668 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			668 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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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/** \file
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 * \ingroup gpu
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 */
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#include "MEM_guardedalloc.h"
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#include "BLI_math_base.h"
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#include "BLI_math_vector.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BLI_string_utils.h"
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#include "BLI_utildefines.h"
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#include "BLI_vector.hh"
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#include "BKE_appdir.h"
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#include "BKE_global.h"
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#include "DNA_space_types.h"
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#include "GPU_extensions.h"
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#include "GPU_matrix.h"
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#include "GPU_platform.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "GPU_uniformbuffer.h"
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#include "gpu_backend.hh"
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#include "gpu_context_private.hh"
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#include "gpu_shader_private.hh"
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extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
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using namespace blender;
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using namespace blender::gpu;
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/* -------------------------------------------------------------------- */
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/** \name Debug functions
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 * \{ */
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void Shader::print_errors(Span<const char *> sources, char *log)
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{
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  const bool pretty = true;
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  const char line_prefix[] = "      | ";
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  char *sources_combined = BLI_string_join_arrayN((const char **)sources.data(), sources.size());
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  if (pretty) {
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    fprintf(stderr, "\n      \033[1mShader Compilation Log : \033[0m%s\n", this->name);
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  }
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  else {
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    fprintf(stderr, "\n      Shader Compilation Log : %s\n", this->name);
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  }
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  char *log_line = log, *line_end;
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  char *error_line_number_end;
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  int error_line, error_char, last_error_line = -2, last_error_char = -1;
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  bool found_line_id = false;
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  while ((line_end = strchr(log_line, '\n'))) {
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    /* Skip empty lines. */
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    if (line_end == log_line) {
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      log_line++;
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      continue;
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    }
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    /* Skip ERROR: or WARNING:. */
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    const char *prefix[] = {"ERROR", "WARNING"};
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    for (int i = 0; i < ARRAY_SIZE(prefix); i++) {
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      if (STREQLEN(log_line, prefix[i], strlen(prefix[i]))) {
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        log_line += strlen(prefix[i]);
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        break;
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      }
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    }
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    error_line = error_char = -1;
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    if (ELEM(log_line[0], '0', ':') && ELEM(log_line[1], ':', '(', ' ')) {
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      error_line = (int)strtol(log_line + 2, &error_line_number_end, 10);
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      /* Try to fetch the error caracter (not always available). */
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      if (ELEM(error_line_number_end[0], '(', ':')) {
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        error_char = (int)strtol(error_line_number_end + 1, NULL, 10);
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      }
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    }
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    if (error_line == -1) {
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      found_line_id = false;
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    }
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    const char *src_line = sources_combined;
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    /* Some drivers use (source:line) instead of (line:char) */
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    if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL) && (error_line != -1) &&
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        (error_char != -1)) {
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      int error_source = error_line;
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      if (error_source < sources.size()) {
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        src_line = sources[error_source];
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        error_line = error_char;
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        error_char = -1;
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      }
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    }
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    /* Separate from previous block. */
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    if (last_error_line != error_line) {
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      fprintf(stderr, "\n");
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    }
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    /* Print line from the source file that is producing the error. */
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    if ((error_line != -1) && (error_line != last_error_line || error_char != last_error_char)) {
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      const char *src_line_end = src_line;
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      found_line_id = false;
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      /* error_line is 1 based in this case. */
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      int src_line_index = 1;
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      while ((src_line_end = strchr(src_line, '\n'))) {
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        if (src_line_index == error_line) {
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          found_line_id = true;
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          break;
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        }
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        /* Continue to next line. */
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        src_line = src_line_end + 1;
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        src_line_index++;
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      }
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      /* Print error source. */
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      if (found_line_id) {
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        fprintf(stderr, "%5d | ", src_line_index);
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        fwrite(src_line, (src_line_end + 1) - src_line, 1, stderr);
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        /* Print char offset. */
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        fprintf(stderr, line_prefix);
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        if (error_char != -1) {
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          for (int i = 0; i < error_char; i++) {
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            fprintf(stderr, " ");
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          }
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          fprintf(stderr, "^");
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        }
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        fprintf(stderr, "\n");
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      }
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    }
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    fprintf(stderr, line_prefix);
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    if (found_line_id) {
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      /* Skip to message. Avoid redundant info. */
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      const char *keywords[] = {"error", "warning"};
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      for (int i = 0; i < ARRAY_SIZE(keywords); i++) {
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        /* Avoid searching following lines. */
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        line_end[0] = '\0';
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        if (strstr(log_line, keywords[i])) {
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          log_line = strstr(log_line, keywords[i]);
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          if (pretty) {
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            if (STREQ(keywords[i], "error")) {
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              fprintf(stderr, "\033[31;1mError\033[0m ");
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            }
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            else if (STREQ(keywords[i], "warning")) {
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              fprintf(stderr, "\033[33;1mWarning\033[0m ");
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            }
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            log_line += strlen(keywords[i]);
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          }
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          break;
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        }
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      }
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      line_end[0] = '\n';
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    }
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    /* Print the error itself. */
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    if (pretty) {
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      fprintf(stderr, "\033[2m");
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    }
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    fwrite(log_line, (line_end + 1) - log_line, 1, stderr);
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    if (pretty) {
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      fprintf(stderr, "\033[0m");
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    }
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    /* Continue to next line. */
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    log_line = line_end + 1;
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    last_error_line = error_line;
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    last_error_char = error_char;
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  }
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  fprintf(stderr, "\n\n");
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  MEM_freeN(sources_combined);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Creation / Destruction
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 * \{ */
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Shader::Shader(const char *sh_name)
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{
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  BLI_strncpy(this->name, sh_name, sizeof(this->name));
