1169 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1169 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
 * ***** 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.
 | 
						|
 *
 | 
						|
 * The Original Code is Copyright (C) 2005 Blender Foundation.
 | 
						|
 * All rights reserved.
 | 
						|
 *
 | 
						|
 * The Original Code is: all of this file.
 | 
						|
 *
 | 
						|
 * Contributor(s): Brecht Van Lommel.
 | 
						|
 *
 | 
						|
 * ***** END GPL LICENSE BLOCK *****
 | 
						|
 */
 | 
						|
 | 
						|
/** \file blender/gpu/intern/gpu_shader.c
 | 
						|
 *  \ingroup gpu
 | 
						|
 */
 | 
						|
 | 
						|
#include "MEM_guardedalloc.h"
 | 
						|
 | 
						|
#include "BLI_utildefines.h"
 | 
						|
#include "BLI_math_base.h"
 | 
						|
#include "BLI_math_vector.h"
 | 
						|
#include "BLI_path_util.h"
 | 
						|
#include "BLI_string.h"
 | 
						|
 | 
						|
#include "BKE_appdir.h"
 | 
						|
#include "BKE_global.h"
 | 
						|
 | 
						|
#include "DNA_space_types.h"
 | 
						|
 | 
						|
#include "GPU_extensions.h"
 | 
						|
#include "GPU_context.h"
 | 
						|
#include "GPU_matrix.h"
 | 
						|
#include "GPU_shader.h"
 | 
						|
#include "GPU_texture.h"
 | 
						|
#include "GPU_uniformbuffer.h"
 | 
						|
 | 
						|
#include "gpu_shader_private.h"
 | 
						|
 | 
						|
/* Adjust these constants as needed. */
 | 
						|
#define MAX_DEFINE_LENGTH 256
 | 
						|
#define MAX_EXT_DEFINE_LENGTH 256
 | 
						|
 | 
						|
/* Non-generated shaders */
 | 
						|
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_checker_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_image_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_widget_shadow_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_widget_shadow_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_nodelink_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_linear_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_instance_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_instance_mball_handles_vert_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_2D_edituvs_points_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_3D_selection_id_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_selection_id_frag_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
 | 
						|
extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
 | 
						|
extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
 | 
						|
extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_text_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_text_geom_glsl[];
 | 
						|
extern char datatoc_gpu_shader_text_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_text_simple_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_text_simple_geom_glsl[];
 | 
						|
extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
 | 
						|
extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[];
 | 
						|
 | 
						|
extern char datatoc_gpu_shader_gpencil_fill_vert_glsl[];
 | 
						|
extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[];
 | 
						|
 | 
						|
/* cache of built-in shaders (each is created on first use) */
 | 
						|
static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
 | 
						|
 | 
						|
#ifndef NDEBUG
 | 
						|
static uint g_shaderid = 0;
 | 
						|
#endif
 | 
						|
 | 
						|
typedef struct {
 | 
						|
	const char *vert;
 | 
						|
	/** Optional. */
 | 
						|
	const char *geom;
 | 
						|
	const char *frag;
 | 
						|
	/** Optional. */
 | 
						|
	const char *defs;
 | 
						|
} GPUShaderStages;
 | 
						|
 | 
						|
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
 | 
						|
{
 | 
						|
	int line = 1;
 | 
						|
 | 
						|
	fprintf(stderr, "GPUShader: %s error:\n", task);
 | 
						|
 | 
						|
	for (int i = 0; i < totcode; i++) {
 | 
						|
		const char *c, *pos, *end = code[i] + strlen(code[i]);
 | 
						|
 | 
						|
		if (G.debug & G_DEBUG) {
 | 
						|
			fprintf(stderr, "===== shader string %d ====\n", i + 1);
 | 
						|
 | 
						|
			c = code[i];
 | 
						|
			while ((c < end) && (pos = strchr(c, '\n'))) {
 | 
						|
				fprintf(stderr, "%2d  ", line);
 | 
						|
				fwrite(c, (pos + 1) - c, 1, stderr);
 | 
						|
				c = pos + 1;
 | 
						|
				line++;
 | 
						|
			}
 | 
						|
 | 
						|
			fprintf(stderr, "%s", c);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	fprintf(stderr, "%s\n", log);
 | 
						|
}
 | 
						|
 | 
						|
static const char *gpu_shader_version(void)
 | 
						|
{
 | 
						|
	return "#version 330\n";
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
 | 
						|
{
 | 
						|
	/* enable extensions for features that are not part of our base GLSL version
 | 
						|
	 * don't use an extension for something already available!
