1204 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1204 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* SPDX-License-Identifier: GPL-2.0-or-later
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 * Copyright 2020 Blender Foundation. All rights reserved. */
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/** \file
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 * \ingroup gpu
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 */
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#include "BKE_global.h"
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#include "BLI_string.h"
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#include "BLI_vector.hh"
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#include "GPU_capabilities.h"
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#include "GPU_platform.h"
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#include "gl_backend.hh"
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#include "gl_debug.hh"
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#include "gl_vertex_buffer.hh"
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#include "gl_shader.hh"
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#include "gl_shader_interface.hh"
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using namespace blender;
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using namespace blender::gpu;
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using namespace blender::gpu::shader;
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/* -------------------------------------------------------------------- */
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/** \name Creation / Destruction
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 * \{ */
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GLShader::GLShader(const char *name) : Shader(name)
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{
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#if 0 /* Would be nice to have, but for now the Deferred compilation \
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       * does not have a GPUContext. */
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  BLI_assert(GLContext::get() != nullptr);
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#endif
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  shader_program_ = glCreateProgram();
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  debug::object_label(GL_PROGRAM, shader_program_, name);
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}
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GLShader::~GLShader()
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{
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#if 0 /* Would be nice to have, but for now the Deferred compilation \
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       * does not have a GPUContext. */
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  BLI_assert(GLContext::get() != nullptr);
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#endif
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  /* Invalid handles are silently ignored. */
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  glDeleteShader(vert_shader_);
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  glDeleteShader(geom_shader_);
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  glDeleteShader(frag_shader_);
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  glDeleteShader(compute_shader_);
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  glDeleteProgram(shader_program_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Create Info
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 * \{ */
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static const char *to_string(const Interpolation &interp)
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{
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  switch (interp) {
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    case Interpolation::SMOOTH:
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      return "smooth";
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    case Interpolation::FLAT:
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      return "flat";
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    case Interpolation::NO_PERSPECTIVE:
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      return "noperspective";
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    default:
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      return "unknown";
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  }
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}
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static const char *to_string(const Type &type)
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{
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  switch (type) {
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    case Type::FLOAT:
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      return "float";
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    case Type::VEC2:
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      return "vec2";
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    case Type::VEC3:
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      return "vec3";
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    case Type::VEC4:
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      return "vec4";
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    case Type::MAT3:
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      return "mat3";
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    case Type::MAT4:
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      return "mat4";
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    case Type::UINT:
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      return "uint";
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    case Type::UVEC2:
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      return "uvec2";
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    case Type::UVEC3:
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      return "uvec3";
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    case Type::UVEC4:
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      return "uvec4";
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    case Type::INT:
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      return "int";
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    case Type::IVEC2:
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      return "ivec2";
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    case Type::IVEC3:
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      return "ivec3";
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    case Type::IVEC4:
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      return "ivec4";
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    case Type::BOOL:
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      return "bool";
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    default:
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      return "unknown";
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  }
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}
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static const char *to_string(const eGPUTextureFormat &type)
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{
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  switch (type) {
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    case GPU_RGBA8UI:
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      return "rgba8ui";
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    case GPU_RGBA8I:
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      return "rgba8i";
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    case GPU_RGBA8:
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      return "rgba8";
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    case GPU_RGBA32UI:
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      return "rgba32ui";
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    case GPU_RGBA32I:
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      return "rgba32i";
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    case GPU_RGBA32F:
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      return "rgba32f";
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    case GPU_RGBA16UI:
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      return "rgba16ui";
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    case GPU_RGBA16I:
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      return "rgba16i";
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    case GPU_RGBA16F:
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      return "rgba16f";
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    case GPU_RGBA16:
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      return "rgba16";
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    case GPU_RG8UI:
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      return "rg8ui";
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    case GPU_RG8I:
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      return "rg8i";
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    case GPU_RG8:
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      return "rg8";
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    case GPU_RG32UI:
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      return "rg32ui";
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    case GPU_RG32I:
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      return "rg32i";
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    case GPU_RG32F:
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      return "rg32f";
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    case GPU_RG16UI:
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      return "rg16ui";
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    case GPU_RG16I:
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      return "rg16i";
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    case GPU_RG16F:
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      return "rg16f";
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    case GPU_RG16:
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      return "rg16";
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    case GPU_R8UI:
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      return "r8ui";
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    case GPU_R8I:
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      return "r8i";
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    case GPU_R8:
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      return "r8";
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    case GPU_R32UI:
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      return "r32ui";
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    case GPU_R32I:
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      return "r32i";
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    case GPU_R32F:
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      return "r32f";
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    case GPU_R16UI:
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      return "r16ui";
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    case GPU_R16I:
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      return "r16i";
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    case GPU_R16F:
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      return "r16f";
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    case GPU_R16:
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      return "r16";
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    case GPU_R11F_G11F_B10F:
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      return "r11f_g11f_b10f";
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    case GPU_RGB10_A2:
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      return "rgb10_a2";
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    default:
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      return "unknown";
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  }
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}
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static const char *to_string(const PrimitiveIn &layout)
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{
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  switch (layout) {
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    case PrimitiveIn::POINTS:
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      return "points";
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    case PrimitiveIn::LINES:
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      return "lines";
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    case PrimitiveIn::LINES_ADJACENCY:
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      return "lines_adjacency";
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    case PrimitiveIn::TRIANGLES:
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      return "triangles";
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    case PrimitiveIn::TRIANGLES_ADJACENCY:
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      return "triangles_adjacency";
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    default:
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      return "unknown";
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  }
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}
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static const char *to_string(const PrimitiveOut &layout)
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{
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  switch (layout) {
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    case PrimitiveOut::POINTS:
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      return "points";
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    case PrimitiveOut::LINE_STRIP:
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      return "line_strip";
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    case PrimitiveOut::TRIANGLE_STRIP:
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      return "triangle_strip";
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    default:
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      return "unknown";
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  }
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}
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static void print_image_type(std::ostream &os,
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                             const ImageType &type,
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                             const ShaderCreateInfo::Resource::BindType bind_type)
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{
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  switch (type) {
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    case ImageType::INT_BUFFER:
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    case ImageType::INT_1D:
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    case ImageType::INT_1D_ARRAY:
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    case ImageType::INT_2D:
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    case ImageType::INT_2D_ARRAY:
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    case ImageType::INT_3D:
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    case ImageType::INT_CUBE:
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    case ImageType::INT_CUBE_ARRAY:
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      os << "i";
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      break;
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    case ImageType::UINT_BUFFER:
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    case ImageType::UINT_1D:
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    case ImageType::UINT_1D_ARRAY:
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    case ImageType::UINT_2D:
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    case ImageType::UINT_2D_ARRAY:
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    case ImageType::UINT_3D:
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    case ImageType::UINT_CUBE:
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    case ImageType::UINT_CUBE_ARRAY:
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      os << "u";
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      break;
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    default:
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      break;
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  }
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  if (bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
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    os << "image";
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  }
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  else {
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    os << "sampler";
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  }
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  switch (type) {
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    case ImageType::FLOAT_BUFFER:
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    case ImageType::INT_BUFFER:
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    case ImageType::UINT_BUFFER:
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      os << "Buffer";
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      break;
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    case ImageType::FLOAT_1D:
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    case ImageType::FLOAT_1D_ARRAY:
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    case ImageType::INT_1D:
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    case ImageType::INT_1D_ARRAY:
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    case ImageType::UINT_1D:
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    case ImageType::UINT_1D_ARRAY:
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      os << "1D";
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      break;
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    case ImageType::FLOAT_2D:
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    case ImageType::FLOAT_2D_ARRAY:
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    case ImageType::INT_2D:
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    case ImageType::INT_2D_ARRAY:
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    case ImageType::UINT_2D:
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    case ImageType::UINT_2D_ARRAY:
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    case ImageType::SHADOW_2D:
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    case ImageType::SHADOW_2D_ARRAY:
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    case ImageType::DEPTH_2D:
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    case ImageType::DEPTH_2D_ARRAY:
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      os << "2D";
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      break;
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    case ImageType::FLOAT_3D:
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    case ImageType::INT_3D:
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    case ImageType::UINT_3D:
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      os << "3D";
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      break;
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    case ImageType::FLOAT_CUBE:
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    case ImageType::FLOAT_CUBE_ARRAY:
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    case ImageType::INT_CUBE:
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    case ImageType::INT_CUBE_ARRAY:
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    case ImageType::UINT_CUBE:
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    case ImageType::UINT_CUBE_ARRAY:
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    case ImageType::SHADOW_CUBE:
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    case ImageType::SHADOW_CUBE_ARRAY:
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    case ImageType::DEPTH_CUBE:
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    case ImageType::DEPTH_CUBE_ARRAY:
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      os << "Cube";
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      break;
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    default:
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      break;
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  }
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  switch (type) {
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    case ImageType::FLOAT_1D_ARRAY:
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    case ImageType::FLOAT_2D_ARRAY:
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    case ImageType::FLOAT_CUBE_ARRAY:
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    case ImageType::INT_1D_ARRAY:
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    case ImageType::INT_2D_ARRAY:
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    case ImageType::INT_CUBE_ARRAY:
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    case ImageType::UINT_1D_ARRAY:
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    case ImageType::UINT_2D_ARRAY:
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    case ImageType::UINT_CUBE_ARRAY:
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    case ImageType::SHADOW_2D_ARRAY:
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    case ImageType::SHADOW_CUBE_ARRAY:
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    case ImageType::DEPTH_2D_ARRAY:
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    case ImageType::DEPTH_CUBE_ARRAY:
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      os << "Array";
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      break;
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    default:
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      break;
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  }
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  switch (type) {
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    case ImageType::SHADOW_2D:
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    case ImageType::SHADOW_2D_ARRAY:
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    case ImageType::SHADOW_CUBE:
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    case ImageType::SHADOW_CUBE_ARRAY:
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      os << "Shadow";
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      break;
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    default:
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      break;
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  }
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  os << " ";
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}
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static std::ostream &print_qualifier(std::ostream &os, const Qualifier &qualifiers)
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{
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  if (bool(qualifiers & Qualifier::NO_RESTRICT) == false) {
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    os << "restrict ";
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  }
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  if (bool(qualifiers & Qualifier::READ) == false) {
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    os << "writeonly ";
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  }
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  if (bool(qualifiers & Qualifier::WRITE) == false) {
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    os << "readonly ";
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  }
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  return os;
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}
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static void print_resource(std::ostream &os, const ShaderCreateInfo::Resource &res)
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{
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  if (GLContext::explicit_location_support) {
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    os << "layout(binding = " << res.slot;
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    if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
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      os << ", " << to_string(res.image.format);
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    }
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    else if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
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      os << ", std140";
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    }
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    else if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
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      os << ", std430";
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    }
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    os << ") ";
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  }
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  else if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
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    os << "layout(std140) ";
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  }
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  int64_t array_offset;
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  StringRef name_no_array;
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  switch (res.bind_type) {
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    case ShaderCreateInfo::Resource::BindType::SAMPLER:
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      os << "uniform ";
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      print_image_type(os, res.sampler.type, res.bind_type);
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      os << res.sampler.name << ";\n";
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      break;
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    case ShaderCreateInfo::Resource::BindType::IMAGE:
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      os << "uniform ";
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      print_qualifier(os, res.image.qualifiers);
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      print_image_type(os, res.image.type, res.bind_type);
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      os << res.image.name << ";\n";
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      break;