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}
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Shader::~Shader()
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{
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  if (this->interface) {
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    GPU_shaderinterface_discard(this->interface);
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  }
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}
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static void standard_defines(Vector<const char *> &sources)
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{
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  BLI_assert(sources.size() == 0);
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  /* Version needs to be first. Exact values will be added by implementation. */
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  sources.append("version");
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  /* some useful defines to detect GPU type */
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  if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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    sources.append("#define GPU_ATI\n");
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  }
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  else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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    sources.append("#define GPU_NVIDIA\n");
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  }
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  else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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    sources.append("#define GPU_INTEL\n");
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  }
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  /* some useful defines to detect OS type */
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  if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
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    sources.append("#define OS_WIN\n");
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  }
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  else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
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    sources.append("#define OS_MAC\n");
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  }
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  else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
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    sources.append("#define OS_UNIX\n");
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  }
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  if (GPU_crappy_amd_driver()) {
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    sources.append("#define GPU_DEPRECATED_AMD_DRIVER\n");
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  }
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}
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GPUShader *GPU_shader_create_ex(const char *vertcode,
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                                const char *fragcode,
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                                const char *geomcode,
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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 *shname)
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{
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  /* At least a vertex shader and a fragment shader are required. */
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  BLI_assert((fragcode != NULL) && (vertcode != NULL));
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  Shader *shader = GPUBackend::get()->shader_alloc(shname);
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  if (vertcode) {
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    Vector<const char *> sources;
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    standard_defines(sources);
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    sources.append("#define GPU_VERTEX_SHADER\n");
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    sources.append("#define IN_OUT out\n");
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    if (geomcode) {
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      sources.append("#define USE_GEOMETRY_SHADER\n");
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    }
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    if (defines) {
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      sources.append(defines);
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    }
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    sources.append(vertcode);
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    shader->vertex_shader_from_glsl(sources);
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  }
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  if (fragcode) {
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    Vector<const char *> sources;
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    standard_defines(sources);
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    sources.append("#define GPU_FRAGMENT_SHADER\n");
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    sources.append("#define IN_OUT in\n");
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    if (geomcode) {
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      sources.append("#define USE_GEOMETRY_SHADER\n");
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    }
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    if (defines) {
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      sources.append(defines);
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    }
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    if (libcode) {
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      sources.append(libcode);
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    }
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    sources.append(fragcode);
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    shader->fragment_shader_from_glsl(sources);
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  }
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  if (geomcode) {
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    Vector<const char *> sources;
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    standard_defines(sources);
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    sources.append("#define GPU_GEOMETRY_SHADER\n");
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    if (defines) {
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      sources.append(defines);
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    }
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    sources.append(geomcode);
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    shader->geometry_shader_from_glsl(sources);
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  }
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  if (tf_names != NULL && tf_count > 0) {
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    BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
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    shader->transform_feedback_names_set(Span<const char *>(tf_names, tf_count), tf_type);
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  }
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  if (!shader->finalize()) {
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    delete shader;
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    return NULL;
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  };
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  return static_cast<GPUShader *>(shader);
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}
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void GPU_shader_free(GPUShader *shader)
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{
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  delete static_cast<Shader *>(shader);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Creation utils
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 * \{ */
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GPUShader *GPU_shader_create(const char *vertcode,
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                             const char *fragcode,
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                             const char *geomcode,
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                             const char *libcode,
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                             const char *defines,
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                             const char *shname)
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{
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  return GPU_shader_create_ex(
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      vertcode, fragcode, geomcode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, shname);
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}
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GPUShader *GPU_shader_create_from_python(const char *vertcode,
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                                         const char *fragcode,
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                                         const char *geomcode,
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                                         const char *libcode,
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                                         const char *defines)
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{
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  char *libcodecat = NULL;
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  if (libcode == NULL) {
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    libcode = datatoc_gpu_shader_colorspace_lib_glsl;
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  }
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  else {
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    libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
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  }
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  GPUShader *sh = GPU_shader_create_ex(
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      vertcode, fragcode, geomcode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, NULL);
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  MEM_SAFE_FREE(libcodecat);
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  return sh;
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}
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static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
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{
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  bool is_alloc = false;
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  if (str_arr == NULL) {
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    *r_is_alloc = false;
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    return NULL;
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  }
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  /* Skip empty strings (avoid alloc if we can). */
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  while (str_arr[0] && str_arr[0][0] == '\0') {
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    str_arr++;
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  }
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  int i;
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  for (i = 0; str_arr[i]; i++) {
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    if (i != 0 && str_arr[i][0] != '\0') {
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      is_alloc = true;
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    }
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  }
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  *r_is_alloc = is_alloc;
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  if (is_alloc) {
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    return BLI_string_join_arrayN(str_arr, i);
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  }
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  return str_arr[0];
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}
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/**
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 * Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
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 *
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 * Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
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 *
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 * It has the advantage that each item can be conditionally included
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 * without having to build the string inline, then free it.
