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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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup gpu
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2015-12-06 21:20:19 +01:00
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*/
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2020-08-07 09:50:34 +02:00
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#pragma once
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2015-12-06 21:20:19 +01:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2020-05-03 13:45:14 +10:00
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struct GPUShaderInterface;
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2015-12-23 20:39:03 +01:00
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struct GPUTexture;
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2017-02-07 11:20:15 +01:00
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struct GPUUniformBuffer;
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2020-08-14 15:20:35 +02:00
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struct GPUVertBuf;
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2015-12-06 21:20:19 +01:00
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2020-08-14 15:20:35 +02:00
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/* TODO(fclem) These members should be private and the
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* whole struct should just be an opaque pointer. */
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typedef struct GPUShader {
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/** Uniform & attribute locations for shader. */
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struct GPUShaderInterface *interface;
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/** For debugging purpose. */
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char name[64];
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} GPUShader;
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2015-12-06 21:20:19 +01:00
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2019-01-23 14:15:43 +11:00
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typedef enum eGPUShaderTFBType {
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2019-04-17 06:17:24 +02:00
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GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */
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GPU_SHADER_TFB_POINTS = 1,
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GPU_SHADER_TFB_LINES = 2,
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GPU_SHADER_TFB_TRIANGLES = 3,
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2019-01-23 14:15:43 +11:00
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} eGPUShaderTFBType;
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2018-05-16 12:47:15 +02:00
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2019-04-17 06:17:24 +02:00
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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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const char *shader_name);
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2020-04-14 20:44:45 +02:00
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GPUShader *GPU_shader_create_from_python(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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2019-04-17 06:17:24 +02:00
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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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const eGPUShaderTFBType tf_type,
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const char **tf_names,
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const int tf_count,
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const char *shader_name);
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2020-08-14 15:20:35 +02:00
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2019-04-17 06:17:24 +02:00
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struct GPU_ShaderCreateFromArray_Params {
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const char **vert, **geom, **frag, **defs;
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};
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2019-02-06 09:15:16 +11:00
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struct GPUShader *GPU_shader_create_from_arrays_impl(
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2019-04-17 06:17:24 +02:00
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const struct GPU_ShaderCreateFromArray_Params *params);
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2019-02-06 09:15:16 +11:00
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#define GPU_shader_create_from_arrays(...) \
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2019-04-17 06:17:24 +02:00
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GPU_shader_create_from_arrays_impl(&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__)
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2019-02-06 09:15:16 +11:00
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2015-12-06 21:20:19 +01:00
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void GPU_shader_free(GPUShader *shader);
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void GPU_shader_bind(GPUShader *shader);
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void GPU_shader_unbind(void);
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2018-09-24 18:46:51 +02:00
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/* Returns true if transform feedback was successfully enabled. */
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2020-08-14 15:20:35 +02:00
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bool GPU_shader_transform_feedback_enable(GPUShader *shader, struct GPUVertBuf *vertbuf);
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2018-05-16 12:47:15 +02:00
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void GPU_shader_transform_feedback_disable(GPUShader *shader);
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2017-02-07 11:20:15 +01:00
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int GPU_shader_get_program(GPUShader *shader);
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2017-03-02 21:46:54 -05:00
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2020-08-14 15:20:35 +02:00
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void GPU_shader_set_srgb_uniform(GPUShader *shader);
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2020-04-14 20:44:45 +02:00
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2015-12-06 21:20:19 +01:00
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int GPU_shader_get_uniform(GPUShader *shader, const char *name);
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2017-10-08 15:49:25 +02:00
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int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
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2020-06-04 13:43:28 +02:00
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int GPU_shader_get_builtin_block(GPUShader *shader, int builtin);
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2017-02-07 11:20:15 +01:00
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int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
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2020-06-02 18:14:28 +02:00
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int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name);
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int GPU_shader_get_texture_binding(GPUShader *shader, const char *name);
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2018-07-18 23:09:31 +10:00
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void GPU_shader_uniform_vector(
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2019-04-17 06:17:24 +02:00
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GPUShader *shader, int location, int length, int arraysize, const float *value);
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2018-07-18 23:09:31 +10:00
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void GPU_shader_uniform_vector_int(
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2019-04-17 06:17:24 +02:00
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GPUShader *shader, int location, int length, int arraysize, const int *value);
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2015-12-06 21:20:19 +01:00
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2018-09-20 19:51:02 +00:00
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void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
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2015-12-06 21:20:19 +01:00
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
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2020-08-11 15:59:02 +02:00
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void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value);
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void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value);
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void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value);