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    case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
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      array_offset = res.uniformbuf.name.find_first_of("[");
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      name_no_array = (array_offset == -1) ? res.uniformbuf.name :
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                                             StringRef(res.uniformbuf.name.c_str(), array_offset);
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      os << "uniform " << name_no_array << " { " << res.uniformbuf.type_name << " _"
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         << res.uniformbuf.name << "; };\n";
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      break;
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    case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
 | 
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      array_offset = res.storagebuf.name.find_first_of("[");
 | 
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      name_no_array = (array_offset == -1) ? res.storagebuf.name :
 | 
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                                             StringRef(res.storagebuf.name.c_str(), array_offset);
 | 
						|
      print_qualifier(os, res.storagebuf.qualifiers);
 | 
						|
      os << "buffer ";
 | 
						|
      os << name_no_array << " { " << res.storagebuf.type_name << " _" << res.storagebuf.name
 | 
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         << "; };\n";
 | 
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      break;
 | 
						|
  }
 | 
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}
 | 
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 | 
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static void print_resource_alias(std::ostream &os, const ShaderCreateInfo::Resource &res)
 | 
						|
{
 | 
						|
  int64_t array_offset;
 | 
						|
  StringRef name_no_array;
 | 
						|
 | 
						|
  switch (res.bind_type) {
 | 
						|
    case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
 | 
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      array_offset = res.uniformbuf.name.find_first_of("[");
 | 
						|
      name_no_array = (array_offset == -1) ? res.uniformbuf.name :
 | 
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                                             StringRef(res.uniformbuf.name.c_str(), array_offset);
 | 
						|
      os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
 | 
						|
      break;
 | 
						|
    case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
 | 
						|
      array_offset = res.storagebuf.name.find_first_of("[");
 | 
						|
      name_no_array = (array_offset == -1) ? res.storagebuf.name :
 | 
						|
                                             StringRef(res.storagebuf.name.c_str(), array_offset);
 | 
						|
      os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
 | 
						|
      break;
 | 
						|
    default:
 | 
						|
      break;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
static void print_interface(std::ostream &os,
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                            const StringRefNull &prefix,
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						|
                            const StageInterfaceInfo &iface,
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                            const StringRefNull &suffix = "")
 | 
						|
{
 | 
						|
  /* TODO(@fclem): Move that to interface check. */
 | 
						|
  // if (iface.instance_name.is_empty()) {
 | 
						|
  //   BLI_assert_msg(0, "Interfaces require an instance name for geometry shader.");
 | 
						|
  //   std::cout << iface.name << ": Interfaces require an instance name for geometry shader.\n";
 | 
						|
  //   continue;
 | 
						|
  // }
 | 
						|
  os << prefix << " " << iface.name << "{" << std::endl;
 | 
						|
  for (const StageInterfaceInfo::InOut &inout : iface.inouts) {
 | 
						|
    os << "  " << to_string(inout.interp) << " " << to_string(inout.type) << " " << inout.name
 | 
						|
       << ";\n";
 | 
						|
  }
 | 
						|
  os << "}";
 | 
						|
  os << (iface.instance_name.is_empty() ? "" : "\n") << iface.instance_name << suffix << ";\n";
 | 
						|
}
 | 
						|
 | 
						|
std::string GLShader::resources_declare(const ShaderCreateInfo &info) const
 | 
						|
{
 | 
						|
  std::stringstream ss;
 | 
						|
 | 
						|
  /* NOTE: We define macros in GLSL to trigger compilation error if the resource names
 | 
						|
   * are reused for local variables. This is to match other backend behavior which needs accessors
 | 
						|
   * macros. */
 | 
						|
 | 
						|
  ss << "\n/* Pass Resources. */\n";
 | 
						|
  for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
 | 
						|
    print_resource(ss, res);
 | 
						|
  }
 | 
						|
  for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
 | 
						|
    print_resource_alias(ss, res);
 | 
						|
  }
 | 
						|
  ss << "\n/* Batch Resources. */\n";
 | 
						|
  for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
 | 
						|
    print_resource(ss, res);
 | 
						|
  }
 | 
						|
  for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
 | 
						|
    print_resource_alias(ss, res);
 | 
						|
  }
 | 
						|
  ss << "\n/* Push Constants. */\n";
 | 
						|
  for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
 | 
						|
    ss << "uniform " << to_string(uniform.type) << " " << uniform.name;
 | 
						|
    if (uniform.array_size > 0) {
 | 
						|
      ss << "[" << uniform.array_size << "]";
 | 
						|
    }
 | 
						|
    ss << ";\n";
 | 
						|
  }
 | 
						|
#if 0 /* T95278: This is not be enough to prevent some compilers think it is recursive. */
 | 
						|
  for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
 | 
						|
    /* T95278: Double macro to avoid some compilers think it is recursive. */
 | 
						|
    ss << "#define " << uniform.name << "_ " << uniform.name << "\n";
 | 
						|
    ss << "#define " << uniform.name << " (" << uniform.name << "_)\n";
 | 
						|
  }
 | 
						|
#endif
 | 
						|
  ss << "\n";
 | 
						|
  return ss.str();
 | 
						|
}
 | 
						|
 | 
						|
static std::string main_function_wrapper(std::string &pre_main, std::string &post_main)
 | 
						|
{
 | 
						|
  std::stringstream ss;
 | 
						|
  /* Prototype for the original main. */
 | 
						|
  ss << "\n";
 | 
						|
  ss << "void main_function_();\n";
 | 
						|
  /* Wrapper to the main function in order to inject code processing on globals. */
 | 
						|
  ss << "void main() {\n";
 | 
						|
  ss << pre_main;
 | 
						|
  ss << "  main_function_();\n";
 | 
						|
  ss << post_main;
 | 
						|
  ss << "}\n";
 | 
						|
  /* Rename the original main. */
 | 
						|
  ss << "#define main main_function_\n";
 | 
						|
  ss << "\n";
 | 
						|
  return ss.str();
 | 
						|
}
 | 
						|
 | 
						|
std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) const
 | 
						|
{
 | 
						|
  std::stringstream ss;
 | 
						|
  std::string post_main;
 | 
						|
 | 
						|
  ss << "\n/* Inputs. */\n";
 | 
						|
  for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
 | 
						|
    if (GLContext::explicit_location_support &&
 | 
						|
        /* Fix issue with AMDGPU-PRO + workbench_prepass_mesh_vert.glsl being quantized. */
 | 
						|
        GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) == false) {
 | 
						|
      ss << "layout(location = " << attr.index << ") ";
 | 
						|
    }
 | 
						|
    ss << "in " << to_string(attr.type) << " " << attr.name << ";\n";
 | 
						|
  }
 | 
						|
  ss << "\n/* Interfaces. */\n";
 | 
						|
  for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
 | 
						|
    print_interface(ss, "out", *iface);
 | 
						|
  }
 | 
						|
  if (!GLContext::layered_rendering_support && bool(info.builtins_ & BuiltinBits::LAYER)) {
 | 
						|
    ss << "out int gpu_Layer;\n";
 | 
						|
  }
 | 
						|
  if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
 | 
						|
    if (!GLContext::native_barycentric_support) {
 | 
						|
      /* Disabled or unsupported. */
 | 
						|
    }
 | 
						|
    else if (GLEW_AMD_shader_explicit_vertex_parameter) {
 | 
						|
      /* Need this for stable barycentric. */
 | 
						|
      ss << "flat out vec4 gpu_pos_flat;\n";
 | 
						|
      ss << "out vec4 gpu_pos;\n";
 | 
						|
 | 
						|
      post_main += "  gpu_pos = gpu_pos_flat = gl_Position;\n";
 | 
						|
    }
 | 
						|
  }
 | 
						|
  ss << "\n";
 | 
						|
 | 
						|
  if (post_main.empty() == false) {
 | 
						|
    std::string pre_main;
 | 
						|
    ss << main_function_wrapper(pre_main, post_main);
 | 
						|
  }
 | 
						|
  return ss.str();
 | 
						|
}
 | 
						|
 | 
						|
std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) const
 | 
						|
{
 | 
						|
  std::stringstream ss;
 | 
						|
  std::string pre_main;
 | 
						|
 | 
						|
  ss << "\n/* Interfaces. */\n";
 | 
						|
  const Vector<StageInterfaceInfo *> &in_interfaces = (info.geometry_source_.is_empty()) ?
