018-04-17 13:00:09 +02:00
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extern char datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl[];
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2017-02-22 12:46:27 +01:00
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extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
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2017-02-11 21:15:46 +01:00
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extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
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2017-04-10 22:22:37 +02:00
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extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[];
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2017-03-04 00:09:22 +01:00
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extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
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extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
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2017-03-05 05:22:40 +01:00
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extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
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extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
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2018-02-16 02:01:09 -02:00
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extern char datatoc_gpu_shader_instance_mball_handles_vert_glsl[];
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2017-02-09 20:55:31 +01:00
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2017-02-07 11:20:15 +01:00
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extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
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extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
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2016-09-30 20:44:22 -04:00
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extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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2017-02-28 02:18:52 -05:00
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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_outline_aa_frag_glsl[];
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2018-09-29 19:42:09 +02:00
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extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
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2016-09-30 20:44:22 -04:00
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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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2016-10-15 02:30:59 -04:00
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extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
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2016-10-01 17:32:29 -04:00
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extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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2017-02-28 02:18:52 -05:00
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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_3D_point_uniform_size_outline_aa_vert_glsl[];
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2016-10-06 16:31:49 -04:00
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extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
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2017-02-28 02:18:52 -05:00
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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_point_uniform_size_varying_color_outline_aa_vert_glsl[];
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2016-09-30 20:44:22 -04:00
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2018-09-29 19:42:09 +02:00
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extern char datatoc_gpu_shader_2D_edituvs_points_vert_glsl[];
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extern char datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl[];
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extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[];
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extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[];
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extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[];
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2018-12-22 21:02:30 +01:00
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extern char datatoc_gpu_shader_3D_selection_id_vert_glsl[];
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extern char datatoc_gpu_shader_selection_id_frag_glsl[];
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2017-07-13 16:44:02 +02:00
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extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
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2017-02-24 15:33:09 -05:00
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extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
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Reworked version of dashed line shader.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
2017-05-01 16:21:53 +02:00
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extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
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2017-07-13 16:44:02 +02:00
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extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[];
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extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
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2017-02-24 15:33:09 -05:00
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2016-10-25 03:19:10 -04:00
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extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
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2016-11-05 18:56:57 +01:00
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extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
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2016-10-25 03:19:10 -04:00
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extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
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2016-11-05 19:26:13 +01:00
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extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
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2016-09-17 13:33:02 +02:00
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extern char datatoc_gpu_shader_text_vert_glsl[];
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2018-03-29 20:22:31 +02:00
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extern char datatoc_gpu_shader_text_geom_glsl[];
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2016-09-17 13:33:02 +02:00
