2015-12-06 21:20:19 +01:00
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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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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#include "BKE_global.h"
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#include "GPU_compositing.h"
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#include "GPU_debug.h"
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#include "GPU_extensions.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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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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2015-12-06 21:20:19 +01:00
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/* TODO(sergey): Find better default values for this constants. */
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#define MAX_DEFINE_LENGTH 1024
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#define MAX_EXT_DEFINE_LENGTH 1024
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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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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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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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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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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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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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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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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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extern char datatoc_gpu_shader_image_rect_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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2016-10-15 02:30:59 -04:00
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extern char datatoc_gpu_shader_3D_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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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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2016-08-04 15:59:38 -04:00
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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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2016-10-08 03:10:59 -04:00
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extern char datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl[];
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2016-10-15 02:30:59 -04:00
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extern char datatoc_gpu_shader_point_varying_color_outline_smooth_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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2016-10-18 13:03:30 -04:00
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extern char datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl[];
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2016-10-16 18:43:24 -04:00
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extern char datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_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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2016-10-15 02:30:59 -04:00
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extern char datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl[];
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2016-09-30 20:44:22 -04:00
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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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extern char datatoc_gpu_shader_text_frag_glsl[];
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2016-08-28 16:50:49 +02:00
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extern char datatoc_gpu_shader_fire_frag_glsl[];
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2016-01-10 07:36:23 +01:00
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extern char datatoc_gpu_shader_smoke_vert_glsl[];
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extern char datatoc_gpu_shader_smoke_frag_glsl[];
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2015-12-06 21:20:19 +01:00
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extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
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extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
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extern char datatoc_gpu_shader_fx_vert_glsl[];
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extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
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extern char datatoc_gpu_shader_fx_dof_hq_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_hq_vert_glsl[];
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extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
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extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
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extern char datatoc_gpu_shader_fx_lib_glsl[];
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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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static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
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2015-12-06 21:20:19 +01:00
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2016-11-08 22:53:59 -06:00
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/* cache for shader fx. Those can exist in combinations so store them here */
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static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
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typedef struct {
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const char *vert;
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const char *frag;
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const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */
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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++) {
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2015-12-06 21:20:19 +01:00
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const char *c, *pos, *end = code[i] + strlen(code[i]);
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if (G.debug & G_DEBUG) {
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fprintf(stderr, "===== shader string %d ====\n", i + 1);
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c = code[i];
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while ((c < end) && (pos = strchr(c, '\n'))) {
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fprintf(stderr, "%2d ", line);
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fwrite(c, (pos + 1) - c, 1, stderr);
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c = pos + 1;
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line++;
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}
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fprintf(stderr, "%s", c);
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}
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}
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fprintf(stderr, "%s\n", log);
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}
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static const char *gpu_shader_version(void)
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{
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2016-10-16 03:18:17 -04:00
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if (GLEW_VERSION_3_3) {
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if (GPU_legacy_support()) {
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return "#version 330 compatibility\n";
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2015-12-06 21:20:19 +01:00
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/* highest version that is widely supported
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* gives us native geometry shaders!
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* use compatibility profile so we can continue using builtin shader input/output names
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*/
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}
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else {
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return "#version 130\n";
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/* latest version that is compatible with existing shaders */
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}
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}
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else if (GLEW_VERSION_3_0) {
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return "#version 130\n";
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/* GLSL 1.3 has modern syntax/keywords/datatypes so use if available
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* older features are deprecated but still available without compatibility extension or profile
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*/
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}
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else {
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return "#version 120\n";
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/* minimum supported */
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}
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}
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static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH], bool use_geometry_shader)
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{
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/* enable extensions for features that are not part of our base GLSL version
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* don't use an extension for something already available!