 | 
						|
	 */
 | 
						|
 | 
						|
	if (GLEW_ARB_texture_gather) {
 | 
						|
		/* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
 | 
						|
		 * is reported to be supported but yield a compile error (see T55802). */
 | 
						|
		if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
 | 
						|
			strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
 | 
						|
 | 
						|
			/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
 | 
						|
			 * shader so double check the preprocessor define (see T56544). */
 | 
						|
			if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
 | 
						|
				strcat(defines, "#ifdef GL_ARB_texture_gather\n");
 | 
						|
				strcat(defines, "#  define GPU_ARB_texture_gather\n");
 | 
						|
				strcat(defines, "#endif\n");
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				strcat(defines, "#define GPU_ARB_texture_gather\n");
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (GLEW_ARB_texture_query_lod) {
 | 
						|
		/* a #version 400 feature, but we use #version 330 maximum so use extension */
 | 
						|
		strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
 | 
						|
{
 | 
						|
	/* some useful defines to detect GPU type */
 | 
						|
	if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))
 | 
						|
		strcat(defines, "#define GPU_ATI\n");
 | 
						|
	else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
 | 
						|
		strcat(defines, "#define GPU_NVIDIA\n");
 | 
						|
	else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
 | 
						|
		strcat(defines, "#define GPU_INTEL\n");
 | 
						|
 | 
						|
	return;
 | 
						|
}
 | 
						|
 | 
						|
GPUShader *GPU_shader_create(
 | 
						|
        const char *vertexcode,
 | 
						|
        const char *fragcode,
 | 
						|
        const char *geocode,
 | 
						|
        const char *libcode,
 | 
						|
        const char *defines,
 | 
						|
        const char *shname)
 | 
						|
{
 | 
						|
	return GPU_shader_create_ex(
 | 
						|
	        vertexcode,
 | 
						|
	        fragcode,
 | 
						|
	        geocode,
 | 
						|
	        libcode,
 | 
						|
	        defines,
 | 
						|
	        GPU_SHADER_TFB_NONE,
 | 
						|
	        NULL,
 | 
						|
	        0,
 | 
						|
	        shname);
 | 
						|
}
 | 
						|
 | 
						|
#define DEBUG_SHADER_NONE ""
 | 
						|
#define DEBUG_SHADER_VERTEX "vert"
 | 
						|
#define DEBUG_SHADER_FRAGMENT "frag"
 | 
						|
#define DEBUG_SHADER_GEOMETRY "geom"
 | 
						|
 | 
						|
/**
 | 
						|
 * Dump GLSL shaders to disk
 | 
						|
 *
 | 
						|
 * This is used for profiling shader performance externally and debug if shader code is correct.
 | 
						|
 * If called with no code, it simply bumps the shader index, so different shaders for the same
 | 
						|
 * program share the same index.
 | 
						|
 */
 | 
						|
static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
 | 
						|
{
 | 
						|
	if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* We use the same shader index for shaders in the same program.
 | 
						|
	 * So we call this function once before calling for the individual shaders. */
 | 
						|
	static int shader_index = 0;
 | 
						|
	if (code == NULL) {
 | 
						|
		shader_index++;
 | 
						|
		BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Determine the full path of the new shader. */
 | 
						|
	char shader_path[FILE_MAX];
 | 
						|
 | 
						|
	char file_name[512] = {'\0'};
 | 
						|
	sprintf(file_name, "%04d.%s", shader_index, extension);
 | 
						|
 | 
						|
	BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
 | 
						|
 | 
						|
	/* Write shader to disk. */
 | 
						|
	FILE *f = fopen(shader_path, "w");
 | 
						|
	if (f == NULL) {
 | 
						|
		printf("Error writing to file: %s\n", shader_path);
 | 
						|
	}
 | 
						|
	for (int j = 0; j < num_shaders; j++) {
 | 
						|
		fprintf(f, "%s", code[j]);
 | 
						|
	}
 | 
						|
	fclose(f);
 | 
						|
	printf("Shader file written to disk: %s\n", shader_path);
 | 
						|
}
 | 
						|
 | 
						|
GPUShader *GPU_shader_create_ex(
 | 
						|
        const char *vertexcode,
 | 
						|
        const char *fragcode,
 | 
						|
        const char *geocode,
 | 
						|
        const char *libcode,
 | 
						|
        const char *defines,
 | 
						|
        const eGPUShaderTFBType tf_type,
 | 
						|
        const char **tf_names,
 | 
						|
        const int tf_count,
 | 
						|
        const char *shname)
 | 
						|
{
 | 
						|
	GLint status;
 | 
						|
	GLchar log[5000];
 | 
						|
	GLsizei length = 0;
 | 
						|
	GPUShader *shader;
 | 
						|
	char standard_defines[MAX_DEFINE_LENGTH] = "";
 | 
						|
	char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
 | 
						|
 | 
						|
	shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
 | 
						|
	gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
 | 
						|
 | 
						|
#ifndef NDEBUG
 | 
						|
	BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
 | 
						|
#else
 | 
						|
	UNUSED_VARS(shname);
 | 
						|
#endif
 | 
						|
 | 
						|