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extern char datatoc_gpu_shader_text_frag_glsl[];
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2018-03-30 22:50:17 +02:00
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extern char datatoc_gpu_shader_text_simple_vert_glsl[];
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extern char datatoc_gpu_shader_text_simple_geom_glsl[];
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2017-02-11 00:02:28 -05:00
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extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
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extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
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2016-09-17 13:33:02 +02:00
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2018-07-31 10:22:19 +02:00
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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_gpencil_fill_vert_glsl[];
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extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[];
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2019-02-06 09:15:16 +11:00
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extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
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2018-07-31 10:22:19 +02:00
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2016-11-08 22:53:59 -06:00
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/* cache of built-in shaders (each is created on first use) */
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2019-02-06 09:15:16 +11:00
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static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {NULL};
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2015-12-06 21:20:19 +01:00
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2018-08-03 14:34:05 +02:00
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#ifndef NDEBUG
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2018-08-02 18:31:38 +02:00
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static uint g_shaderid = 0;
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2018-08-03 14:34:05 +02:00
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#endif
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2018-08-02 18:31:38 +02:00
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2016-11-08 22:53:59 -06:00
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typedef struct {
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const char *vert;
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2019-01-26 09:46:29 +11:00
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/** Optional. */
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const char *geom;
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2016-11-08 22:53:59 -06:00
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const char *frag;
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2019-01-26 10:04:10 +11:00
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/** Optional. */
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const char *defs;
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2016-11-08 22:53:59 -06:00
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} GPUShaderStages;
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2015-12-06 21:20:19 +01:00
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static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
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{
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int line = 1;
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fprintf(stderr, "GPUShader: %s error:\n", task);
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2016-10-16 03:18:17 -04:00
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for (int i = 0; i < totcode; i++) {
|
2015-12-06 21:20:19 +01:00
|
|
|
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++;
|
|
|
|
}
|
2018-06-04 09:09:12 +02:00
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
fprintf(stderr, "%s", c);
|
|
|
|
}
|
|
|
|
}
|
2018-06-04 09:09:12 +02:00
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
fprintf(stderr, "%s\n", log);
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char *gpu_shader_version(void)
|
|
|
|
{
|
2017-04-07 12:50:44 -04:00
|
|
|
return "#version 330\n";
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
2017-04-08 02:21:13 -04:00
|
|
|
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
|
2015-12-06 21:20:19 +01:00
|
|
|
{
|
|
|
|
/* enable extensions for features that are not part of our base GLSL version
|
|
|
|
* don't use an extension for something already available!
|
|
|
|
*/
|
|
|
|
|
2018-08-13 11:48:44 +02:00
|
|
|
if (GLEW_ARB_texture_gather) {
|
|
|
|
/* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
|
|
|
|
* is reported to be supported but yield a compile error (see T55802). */
|
|
|
|
if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
|
|
|
|
strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
|
2018-09-03 19:20:56 +02:00
|
|
|
|
|
|
|
/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
|
|
|
|
* shader so double check the preprocessor define (see T56544). */
|
|
|
|
if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
|
|
|
|
strcat(defines, "#ifdef GL_ARB_texture_gather\n");
|
|
|
|
strcat(defines, "# define GPU_ARB_texture_gather\n");
|
|
|
|
strcat(defines, "#endif\n");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
strcat(defines, "#define GPU_ARB_texture_gather\n");
|
|
|
|
}
|
2018-08-13 11:48:44 +02:00
|
|
|
}
|
|
|
|
}
|
2015-12-06 21:20:19 +01:00
|
|
|
if (GLEW_ARB_texture_query_lod) {
|
2017-05-18 15:47:32 -04:00
|
|
|
/* a #version 400 feature, but we use #version 330 maximum so use extension */
|
2015-12-06 21:20:19 +01:00
|
|
|
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-09-12 14:30:28 +02:00
|
|
|
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
|
2015-12-06 21:20:19 +01:00
|
|
|
{
|
|
|
|
/* some useful defines to detect GPU type */
|
2018-08-13 15:30:29 +02:00
|
|
|
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))
|
2015-12-06 21:20:19 +01:00
|
|
|
strcat(defines, "#define GPU_ATI\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");
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
GPUShader *GPU_shader_create(
|
|
|
|
const char *vertexcode,
|
|
|
|
const char *fragcode,
|
|
|
|
const char *geocode,
|
|
|
|
const char *libcode,
|
2018-08-02 18:31:38 +02:00
|
|
|
const char *defines,
|
|
|
|
const char *shname)
|
2015-12-06 21:20:19 +01:00
|
|
|
{
|
2018-07-18 23:09:31 +10:00
|
|
|
return GPU_shader_create_ex(
|
|
|
|
vertexcode,
|
|
|
|
fragcode,
|
|
|
|
geocode,
|
|
|
|
libcode,
|
|
|
|
defines,
|
|
|
|
GPU_SHADER_TFB_NONE,
|
|
|
|
NULL,
|
2018-08-02 18:31:38 +02:00
|
|
|
0,
|
|
|
|
shname);
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
2017-09-27 18:03:00 +02:00
|
|
|
#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.
