GPU module: Initial implementation of the gpu.shader submodule.

Differential Revision: https://developer.blender.org/D3688
This commit is contained in:
2018-09-14 09:32:19 -03:00
parent d15928c234
commit 1287965089
9 changed files with 1073 additions and 240 deletions

View File

@@ -366,6 +366,11 @@ typedef enum GPUInterlaceShader {
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader); GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
void GPU_shader_get_builtin_shader_code(
GPUBuiltinShader shader,
const char **vert, const char **frag,
const char **geom, const char **defines);
void GPU_shader_free_builtin_shaders(void); void GPU_shader_free_builtin_shaders(void);
/* Vertex attributes for shaders */ /* Vertex attributes for shaders */

View File

@@ -648,251 +648,352 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name)
return attrib ? attrib->location : -1; return attrib ? attrib->location : -1;
} }
static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
[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,
datatoc_gpu_shader_text_geom_glsl },
[GPU_SHADER_TEXT_SIMPLE] =
{ datatoc_gpu_shader_text_simple_vert_glsl,
datatoc_gpu_shader_text_frag_glsl,
datatoc_gpu_shader_text_simple_geom_glsl },
[GPU_SHADER_KEYFRAME_DIAMOND] =
{ datatoc_gpu_shader_keyframe_diamond_vert_glsl,
datatoc_gpu_shader_keyframe_diamond_frag_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] =
{ datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl, /* this version is */
datatoc_gpu_shader_edges_front_back_persp_geom_glsl }, /* magical but slooow */
[GPU_SHADER_EDGES_FRONT_BACK_ORTHO] =
{ datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_EDGES_OVERLAY_SIMPLE] =
{ datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
[GPU_SHADER_EDGES_OVERLAY] =
{ datatoc_gpu_shader_edges_overlay_vert_glsl,
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_geom_glsl },
[GPU_SHADER_SIMPLE_LIGHTING] =
{ datatoc_gpu_shader_3D_normal_vert_glsl,
datatoc_gpu_shader_simple_lighting_frag_glsl },
/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] =
{ datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] =
{ datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] =
{ datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] =
{ datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] =
{ datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH] =
{ datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH_COPY] =
{ datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_copy_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] =
{ datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },
[GPU_SHADER_2D_CHECKER] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_checker_frag_glsl },
[GPU_SHADER_2D_DIAG_STRIPES] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_diag_stripes_frag_glsl },
[GPU_SHADER_2D_UNIFORM_COLOR] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_2D_FLAT_COLOR] =
{ datatoc_gpu_shader_2D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_2D_SMOOTH_COLOR] =
{ datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl },
[GPU_SHADER_2D_SMOOTH_COLOR_DITHER] =
{ datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl },
[GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] =
{ datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_linear_frag_glsl },
[GPU_SHADER_2D_IMAGE] =
{ datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_frag_glsl },
[GPU_SHADER_2D_IMAGE_COLOR] =
{ datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] =
{ datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_desaturate_frag_glsl },
[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] =
{ datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_alpha_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
{ datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_shuffle_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_RECT_COLOR] =
{ datatoc_gpu_shader_2D_image_rect_vert_glsl,
datatoc_gpu_shader_image_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] =
{ datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
datatoc_gpu_shader_image_varying_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR] =
{ datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR_U32] =
{ datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR] =
{ datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR_U32] =
{ datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_SMOOTH_COLOR] =
{ datatoc_gpu_shader_3D_smooth_color_vert_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl },
[GPU_SHADER_3D_DEPTH_ONLY] =
{ datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_depth_only_frag_glsl },
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
{ datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDPOINT] =
{ datatoc_gpu_shader_3D_groundpoint_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDLINE] =
{ datatoc_gpu_shader_3D_passthrough_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
datatoc_gpu_shader_3D_groundline_geom_glsl },
[GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] =
{ datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
datatoc_gpu_shader_2D_line_dashed_frag_glsl,
datatoc_gpu_shader_2D_line_dashed_geom_glsl },
[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] =
{ datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
datatoc_gpu_shader_2D_line_dashed_frag_glsl,
datatoc_gpu_shader_2D_line_dashed_geom_glsl },
[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
{ datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
datatoc_gpu_shader_simple_lighting_frag_glsl},
[GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] =
{ datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] =
{ datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] =
{ datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] =
{ datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_CAMERA] =
{ datatoc_gpu_shader_instance_camera_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_DISTANCE_LINES] =
{ datatoc_gpu_shader_instance_distance_line_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
{ datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
{ datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] =
{ datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{ datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
[GPU_SHADER_INSTANCE_UNIFORM_COLOR] =
{ datatoc_gpu_shader_instance_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] =
{ datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
datatoc_gpu_shader_flat_id_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{ datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] =
{ datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] =
{ datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
[GPU_SHADER_2D_AREA_EDGES] =
{ datatoc_gpu_shader_2D_area_borders_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl},
[GPU_SHADER_2D_WIDGET_BASE] =
{ datatoc_gpu_shader_2D_widget_base_vert_glsl,
datatoc_gpu_shader_2D_widget_base_frag_glsl},
[GPU_SHADER_2D_WIDGET_BASE_INST] =
{ datatoc_gpu_shader_2D_widget_base_vert_glsl,
datatoc_gpu_shader_2D_widget_base_frag_glsl},
[GPU_SHADER_2D_WIDGET_SHADOW] =
{ datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
datatoc_gpu_shader_2D_widget_shadow_frag_glsl },
[GPU_SHADER_2D_NODELINK] =
{ datatoc_gpu_shader_2D_nodelink_vert_glsl,
datatoc_gpu_shader_2D_nodelink_frag_glsl },
[GPU_SHADER_2D_NODELINK_INST] =
{ datatoc_gpu_shader_2D_nodelink_vert_glsl,
datatoc_gpu_shader_2D_nodelink_frag_glsl },
[GPU_SHADER_GPENCIL_STROKE] =
{ datatoc_gpu_shader_gpencil_stroke_vert_glsl,
datatoc_gpu_shader_gpencil_stroke_frag_glsl,
datatoc_gpu_shader_gpencil_stroke_geom_glsl },
[GPU_SHADER_GPENCIL_FILL] =
{ datatoc_gpu_shader_gpencil_fill_vert_glsl,
datatoc_gpu_shader_gpencil_fill_frag_glsl },
};
/* just a few special cases */
static const char *gpu_shader_get_builtin_shader_defines(
GPUBuiltinShader shader)
{
switch (shader) {
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2:
return "#define SAMPLES 2\n";
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST:
return "#define SAMPLES 2\n"
"#define USE_DEPTH\n";
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4:
return "#define SAMPLES 4\n";
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST:
return "#define SAMPLES 4\n"
"#define USE_DEPTH\n";
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8:
return "#define SAMPLES 8\n";
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST:
return "#define SAMPLES 8\n"
"#define USE_DEPTH\n";
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16:
return "#define SAMPLES 16\n";
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST:
return "#define SAMPLES 16\n"
"#define USE_DEPTH\n";
case GPU_SHADER_2D_WIDGET_BASE_INST:
case GPU_SHADER_2D_NODELINK_INST:
return "#define USE_INSTANCE\n";
case GPU_SHADER_SMOKE_COBA:
return "#define USE_COBA\n";
case GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE:
case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE:
return "#define UNIFORM_SCALE\n";
case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS:
return "#define AXIS_NAME\n";
case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
return "#define USE_INSTANCE_COLOR\n";
case GPU_SHADER_3D_FLAT_COLOR_U32:
case GPU_SHADER_3D_UNIFORM_COLOR_U32:
return "#define USE_COLOR_U32\n";
case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
return "#define USE_FLAT_NORMAL\n";
default:
return NULL;
}
}
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{ {
BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */ BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
[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,
datatoc_gpu_shader_text_geom_glsl },
[GPU_SHADER_TEXT_SIMPLE] = { datatoc_gpu_shader_text_simple_vert_glsl,
datatoc_gpu_shader_text_frag_glsl,
datatoc_gpu_shader_text_simple_geom_glsl },
[GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
datatoc_gpu_shader_keyframe_diamond_frag_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
/* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
/* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
[GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_geom_glsl },
[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH_COPY] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_copy_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },
[GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
[GPU_SHADER_2D_DIAG_STRIPES] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_diag_stripes_frag_glsl },
[GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl },
[GPU_SHADER_2D_SMOOTH_COLOR_DITHER] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl },
[GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_linear_frag_glsl },
[GPU_SHADER_2D_IMAGE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_frag_glsl },
[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_desaturate_frag_glsl },