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void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y);
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void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z);
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void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w);
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void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]);
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void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]);
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void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]);
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void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]);
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void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]);
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void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]);
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2015-12-06 21:20:19 +01:00
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int GPU_shader_get_attribute(GPUShader *shader, const char *name);
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2019-06-06 09:55:53 +10:00
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char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len);
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2019-06-05 13:06:11 -03:00
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2020-04-14 20:44:45 +02:00
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void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
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2015-12-06 21:20:19 +01:00
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/* Builtin/Non-generated shaders */
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2019-01-23 14:15:43 +11:00
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typedef enum eGPUBuiltinShader {
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2019-04-17 06:17:24 +02:00
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/* specialized drawing */
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GPU_SHADER_TEXT,
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GPU_SHADER_KEYFRAME_DIAMOND,
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GPU_SHADER_SIMPLE_LIGHTING,
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/* for simple 2D drawing */
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/**
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_UNIFORM_COLOR,
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/**
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* Take a 2D position and color for each vertex without color interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_FLAT_COLOR,
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/**
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* Take a 2D position and color for each vertex with linear interpolation in window space.
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*
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_SMOOTH_COLOR,
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GPU_SHADER_2D_IMAGE,
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GPU_SHADER_2D_IMAGE_COLOR,
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GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
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GPU_SHADER_2D_IMAGE_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
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GPU_SHADER_2D_CHECKER,
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GPU_SHADER_2D_DIAG_STRIPES,
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/* for simple 3D drawing */
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/**
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_UNIFORM_COLOR,
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2020-04-23 23:05:39 +02:00
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GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
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2019-04-17 06:17:24 +02:00
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_FLAT_COLOR,
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/**
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* Take a 3D position and color for each vertex with perspective correct interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_SMOOTH_COLOR,
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2020-04-23 23:05:39 +02:00
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/**
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* Take a single color for all the vertices and a 3D position for each vertex.
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* Used for drawing wide lines.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
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GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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* Used for drawing wide lines.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
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/**
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* Take a 3D position and color for each vertex with perspective correct interpolation.
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* Used for drawing wide lines.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR,
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2019-04-17 06:17:24 +02:00
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/**
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* Take a 3D position for each vertex and output only depth.
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2020-04-23 23:05:39 +02:00
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* Used for drawing wide lines.
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2019-04-17 06:17:24 +02:00
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*
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_DEPTH_ONLY,
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/* basic image drawing */
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2020-02-11 15:18:55 +01:00
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GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
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2020-03-19 08:06:49 +01:00
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GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE,
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2019-04-17 06:17:24 +02:00
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GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
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/* points */
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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/**
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* Draw round points with a constant size.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param size: uniform float
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param color: uniform vec4
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* \param outlineColor: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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/**
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2019-04-22 01:45:43 +10:00
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* Draw round points with a constant size and an outline.
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* Take a 2D position and a color for each vertex.
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2019-04-17 06:17:24 +02:00
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param outlineColor: uniform vec4
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
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/**
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2019-04-22 01:45:43 +10:00
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* Draw round points with a constant size and an outline.
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* Take a 2D position and a color for each vertex.
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2019-04-17 06:17:24 +02:00
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*
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* \param size: in float
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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/**
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* Draw round points with a constant size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param size: uniform float
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param color: uniform vec4
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* \param outlineColor: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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/**
|
|
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param size: in float
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
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/**
|
2019-04-22 01:45:43 +10:00
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* Draw round points with a constant size and an outline.