|
2018-09-24 17:27:41 +02:00
|
|
|
* So we call this function once before calling for the individual shaders. */
|
2017-09-27 18:03:00 +02:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
2018-07-18 23:09:31 +10:00
|
|
|
GPUShader *GPU_shader_create_ex(
|
|
|
|
const char *vertexcode,
|
|
|
|
const char *fragcode,
|
|
|
|
const char *geocode,
|
|
|
|
const char *libcode,
|
|
|
|
const char *defines,
|
2019-01-23 14:15:43 +11:00
|
|
|
const eGPUShaderTFBType tf_type,
|
2018-07-18 23:09:31 +10:00
|
|
|
const char **tf_names,
|
2018-08-02 18:31:38 +02:00
|
|
|
const int tf_count,
|
|
|
|
const char *shname)
|
2015-12-06 21:20:19 +01:00
|
|
|
{
|
|
|
|
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");
|
2017-09-27 18:03:00 +02:00
|
|
|
gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
|
2015-12-06 21:20:19 +01:00
|
|
|
|
2018-08-02 18:31:38 +02:00
|
|
|
#ifndef NDEBUG
|
|
|
|
BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
|
|
|
|
#else
|
|
|
|
UNUSED_VARS(shname);
|
|
|
|
#endif
|
|
|
|
|
2018-12-07 04:07:56 +01:00
|
|
|
/* At least a vertex shader and a fragment shader are required. */
|
2019-01-21 12:50:57 +01:00
|
|
|
BLI_assert((fragcode != NULL) && (vertexcode != NULL));
|
2018-12-07 04:07:56 +01:00
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
if (vertexcode)
|
|
|
|
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
|
|
|
|
if (fragcode)
|
|
|
|
shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
if (geocode)
|
2018-12-07 04:07:56 +01:00
|
|
|
shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
|
2015-12-06 21:20:19 +01:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2018-09-12 14:30:28 +02:00
|
|
|
gpu_shader_standard_defines(standard_defines);
|
2017-04-08 02:21:13 -04:00
|
|
|
gpu_shader_standard_extensions(standard_extensions);
|
2015-12-06 21:20:19 +01:00
|
|
|
|
|
|
|
if (vertexcode) {
|
2019-01-21 12:50:57 +01:00
|
|
|
const char *source[6];
|
2015-12-06 21:20:19 +01:00
|
|
|
/* custom limit, may be too small, beware */
|
|
|
|
int num_source = 0;
|
|
|
|
|
|
|
|
source[num_source++] = gpu_shader_version();
|
2019-01-21 12:50:57 +01:00
|
|
|
source[num_source++] = "#define GPU_VERTEX_SHADER\n";
|
2015-12-06 21:20:19 +01:00
|
|
|
source[num_source++] = standard_extensions;
|
|
|
|
source[num_source++] = standard_defines;
|
|
|
|
|
|
|
|
if (defines) source[num_source++] = defines;
|
|
|
|
source[num_source++] = vertexcode;
|
|
|
|
|
2017-09-27 18:03:00 +02:00
|
|
|
gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
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();
|
2019-01-21 12:50:57 +01:00
|
|
|
source[num_source++] = "#define GPU_FRAGMENT_SHADER\n";
|
2015-12-06 21:20:19 +01:00
|
|
|
source[num_source++] = standard_extensions;
|
|
|
|
source[num_source++] = standard_defines;
|
|
|
|
|
|
|
|
if (defines) source[num_source++] = defines;
|
|
|
|
if (libcode) source[num_source++] = libcode;
|
|
|
|
source[num_source++] = fragcode;
|
|
|
|
|
2017-09-27 18:03:00 +02:00
|
|
|
gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
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();
|
2019-01-21 12:50:57 +01:00
|
|
|
source[num_source++] = "#define GPU_GEOMETRY_SHADER\n";
|
2015-12-06 21:20:19 +01:00
|
|
|
source[num_source++] = standard_extensions;
|
|
|
|
source[num_source++] = standard_defines;
|
|
|
|
|
|
|
|
if (defines) source[num_source++] = defines;
|
|
|
|
source[num_source++] = geocode;
|
|
|
|
|
2017-09-27 18:03:00 +02:00
|
|
|
gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-05-16 12:47:15 +02:00
|
|
|
if (tf_names != NULL) {
|
|
|
|
glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
|
|
|
|
/* Primitive type must be setup */
|
|
|
|
BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
|
|
|
|
shader->feedback_transform_type = tf_type;
|
|
|
|
}
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2018-07-18 00:12:21 +02:00
|
|
|
shader->interface = GPU_shaderinterface_create(shader->program);
|
2017-04-13 18:37:26 -04:00