[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_alpha_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_shuffle_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_RECT_COLOR] = { datatoc_gpu_shader_2D_image_rect_vert_glsl,
datatoc_gpu_shader_image_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = { datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
datatoc_gpu_shader_image_varying_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR_U32] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR_U32] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl },
[GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
datatoc_gpu_shader_3D_groundline_geom_glsl },
[GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
datatoc_gpu_shader_2D_line_dashed_frag_glsl,
datatoc_gpu_shader_2D_line_dashed_geom_glsl },
[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
datatoc_gpu_shader_2D_line_dashed_frag_glsl,
datatoc_gpu_shader_2D_line_dashed_geom_glsl },
[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
{ datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
datatoc_gpu_shader_simple_lighting_frag_glsl},
[GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_CAMERA] = { datatoc_gpu_shader_instance_camera_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_DISTANCE_LINES] = { datatoc_gpu_shader_instance_distance_line_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
{ datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{ datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{ datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] =
{ datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
datatoc_gpu_shader_flat_id_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{ datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] =
{ datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = { datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
[GPU_SHADER_2D_AREA_EDGES] = { datatoc_gpu_shader_2D_area_borders_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl},
[GPU_SHADER_2D_WIDGET_BASE] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
datatoc_gpu_shader_2D_widget_base_frag_glsl},
[GPU_SHADER_2D_WIDGET_BASE_INST] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
datatoc_gpu_shader_2D_widget_base_frag_glsl},
[GPU_SHADER_2D_WIDGET_SHADOW] = { datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
datatoc_gpu_shader_2D_widget_shadow_frag_glsl },
[GPU_SHADER_2D_NODELINK] = { datatoc_gpu_shader_2D_nodelink_vert_glsl,
datatoc_gpu_shader_2D_nodelink_frag_glsl },
[GPU_SHADER_2D_NODELINK_INST] = { datatoc_gpu_shader_2D_nodelink_vert_glsl,
datatoc_gpu_shader_2D_nodelink_frag_glsl },
[GPU_SHADER_GPENCIL_STROKE] = { datatoc_gpu_shader_gpencil_stroke_vert_glsl,
datatoc_gpu_shader_gpencil_stroke_frag_glsl,
datatoc_gpu_shader_gpencil_stroke_geom_glsl },
[GPU_SHADER_GPENCIL_FILL] = { datatoc_gpu_shader_gpencil_fill_vert_glsl,
datatoc_gpu_shader_gpencil_fill_frag_glsl },
};
if (builtin_shaders[shader] == NULL) { if (builtin_shaders[shader] == NULL) {
/* just a few special cases */ const char *defines = gpu_shader_get_builtin_shader_defines(shader);
const char *defines = NULL;
switch (shader) {
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2:
defines = "#define SAMPLES 2\n";
break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST:
defines = "#define SAMPLES 2\n"
"#define USE_DEPTH\n";
break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4:
defines = "#define SAMPLES 4\n";
break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST:
defines = "#define SAMPLES 4\n"
"#define USE_DEPTH\n";
break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8:
defines = "#define SAMPLES 8\n";
break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST:
defines = "#define SAMPLES 8\n"
"#define USE_DEPTH\n";
break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16:
defines = "#define SAMPLES 16\n";
break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST:
defines = "#define SAMPLES 16\n"
"#define USE_DEPTH\n";
break;
case GPU_SHADER_2D_WIDGET_BASE_INST:
case GPU_SHADER_2D_NODELINK_INST:
defines = "#define USE_INSTANCE\n";
break;
case GPU_SHADER_SMOKE_COBA:
defines = "#define USE_COBA\n";
break;
case GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE:
case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE:
defines = "#define UNIFORM_SCALE\n";
break;
case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS:
defines = "#define AXIS_NAME\n";
break;
case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
defines = "#define USE_INSTANCE_COLOR\n";
break;
case GPU_SHADER_3D_FLAT_COLOR_U32:
case GPU_SHADER_3D_UNIFORM_COLOR_U32:
defines = "#define USE_COLOR_U32\n";
break;
case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
defines = "#define USE_FLAT_NORMAL\n";
break;
default:
break;
}
const GPUShaderStages *stages = builtin_shader_stages + shader; const GPUShaderStages *stages = builtin_shader_stages + shader;
@@ -922,6 +1023,18 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
return builtin_shaders[shader]; return builtin_shaders[shader];
} }
void GPU_shader_get_builtin_shader_code(
GPUBuiltinShader shader,
const char **vert, const char **frag,
const char **geom, const char **defines)
{
const GPUShaderStages *stages = builtin_shader_stages + shader;
*vert = stages->vert;
*frag = stages->frag;
*geom = stages->geom;
*defines = gpu_shader_get_builtin_shader_defines(shader);
}
#define MAX_DEFINES 100 #define MAX_DEFINES 100
void GPU_shader_free_builtin_shaders(void) void GPU_shader_free_builtin_shaders(void)