	/* At least a vertex shader and a fragment shader are required. */
 | 
						|
	BLI_assert((fragcode != NULL) && (vertexcode != NULL));
 | 
						|
 | 
						|
	if (vertexcode)
 | 
						|
		shader->vertex = glCreateShader(GL_VERTEX_SHADER);
 | 
						|
	if (fragcode)
 | 
						|
		shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
 | 
						|
	if (geocode)
 | 
						|
		shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
 | 
						|
 | 
						|
	shader->program = glCreateProgram();
 | 
						|
 | 
						|
	if (!shader->program ||
 | 
						|
	    (vertexcode && !shader->vertex) ||
 | 
						|
	    (fragcode && !shader->fragment) ||
 | 
						|
	    (geocode && !shader->geometry))
 | 
						|
	{
 | 
						|
		fprintf(stderr, "GPUShader, object creation failed.\n");
 | 
						|
		GPU_shader_free(shader);
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	gpu_shader_standard_defines(standard_defines);
 | 
						|
	gpu_shader_standard_extensions(standard_extensions);
 | 
						|
 | 
						|
	if (vertexcode) {
 | 
						|
		const char *source[6];
 | 
						|
		/* custom limit, may be too small, beware */
 | 
						|
		int num_source = 0;
 | 
						|
 | 
						|
		source[num_source++] = gpu_shader_version();
 | 
						|
		source[num_source++] = "#define GPU_VERTEX_SHADER\n";
 | 
						|
		source[num_source++] = standard_extensions;
 | 
						|
		source[num_source++] = standard_defines;
 | 
						|
 | 
						|
		if (defines) source[num_source++] = defines;
 | 
						|
		source[num_source++] = vertexcode;
 | 
						|
 | 
						|
		gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
 | 
						|
 | 
						|
		glAttachShader(shader->program, shader->vertex);
 | 
						|
		glShaderSource(shader->vertex, num_source, source, NULL);
 | 
						|
 | 
						|
		glCompileShader(shader->vertex);
 | 
						|
		glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
 | 
						|
 | 
						|
		if (!status) {
 | 
						|
			glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
 | 
						|
			shader_print_errors("compile", log, source, num_source);
 | 
						|
 | 
						|
			GPU_shader_free(shader);
 | 
						|
			return NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (fragcode) {
 | 
						|
		const char *source[7];
 | 
						|
		int num_source = 0;
 | 
						|
 | 
						|
		source[num_source++] = gpu_shader_version();
 | 
						|
		source[num_source++] = "#define GPU_FRAGMENT_SHADER\n";
 | 
						|
		source[num_source++] = standard_extensions;
 | 
						|
		source[num_source++] = standard_defines;
 | 
						|
 | 
						|
		if (defines) source[num_source++] = defines;
 | 
						|
		if (libcode) source[num_source++] = libcode;
 | 
						|
		source[num_source++] = fragcode;
 | 
						|
 | 
						|
		gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
 | 
						|
 | 
						|
		glAttachShader(shader->program, shader->fragment);
 | 
						|
		glShaderSource(shader->fragment, num_source, source, NULL);
 | 
						|
 | 
						|
		glCompileShader(shader->fragment);
 | 
						|
		glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
 | 
						|
 | 
						|
		if (!status) {
 | 
						|
			glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
 | 
						|
			shader_print_errors("compile", log, source, num_source);
 | 
						|
 | 
						|
			GPU_shader_free(shader);
 | 
						|
			return NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (geocode) {
 | 
						|
		const char *source[6];
 | 
						|
		int num_source = 0;
 | 
						|
 | 
						|
		source[num_source++] = gpu_shader_version();
 | 
						|
		source[num_source++] = "#define GPU_GEOMETRY_SHADER\n";
 | 
						|
		source[num_source++] = standard_extensions;
 | 
						|
		source[num_source++] = standard_defines;
 | 
						|
 | 
						|
		if (defines) source[num_source++] = defines;
 | 
						|
		source[num_source++] = geocode;
 | 
						|
 | 
						|
		gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
 | 
						|
 | 
						|
		glAttachShader(shader->program, shader->geometry);
 | 
						|
		glShaderSource(shader->geometry, num_source, source, NULL);
 | 
						|
 | 
						|
		glCompileShader(shader->geometry);
 | 
						|
		glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
 | 
						|
 | 
						|
		if (!status) {
 | 
						|
			glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
 | 
						|
			shader_print_errors("compile", log, source, num_source);
 | 
						|
 | 
						|
			GPU_shader_free(shader);
 | 
						|
			return NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (tf_names != NULL) {
 | 
						|
		glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
 | 
						|
		/* Primitive type must be setup */
 | 
						|
		BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
 | 
						|
		shader->feedback_transform_type = tf_type;
 | 
						|
	}
 | 
						|
 | 
						|
	glLinkProgram(shader->program);
 | 
						|
	glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
 | 
						|
	if (!status) {
 | 
						|
		glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
 | 
						|
		/* print attached shaders in pipeline order */
 | 
						|
		if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