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
return shader;
|
|
|
|
}
|
|
|
|
|
2017-09-27 18:03:00 +02:00
|
|
|
#undef DEBUG_SHADER_GEOMETRY
|
|
|
|
#undef DEBUG_SHADER_FRAGMENT
|
|
|
|
#undef DEBUG_SHADER_VERTEX
|
|
|
|
#undef DEBUG_SHADER_NONE
|
|
|
|
|
2019-02-06 09:15:16 +11:00
|
|
|
static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
|
|
|
|
{
|
|
|
|
bool is_alloc = false;
|
|
|
|
if (str_arr == NULL) {
|
|
|
|
*r_is_alloc = false;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
/* Skip empty strings (avoid alloc if we can). */
|
|
|
|
while (str_arr[0] && str_arr[0][0] == '\0') {
|
|
|
|
str_arr++;
|
|
|
|
}
|
|
|
|
int i;
|
|
|
|
for (i = 0; str_arr[i]; i++) {
|
|
|
|
if (i != 0 && str_arr[i][0] != '\0') {
|
|
|
|
is_alloc = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
*r_is_alloc = is_alloc;
|
|
|
|
if (is_alloc) {
|
|
|
|
return BLI_string_join_arrayN(str_arr, i);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return str_arr[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
|
|
|
|
*
|
|
|
|
* Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
|
|
|
|
*
|
|
|
|
* It has the advantage that each item can be conditionally included
|
|
|
|
* without having to build the string inline, then free it.
|
|
|
|
*
|
|
|
|
* \param params: NULL terminated arrays of strings.
|
|
|
|
*
|
|
|
|
* Example:
|
|
|
|
* \code{.c}
|
|
|
|
* sh = GPU_shader_create_from_arrays({
|
|
|
|
* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
|
|
|
|
* .geom = (const char *[]){shader_geom_glsl, NULL},
|
|
|
|
* .frag = (const char *[]){shader_frag_glsl, NULL},
|
|
|
|
* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
|
|
|
|
* });
|
|
|
|
* \endcode
|
|
|
|
*/
|
|
|
|
struct GPUShader *GPU_shader_create_from_arrays_impl(
|
|
|
|
const struct GPU_ShaderCreateFromArray_Params *params)
|
|
|
|
{
|
|
|
|
struct { const char *str; bool is_alloc;} str_dst[4] = {0};
|
|
|
|
const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
|
|
|
|
|
|
|
|
for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
|
|
|
|
str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUShader *sh = GPU_shader_create(
|
|
|
|
str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, __func__);
|
|
|
|
|
|
|
|
for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
|
|
|
|
if (str_dst[i].is_alloc) {
|
|
|
|
MEM_freeN((void *)str_dst[i].str);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return sh;
|
|
|
|
}
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
void GPU_shader_bind(GPUShader *shader)
|
|
|
|
{
|
2016-09-27 19:38:35 +02:00
|
|
|
BLI_assert(shader && shader->program);
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
glUseProgram(shader->program);
|
2018-07-15 15:27:15 +02:00
|
|
|
GPU_matrix_bind(shader->interface);
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_shader_unbind(void)
|
|
|
|
{
|
|
|
|
glUseProgram(0);
|
|
|
|
}
|
|
|
|
|
2018-09-12 12:18:35 +10:00
|
|
|
bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
|
2018-05-16 12:47:15 +02:00
|
|
|
{
|
|
|
|
if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
|
|
|
|
|
|
|
|
switch (shader->feedback_transform_type) {
|
|
|
|
case GPU_SHADER_TFB_POINTS: glBeginTransformFeedback(GL_POINTS); return true;
|
|
|
|
case GPU_SHADER_TFB_LINES: glBeginTransformFeedback(GL_LINES); return true;
|
|
|
|
case GPU_SHADER_TFB_TRIANGLES: glBeginTransformFeedback(GL_TRIANGLES); return true;
|
|
|
|
default: return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
|
|
|
|
{
|
|
|
|
glEndTransformFeedback();
|
|
|
|
}
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
void GPU_shader_free(GPUShader *shader)
|
|
|
|
{
|
2018-08-01 21:45:43 +02:00
|
|
|
#if 0 /* Would be nice to have, but for now the Deferred compilation
|
|
|
|
* does not have a GPUContext. */
|
2018-07-19 15:48:13 +02:00
|
|
|
BLI_assert(GPU_context_active_get() != NULL);
|
2018-08-01 21:45:43 +02:00
|
|
|
#endif
|
2016-09-27 19:38:35 +02:00
|
|
