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blender-archive/source/blender/gpu/opengl/gl_shader.cc

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/*
* 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) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "BLI_string.h"
#include "GPU_extensions.h"
#include "GPU_platform.h"
#include "gl_shader.hh"
using namespace blender;
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
* \{ */
GLShader::GLShader(const char *name) : Shader(name)
{
#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
shader_program_ = glCreateProgram();
}
GLShader::~GLShader(void)
{
#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
/* Invalid handles are silently ignored. */
glDeleteShader(vert_shader_);
glDeleteShader(geom_shader_);
glDeleteShader(frag_shader_);
glDeleteProgram(shader_program_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader stage creation
* \{ */
char *GLShader::glsl_patch_get(void)
{
/** Used for shader patching. Init once. */
static char patch[512] = "\0";
if (patch[0] != '\0') {
return patch;
}
size_t slen = 0;
/* Version need to go first. */
STR_CONCAT(patch, slen, "#version 330\n");
/* 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) {
STR_CONCAT(patch, slen, "#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) {
STR_CONCAT(patch, slen, "#ifdef GL_ARB_texture_gather\n");
STR_CONCAT(patch, slen, "# define GPU_ARB_texture_gather\n");
STR_CONCAT(patch, slen, "#endif\n");
}
else {
STR_CONCAT(patch, slen, "#define GPU_ARB_texture_gather\n");
}
}
}
if (GLEW_ARB_shader_draw_parameters) {
STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
}
if (GPU_arb_texture_cube_map_array_is_supported()) {
STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
}
/* Derivative sign can change depending on implementation. */
float derivatives[2];
GPU_get_dfdy_factors(derivatives);
STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", derivatives[0]);
STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", derivatives[1]);
BLI_assert(slen < sizeof(patch));
return patch;
}
/* Create, compile and attach the shader stage to the shader program. */
GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources)
{
GLuint shader = glCreateShader(gl_stage);
if (shader == 0) {
fprintf(stderr, "GLShader: Error: Could not create shader object.");
return 0;
}
/* Patch the shader code using the first source slot. */
sources[0] = glsl_patch_get();
glShaderSource(shader, sources.size(), sources.data(), NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
char log[5000];
glGetShaderInfoLog(shader, sizeof(log), NULL, log);
this->print_errors(sources, log);
glDeleteShader(shader);
return 0;
}
glAttachShader(shader_program_, shader);
return shader;
}
void GLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
{
vert_shader_ = this->create_shader_stage(GL_VERTEX_SHADER, sources);
}
void GLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
{
geom_shader_ = this->create_shader_stage(GL_GEOMETRY_SHADER, sources);
}
void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
{
frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
}
bool GLShader::finalize(void)
{
glLinkProgram(shader_program_);
GLint status;
glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
if (!status) {
char log[5000];
glGetProgramInfoLog(shader_program_, sizeof(log), NULL, log);
fprintf(stderr, "\nLinking Error:\n\n%s", log);
return false;
}
/* TODO(fclem) We need this to modify the image binding points using glUniform.
* This could be avoided using glProgramUniform in GL 4.1. */
glUseProgram(shader_program_);
interface = GPU_shaderinterface_create(shader_program_);
return true;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
void GLShader::bind(void)
{
BLI_assert(shader_program_ != 0);
glUseProgram(shader_program_);
}
void GLShader::unbind(void)
{
#ifndef NDEBUG
glUseProgram(0);
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transform feedback
*
* TODO(fclem) Should be replaced by compute shaders.
* \{ */
/* Should be called before linking. */
void GLShader::transform_feedback_names_set(Span<const char *> name_list,
const eGPUShaderTFBType geom_type)
{
glTransformFeedbackVaryings(
shader_program_, name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
transform_feedback_type_ = geom_type;
}
bool GLShader::transform_feedback_enable(GPUVertBuf *buf)
{
if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
return false;
}
BLI_assert(buf->vbo_id != 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buf->vbo_id);
switch (transform_feedback_type_) {
case GPU_SHADER_TFB_POINTS:
glBeginTransformFeedback(GL_POINTS);
break;
case GPU_SHADER_TFB_LINES:
glBeginTransformFeedback(GL_LINES);
break;
case GPU_SHADER_TFB_TRIANGLES:
glBeginTransformFeedback(GL_TRIANGLES);
break;
default:
return false;
}
return true;
}
void GLShader::transform_feedback_disable(void)
{
glEndTransformFeedback();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms setters
* \{ */
void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
{
switch (comp_len) {
case 1:
glUniform1fv(location, array_size, data);
break;
case 2:
glUniform2fv(location, array_size, data);
break;
case 3:
glUniform3fv(location, array_size, data);
break;
case 4:
glUniform4fv(location, array_size, data);
break;
case 9:
glUniformMatrix3fv(location, array_size, 0, data);
break;
case 16:
glUniformMatrix4fv(location, array_size, 0, data);
break;
default:
BLI_assert(0);
break;
}
}
void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
{
switch (comp_len) {
case 1:
glUniform1iv(location, array_size, data);
break;
case 2:
glUniform2iv(location, array_size, data);
break;
case 3:
glUniform3iv(location, array_size, data);
break;
case 4:
glUniform4iv(location, array_size, data);
break;
default:
BLI_assert(0);
break;
}
}
/** \} */