 | 
						|
		if (geocode) shader_print_errors("linking", log, &geocode, 1);
 | 
						|
		if (libcode) shader_print_errors("linking", log, &libcode, 1);
 | 
						|
		if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
 | 
						|
 | 
						|
		GPU_shader_free(shader);
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	shader->interface = GPU_shaderinterface_create(shader->program);
 | 
						|
 | 
						|
	return shader;
 | 
						|
}
 | 
						|
 | 
						|
#undef DEBUG_SHADER_GEOMETRY
 | 
						|
#undef DEBUG_SHADER_FRAGMENT
 | 
						|
#undef DEBUG_SHADER_VERTEX
 | 
						|
#undef DEBUG_SHADER_NONE
 | 
						|
 | 
						|
void GPU_shader_bind(GPUShader *shader)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
 | 
						|
	glUseProgram(shader->program);
 | 
						|
	GPU_matrix_bind(shader->interface);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_unbind(void)
 | 
						|
{
 | 
						|
	glUseProgram(0);
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
 | 
						|
{
 | 
						|
	if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
 | 
						|
 | 
						|
	switch (shader->feedback_transform_type) {
 | 
						|
		case GPU_SHADER_TFB_POINTS:    glBeginTransformFeedback(GL_POINTS);    return true;
 | 
						|
		case GPU_SHADER_TFB_LINES:     glBeginTransformFeedback(GL_LINES);     return true;
 | 
						|
		case GPU_SHADER_TFB_TRIANGLES: glBeginTransformFeedback(GL_TRIANGLES); return true;
 | 
						|
		default: return false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
 | 
						|
{
 | 
						|
	glEndTransformFeedback();
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_free(GPUShader *shader)
 | 
						|
{
 | 
						|
#if 0 /* Would be nice to have, but for now the Deferred compilation
 | 
						|
       * does not have a GPUContext. */
 | 
						|
	BLI_assert(GPU_context_active_get() != NULL);
 | 
						|
#endif
 | 
						|
	BLI_assert(shader);
 | 
						|
 | 
						|
	if (shader->vertex)
 | 
						|
		glDeleteShader(shader->vertex);
 | 
						|
	if (shader->geometry)
 | 
						|
		glDeleteShader(shader->geometry);
 | 
						|
	if (shader->fragment)
 | 
						|
		glDeleteShader(shader->fragment);
 | 
						|
	if (shader->program)
 | 
						|
		glDeleteProgram(shader->program);
 | 
						|
 | 
						|
	if (shader->interface)
 | 
						|
		GPU_shaderinterface_discard(shader->interface);
 | 
						|
 | 
						|
	MEM_freeN(shader);
 | 
						|
}
 | 
						|
 | 
						|
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
	const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
 | 
						|
	return uniform ? uniform->location : -2;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
	const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(shader->interface, name);
 | 
						|
	return uniform ? uniform->location : -1;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
	const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(shader->interface, builtin);
 | 
						|
	return uniform ? uniform->location : -1;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
	const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
 | 
						|
	return ubo ? ubo->location : -1;
 | 
						|
}
 | 
						|
 | 
						|
void *GPU_shader_get_interface(GPUShader *shader)
 | 
						|
{
 | 
						|
	return shader->interface;
 | 
						|
}
 | 
						|
 | 
						|
/* Clement : Temp */
 | 
						|
int GPU_shader_get_program(GPUShader *shader)
 | 
						|
{
 | 
						|
	return (int)shader->program;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
 | 
						|
{
 | 
						|
	if (location == -1)
 | 
						|
		return;
 | 
						|
 | 
						|
	glUniform1f(location, value);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
 | 
						|
{
 | 
						|
	if (location == -1 || value == NULL)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (length == 1) glUniform1fv(location, arraysize, value);
 | 
						|
	else if (length == 2) glUniform2fv(location, arraysize, value);
 | 
						|
	else if (length == 3) glUniform3fv(location, arraysize, value);
 | 
						|
	else if (length == 4) glUniform4fv(location, arraysize, value);
 | 
						|
	else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
 | 
						|
	else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
 | 
						|
{
 | 
						|
	if (location == -1)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (length == 1) glUniform1iv(location, arraysize, value);
 | 
						|
	else if (length == 2) glUniform2iv(location, arraysize, value);
 | 
						|
	else if (length == 3) glUniform3iv(location, arraysize, value);
 | 
						|
	else if (length == 4) glUniform4iv(location, arraysize, value);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
 | 
						|
{
 | 
						|
	if (location == -1)
 | 
						|
		return;
 | 
						|
 | 
						|
	glUniform1i(location, value);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
 | 
						|
{
 | 
						|
	int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
 | 
						|
 | 
						|
	if (location == -1) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	glUniformBlockBinding(shader->program, location, bindpoint);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