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 *
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 * \param params: NULL terminated arrays of strings.
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 *
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 * Example:
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 * \code{.c}
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 * sh = GPU_shader_create_from_arrays({
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 *     .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
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 *     .geom = (const char *[]){shader_geom_glsl, NULL},
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 *     .frag = (const char *[]){shader_frag_glsl, NULL},
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 *     .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
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 * });
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 * \endcode
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 */
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struct GPUShader *GPU_shader_create_from_arrays_impl(
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    const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line)
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{
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  struct {
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    const char *str;
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    bool is_alloc;
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  } str_dst[4] = {{0}};
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  const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
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  for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
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    str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
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  }
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  char name[64];
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  BLI_snprintf(name, sizeof(name), "%s_%d", func, line);
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  GPUShader *sh = GPU_shader_create(
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      str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, name);
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  for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
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    if (str_dst[i].is_alloc) {
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      MEM_freeN((void *)str_dst[i].str);
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    }
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  }
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  return sh;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Binding
 | 
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 * \{ */
 | 
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 | 
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void GPU_shader_bind(GPUShader *gpu_shader)
 | 
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{
 | 
						|
  Shader *shader = static_cast<Shader *>(gpu_shader);
 | 
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 | 
						|
  GPUContext *ctx = GPU_context_active_get();
 | 
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 | 
						|
  if (ctx->shader != shader) {
 | 
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    ctx->shader = shader;
 | 
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    shader->bind();
 | 
						|
    GPU_matrix_bind(shader);
 | 
						|
    GPU_shader_set_srgb_uniform(shader);
 | 
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  }
 | 
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 | 
						|
  if (GPU_matrix_dirty_get()) {
 | 
						|
    GPU_matrix_bind(shader);
 | 
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  }
 | 
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}
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 | 
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void GPU_shader_unbind(void)
 | 
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{
 | 
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#ifndef NDEBUG
 | 
						|
  GPUContext *ctx = GPU_context_active_get();
 | 
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  if (ctx->shader) {
 | 
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    static_cast<Shader *>(ctx->shader)->unbind();
 | 
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  }
 | 
						|
  ctx->shader = NULL;
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#endif
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}
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 | 
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/** \} */
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 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Transform feedback
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 *
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 * TODO(fclem) Should be replaced by compute shaders.