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*/
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if (GLEW_ARB_texture_query_lod) {
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/* a #version 400 feature, but we use #version 150 maximum so use extension */
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strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
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}
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if (use_geometry_shader && GPU_geometry_shader_support_via_extension()) {
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strcat(defines, "#extension GL_EXT_geometry_shader4: enable\n");
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}
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if (GLEW_VERSION_3_1 && !GLEW_VERSION_3_2 && GLEW_ARB_compatibility) {
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strcat(defines, "#extension GL_ARB_compatibility: enable\n");
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}
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if (!GLEW_VERSION_3_1) {
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if (GLEW_ARB_draw_instanced) {
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strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
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}
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2016-08-04 20:27:24 -04:00
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if (!GLEW_VERSION_3_0) {
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2016-08-04 20:25:47 -04:00
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strcat(defines, "#extension GL_EXT_gpu_shader4: require\n");
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2015-12-06 21:20:19 +01:00
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}
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}
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}
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2016-02-02 12:48:18 +01:00
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static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
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bool use_opensubdiv,
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bool use_new_shading)
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2015-12-06 21:20:19 +01:00
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{
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/* some useful defines to detect GPU type */
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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strcat(defines, "#define GPU_ATI\n");
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if (GLEW_VERSION_3_0) {
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/* TODO(merwin): revisit this version check; GLEW_VERSION_3_0 means GL 3.0 or newer */
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strcat(defines, "#define CLIP_WORKAROUND\n");
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}
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}
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else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
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strcat(defines, "#define GPU_NVIDIA\n");
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else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
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strcat(defines, "#define GPU_INTEL\n");
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if (GPU_bicubic_bump_support())
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strcat(defines, "#define BUMP_BICUBIC\n");
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2016-05-20 22:54:27 +02:00
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if (GLEW_VERSION_3_0) {
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strcat(defines, "#define BIT_OPERATIONS\n");
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}
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2015-12-06 21:20:19 +01:00
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#ifdef WITH_OPENSUBDIV
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/* TODO(sergey): Check whether we actually compiling shader for
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* the OpenSubdiv mesh.
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*/
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if (use_opensubdiv) {
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strcat(defines, "#define USE_OPENSUBDIV\n");
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/* TODO(sergey): not strictly speaking a define, but this is
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* a global typedef which we don't have better place to define
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* in yet.
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*/
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strcat(defines, "struct VertexData {\n"
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" vec4 position;\n"
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" vec3 normal;\n"
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" vec2 uv;"
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"};\n");
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}
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#else
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UNUSED_VARS(use_opensubdiv);
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#endif