|
BLI_assert(shader);
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
if (shader->vertex)
|
|
|
|
glDeleteShader(shader->vertex);
|
|
|
|
if (shader->geometry)
|
|
|
|
glDeleteShader(shader->geometry);
|
|
|
|
if (shader->fragment)
|
|
|
|
glDeleteShader(shader->fragment);
|
|
|
|
if (shader->program)
|
|
|
|
glDeleteProgram(shader->program);
|
2016-03-21 00:53:48 +01:00
|
|
|
|
2017-03-02 21:46:54 -05:00
|
|
|
if (shader->interface)
|
2018-07-18 00:12:21 +02:00
|
|
|
GPU_shaderinterface_discard(shader->interface);
|
2017-03-02 21:46:54 -05:00
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
MEM_freeN(shader);
|
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
|
|
|
|
{
|
2016-09-27 19:38:35 +02:00
|
|
|
BLI_assert(shader && shader->program);
|
2018-07-18 00:12:21 +02:00
|
|
|
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
|
2019-01-17 18:33:08 +01:00
|
|
|
return uniform ? uniform->location : -2;
|
2019-01-16 04:41:27 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name)
|
|
|
|
{
|
|
|
|
BLI_assert(shader && shader->program);
|
|
|
|
const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(shader->interface, name);
|
2017-04-13 18:37:26 -04:00
|
|
|
return uniform ? uniform->location : -1;
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
2017-10-08 15:49:25 +02:00
|
|
|
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
|
|
|
|
{
|
|
|
|
BLI_assert(shader && shader->program);
|
2018-07-18 00:12:21 +02:00
|
|
|
const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(shader->interface, builtin);
|
2017-10-08 15:49:25 +02:00
|
|
|
return uniform ? uniform->location : -1;
|
|
|
|
}
|
|
|
|
|
2017-02-07 11:20:15 +01:00
|
|
|
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
|
|
|
|
{
|
|
|
|
BLI_assert(shader && shader->program);
|
2018-07-18 00:12:21 +02:00
|
|
|
const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
|
2017-10-06 14:57:21 +02:00
|
|
|
return ubo ? ubo->location : -1;
|
2017-02-07 11:20:15 +01:00
|
|
|
}
|
|
|
|
|
2017-03-02 21:46:54 -05:00
|
|
|
void *GPU_shader_get_interface(GPUShader *shader)
|
|
|
|
{
|
|
|
|
return shader->interface;
|
|
|
|
}
|
|
|
|
|
2017-02-07 11:20:15 +01:00
|
|
|
/* Clement : Temp */
|
|
|
|
int GPU_shader_get_program(GPUShader *shader)
|
|
|
|
{
|
|
|
|
return (int)shader->program;
|
|
|
|
}
|
|
|
|
|
2018-09-20 19:51:02 +00:00
|
|
|
void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
|
|
|
|
{
|
|
|
|
if (location == -1)
|
|
|
|
return;
|
|
|
|
|
|
|
|
glUniform1f(location, value);
|
|
|
|
}
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
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;
|
|
|
|
|
2016-08-19 00:52:52 -04:00
|
|
|
glUniform1i(location, value);
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
2017-02-07 11:20:15 +01:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
|
|
|
|
{
|
|
|
|
int number = GPU_texture_bound_number(tex);
|
|
|
|
|
2018-03-22 16:10:54 +01:00
|
|
|
if (number == -1) {
|
|
|
|
fprintf(stderr, "Texture is not bound.\n");
|
|
|
|
BLI_assert(0);
|
2015-12-06 21:20:19 +01:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (location == -1)
|
|
|
|
return;
|
|
|
|
|
|
|
|
glUniform1i(location, number);
|
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
|
|
|
|
{
|
2016-09-27 19:38:35 +02:00
|
|
|
BLI_assert(shader && shader->program);
|
2019-01-29 07:46:25 +11:00
|
|
|
const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
|
|
|
|
return attr ? attr->location : -1;
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
2019-02-06 09:15:16 +11:00
|
|
|
static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
|
2019-01-26 09:46:29 +11:00
|
|
|
[GPU_SHADER_TEXT] = {
|
|
|
|
.vert = datatoc_gpu_shader_text_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_text_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_text_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_TEXT_SIMPLE] = {
|
|
|
|