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 * \{ */
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 | 
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bool GPU_shader_transform_feedback_enable(GPUShader *shader, GPUVertBuf *vertbuf)
 | 
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{
 | 
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  return static_cast<Shader *>(shader)->transform_feedback_enable(vertbuf);
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}
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void GPU_shader_transform_feedback_disable(GPUShader *shader)
 | 
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{
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  static_cast<Shader *>(shader)->transform_feedback_disable();
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}
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 | 
						|
/** \} */
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 | 
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/* -------------------------------------------------------------------- */
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/** \name Uniforms / Resource location
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 * \{ */
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int GPU_shader_get_uniform(GPUShader *shader, const char *name)
 | 
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{
 | 
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  const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
 | 
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  return uniform ? uniform->location : -1;
 | 
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}
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 | 
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int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
 | 
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{
 | 
						|
  return GPU_shaderinterface_uniform_builtin(shader->interface,
 | 
						|
                                             static_cast<GPUUniformBuiltin>(builtin));
 | 
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}
 | 
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 | 
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int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
 | 
						|
{
 | 
						|
  return GPU_shaderinterface_block_builtin(shader->interface,
 | 
						|
                                           static_cast<GPUUniformBlockBuiltin>(builtin));
 | 
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}
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int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
  const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
 | 
						|
  return ubo ? ubo->location : -1;
 | 
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}
 | 
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 | 
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int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
  const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
 | 
						|
  return ubo ? ubo->binding : -1;
 | 
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}
 | 
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 | 
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int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
  const GPUShaderInput *tex = GPU_shaderinterface_uniform(shader->interface, name);
 | 
						|
  return tex ? tex->binding : -1;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
  const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
 | 
						|
  return attr ? attr->location : -1;
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Getters
 | 
						|
 * \{ */
 | 
						|
 | 
						|
/* Clement : Temp */
 | 
						|
int GPU_shader_get_program(GPUShader *UNUSED(shader))
 | 
						|
{
 | 
						|
  /* TODO fixme */
 | 
						|
  return (int)0;
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Uniforms setters
 | 
						|
 * \{ */
 | 
						|
 | 
						|
void GPU_shader_uniform_vector(
 | 
						|
    GPUShader *shader, int loc, int len, int arraysize, const float *value)
 | 
						|
{
 | 
						|
  static_cast<Shader *>(shader)->uniform_float(loc, len, arraysize, value);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_vector_int(
 | 
						|
    GPUShader *shader, int loc, int len, int arraysize, const int *value)
 | 
						|
{
 | 
						|
  static_cast<Shader *>(shader)->uniform_int(loc, len, arraysize, value);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_int(GPUShader *shader, int location, int value)
 | 
						|
{
 | 
						|
  GPU_shader_uniform_vector_int(shader, location, 1, 1, &value);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_float(GPUShader *shader, int location, float value)
 | 
						|
{
 | 
						|
  GPU_shader_uniform_vector(shader, location, 1, 1, &value);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
 | 
						|
{
 | 
						|
  const int loc = GPU_shader_get_uniform(sh, name);
 | 
						|
  GPU_shader_uniform_int(sh, loc, value);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value)
 | 
						|
{
 | 
						|
  GPU_shader_uniform_1i(sh, name, value ? 1 : 0);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y)
 | 
						|
{
 | 
						|
  const float data[2] = {x, y};
 | 
						|
  GPU_shader_uniform_2fv(sh, name, data);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z)
 | 
						|
{
 | 
						|
  const float data[3] = {x, y, z};
 | 
						|
  GPU_shader_uniform_3fv(sh, name, data);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w)
 | 
						|
{
 | 
						|
  const float data[4] = {x, y, z, w};
 | 
						|
  GPU_shader_uniform_4fv(sh, name, data);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float x)
 | 
						|
{
 | 
						|
  const int loc = GPU_shader_get_uniform(sh, name);
 | 
						|
  GPU_shader_uniform_float(sh, loc, x);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2])
 | 
						|
{
 | 
						|
  const int loc = GPU_shader_get_uniform(sh, name);
 | 
						|
  GPU_shader_uniform_vector(sh, loc, 2, 1, data);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3])
 | 
						|
{
 | 
						|
  const int loc = GPU_shader_get_uniform(sh, name);
 | 
						|
  GPU_shader_uniform_vector(sh, loc, 3, 1, data);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4])
 | 
						|
{
 | 
						|
  const int loc = GPU_shader_get_uniform(sh, name);
 | 
						|
  GPU_shader_uniform_vector(sh, loc, 4, 1, data);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4])
 | 
						|
{
 | 
						|
  const int loc = GPU_shader_get_uniform(sh, name);
 | 
						|
  GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2])
 | 
						|
{
 | 
						|
  const int loc = GPU_shader_get_uniform(sh, name);
 | 
						|
  GPU_shader_uniform_vector(sh, loc, 2, len, (const float *)val);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4])
 | 
						|
{
 | 
						|
  const int loc = GPU_shader_get_uniform(sh, name);
 | 
						|
  GPU_shader_uniform_vector(sh, loc, 4, len, (const float *)val);
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name sRGB Rendering Workaround
 | 
						|
 *
 | 
						|
 * The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
 | 
						|
 * Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
 | 
						|
 * the shader output color to be in sRGB space
 | 
						|
 * (assumed display encoded color-space as the time of writing).
 | 
						|
 * For this reason we have a uniform to switch the transform on and off depending on the current
 | 
						|
 * frame-buffer color-space.
 | 
						|
 * \{ */
 | 
						|
 | 
						|
static int g_shader_builtin_srgb_transform = 0;
 | 
						|
 | 
						|
void GPU_shader_set_srgb_uniform(GPUShader *shader)
 | 
						|
{
 | 
						|
  int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM);
 | 
						|
  if (loc != -1) {
 | 
						|
    GPU_shader_uniform_vector_int(shader, loc, 1, 1, &g_shader_builtin_srgb_transform);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
 | 
						|
{
 | 
						|
  g_shader_builtin_srgb_transform = use_srgb_to_linear;
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 |