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2016-02-02 12:48:18 +01:00
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if (use_new_shading) {
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strcat(defines, "#define USE_NEW_SHADING\n");
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}
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2015-12-06 21:20:19 +01:00
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return;
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}
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GPUShader *GPU_shader_create(const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines,
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int input,
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int output,
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int number)
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{
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return GPU_shader_create_ex(vertexcode,
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fragcode,
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geocode,
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libcode,
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defines,
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input,
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output,
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number,
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GPU_SHADER_FLAGS_NONE);
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}
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GPUShader *GPU_shader_create_ex(const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines,
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int input,
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int output,
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int number,
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const int flags)
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{
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#ifdef WITH_OPENSUBDIV
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/* TODO(sergey): used to add #version 150 to the geometry shader.
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* Could safely be renamed to "use_geometry_code" since it's very
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|
|
|
* likely any of geometry code will want to use GLSL 1.5.
|
|
|
|
*/
|
|
|
|
bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
|
|
|
|
#else
|
|
|
|
UNUSED_VARS(flags);
|
|
|
|
bool use_opensubdiv = false;
|
|
|
|
#endif
|
|
|
|
GLint status;
|
|
|
|
GLchar log[5000];
|
|
|
|
GLsizei length = 0;
|
|
|
|
GPUShader *shader;
|
|
|
|
char standard_defines[MAX_DEFINE_LENGTH] = "";
|
|
|
|
char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
|
|
|
|
|
|
|
|
if (geocode && !GPU_geometry_shader_support())
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
|
|
|
|
|
|
|
|
if (vertexcode)
|
|
|
|
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
|
|
|
|
if (fragcode)
|
|
|
|
shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
if (geocode)
|
|
|
|
shader->geometry = glCreateShader(GL_GEOMETRY_SHADER_EXT);
|
|
|
|
|
|
|
|
shader->program = glCreateProgram();
|
|
|
|
|
|
|
|
if (!shader->program ||
|
|
|
|
(vertexcode && !shader->vertex) ||
|
|
|
|
(fragcode && !shader->fragment) ||
|
|
|
|
(geocode && !shader->geometry))
|
|
|
|
{
|
|
|
|
fprintf(stderr, "GPUShader, object creation failed.\n");
|
|
|
|
GPU_shader_free(shader);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2016-02-02 12:48:18 +01:00
|
|
|
gpu_shader_standard_defines(standard_defines,
|
|
|
|
use_opensubdiv,
|
|
|
|
(flags & GPU_SHADER_FLAGS_NEW_SHADING) != 0);
|
2015-12-06 21:20:19 +01:00
|
|
|
gpu_shader_standard_extensions(standard_extensions, geocode != NULL);
|
|
|
|
|
|
|
|
if (vertexcode) {
|
|
|
|
const char *source[5];
|
|
|
|
/* custom limit, may be too small, beware */
|
|
|
|
int num_source = 0;
|
|
|
|
|
|
|
|
source[num_source++] = gpu_shader_version();
|
|
|
|
source[num_source++] = standard_extensions;
|
|
|
|
source[num_source++] = standard_defines;
|
|
|
|
|
|
|
|
if (defines) source[num_source++] = defines;
|
|
|
|
source[num_source++] = vertexcode;
|
|
|
|
|
|
|
|
glAttachShader(shader->program, shader->vertex);
|
|
|
|
glShaderSource(shader->vertex, num_source, source, NULL);
|
|
|
|
|
|
|
|
glCompileShader(shader->vertex);
|
|
|
|
glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
|
|
|
|
|
|
|
|
if (!status) {
|
|
|
|
glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
|
|
|
|
shader_print_errors("compile", log, source, num_source);
|
|
|
|
|
|
|
|
GPU_shader_free(shader);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fragcode) {
|
|
|
|
const char *source[7];
|
|
|
|
int num_source = 0;
|
|
|
|
|
|
|
|
source[num_source++] = gpu_shader_version();
|
|
|
|
source[num_source++] = standard_extensions;
|
|
|
|
source[num_source++] = standard_defines;
|
|
|
|
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
|
|
/* TODO(sergey): Move to fragment shader source code generation. */
|
|
|
|
if (use_opensubdiv) {
|
|
|
|
source[num_source++] =
|
|
|
|
"#ifdef USE_OPENSUBDIV\n"
|
|
|
|
"in block {\n"
|
|
|
|
" VertexData v;\n"
|
|
|
|
"} inpt;\n"
|
|
|
|
"#endif\n";
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (defines) source[num_source++] = defines;
|
|
|
|
if (libcode) source[num_source++] = libcode;
|
|
|
|
source[num_source++] = fragcode;
|
|
|
|
|
|
|
|
glAttachShader(shader->program, shader->fragment);