 | 
						|
{
 | 
						|
	int number = GPU_texture_bound_number(tex);
 | 
						|
 | 
						|
	if (number == -1) {
 | 
						|
		fprintf(stderr, "Texture is not bound.\n");
 | 
						|
		BLI_assert(0);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	if (location == -1)
 | 
						|
		return;
 | 
						|
 | 
						|
	glUniform1i(location, number);
 | 
						|
}
 | 
						|
 | 
						|
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
	const GPUShaderInput *attrib = GPU_shaderinterface_attr(shader->interface, name);
 | 
						|
	return attrib ? attrib->location : -1;
 | 
						|
}
 | 
						|
 | 
						|
static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
 | 
						|
	[GPU_SHADER_TEXT] = {
 | 
						|
		.vert = datatoc_gpu_shader_text_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_text_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_text_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_TEXT_SIMPLE] = {
 | 
						|
		.vert = datatoc_gpu_shader_text_simple_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_text_simple_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_text_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_KEYFRAME_DIAMOND] = {
 | 
						|
		.vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
 | 
						|
	},
 | 
						|
	/*  This version is magical but slow!  */
 | 
						|
	[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = {
 | 
						|
		.vert = datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_edges_front_back_persp_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = {
 | 
						|
		.vert = datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_EDGES_OVERLAY_SIMPLE] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_EDGES_OVERLAY] = {
 | 
						|
		.vert = datatoc_gpu_shader_edges_overlay_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_edges_overlay_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_SIMPLE_LIGHTING] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_normal_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
 | 
						|
	},
 | 
						|
	/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth  */
 | 
						|
	[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define USE_FLAT_NORMAL\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_IMAGE_DEPTH] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_depth_linear_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_IMAGE_DEPTH_COPY] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_depth_copy_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define SAMPLES 2\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define SAMPLES 4\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define SAMPLES 8\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define SAMPLES 16\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define SAMPLES 2\n"
 | 
						|
		"#define USE_DEPTH\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define SAMPLES 4\n"
 | 
						|
		"#define USE_DEPTH\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define SAMPLES 8\n"
 | 
						|
		"#define USE_DEPTH\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define SAMPLES 16\n"
 | 
						|
		"#define USE_DEPTH\n",
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_2D_IMAGE_INTERLACE] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_interlace_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_CHECKER] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_checker_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_2D_DIAG_STRIPES] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_diag_stripes_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_2D_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_FLAT_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_flat_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_SMOOTH_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_SMOOTH_COLOR_DITHER] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_linear_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_alpha_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_RECT_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_image_rect_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_image_varying_color_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_3D_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define USE_BACKGROUND\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_FLAT_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_SMOOTH_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_DEPTH_ONLY] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_depth_only_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_3D_GROUNDPOINT] = {
 | 
						|