 | 
						|
                                                          info.vertex_out_interfaces_ :
 | 
						|
                                                          info.geometry_out_interfaces_;
 | 
						|
  for (const StageInterfaceInfo *iface : in_interfaces) {
 | 
						|
    print_interface(ss, "in", *iface);
 | 
						|
  }
 | 
						|
  if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
 | 
						|
    if (!GLContext::native_barycentric_support) {
 | 
						|
      ss << "smooth in vec3 gpu_BaryCoord;\n";
 | 
						|
      ss << "noperspective in vec3 gpu_BaryCoordNoPersp;\n";
 | 
						|
    }
 | 
						|
    else if (GLEW_AMD_shader_explicit_vertex_parameter) {
 | 
						|
      /* NOTE(fclem): This won't work with geometry shader. Hopefully, we don't need geometry
 | 
						|
       * shader workaround if this extension/feature is detected. */
 | 
						|
      ss << "\n/* Stable Barycentric Coordinates. */\n";
 | 
						|
      ss << "flat in vec4 gpu_pos_flat;\n";
 | 
						|
      ss << "__explicitInterpAMD in vec4 gpu_pos;\n";
 | 
						|
      /* Globals. */
 | 
						|
      ss << "vec3 gpu_BaryCoord;\n";
 | 
						|
      ss << "vec3 gpu_BaryCoordNoPersp;\n";
 | 
						|
      ss << "\n";
 | 
						|
      ss << "vec2 stable_bary_(vec2 in_bary) {\n";
 | 
						|
      ss << "  vec3 bary = vec3(in_bary, 1.0 - in_bary.x - in_bary.y);\n";
 | 
						|
      ss << "  if (interpolateAtVertexAMD(gpu_pos, 0) == gpu_pos_flat) { return bary.zxy; }\n";
 | 
						|
      ss << "  if (interpolateAtVertexAMD(gpu_pos, 2) == gpu_pos_flat) { return bary.yzx; }\n";
 | 
						|
      ss << "  return bary.xyz;\n";
 | 
						|
      ss << "}\n";
 | 
						|
 | 
						|
      pre_main += "  gpu_BaryCoord = stable_bary_(gl_BaryCoordSmoothAMD);\n";
 | 
						|
      pre_main += "  gpu_BaryCoordNoPersp = stable_bary_(gl_BaryCoordNoPerspAMD);\n";
 | 
						|
    }
 | 
						|
  }
 | 
						|
  if (info.early_fragment_test_) {
 | 
						|
    ss << "layout(early_fragment_tests) in;\n";
 | 
						|
  }
 | 
						|
  ss << "\n/* Outputs. */\n";
 | 
						|
  for (const ShaderCreateInfo::FragOut &output : info.fragment_outputs_) {
 | 
						|
    ss << "layout(location = " << output.index;
 | 
						|
    switch (output.blend) {
 | 
						|
      case DualBlend::SRC_0:
 | 
						|
        ss << ", index = 0";
 | 
						|
        break;
 | 
						|
      case DualBlend::SRC_1:
 | 
						|
        ss << ", index = 1";
 | 
						|
        break;
 | 
						|
      default:
 | 
						|
        break;
 | 
						|
    }
 | 
						|
    ss << ") ";
 | 
						|
    ss << "out " << to_string(output.type) << " " << output.name << ";\n";
 | 
						|
  }
 | 
						|
  ss << "\n";
 | 
						|
 | 
						|
  if (pre_main.empty() == false) {
 | 
						|
    std::string post_main;
 | 
						|
    ss << main_function_wrapper(pre_main, post_main);
 | 
						|
  }
 | 
						|
  return ss.str();
 | 
						|
}
 | 
						|
 | 
						|
std::string GLShader::geometry_layout_declare(const ShaderCreateInfo &info) const
 | 
						|
{
 | 
						|
  int max_verts = info.geometry_layout_.max_vertices;
 | 
						|
  int invocations = info.geometry_layout_.invocations;
 | 
						|
 | 
						|
  if (GLContext::geometry_shader_invocations == false && invocations != -1) {
 | 
						|
    max_verts *= invocations;
 | 
						|
    invocations = -1;
 | 
						|
  }
 | 
						|
 | 
						|
  std::stringstream ss;
 | 
						|
  ss << "\n/* Geometry Layout. */\n";
 | 
						|
  ss << "layout(" << to_string(info.geometry_layout_.primitive_in);
 | 
						|
  if (invocations != -1) {
 | 
						|
    ss << ", invocations = " << invocations;
 | 
						|
  }
 | 