|
|
|
|
glShaderSource(shader->fragment, num_source, source, NULL);
|
|
|
|
|
|
|
|
glCompileShader(shader->fragment);
|
|
|
|
glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
|
|
|
|
|
|
|
|
if (!status) {
|
|
|
|
glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
|
|
|
|
shader_print_errors("compile", log, source, num_source);
|
|
|
|
|
|
|
|
GPU_shader_free(shader);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (geocode) {
|
|
|
|
const char *source[6];
|
|
|
|
int num_source = 0;
|
|
|
|
|
|
|
|
source[num_source++] = gpu_shader_version();
|
|
|
|
source[num_source++] = standard_extensions;
|
|
|
|
source[num_source++] = standard_defines;
|
|
|
|
|
|
|
|
if (defines) source[num_source++] = defines;
|
|
|
|
source[num_source++] = geocode;
|
|
|
|
|
|
|
|
glAttachShader(shader->program, shader->geometry);
|
|
|
|
glShaderSource(shader->geometry, num_source, source, NULL);
|
|
|
|
|
|
|
|
glCompileShader(shader->geometry);
|
|
|
|
glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
|
|
|
|
|
|
|
|
if (!status) {
|
|
|
|
glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
|
|
|
|
shader_print_errors("compile", log, source, num_source);
|
|
|
|
|
|
|
|
GPU_shader_free(shader);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!use_opensubdiv) {
|
|
|
|
GPU_shader_geometry_stage_primitive_io(shader, input, output, number);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
|
|
if (use_opensubdiv) {
|
|
|
|
glBindAttribLocation(shader->program, 0, "position");
|
|
|
|
glBindAttribLocation(shader->program, 1, "normal");
|
|
|
|
GPU_shader_geometry_stage_primitive_io(shader,
|
|
|
|
GL_LINES_ADJACENCY_EXT,
|
|
|
|
GL_TRIANGLE_STRIP,
|
|
|
|
4);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
glLinkProgram(shader->program);
|
|
|
|
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
|
|
|
|
if (!status) {
|
|
|
|
glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
|
|
|
|
/* print attached shaders in pipeline order */
|
|
|
|
if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
|
|
|
|
if (geocode) shader_print_errors("linking", log, &geocode, 1);
|
|
|
|
if (libcode) shader_print_errors("linking", log, &libcode, 1);
|
|
|
|
if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
|
|
|
|
|
|
|
|
GPU_shader_free(shader);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
|
|
/* TODO(sergey): Find a better place for this. */
|
|
|
|
if (use_opensubdiv && GLEW_VERSION_4_1) {
|
2016-07-22 16:12:03 +02:00
|
|
|
glProgramUniform1i(shader->program,
|
|
|
|
glGetUniformLocation(shader->program, "FVarDataOffsetBuffer"),
|
|
|
|
30); /* GL_TEXTURE30 */
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
glProgramUniform1i(shader->program,
|
|
|
|
glGetUniformLocation(shader->program, "FVarDataBuffer"),
|
|
|
|
31); /* GL_TEXTURE31 */
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return shader;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_shader_unbind(void)
|
|
|
|
{
|
|
|
|
glUseProgram(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_shader_free(GPUShader *shader)
|
|
|
|
{
|
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
|
|
|
|
|
|
|
if (shader->uniform_interface)
|
|
|
|
MEM_freeN(shader->uniform_interface);
|
|
|
|
|
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);
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
return glGetUniformLocation(shader->program, name);
|
|
|
|
}
|
|
|
|
|
2016-03-21 00:53:48 +01:00
|
|
|
void *GPU_shader_get_interface(GPUShader *shader)
|
|
|
|
{
|
|
|
|
return shader->uniform_interface;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_shader_set_interface(GPUShader *shader, void *interface)
|
|
|
|
{
|
|
|
|
shader->uniform_interface = interface;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number)
|
|
|
|
{
|
|
|
|
if (GPU_geometry_shader_support_via_extension()) {
|
|
|
|
/* geometry shaders must provide this info themselves for #version 150 and up */
|
|
|
|
glProgramParameteriEXT(shader->program, GL_GEOMETRY_INPUT_TYPE_EXT, input);
|
|
|
|
glProgramParameteriEXT(shader->program, GL_GEOMETRY_OUTPUT_TYPE_EXT, output);
|
|
|
|
glProgramParameteriEXT(shader->program, GL_GEOMETRY_VERTICES_OUT_EXT, number);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
|
2016-10-25 01:02:41 -04:00
|
|
|
if (number != 0)
|
|
|
|
glActiveTexture(GL_TEXTURE0 + number);
|
2015-12-06 21:20:19 +01:00
|
|
|
|
|
|
|
if (bindcode != 0)
|
|
|
|
glBindTexture(target, bindcode);
|
|
|
|
else
|
|
|
|
GPU_invalid_tex_bind(target);
|
2016-10-25 01:02:41 -04:00
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
glUniform1i(location, number);
|
2016-10-25 01:02:41 -04:00
|
|
|
|
|
|
|
if (number != 0)
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
|
|
|
|
{
|
2016-09-27 19:38:35 +02:00
|
|
|
BLI_assert(shader && shader->program);
|
|
|
|
|
2016-08-19 00:52:52 -04:00
|
|
|
return glGetAttribLocation(shader->program, name);
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
|
|
|
|
{
|
2016-11-08 22:53:59 -06:00
|
|
|
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_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_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_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 },
|
2016-11-18 16:04:25 +01:00
|
|
|
[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
|
|
|
|
datatoc_gpu_shader_image_color_frag_glsl },
|
2016-11-08 22:53:59 -06:00
|
|
|
[GPU_SHADER_3D_UNIFORM_COLOR] = { 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_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_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_SMOOTH] =
