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blender-archive/source/blender/gpu/GPU_shader.h

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* A #GPUShader is a container for backend specific shader program.
*/
#pragma once
#include "GPU_shader_builtin.h"
#ifdef __cplusplus
extern "C" {
#endif
struct GPUVertBuf;
/** Opaque type hiding #blender::gpu::shader::ShaderCreateInfo */
typedef struct GPUShaderCreateInfo GPUShaderCreateInfo;
/** Opaque type hiding #blender::gpu::Shader */
typedef struct GPUShader GPUShader;
/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
* This makes sure the GPUVertexFormat name buffer does not overflow. */
#define GPU_MAX_ATTR 15
/* Determined by the maximum uniform buffer size divided by chunk size. */
#define GPU_MAX_UNIFORM_ATTR 8
/* -------------------------------------------------------------------- */
/** \name Creation
* \{ */
/**
* Create a shader using the given #GPUShaderCreateInfo.
* Can return a NULL pointer if compilation fails.
*/
GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info);
/**
* Create a shader using a named #GPUShaderCreateInfo registered at startup.
* These are declared inside `*_info.hh` files using the `GPU_SHADER_CREATE_INFO()` macro.
* They are also expected to have been flagged using `do_static_compilation`.
* Can return a NULL pointer if compilation fails.
*/
GPUShader *GPU_shader_create_from_info_name(const char *info_name);
/**
* Fetch a named #GPUShaderCreateInfo registered at startup.
* These are declared inside `*_info.hh` files using the `GPU_SHADER_CREATE_INFO()` macro.
* Can return a NULL pointer if no match is found.
*/
const GPUShaderCreateInfo *GPU_shader_create_info_get(const char *info_name);
/**
* Error checking for user created shaders.
* \return true is create info is valid.
*/
bool GPU_shader_create_info_check_error(const GPUShaderCreateInfo *_info, char r_error[128]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Free
* \{ */
void GPU_shader_free(GPUShader *shader);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
/**
* Set the given shader as active shader for the active GPU context.
* It replaces any already bound shader.
* All following draw-calls and dispatches will use this shader.
* Uniform functions need to have the shader bound in order to work. (TODO: until we use
* glProgramUniform)
*/
void GPU_shader_bind(GPUShader *shader);
/**
* Unbind the active shader.
* \note this is a no-op in release builds. But it make sense to actually do it in user land code
* to detect incorrect API usage.
*/
void GPU_shader_unbind(void);
/**
* Return the currently bound shader to the active GPU context.
* \return NULL pointer if no shader is bound of if no context is active.
*/
GPUShader *GPU_shader_get_bound(void);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Debugging introspection API.
* \{ */
const char *GPU_shader_get_name(GPUShader *shader);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniform API.
* \{ */
/**
* Returns binding point location.
* Binding location are given to be set at shader compile time and immutable.
*/
int GPU_shader_get_ubo_binding(GPUShader *shader, const char *name);
int GPU_shader_get_ssbo_binding(GPUShader *shader, const char *name);
int GPU_shader_get_sampler_binding(GPUShader *shader, const char *name);
/**
* Returns uniform location.
* If cached, it is faster than querying the interface for each uniform assignment.
*/
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
/**
* Sets a generic push constant (a.k.a. uniform).
* \a length and \a array_size should match the create info push_constant declaration.
*/
void GPU_shader_uniform_vector(
GPUShader *shader, int location, int length, int array_size, const float *value);
void GPU_shader_uniform_vector_int(
GPUShader *shader, int location, int length, int array_size, const int *value);
/**
* Sets a generic push constant (a.k.a. uniform).
* \a length and \a array_size should match the create info push_constant declaration.
* These functions need to have the shader bound in order to work. (TODO: until we use
* glProgramUniform)
*/
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value);
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value);
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value);
void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y);
void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z);
void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w);
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]);
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]);
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]);
void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2]);
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]);
void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3]);
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]);
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Attribute API.
*
* Used to create #GPUVertexFormat from the shader's vertex input layout.
* \{ */
unsigned int GPU_shader_get_attribute_len(const GPUShader *shader);
int GPU_shader_get_attribute(const GPUShader *shader, const char *name);
bool GPU_shader_get_attribute_info(const GPUShader *shader,
int attr_location,
char r_name[256],
int *r_type);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Legacy API
*
* All of this section is deprecated and should be ported to use the API described above.
* \{ */
typedef enum eGPUShaderTFBType {
GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */
GPU_SHADER_TFB_POINTS = 1,
GPU_SHADER_TFB_LINES = 2,
GPU_SHADER_TFB_TRIANGLES = 3,
} eGPUShaderTFBType;
GPUShader *GPU_shader_create(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines,
const char *shname);
GPUShader *GPU_shader_create_compute(const char *computecode,
const char *libcode,
const char *defines,
const char *shname);
GPUShader *GPU_shader_create_from_python(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines,
const char *name);
GPUShader *GPU_shader_create_ex(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *computecode,
const char *libcode,
const char *defines,
eGPUShaderTFBType tf_type,
const char **tf_names,
int tf_count,
const char *shname);
/**
* Returns true if transform feedback was successfully enabled.
*/
bool GPU_shader_transform_feedback_enable(GPUShader *shader, struct GPUVertBuf *vertbuf);
void GPU_shader_transform_feedback_disable(GPUShader *shader);
/** DEPRECATED: Kept only because of BGL API. */
int GPU_shader_get_program(GPUShader *shader);
/**
* Indexed commonly used uniform name for faster lookup into the uniform cache.
*/
typedef enum {
GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
} GPUUniformBuiltin;
#define GPU_NUM_UNIFORMS (GPU_UNIFORM_SRGB_TRANSFORM + 1)
/** TODO: To be moved as private API. Not really used outside of gpu_matrix.cc and doesn't really
* offer a noticeable perf boost. */
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
/** DEPRECATED: Use hardcoded buffer location instead. */
typedef enum {
GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
GPU_UNIFORM_BLOCK_DRW_VIEW,
GPU_UNIFORM_BLOCK_DRW_MODEL,
GPU_UNIFORM_BLOCK_DRW_INFOS,
GPU_UNIFORM_BLOCK_DRW_CLIPPING,
GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
} GPUUniformBlockBuiltin;
/** DEPRECATED: Use hardcoded buffer location instead. */
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin);
/** DEPRECATED: Use hardcoded buffer location instead. */
typedef enum {
GPU_STORAGE_BUFFER_DEBUG_VERTS = 0, /* drw_debug_verts_buf */
GPU_STORAGE_BUFFER_DEBUG_PRINT, /* drw_debug_print_buf */
GPU_NUM_STORAGE_BUFFERS, /* Special value, denotes number of builtin buffer blocks. */
} GPUStorageBufferBuiltin;
/** DEPRECATED: Use hardcoded buffer location instead. */
int GPU_shader_get_builtin_ssbo(GPUShader *shader, int builtin);
/** DEPRECATED: Kept only because of Python GPU API. */
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
/** DEPRECATED: To be replaced by GPU_shader_uniform_vector. */
void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
/** \} */
#ifdef __cplusplus
}
#endif