						|
  ss << ") in;\n";
 | 
						|
 | 
						|
  ss << "layout(" << to_string(info.geometry_layout_.primitive_out)
 | 
						|
     << ", max_vertices = " << max_verts << ") out;\n";
 | 
						|
  ss << "\n";
 | 
						|
  return ss.str();
 | 
						|
}
 | 
						|
 | 
						|
static StageInterfaceInfo *find_interface_by_name(const Vector<StageInterfaceInfo *> &ifaces,
 | 
						|
                                                  const StringRefNull &name)
 | 
						|
{
 | 
						|
  for (auto *iface : ifaces) {
 | 
						|
    if (iface->instance_name == name) {
 | 
						|
      return iface;
 | 
						|
    }
 | 
						|
  }
 | 
						|
  return nullptr;
 | 
						|
}
 | 
						|
 | 
						|
std::string GLShader::geometry_interface_declare(const ShaderCreateInfo &info) const
 | 
						|
{
 | 
						|
  std::stringstream ss;
 | 
						|
 | 
						|
  ss << "\n/* Interfaces. */\n";
 | 
						|
  for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
 | 
						|
    bool has_matching_output_iface = find_interface_by_name(info.geometry_out_interfaces_,
 | 
						|
                                                            iface->instance_name) != nullptr;
 | 
						|
    const char *suffix = (has_matching_output_iface) ? "_in[]" : "[]";
 | 
						|
    print_interface(ss, "in", *iface, suffix);
 | 
						|
  }
 | 
						|
  ss << "\n";
 | 
						|
  for (const StageInterfaceInfo *iface : info.geometry_out_interfaces_) {
 | 
						|
    bool has_matching_input_iface = find_interface_by_name(info.vertex_out_interfaces_,
 | 
						|
                                                           iface->instance_name) != nullptr;
 | 
						|
    const char *suffix = (has_matching_input_iface) ? "_out" : "";
 | 
						|
    print_interface(ss, "out", *iface, suffix);
 | 
						|
  }
 | 
						|
  ss << "\n";
 | 
						|
  return ss.str();
 | 
						|
}
 | 
						|
 | 
						|
std::string GLShader::compute_layout_declare(const ShaderCreateInfo &info) const
 | 
						|
{
 | 
						|
  std::stringstream ss;
 | 
						|
  ss << "\n/* Compute Layout. */\n";
 | 
						|
  ss << "layout(local_size_x = " << info.compute_layout_.local_size_x;
 | 
						|
  if (info.compute_layout_.local_size_y != -1) {
 | 
						|
    ss << ", local_size_y = " << info.compute_layout_.local_size_y;
 | 
						|
  }
 | 
						|
  if (info.compute_layout_.local_size_z != -1) {
 | 
						|
    ss << ", local_size_z = " << info.compute_layout_.local_size_z;
 | 
						|
  }
 | 
						|
  ss << ") in;\n";
 | 
						|
  ss << "\n";
 | 
						|
  return ss.str();
 | 
						|
}
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Passthrough geometry shader emulation
 | 
						|
 *
 | 
						|
 * \{ */
 | 
						|
 | 
						|
std::string GLShader::workaround_geometry_shader_source_create(
 | 
						|
    const shader::ShaderCreateInfo &info)
 | 
						|
{
 | 
						|
  std::stringstream ss;
 | 
						|
 | 
						|
  const bool do_layer_workaround = !GLContext::layered_rendering_support &&
 | 
						|
                                   bool(info.builtins_ & BuiltinBits::LAYER);
 | 
						|
  const bool do_barycentric_workaround = !GLContext::native_barycentric_support &&
 | 
						|
                                         bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD);
 | 
						|
 | 
						|
  shader::ShaderCreateInfo info_modified = info;
 | 
						|
  info_modified.geometry_out_interfaces_ = info_modified.vertex_out_interfaces_;
 | 
						|
  /**
 | 
						|
   * NOTE(@fclem): Assuming we will render TRIANGLES. This will not work with other primitive
 | 
						|
   * types. In this case, it might not trigger an error on some implementations.