		.vert= datatoc_gpu_shader_3D_groundpoint_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_GROUNDLINE] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_passthrough_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_3D_groundline_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define USE_INSTANCE_COLOR\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define AXIS_NAME\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_CAMERA] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_camera_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_DISTANCE_LINES] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_distance_line_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_id_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define UNIFORM_SCALE\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define UNIFORM_SCALE\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_instance_edges_variying_color_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_2D_AREA_EDGES] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_WIDGET_BASE] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_WIDGET_BASE_INST] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define USE_INSTANCE\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_WIDGET_SHADOW] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_NODELINK] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_NODELINK_INST] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define USE_INSTANCE\n",
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_2D_UV_UNIFORM_COLOR] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define UV_POS\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_UV_VERTS] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_UV_FACEDOTS] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_UV_EDGES] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_UV_EDGES_SMOOTH] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define SMOOTH_COLOR\n",
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_UV_FACES] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_UV_FACES_STRETCH_AREA] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] = {
 | 
						|
		.vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define STRETCH_ANGLE\n",
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_3D_FLAT_SELECT_ID] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_selection_id_frag_glsl,
 | 
						|
	},
 | 
						|
	[GPU_SHADER_3D_UNIFORM_SELECT_ID] = {
 | 
						|
		.vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_selection_id_frag_glsl,
 | 
						|
		.defs =
 | 
						|
		"#define UNIFORM_ID\n",
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_GPENCIL_STROKE] = {
 | 
						|
		.vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl,
 | 
						|
		.geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
 | 
						|
	},
 | 
						|
 | 
						|
	[GPU_SHADER_GPENCIL_FILL] = {
 | 
						|
		.vert = datatoc_gpu_shader_gpencil_fill_vert_glsl,
 | 
						|
		.frag = datatoc_gpu_shader_gpencil_fill_frag_glsl,
 | 
						|
	},
 | 
						|
};
 | 
						|
 | 
						|
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
 | 
						|
{
 | 
						|
	BLI_assert(shader < GPU_NUM_BUILTIN_SHADERS);
 | 
						|
 | 
						|
	if (builtin_shaders[shader] == NULL) {
 | 
						|
		GPUShaderStages stages_legacy = {NULL};
 | 
						|
		const GPUShaderStages *stages = &builtin_shader_stages[shader];
 | 
						|
 | 
						|
		if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP) {
 | 
						|
			/* TODO: remove after switch to core profile (maybe) */
 | 
						|
			if (!GLEW_VERSION_3_2) {
 | 
						|
				stages_legacy.vert = datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl;
 | 
						|
				stages_legacy.frag = datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl;
 | 
						|
				stages = &stages_legacy;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR) {
 | 
						|
			/* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
 | 
						|
			/* TODO: remove after switch to core profile (maybe) */
 | 
						|
			if (!GLEW_VERSION_3_2) {
 | 
						|
				stages_legacy.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl;
 | 
						|
				stages_legacy.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl;
 | 
						|
				stages = &stages_legacy;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* common case */
 | 
						|
		builtin_shaders[shader] = GPU_shader_create(
 | 
						|
		        stages->vert, stages->frag, stages->geom, NULL, stages->defs, __func__);
 | 
						|
	}
 | 
						|
 | 
						|
	return builtin_shaders[shader];
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_get_builtin_shader_code(
 | 
						|
        eGPUBuiltinShader shader,
 | 
						|
        const char **r_vert, const char **r_frag,
 | 
						|
        const char **r_geom, const char **r_defines)
 | 
						|
{
 | 
						|
	const GPUShaderStages *stages = &builtin_shader_stages[shader];
 | 
						|
	*r_vert = stages->vert;
 | 
						|
	*r_frag = stages->frag;
 | 
						|
	*r_geom = stages->geom;
 | 
						|
	*r_defines = stages->defs;
 | 
						|
}
 | 
						|
 | 
						|
#define MAX_DEFINES 100
 | 
						|
 | 
						|
void GPU_shader_free_builtin_shaders(void)
 | 
						|
{
 | 
						|
	for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
 | 
						|
		if (builtin_shaders[i]) {
 | 
						|
			GPU_shader_free(builtin_shaders[i]);
 | 
						|
			builtin_shaders[i] = NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 |