View File

@@ -39,6 +39,7 @@ set(SRC
gpu_py_matrix.c gpu_py_matrix.c
gpu_py_offscreen.c gpu_py_offscreen.c
gpu_py_select.c gpu_py_select.c
gpu_py_shader.c
gpu_py_types.c gpu_py_types.c
gpu_py_vertex_buffer.c gpu_py_vertex_buffer.c
gpu_py_vertex_format.c gpu_py_vertex_format.c
@@ -48,6 +49,7 @@ set(SRC
gpu_py_matrix.h gpu_py_matrix.h
gpu_py_offscreen.h gpu_py_offscreen.h
gpu_py_select.h gpu_py_select.h
gpu_py_shader.h
gpu_py_types.h gpu_py_types.h
gpu_py_vertex_buffer.h gpu_py_vertex_buffer.h
gpu_py_vertex_format.h gpu_py_vertex_format.h

View File

@@ -51,6 +51,7 @@ PyDoc_STRVAR(GPU_doc,
" gpu.types.rst\n" " gpu.types.rst\n"
" gpu.matrix.rst\n" " gpu.matrix.rst\n"
" gpu.select.rst\n" " gpu.select.rst\n"
" gpu.shader.rst\n"
"\n" "\n"
); );
static struct PyModuleDef GPU_module_def = { static struct PyModuleDef GPU_module_def = {
@@ -62,6 +63,7 @@ static struct PyModuleDef GPU_module_def = {
PyObject *BPyInit_gpu(void) PyObject *BPyInit_gpu(void)
{ {
PyObject *sys_modules = PyImport_GetModuleDict(); PyObject *sys_modules = PyImport_GetModuleDict();
PyObject *subsubmodule;
PyObject *submodule; PyObject *submodule;
PyObject *mod; PyObject *mod;
@@ -79,5 +81,13 @@ PyObject *BPyInit_gpu(void)
PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule); PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule);
Py_INCREF(submodule); Py_INCREF(submodule);
PyModule_AddObject(mod, "shader", (submodule = BPyInit_gpu_shader()));
PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule);
Py_INCREF(submodule);
PyModule_AddObject(submodule, "builtin", (subsubmodule = BPyInit_gpu_shader_builtin()));
PyDict_SetItem(sys_modules, PyModule_GetNameObject(subsubmodule), subsubmodule);
Py_INCREF(subsubmodule);
return mod; return mod;
} }

View File

@@ -45,6 +45,7 @@
#include "../generic/py_capi_utils.h" #include "../generic/py_capi_utils.h"
#include "gpu_py_shader.h"
#include "gpu_py_vertex_buffer.h" #include "gpu_py_vertex_buffer.h"
#include "gpu_py_batch.h" /* own include */ #include "gpu_py_batch.h" /* own include */
@@ -152,6 +153,26 @@ static PyObject *bpygpu_VertBatch_vertbuf_add(BPyGPUBatch *self, BPyGPUVertBuf *
Py_RETURN_NONE; Py_RETURN_NONE;
} }
PyDoc_STRVAR(bpygpu_VertBatch_program_set_doc,
"TODO"
);
static PyObject *bpygpu_VertBatch_program_set(BPyGPUBatch *self, BPyGPUShader *py_shader)
{
if (!BPyGPUShader_Check(py_shader)) {
PyErr_Format(PyExc_TypeError,
"Expected a GPUShader, got %s",
Py_TYPE(py_shader)->tp_name);
return NULL;
}
GPUShader *shader = py_shader->shader;
GPU_batch_program_set(self->batch,
GPU_shader_get_program(shader),
GPU_shader_get_interface(shader));
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_VertBatch_program_set_builtin_doc, PyDoc_STRVAR(bpygpu_VertBatch_program_set_builtin_doc,
"TODO" "TODO"
); );
@@ -297,6 +318,8 @@ static PyObject *bpygpu_VertBatch_program_use_end(BPyGPUBatch *self)
static struct PyMethodDef bpygpu_VertBatch_methods[] = { static struct PyMethodDef bpygpu_VertBatch_methods[] = {
{"vertbuf_add", (PyCFunction)bpygpu_VertBatch_vertbuf_add, {"vertbuf_add", (PyCFunction)bpygpu_VertBatch_vertbuf_add,
METH_O, bpygpu_VertBatch_vertbuf_add_doc}, METH_O, bpygpu_VertBatch_vertbuf_add_doc},
{"program_set", (PyCFunction)bpygpu_VertBatch_program_set,
METH_O, bpygpu_VertBatch_program_set_doc},
{"program_set_builtin", (PyCFunction)bpygpu_VertBatch_program_set_builtin, {"program_set_builtin", (PyCFunction)bpygpu_VertBatch_program_set_builtin,
METH_VARARGS | METH_KEYWORDS, bpygpu_VertBatch_program_set_builtin_doc}, METH_VARARGS | METH_KEYWORDS, bpygpu_VertBatch_program_set_builtin_doc},
{"uniform_bool", (PyCFunction)bpygpu_VertBatch_uniform_bool, {"uniform_bool", (PyCFunction)bpygpu_VertBatch_uniform_bool,