.vert = datatoc_gpu_shader_text_simple_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_text_simple_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_text_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_KEYFRAME_DIAMOND] = {
|
|
|
|
.vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
|
|
|
|
},
|
|
|
|
/* This version is magical but slow! */
|
|
|
|
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = {
|
|
|
|
.vert = datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_edges_front_back_persp_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = {
|
|
|
|
.vert = datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_EDGES_OVERLAY_SIMPLE] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_EDGES_OVERLAY] = {
|
|
|
|
.vert = datatoc_gpu_shader_edges_overlay_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_edges_overlay_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_SIMPLE_LIGHTING] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_normal_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
|
|
|
|
},
|
2018-09-14 09:32:19 -03:00
|
|
|
/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
|
2019-01-26 09:46:29 +11:00
|
|
|
[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define USE_FLAT_NORMAL\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_IMAGE_DEPTH] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_depth_linear_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_IMAGE_DEPTH_COPY] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_depth_copy_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define SAMPLES 2\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define SAMPLES 4\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define SAMPLES 8\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define SAMPLES 16\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define SAMPLES 2\n"
|
|
|
|
"#define USE_DEPTH\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define SAMPLES 4\n"
|
|
|
|
"#define USE_DEPTH\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define SAMPLES 8\n"
|
|
|
|
"#define USE_DEPTH\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define SAMPLES 16\n"
|
|
|
|
"#define USE_DEPTH\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_2D_IMAGE_INTERLACE] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_interlace_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_CHECKER] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_checker_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_2D_DIAG_STRIPES] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_diag_stripes_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_2D_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_FLAT_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_flat_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_SMOOTH_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_SMOOTH_COLOR_DITHER] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_linear_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_alpha_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_RECT_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_image_rect_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_image_varying_color_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_3D_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define USE_BACKGROUND\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_FLAT_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_SMOOTH_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_DEPTH_ONLY] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_depth_only_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_3D_GROUNDPOINT] = {
|
2019-01-31 15:54:37 +11:00
|
|
|
.vert = datatoc_gpu_shader_3D_groundpoint_vert_glsl,
|
2019-01-26 09:46:29 +11:00
|
|
|
