`BPYGPU_IS_INIT_OR_ERROR_OBJ` is not implemented in all pygpu functions.
Instead of copying and pasting that call across the API when it has no
gpu context, override the methods with one that always reports error.
Missed these changes in [0].
Also replace designated initializers in some C code, as it's not used
often and would need to be removed when converting to C++.
[0] e555ede626
This simplifies python code.
When we call a method like shader.uniform_float("color", (1,1,1,1)),
we expect the shader's uniform to be updated regardless of whether the
shader is bound or not.
And `batch.draw()` already calls `GPU_shader_bind` inside.
Differential Revision: https://developer.blender.org/D15929
Since rB6269d66da, creating formats no longer depends solely on the
shader, but now depends on the dimensions used to fill the VBOs.
This allows 3D shaders to work flawlessly when assigned dimensions are
2D.
So there's no real benefit to us having shaders that are limited to 2D
use anymore.
This limitation makes it difficult to implement other builtin shaders
as they indirectly require a 2D version.
So this commit removes the 2D versions of the builtin sahders used in
Python , renames the string enums but keeps the old enums working for
backward compatibility.
(This brings parts of the changes reviewed in D15836).
With the new `attrs_info_get` method, we can get information about
the attributes used in a `GPUShader` and thus have more freedom in the
automatic creation of `GPUVertFormat`s
Reviewed By: fclem, campbellbarton
Differential Revision: https://developer.blender.org/D15764
Inclining built-in shader descriptions used the wrong indentation level.
Link to the built-in shaders instead which avoids the indentation error
and de-duplicates the list which is already shown on the page.
Adds an example python script to the documentation for the 3D_IMAGE shader.
The **use-case** is to draw textures with 3D vertex positions, in XR views as well as non-XR views (in a simpler manner).
**Testing**: I've tested that this compiles and works on my Macbook (with the example python script included in this change). I don't have access to a Windows or Linux machine right now, but this change doesn't look platform-specific and no new glsl shaders have been added or edited by this change. I'll try to get access to a Windows machine, but if someone does have one, I'd be really grateful if they could try this change. Thanks!
**Problem addressed**: The existing 2D_IMAGE shader (exposed in the python API) gets near-clipped when drawn in the
XR view, regardless of the near-clip settings. Additionally, the 2D_IMAGE shader only accepts 2D
positions for the image vertices, which means drawing textures in 3D requires providing
2D coordinates and then pushing a transform-rotate-scale matrix to the GPU, even for
non-XR (i.e. WINDOW) views. The 3D_IMAGE shader is simpler: it accepts 3D vertex positions, and doesn't require
any additional work by the scripter.
**Workaround**: The current workaround is to use custom shaders in the python script.
**Non-intrusive change**: No new glsl shaders were added. This change just bundles two existing shaders: the vertex shader used
by the 3D_IMAGE_MODULATE_ALPHA shader, and the fragment shader used by the 2D_IMAGE shader.
Reviewed By: #eevee_viewport, jbakker
Differential Revision: https://developer.blender.org/D14832
Since shader sources are now parsed on demand via `GPUShaderCreateInfo`,
sources are not available to be read via
`GPU_shader_get_builtin_shader_code`.
Currently this results in a crash as the code tries to read `NULL`
pointers.
`GPU_shader_get_builtin_shader_code` was created with the intention of
informing the user how a builtin shader works, thus "replacing"
detailed documentation.
Therefore this function doesn't really have a practical use in an addon.
So, instead of updating the function (which would require several
changes to the gpu module), remove it and improve the documentation.
Release Notes: https://wiki.blender.org/wiki/Reference/Release_Notes/3.2/Python_API#Breaking_Changes
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14678
`GPU_shader_get_uniform_block` is marked as deprecated and the value
returned does not match what `GPU_uniformbuf_bind` expects.
Also, small typo fix in python error message.
Differential Revision: https://developer.blender.org/D14638
In order to allow GLSL Cross Compilation across platforms, expose in
Python the `GPUShaderCreateInfo` strategy as detailed in
https://wiki.blender.org/wiki/EEVEE_%26_Viewport/GPU_Module/GLSL_Cross_Compilation
The new features can be listed as follows:
```
>>> gpu.types.GPUShaderCreateInfo.
define(
fragment_out(
fragment_source(
push_constant(
sampler(
typedef_source(
uniform_buf(
vertex_in(
vertex_out(
vertex_source(
>>> gpu.types.GPUStageInterfaceInfo.
flat(
name
no_perspective(
smooth(
>>> gpu.shader.create_from_info(
```
Reviewed By: fclem, campbellbarton
Differential Revision: https://developer.blender.org/D14497
With the increased use of multi-character format units and keyword-only
arguments these are increasingly difficult to make sense of.
Split the string onto multiple lines, one per argument.
While verbose it's easier to understand and add new arguments.
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
From the the opengl wiki:
> Buffer objects are associated with a program's uniform block similarly to the way that texture objects are associated with sampler uniforms.
This would allow python script to access `lineWidth` uniform when drawing lines
without using `glLineWidth`.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9518
This remove the complexity of queriying the locations at runtime and
allows for more performance and upfront binding specifications.
The benefit of doing everything at creation time is that we can assign binding
points in a predictable order which is going to be somewhat the same for
every similar shader.
This also rewrite GPU_vertformat_from_shader to not use shaderface.
This is to keep the shaderface simple. If it becomes necessary to not query
the shader after creation (i.e: vulkan?) we could just create the vert
format in advance at compilation for PyGPU shaders.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7879
This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.
This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.
The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.
Related to T74139
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D7261