View File

@@ -0,0 +1,635 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/python/gpu/gpu_py_shader.c
* \ingroup bpygpu
*
* - Use ``bpygpu_`` for local API.
* - Use ``BPyGPU`` for public API.
*/
#include <Python.h>
#include "BLI_utildefines.h"
#include "GPU_shader.h"
#include "GPU_shader_interface.h"
#include "../generic/py_capi_utils.h"
#include "../generic/python_utildefines.h"
#include "gpu_py_shader.h" /* own include */
/* -------------------------------------------------------------------- */
/** \name Enum Conversion.
* \{ */
static void bpygpu_shader_add_enum_objects(PyObject *submodule)
{
PyObject *dict = PyModule_GetDict(submodule);
PyObject *item;
#define PY_DICT_ADD_INT(x) PyDict_SetItemString(dict, #x, item = PyLong_FromLong(x)); Py_DECREF(item)
/* Shaders */
PY_DICT_ADD_INT(GPU_SHADER_2D_UNIFORM_COLOR);
PY_DICT_ADD_INT(GPU_SHADER_2D_FLAT_COLOR);
PY_DICT_ADD_INT(GPU_SHADER_2D_SMOOTH_COLOR);
PY_DICT_ADD_INT(GPU_SHADER_3D_UNIFORM_COLOR);
PY_DICT_ADD_INT(GPU_SHADER_3D_FLAT_COLOR);
PY_DICT_ADD_INT(GPU_SHADER_3D_SMOOTH_COLOR);
#undef PY_DICT_ADD_INT
}
static int bpygpu_pyLong_as_shader_enum(PyObject *o)
{
uint id = (uint)PyLong_AsUnsignedLong(o);
if (id >= GPU_NUM_BUILTIN_SHADERS) {
PyErr_SetString(PyExc_ValueError,
"not a builtin shader identifier");
return -1;
}
return (int)id;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader Type
* \{ */
static PyObject *bpygpu_shader_new(PyTypeObject *UNUSED(type), PyObject *args, PyObject *kwds)
{
static const char *kwlist[] = {
"vertexcode", "fragcode", "geocode",
"libcode", "defines", NULL};
struct {
const char *vertexcode;
const char *fragcode;
const char *geocode;
const char *libcode;
const char *defines;
} params = {0};
if (!PyArg_ParseTupleAndKeywords(
args, kwds, "ss|$sss:GPUShader.__new__", (char **)kwlist,
&params.vertexcode, &params.fragcode, &params.geocode,
&params.libcode, &params.defines))
{
return NULL;
}
GPUShader *shader = GPU_shader_create(
params.vertexcode,
params.fragcode,
params.geocode,
params.libcode,
params.defines,
NULL);
if (shader == NULL) {
PyErr_SetString(PyExc_Exception,
"Shader Compile Error, see console for more details");
return NULL;
}
return BPyGPUShader_CreatePyObject(shader);
}
PyDoc_STRVAR(bpygpu_shader_bind_doc,
".. method:: bind()\n"
"\n"
" Bind the Shader object.\n"
);
static PyObject *bpygpu_shader_bind(BPyGPUShader *self)
{
GPU_shader_bind(self->shader);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_transform_feedback_enable_doc,
".. method:: transform_feedback_enable(vbo_id)\n"
"\n"
" Start transform feedback operation.\n"
"\n"
" :return: true if transform feedback was succesfully enabled.\n"
" :rtype: `bool`\n"
);
static PyObject *bpygpu_shader_transform_feedback_enable(
BPyGPUShader *self, PyObject *arg)
{
uint vbo_id;
if ((vbo_id = PyC_Long_AsU32(arg)) == (uint)-1) {
return NULL;
}
return PyBool_FromLong(GPU_shader_transform_feedback_enable(self->shader, vbo_id));
}
PyDoc_STRVAR(bpygpu_shader_transform_feedback_disable_doc,
".. method:: transform_feedback_disable()\n"
"\n"
" Disable transform feedback.\n"
);
static PyObject *bpygpu_transform_feedback_disable(BPyGPUShader *self)
{
GPU_shader_transform_feedback_disable(self->shader);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_uniform_from_name_doc,
".. method:: uniform_from_name(name)\n"
"\n"
" Get uniform location by name.\n"
"\n"
" :param name: name of the uniform variable whose location is to be queried.\n"
" :type name: `str`\n"
" :return: the location of the uniform variable.\n"
" :rtype: `int`\n"
);
static PyObject *bpygpu_shader_uniform_from_name(
BPyGPUShader *self, PyObject *arg)
{
const char *name = PyUnicode_AsUTF8(arg);
if (name == NULL) {
return NULL;
}
int uniform = GPU_shader_get_uniform(self->shader, name);
if (uniform == -1) {
PyErr_SetString(PyExc_SyntaxError,
"GPUShader.get_uniform: uniform not found.");
return NULL;
}
return PyLong_FromLong(uniform);
}
PyDoc_STRVAR(bpygpu_shader_uniform_block_from_name_doc,
".. method:: uniform_block_from_name(name)\n"
"\n"
" Get uniform block location by name.\n"
"\n"
" :param name: name of the uniform block variable whose location is to be queried.\n"
" :type name: `str`\n"
" :return: the location of the uniform block variable.\n"
" :rtype: `int`\n"
);
static PyObject *bpygpu_shader_uniform_block_from_name(
BPyGPUShader *self, PyObject *arg)
{
const char *name = PyUnicode_AsUTF8(arg);
if (name == NULL) {
return NULL;
}
int uniform = GPU_shader_get_uniform_block(self->shader, name);
if (uniform == -1) {
PyErr_SetString(PyExc_SyntaxError,
"GPUShader.get_uniform_block: uniform not found");
return NULL;
}
return PyLong_FromLong(uniform);
}
static bool bpygpu_shader_uniform_vector_imp(
PyObject *args, int elem_size,
int *r_location, int *r_length, int *r_count, Py_buffer *r_pybuffer)
{
PyObject *buffer;
*r_count = 1;
if (!PyArg_ParseTuple(
args, "iOi|i:GPUShader.uniform_vector_*",
r_location, &buffer, r_length, r_count))
{
return false;
}
if (PyObject_GetBuffer(buffer, r_pybuffer, PyBUF_SIMPLE) == -1) {