|
|
|
|
{ datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl,
|
|
|
|
datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
|
|
|
|
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
|
|
|
|
{ datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl,
|
|
|
|
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
|
|
|
|
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH] =
|
|
|
|
{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl,
|
|
|
|
datatoc_gpu_shader_point_varying_color_outline_smooth_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_SMOOTH] =
|
|
|
|
{ datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl,
|
|
|
|
datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
|
|
|
|
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
|
|
|
|
{ datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
|
|
|
|
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
|
|
|
|
};
|
|
|
|
|
|
|
|
if (builtin_shaders[shader] == NULL) {
|
|
|
|
/* just a few special cases */
|
|
|
|
const char *defines = (shader == GPU_SHADER_SMOKE_COBA) ? "#define USE_COBA;\n" : NULL;
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2015-12-06 21:20:19 +01:00
|
|
|
|
2016-11-08 22:53:59 -06:00
|
|
|
/* common case */
|
|
|
|
builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom,
|
|
|
|
NULL, defines, 0, 0, 0);
|
|
|
|
}
|
2015-12-06 21:20:19 +01:00
|
|
|
|
2016-11-08 22:53:59 -06:00
|
|
|
return builtin_shaders[shader];
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
#define MAX_DEFINES 100
|
|
|
|
|
2016-03-21 00:53:48 +01:00
|
|
|
GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
|
2015-12-06 21:20:19 +01:00
|
|
|
{
|
|
|
|
int offset;
|
|
|
|
char defines[MAX_DEFINES] = "";
|
|
|
|
/* avoid shaders out of range */
|
2016-03-21 00:53:48 +01:00
|
|
|
if (effect >= MAX_FX_SHADERS)
|
2015-12-06 21:20:19 +01:00
|
|
|
return NULL;
|
|
|
|
|
2016-03-21 00:53:48 +01:00
|
|
|
offset = 2 * effect;
|
2015-12-06 21:20:19 +01:00
|
|
|
|
|
|
|
if (persp) {
|
|
|
|
offset += 1;
|
|
|
|
strcat(defines, "#define PERSP_MATRIX\n");
|
|
|
|
}
|
|
|
|
|
2016-11-08 22:53:59 -06:00
|
|
|
if (!fx_shaders[offset]) {
|
2016-03-21 00:53:48 +01:00
|
|
|
GPUShader *shader = NULL;
|
2015-12-06 21:20:19 +01:00
|
|
|
|
2016-03-21 00:53:48 +01:00
|
|
|
switch (effect) {
|
2015-12-06 21:20:19 +01:00
|
|
|
case GPU_SHADER_FX_SSAO:
|
2016-03-21 00:53:48 +01:00
|
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
2015-12-06 21:20:19 +01:00
|
|
|
break;
|
|
|
|
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
|
|
|
|
strcat(defines, "#define FIRST_PASS\n");
|
2016-03-21 00:53:48 +01:00
|
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
2015-12-06 21:20:19 +01:00
|
|
|
break;
|
|
|
|
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
|
|
|
|
strcat(defines, "#define SECOND_PASS\n");
|
2016-03-21 00:53:48 +01:00
|
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
2015-12-06 21:20:19 +01:00
|
|
|
break;
|
|
|
|
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
|
|
|
|
strcat(defines, "#define THIRD_PASS\n");
|
2016-03-21 00:53:48 +01:00
|
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
2015-12-06 21:20:19 +01:00
|
|
|
break;
|
|
|
|
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
|
|
|
|
strcat(defines, "#define FOURTH_PASS\n");
|
2016-03-21 00:53:48 +01:00
|
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
2015-12-06 21:20:19 +01:00
|
|
|
break;
|
|
|
|
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
|
|
|
|
strcat(defines, "#define FIFTH_PASS\n");
|
2016-03-21 00:53:48 +01:00
|
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
2015-12-06 21:20:19 +01:00
|
|
|
break;
|
|
|
|
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
|
|
|
|
strcat(defines, "#define FIRST_PASS\n");
|
2016-03-21 00:53:48 +01:00
|
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
2015-12-06 21:20:19 +01:00
|
|
|
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,
|
2016-01-10 07:12:10 +11:00
|
|
|
defines, GL_POINTS, GL_TRIANGLE_STRIP, 4);
|
2015-12-06 21:20:19 +01:00
|
|
|
break;
|
|
|
|
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
|
|
|
|
strcat(defines, "#define THIRD_PASS\n");
|
2016-03-21 00:53:48 +01:00
|
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
2015-12-06 21:20:19 +01:00
|
|
|
break;
|
|
|
|
|
|
|
|
case GPU_SHADER_FX_DEPTH_RESOLVE:
|
2016-03-21 00:53:48 +01:00
|
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
|
2016-01-10 07:12:10 +11:00
|
|
|
break;
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
2016-03-21 00:53:48 +01:00
|
|
|
|
2016-11-08 22:53:59 -06:00
|
|
|
fx_shaders[offset] = shader;
|
2016-03-21 00:53:48 +01:00
|
|
|
GPU_fx_shader_init_interface(shader, effect);
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
2016-11-08 22:53:59 -06:00
|
|
|
return fx_shaders[offset];
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GPU_shader_free_builtin_shaders(void)
|
|
|
|
{
|
2016-11-08 22:53:59 -06:00
|
|
|
for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
|
|
|
|
if (builtin_shaders[i]) {
|
|
|
|
GPU_shader_free(builtin_shaders[i]);
|
|
|
|
builtin_shaders[i] = NULL;
|
|
|
|
}
|
2016-10-16 18:43:24 -04:00
|
|
|
}
|
|
|
|
|
2016-10-06 16:31:49 -04:00
|
|
|
for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
|
2016-11-08 22:53:59 -06:00
|
|
|
if (fx_shaders[i]) {
|
|
|
|
GPU_shader_free(fx_shaders[i]);
|
|
|
|
fx_shaders[i] = NULL;
|
2015-12-06 21:20:19 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|