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_GROUNDLINE] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_passthrough_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_3D_groundline_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define USE_INSTANCE_COLOR\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define AXIS_NAME\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_CAMERA] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_camera_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_DISTANCE_LINES] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_distance_line_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_id_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define UNIFORM_SCALE\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define UNIFORM_SCALE\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_instance_edges_variying_color_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_2D_AREA_EDGES] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_WIDGET_BASE] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_WIDGET_BASE_INST] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define USE_INSTANCE\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_WIDGET_SHADOW] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_NODELINK] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_NODELINK_INST] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define USE_INSTANCE\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_2D_UV_UNIFORM_COLOR] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define UV_POS\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_UV_VERTS] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_UV_FACEDOTS] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_UV_EDGES] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_UV_EDGES_SMOOTH] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define SMOOTH_COLOR\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_UV_FACES] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_UV_FACES_STRETCH_AREA] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] = {
|
|
|
|
.vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define STRETCH_ANGLE\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_3D_FLAT_SELECT_ID] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_selection_id_frag_glsl,
|
|
|
|
},
|
|
|
|
[GPU_SHADER_3D_UNIFORM_SELECT_ID] = {
|
|
|
|
.vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_selection_id_frag_glsl,
|
2019-01-26 10:04:10 +11:00
|
|
|
.defs =
|
|
|
|
"#define UNIFORM_ID\n",
|
2019-01-26 09:46:29 +11:00
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_GPENCIL_STROKE] = {
|
|
|
|
.vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl,
|
|
|
|
.geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
|
|
|
|
},
|
|
|
|
|
|
|
|
[GPU_SHADER_GPENCIL_FILL] = {
|
|
|
|
.vert = datatoc_gpu_shader_gpencil_fill_vert_glsl,
|
|
|
|
.frag = datatoc_gpu_shader_gpencil_fill_frag_glsl,
|
|
|
|
},
|
2018-09-14 09:32:19 -03:00
|
|
|
};
|
|
|
|
|
2019-02-06 09:15:16 +11:00
|
|
|
GPUShader *GPU_shader_get_builtin_shader_with_config(
|
|
|
|
eGPUBuiltinShader shader, eGPUShaderConfig shader_cfg)
|
2015-12-06 21:20:19 +01:00
|
|
|
{
|
2019-02-06 09:15:16 +11:00
|
|
|
BLI_assert(shader < GPU_SHADER_BUILTIN_LEN);
|
|
|
|
BLI_assert(shader_cfg < GPU_SHADER_CFG_LEN);
|
|
|
|
GPUShader **sh_p = &builtin_shaders[shader_cfg][shader];
|
2016-11-08 22:53:59 -06:00
|
|
|
|
2019-02-06 09:15:16 +11:00
|
|
|
if (*sh_p == NULL) {
|
2019-01-26 10:31:53 +11:00
|
|
|
GPUShaderStages stages_legacy = {NULL};
|
2019-01-26 10:04:10 +11:00
|
|
|
const GPUShaderStages *stages = &builtin_shader_stages[shader];
|
2016-11-08 22:53:59 -06:00
|
|
|
|
2019-01-26 10:31:53 +11:00
|
|
|
if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP) {
|
2016-11-08 22:53:59 -06:00
|
|
|
/* TODO: remove after switch to core profile (maybe) */
|
2019-01-26 10:31:53 +11:00
|
|
|
if (!GLEW_VERSION_3_2) {
|
|
|
|
stages_legacy.vert = datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl;
|
|
|
|
stages_legacy.frag = datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl;
|
|
|
|
stages = &stages_legacy;
|
|
|
|
}
|