/* PyObject_GetBuffer raise a PyExc_BufferError */
return false;
}
if (r_pybuffer->len != (*r_length * *r_count * elem_size)) {
PyErr_SetString(
PyExc_BufferError,
"GPUShader.uniform_vector_*: buffer size does not match.");
return false;
}
return true;
}
PyDoc_STRVAR(bpygpu_shader_uniform_vector_float_doc,
".. method:: uniform_vector_float(location, buffer, length, count)\n"
"\n"
" Set the buffer to fill the uniform.\n"
"\n"
" :param location: location of the uniform variable to be modified.\n"
" :type location: `int`\n"
" :param buffer: buffer object with format float.\n"
" :type buffer: `buffer object`\n"
" :param length: size of the uniform data type:\n"
" 1: float\n"
" 2: vec2 or float[2]\n"
" 3: vec3 or float[3]\n"
" 4: vec4 or float[4]\n"
" 9: mat3\n"
" 16: mat4\n"
" :type length: `int`\n"
" :param count: specifies the number of elements, vector or matrices that are to be modified.\n"
" :type count: `int`\n"
);
static PyObject *bpygpu_shader_uniform_vector_float(
BPyGPUShader *self, PyObject *args)
{
int location, length, count;
Py_buffer pybuffer;
if (!bpygpu_shader_uniform_vector_imp(
args, sizeof(float),
&location, &length, &count, &pybuffer))
{
return NULL;
}
GPU_shader_uniform_vector(
self->shader, location, length,
count, pybuffer.buf);
PyBuffer_Release(&pybuffer);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_uniform_vector_int_doc,
".. method:: uniform_vector_int(location, buffer, length, count)\n"
"\n"
" See GPUShader.uniform_vector_float(...) description.\n."
);
static PyObject *bpygpu_shader_uniform_vector_int(
BPyGPUShader *self, PyObject *args)
{
int location, length, count;
Py_buffer pybuffer;
if (!bpygpu_shader_uniform_vector_imp(
args, sizeof(int),
&location, &length, &count, &pybuffer))
{
return NULL;
}
GPU_shader_uniform_vector_int(
self->shader, location, length,
count, pybuffer.buf);
PyBuffer_Release(&pybuffer);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_uniform_int_doc,
".. method:: uniform_int(location, value)\n"
"\n"
" Set uniform value.\n"
"\n"
" :param location: builtin identifier.\n"
" :type location: `int`\n"
" :param value: builtin identifier.\n"
" :type value: `int`\n"
);
static PyObject *bpygpu_shader_uniform_int(
BPyGPUShader *self, PyObject *args)
{
int location, value;
if (!PyArg_ParseTuple(
args, "ii:GPUShader.uniform_int",
&location, &value))
{
return NULL;
}
GPU_shader_uniform_int(self->shader, location, value);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_attr_from_name_doc,
".. method:: attr_from_name(name)\n"
"\n"
" Get attribute location by name.\n"
"\n"
" :param name: the name of the attribute variable whose location is to be queried.\n"
" :type name: `str`\n"
" :return: the location of an attribute variable.\n"
" :rtype: `int`\n"
);
static PyObject *bpygpu_shader_attr_from_name(
BPyGPUShader *self, PyObject *arg)
{
const char *name = PyUnicode_AsUTF8(arg);
if (name == NULL) {
return NULL;
}
int attrib = GPU_shader_get_attribute(self->shader, name);
if (attrib == -1) {
PyErr_SetString(PyExc_SyntaxError,
"GPUShader.attr_from_name: attribute not found.");
return NULL;
}
return PyLong_FromLong(attrib);
}
PyDoc_STRVAR(bpygpu_shader_program_doc,
".. method:: The name of the program object for use by the OpenGL API (read-only).\n"
"\n"
" :rtype: `int`\n"
);
static PyObject *bpygpu_shader_program_get(BPyGPUShader *self, void *UNUSED(closure))
{
return PyLong_FromLong(GPU_shader_get_program(self->shader));
}
static struct PyMethodDef bpygpu_shader_methods[] = {
{"bind", (PyCFunction)bpygpu_shader_bind,
METH_NOARGS, bpygpu_shader_bind_doc},
{"transform_feedback_enable",
(PyCFunction)bpygpu_shader_transform_feedback_enable,
METH_O, bpygpu_shader_transform_feedback_enable_doc},
{"transform_feedback_disable",
(PyCFunction)bpygpu_transform_feedback_disable,
METH_NOARGS, bpygpu_shader_transform_feedback_disable_doc},
{"uniform_from_name",
(PyCFunction)bpygpu_shader_uniform_from_name,
METH_O, bpygpu_shader_uniform_from_name_doc},
{"uniform_block_from_name",
(PyCFunction)bpygpu_shader_uniform_block_from_name,
METH_O, bpygpu_shader_uniform_block_from_name_doc},
{"uniform_vector_float",
(PyCFunction)bpygpu_shader_uniform_vector_float,
METH_VARARGS, bpygpu_shader_uniform_vector_float_doc},
{"uniform_vector_int",
(PyCFunction)bpygpu_shader_uniform_vector_int,
METH_VARARGS, bpygpu_shader_uniform_vector_int_doc},
{"uniform_int",
(PyCFunction)bpygpu_shader_uniform_int,
METH_VARARGS, bpygpu_shader_uniform_int_doc},
{"attr_from_name",
(PyCFunction)bpygpu_shader_attr_from_name,
METH_O, bpygpu_shader_attr_from_name_doc},
{NULL, NULL, 0, NULL}
};
static PyGetSetDef bpygpu_shader_getseters[] = {
{"program",
(getter)bpygpu_shader_program_get, (setter)NULL,
bpygpu_shader_program_doc, NULL},
{NULL, NULL, NULL, NULL, NULL} /* Sentinel */
};
static void bpygpu_shader_dealloc(BPyGPUShader *self)
{
GPU_shader_free(self->shader);
Py_TYPE(self)->tp_free((PyObject *)self);
}
PyDoc_STRVAR(bpygpu_shader_doc,
"GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None)\n"
"\n"