 | 
						|
   */
 | 
						|
  info_modified.geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3);
 | 
						|
 | 
						|
  ss << geometry_layout_declare(info_modified);
 | 
						|
  ss << geometry_interface_declare(info_modified);
 | 
						|
  if (do_layer_workaround) {
 | 
						|
    ss << "in int gpu_Layer[];\n";
 | 
						|
  }
 | 
						|
  if (do_barycentric_workaround) {
 | 
						|
    ss << "smooth out vec3 gpu_BaryCoord;\n";
 | 
						|
    ss << "noperspective out vec3 gpu_BaryCoordNoPersp;\n";
 | 
						|
  }
 | 
						|
  ss << "\n";
 | 
						|
 | 
						|
  ss << "void main()\n";
 | 
						|
  ss << "{\n";
 | 
						|
  if (do_layer_workaround) {
 | 
						|
    ss << "  gl_Layer = gpu_Layer[0];\n";
 | 
						|
  }
 | 
						|
  for (auto i : IndexRange(3)) {
 | 
						|
    for (StageInterfaceInfo *iface : info_modified.vertex_out_interfaces_) {
 | 
						|
      for (auto &inout : iface->inouts) {
 | 
						|
        ss << "  " << iface->instance_name << "_out." << inout.name;
 | 
						|
        ss << " = " << iface->instance_name << "_in[" << i << "]." << inout.name << ";\n";
 | 
						|
      }
 | 
						|
    }
 | 
						|
    if (do_barycentric_workaround) {
 | 
						|
      ss << "  gpu_BaryCoordNoPersp = gpu_BaryCoord =";
 | 
						|
      ss << " vec3(" << int(i == 0) << ", " << int(i == 1) << ", " << int(i == 2) << ");\n";
 | 
						|
    }
 | 
						|
    ss << "  gl_Position = gl_in[" << i << "].gl_Position;\n";
 | 
						|
    ss << "  EmitVertex();\n";
 | 
						|
  }
 | 
						|
  ss << "}\n";
 | 
						|
  return ss.str();
 | 
						|
}
 | 
						|
 | 
						|
bool GLShader::do_geometry_shader_injection(const shader::ShaderCreateInfo *info)
 | 
						|
{
 | 
						|
  BuiltinBits builtins = info->builtins_;
 | 
						|
  if (!GLContext::native_barycentric_support && bool(builtins & BuiltinBits::BARYCENTRIC_COORD)) {
 | 
						|
    return true;
 | 
						|
  }
 | 
						|
  if (!GLContext::layered_rendering_support && bool(builtins & BuiltinBits::LAYER)) {
 | 
						|
    return true;
 | 
						|
  }
 | 
						|
  return false;
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Shader stage creation
 | 
						|
 * \{ */
 | 
						|
 | 
						|
static char *glsl_patch_default_get()
 | 
						|
{
 | 
						|
  /** Used for shader patching. Init once. */
 | 
						|
  static char patch[1024] = "\0";
 | 
						|
  if (patch[0] != '\0') {
 | 
						|
    return patch;
 | 
						|
  }
 | 
						|
 | 
						|
  size_t slen = 0;
 | 
						|
  /* Version need to go first. */
 | 
						|
  if (GLEW_VERSION_4_3) {
 | 
						|
    STR_CONCAT(patch, slen, "#version 430\n");
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    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 (GLContext::texture_gather_support) {
 | 
						|
    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). */
 | 
						|
    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");
 | 
						|
  }
 | 
						|
  if (GLContext::shader_draw_parameters_support) {
 | 
						|
    STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
 | 
						|
    STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
 | 
						|
    STR_CONCAT(patch, slen, "#define gpu_BaseInstance gl_BaseInstanceARB\n");
 | 
						|
  }
 | 
						|
  if (GLContext::geometry_shader_invocations) {
 | 
						|
    STR_CONCAT(patch, slen, "#extension GL_ARB_gpu_shader5 : enable\n");
 | 
						|
    STR_CONCAT(patch, slen, "#define GPU_ARB_gpu_shader5\n");
 | 
						|
  }
 | 
						|
  if (GLContext::texture_cube_map_array_support) {
 | 
						|
    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");
 | 
						|
  }
 | 
						|
  if (!GLEW_VERSION_4_2 && GLEW_ARB_conservative_depth) {
 | 
						|
    STR_CONCAT(patch, slen, "#extension GL_ARB_conservative_depth : enable\n");
 | 
						|
  }
 | 
						|
  if (GPU_shader_image_load_store_support()) {
 | 
						|
    STR_CONCAT(patch, slen, "#extension GL_ARB_shader_image_load_store: enable\n");
 | 
						|
    STR_CONCAT(patch, slen, "#extension GL_ARB_shading_language_420pack: enable\n");
 | 
						|
  }
 | 
						|