2016-11-08 22:53:59 -06:00
|
|
|
}
|
2019-01-26 10:31:53 +11:00
|
|
|
else if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR) {
|
Reworked version of dashed line shader.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
2017-05-01 16:21:53 +02:00
|
|
|
/* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
|
|
|
|
/* TODO: remove after switch to core profile (maybe) */
|
2019-01-26 10:31:53 +11:00
|
|
|
if (!GLEW_VERSION_3_2) {
|
|
|
|
stages_legacy.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl;
|
|
|
|
stages_legacy.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl;
|
|
|
|
stages = &stages_legacy;
|
|
|
|
}
|
Reworked version of dashed line shader.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
2017-05-01 16:21:53 +02:00
|
|
|
}
|
|
|
|
|
2016-11-08 22:53:59 -06:00
|
|
|
/* common case */
|
2019-02-06 09:15:16 +11:00
|
|
|
if (shader_cfg == GPU_SHADER_CFG_DEFAULT) {
|
|
|
|
*sh_p = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, stages->defs, __func__);
|
|
|
|
}
|
|
|
|
else if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
|
|
|
|
/* Remove eventually, for now ensure support for each shader has been added. */
|
|
|
|
BLI_assert(ELEM(shader,
|
|
|
|
GPU_SHADER_3D_UNIFORM_COLOR,
|
|
|
|
GPU_SHADER_3D_SMOOTH_COLOR,
|
|
|
|
GPU_SHADER_3D_DEPTH_ONLY,
|
|
|
|
GPU_SHADER_CAMERA,
|
|
|
|
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,
|
|
|
|
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
|
|
|
|
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
|
|
|
|
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
|
|
|
|
GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
|
|
|
|
GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED,
|
|
|
|
GPU_SHADER_3D_GROUNDLINE,
|
|
|
|
GPU_SHADER_3D_GROUNDPOINT,
|
|
|
|
GPU_SHADER_DISTANCE_LINES,
|
|
|
|
GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR));
|
|
|
|
const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
|
|
|
|
const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
|
|
|
|
/* In rare cases geometry shaders calculate clipping themselves. */
|
|
|
|
*sh_p = GPU_shader_create_from_arrays({
|
|
|
|
.vert = (const char *[]){world_clip_lib, stages->vert, NULL},
|
|
|
|
.geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
|
|
|
|
.frag = (const char *[]){stages->frag, NULL},
|
|
|
|
.defs = (const char *[]){world_clip_def, stages->defs, NULL},
|
|
|
|
});
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BLI_assert(0);
|
|
|
|
}
|
2016-11-08 22:53:59 -06:00
|
|
|
}
|
2015-12-06 21:20:19 +01:00
|
|
|
|
2019-02-06 09:15:16 +11:00
|
|
|
return *sh_p;
|
|
|
|
}
|
|
|
|
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
|
|
|
|
{
|
|
|
|
return GPU_shader_get_builtin_shader_with_config(shader, GPU_SHADER_CFG_DEFAULT);
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
2018-09-14 09:32:19 -03:00
|
|
|
void GPU_shader_get_builtin_shader_code(
|
2019-01-23 14:15:43 +11:00
|
|
|
eGPUBuiltinShader shader,
|
2018-09-15 08:00:29 +10:00
|
|
|
const char **r_vert, const char **r_frag,
|
|
|
|
const char **r_geom, const char **r_defines)
|
2018-09-14 09:32:19 -03:00
|
|
|
{
|
2019-01-26 10:04:10 +11:00
|
|
|
const GPUShaderStages *stages = &builtin_shader_stages[shader];
|
2018-09-15 08:00:29 +10:00
|
|
|
*r_vert = stages->vert;
|
|
|
|
*r_frag = stages->frag;
|
|
|
|
*r_geom = stages->geom;
|
2019-01-26 10:04:10 +11:00
|
|
|
*r_defines = stages->defs;
|
2018-09-14 09:32:19 -03:00
|
|
|
}
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
void GPU_shader_free_builtin_shaders(void)
|
|
|
|
{
|
2019-02-06 09:15:16 +11:00
|
|
|
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
|
|
|
|
for (int j = 0; j < GPU_SHADER_BUILTIN_LEN; j++) {
|
|
|
|
if (builtin_shaders[i][j]) {
|
|
|
|
GPU_shader_free(builtin_shaders[i][j]);
|
|
|
|
builtin_shaders[i][j] = NULL;
|
|
|
|
}
|
2016-11-08 22:53:59 -06:00
|
|
|
}
|
2016-10-16 18:43:24 -04:00
|
|
|
}
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|