"GPUShader combines multiple GLSL shaders into a program used for drawing.\n"
"It must contain a vertex and fragment shaders, with an optional geometry shader.\n"
"\n"
"The GLSL #version directive is automatically included at the top of shaders, and set to 330.\n"
"\n"
"Some preprocessor directives are automatically added according to the Operating System or availability.\n"
"These are:\n"
" \"#define GPU_ATI\\n\"\n"
" \"#define GPU_NVIDIA\\n\"\n"
" \"#define GPU_INTEL\\n\"\n"
"\n"
"The following extensions are enabled by default if supported by the GPU:\n"
" \"#extension GL_ARB_texture_gather: enable\\n\"\n"
" \"#extension GL_ARB_texture_query_lod: enable\\n\"\n"
"\n"
"To debug shaders, use the --debug-gpu-shaders command line option"
" to see full GLSL shader compilation and linking errors.\n"
"\n"
" :param vertexcode: vertex Shader Code.\n"
" :type vertexcode: `str`\n"
" :param fragcode: fragment Shader Code.\n"
" :type value: `str`\n"
" :param geocode: geometry Shader Code.\n"
" :type value: `str`\n"
" :param libcode: code with functions and presets to be shared between shaders.\n"
" :type value: `str`\n"
" :param defines: preprocessor directives.\n"
" :type value: `str`\n"
);
PyTypeObject BPyGPUShader_Type = {
PyVarObject_HEAD_INIT(NULL, 0)
.tp_name = "GPUShader",
.tp_basicsize = sizeof(BPyGPUShader),
.tp_dealloc = (destructor)bpygpu_shader_dealloc,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = bpygpu_shader_doc,
.tp_methods = bpygpu_shader_methods,
.tp_getset = bpygpu_shader_getseters,
.tp_new = bpygpu_shader_new,
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name gpu.shader Module API
* \{ */
PyDoc_STRVAR(bpygpu_shader_unbind_doc,
".. function:: unbind()\n"
"\n"
" Unbind the bound shader object.\n"
);
static PyObject *bpygpu_shader_unbind(BPyGPUShader *UNUSED(self))
{
GPU_shader_unbind();
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_from_builtin_doc,
".. function:: shader_from_builtin(shader_id)\n"
"\n"
" :param shader_id: shader identifier.\n"
" :type shader_id: `int`\n"
);
static PyObject *bpygpu_shader_from_builtin(PyObject *UNUSED(self), PyObject *arg)
{
int shader_id = bpygpu_pyLong_as_shader_enum(arg);
if (shader_id == -1) {
return NULL;
}
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
return BPyGPUShader_CreatePyObject(shader);
}
PyDoc_STRVAR(bpygpu_shader_code_from_builtin_doc,
".. function:: shader_code_from_builtin(shader_id)\n"
"\n"
" :param shader_id: shader identifier.\n"
" :type shader_id: `int`\n"
" :return: vertex, fragment and geometry shader codes.\n"
" :rtype: `dict`\n"
);
static PyObject *bpygpu_shader_code_from_builtin(BPyGPUShader *UNUSED(self), PyObject *arg)
{
const char *vert;
const char *frag;
const char *geom;
const char *defines;
PyObject *item, *r_dict;
int shader_id = bpygpu_pyLong_as_shader_enum(arg);
if (shader_id == -1) {
return NULL;
}
GPU_shader_get_builtin_shader_code(
shader_id, &vert, &frag, &geom, &defines);
r_dict = PyDict_New();
PyDict_SetItemString(r_dict, "vertex_shader", item = PyUnicode_FromString(vert));
Py_DECREF(item);
PyDict_SetItemString(r_dict, "fragment_shader", item = PyUnicode_FromString(frag));
Py_DECREF(item);
if (geom) {
PyDict_SetItemString(r_dict, "geometry_shader", item = PyUnicode_FromString(geom));
Py_DECREF(item);
}
if (defines) {
PyDict_SetItemString(r_dict, "defines", item = PyUnicode_FromString(defines));
Py_DECREF(item);
}
return r_dict;
}
static struct PyMethodDef bpygpu_shader_module_methods[] = {
{"unbind",
(PyCFunction)bpygpu_shader_unbind,
METH_NOARGS, bpygpu_shader_unbind_doc},
{"shader_from_builtin",
(PyCFunction)bpygpu_shader_from_builtin,
METH_O, bpygpu_shader_from_builtin_doc},
{"shader_code_from_builtin",
(PyCFunction)bpygpu_shader_code_from_builtin,
METH_O, bpygpu_shader_code_from_builtin_doc},
{NULL, NULL, 0, NULL}
};
PyDoc_STRVAR(bpygpu_shader_module_doc,
"This module provides access to GPUShader internal functions."
);
static PyModuleDef BPyGPU_shader_module_def = {
PyModuleDef_HEAD_INIT,
.m_name = "gpu.shader",
.m_doc = bpygpu_shader_module_doc,
.m_methods = bpygpu_shader_module_methods,
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name gpu.shader.buitin Module API
* \{ */
PyDoc_STRVAR(bpygpu_shader_builtin_module_doc,
"This module contains integers that identify the built-in shader ids."
);
static PyModuleDef BPyGPU_shader_builtin_module_def = {
PyModuleDef_HEAD_INIT,
.m_name = "gpu.shader.builtin",
.m_doc = bpygpu_shader_builtin_module_doc,
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Public API
* \{ */
PyObject *BPyGPUShader_CreatePyObject(GPUShader *shader)
{
BPyGPUShader *self;
self = PyObject_New(BPyGPUShader, &BPyGPUShader_Type);
self->shader = shader;
return (PyObject *)self;
}
PyObject *BPyInit_gpu_shader(void)
{
PyObject *submodule;
submodule = PyModule_Create(&BPyGPU_shader_module_def);
return submodule;
}
PyObject *BPyInit_gpu_shader_builtin(void)
{
PyObject *submodule;
submodule = PyModule_Create(&BPyGPU_shader_builtin_module_def);
bpygpu_shader_add_enum_objects(submodule);
return submodule;
}
/** \} */