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|
|
* Take a 3D position and a color for each vertex.
|
2019-04-17 06:17:24 +02:00
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*
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* \param size: in float
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* \param color: in vec4
|
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* \param pos: in vec3
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|
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|
*/
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GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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|
/* lines */
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GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
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/* instance */
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
|
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|
|
/* grease pencil drawing */
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GPU_SHADER_GPENCIL_STROKE,
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GPU_SHADER_GPENCIL_FILL,
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/* specialized for widget drawing */
|
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GPU_SHADER_2D_AREA_EDGES,
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GPU_SHADER_2D_WIDGET_BASE,
|
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GPU_SHADER_2D_WIDGET_BASE_INST,
|
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GPU_SHADER_2D_WIDGET_SHADOW,
|
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GPU_SHADER_2D_NODELINK,
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GPU_SHADER_2D_NODELINK_INST,
|
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|
|
/* specialized for edituv drawing */
|
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GPU_SHADER_2D_UV_UNIFORM_COLOR,
|
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|
GPU_SHADER_2D_UV_VERTS,
|
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|
|
GPU_SHADER_2D_UV_FACEDOTS,
|
|
|
|
GPU_SHADER_2D_UV_EDGES,
|
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|
|
GPU_SHADER_2D_UV_EDGES_SMOOTH,
|
|
|
|
GPU_SHADER_2D_UV_FACES,
|
|
|
|
GPU_SHADER_2D_UV_FACES_STRETCH_AREA,
|
|
|
|
GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE,
|
2019-01-23 14:15:43 +11:00
|
|
|
} eGPUBuiltinShader;
|
2019-07-30 06:46:59 -03:00
|
|
|
#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE + 1)
|
2019-02-06 09:15:16 +11:00
|
|
|
|
|
|
|
/** Support multiple configurations. */
|
|
|
|
typedef enum eGPUShaderConfig {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_SHADER_CFG_DEFAULT = 0,
|
|
|
|
GPU_SHADER_CFG_CLIPPED = 1,
|
2019-02-06 09:15:16 +11:00
|
|
|
} eGPUShaderConfig;
|
|
|
|
#define GPU_SHADER_CFG_LEN (GPU_SHADER_CFG_CLIPPED + 1)
|
2015-12-06 21:20:19 +01:00
|
|
|
|
2019-02-10 11:06:22 +11:00
|
|
|
typedef struct GPUShaderConfigData {
|
2019-04-17 06:17:24 +02:00
|
|
|
const char *lib;
|
|
|
|
const char *def;
|
2019-02-10 11:06:22 +11:00
|
|
|
} GPUShaderConfigData;
|
2019-02-11 10:51:25 +11:00
|
|
|
/* gpu_shader.c */
|
2019-02-10 11:06:22 +11:00
|
|
|
extern const GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN];
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
|
|
|
|
eGPUShaderConfig sh_cfg);
|
|
|
|
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader);
|
2015-12-06 21:20:19 +01:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
void GPU_shader_get_builtin_shader_code(eGPUBuiltinShader shader,
|
|
|
|
const char **r_vert,
|
|
|
|
const char **r_frag,
|
|
|
|
const char **r_geom,
|
|
|
|
const char **r_defines);
|
2018-09-14 09:32:19 -03:00
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
void GPU_shader_free_builtin_shaders(void);
|
|
|
|
|
|
|
|
/* Vertex attributes for shaders */
|
|
|
|
|
2019-08-14 22:18:47 +02:00
|
|
|
/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
|
|
|
|
* This makes sure the GPUVertexFormat name buffer does not overflow. */
|
|
|
|
#define GPU_MAX_ATTR 15
|
2015-12-06 21:20:19 +01:00
|
|
|
|
|
|
|
#ifdef __cplusplus
|
|
|
|
}
|
|
|
|
#endif
|