View File

@@ -0,0 +1,41 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/python/gpu/gpu_py_shader.h
* \ingroup bpygpu
*/
#ifndef __GPU_PY_SHADER_H__
#define __GPU_PY_SHADER_H__
extern PyTypeObject BPyGPUShader_Type;
#define BPyGPUShader_Check(v) (Py_TYPE(v) == &BPyGPUShader_Type)
typedef struct BPyGPUShader {
PyObject_VAR_HEAD
struct GPUShader *shader;
} BPyGPUShader;
PyObject *BPyGPUShader_CreatePyObject(struct GPUShader *shader);
PyObject *BPyInit_gpu_shader(void);
PyObject *BPyInit_gpu_shader_builtin(void);
#endif /* __GPU_PY_SHADER_H__ */

View File

@@ -57,6 +57,8 @@ PyObject *BPyInit_gpu_types(void)
return NULL; return NULL;
if (PyType_Ready(&BPyGPUOffScreen_Type) < 0) if (PyType_Ready(&BPyGPUOffScreen_Type) < 0)
return NULL; return NULL;
if (PyType_Ready(&BPyGPUShader_Type) < 0)
return NULL;
#define MODULE_TYPE_ADD(s, t) \ #define MODULE_TYPE_ADD(s, t) \
PyModule_AddObject(s, t.tp_name, (PyObject *)&t); Py_INCREF((PyObject *)&t) PyModule_AddObject(s, t.tp_name, (PyObject *)&t); Py_INCREF((PyObject *)&t)
@@ -65,6 +67,7 @@ PyObject *BPyInit_gpu_types(void)
MODULE_TYPE_ADD(submodule, BPyGPUVertBuf_Type); MODULE_TYPE_ADD(submodule, BPyGPUVertBuf_Type);
MODULE_TYPE_ADD(submodule, BPyGPUBatch_Type); MODULE_TYPE_ADD(submodule, BPyGPUBatch_Type);
MODULE_TYPE_ADD(submodule, BPyGPUOffScreen_Type); MODULE_TYPE_ADD(submodule, BPyGPUOffScreen_Type);
MODULE_TYPE_ADD(submodule, BPyGPUShader_Type);
#undef MODULE_TYPE_ADD #undef MODULE_TYPE_ADD

View File

@@ -29,6 +29,7 @@
#include "gpu_py_vertex_buffer.h" #include "gpu_py_vertex_buffer.h"
#include "gpu_py_batch.h" #include "gpu_py_batch.h"
#include "gpu_py_offscreen.h" #include "gpu_py_offscreen.h"
#include "gpu_py_shader.h"
PyObject *BPyInit_gpu_types(void); PyObject *BPyInit_gpu_types(void);