  if (GLContext::layered_rendering_support) {
 | 
						|
    STR_CONCAT(patch, slen, "#extension GL_AMD_vertex_shader_layer: enable\n");
 | 
						|
    STR_CONCAT(patch, slen, "#define gpu_Layer gl_Layer\n");
 | 
						|
  }
 | 
						|
  if (GLContext::native_barycentric_support) {
 | 
						|
    STR_CONCAT(patch, slen, "#extension GL_AMD_shader_explicit_vertex_parameter: enable\n");
 | 
						|
  }
 | 
						|
 | 
						|
  /* Fallbacks. */
 | 
						|
  if (!GLContext::shader_draw_parameters_support) {
 | 
						|
    STR_CONCAT(patch, slen, "uniform int gpu_BaseInstance;\n");
 | 
						|
  }
 | 
						|
 | 
						|
  /* Vulkan GLSL compat. */
 | 
						|
  STR_CONCAT(patch, slen, "#define gpu_InstanceIndex (gl_InstanceID + gpu_BaseInstance)\n");
 | 
						|
 | 
						|
  /* Array compat. */
 | 
						|
  STR_CONCAT(patch, slen, "#define array(_type) _type[]\n");
 | 
						|
 | 
						|
  /* Derivative sign can change depending on implementation. */
 | 
						|
  STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", GLContext::derivative_signs[0]);
 | 
						|
  STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", GLContext::derivative_signs[1]);
 | 
						|
 | 
						|
  BLI_assert(slen < sizeof(patch));
 | 
						|
  return patch;
 | 
						|
}
 | 
						|
 | 
						|
static char *glsl_patch_compute_get()
 | 
						|
{
 | 
						|
  /** 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 430\n");
 | 
						|
  STR_CONCAT(patch, slen, "#extension GL_ARB_compute_shader :enable\n");
 | 
						|
 | 
						|
  /* Array compat. */
 | 
						|
  STR_CONCAT(patch, slen, "#define array(_type) _type[]\n");
 | 
						|
 | 
						|
  BLI_assert(slen < sizeof(patch));
 | 
						|
  return patch;
 | 
						|
}
 | 
						|
 | 
						|
char *GLShader::glsl_patch_get(GLenum gl_stage)
 | 
						|
{
 | 
						|
  if (gl_stage == GL_COMPUTE_SHADER) {
 | 
						|
    return glsl_patch_compute_get();
 | 
						|
  }
 | 
						|
  return glsl_patch_default_get();
 | 
						|
}
 | 
						|
 | 
						|
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(gl_stage);
 | 
						|
 | 
						|
  glShaderSource(shader, sources.size(), sources.data(), nullptr);
 | 
						|
  glCompileShader(shader);
 | 
						|
 | 
						|
  GLint status;
 | 
						|
  glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
 | 
						|
  if (!status || (G.debug & G_DEBUG_GPU)) {
 | 
						|
    char log[5000] = "";
 | 
						|
    glGetShaderInfoLog(shader, sizeof(log), nullptr, log);
 | 
						|
    if (log[0] != '\0') {
 | 
						|
      GLLogParser parser;
 | 
						|
      switch (gl_stage) {
 | 
						|
        case GL_VERTEX_SHADER:
 | 
						|
          this->print_log(sources, log, "VertShader", !status, &parser);
 | 
						|
          break;
 | 
						|
        case GL_GEOMETRY_SHADER:
 | 
						|
          this->print_log(sources, log, "GeomShader", !status, &parser);
 | 
						|
          break;
 | 
						|
        case GL_FRAGMENT_SHADER:
 | 
						|
          this->print_log(sources, log, "FragShader", !status, &parser);
 | 
						|
          break;
 | 
						|
        case GL_COMPUTE_SHADER:
 | 
						|
          this->print_log(sources, log, "ComputeShader", !status, &parser);
 | 
						|
          break;
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
  if (!status) {
 | 
						|
    glDeleteShader(shader);
 | 
						|
    compilation_failed_ = true;
 | 
						|
    return 0;
 | 
						|
  }
 | 
						|
 | 
						|
  debug::object_label(gl_stage, shader, name);
 | 
						|
 | 
						|
  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);
 | 
						|
}
 | 
						|
 | 
						|
void GLShader::compute_shader_from_glsl(MutableSpan<const char *> sources)
 | 
						|
{
 | 
						|
  compute_shader_ = this->create_shader_stage(GL_COMPUTE_SHADER, sources);
 | 
						|
}
 | 
						|
 | 
						|
bool GLShader::finalize(const shader::ShaderCreateInfo *info)
 | 
						|
{
 | 
						|
  if (compilation_failed_) {
 | 
						|
    return false;
 | 
						|
  }
 | 
						|
 | 
						|
  if (info && do_geometry_shader_injection(info)) {
 | 
						|
    std::string source = workaround_geometry_shader_source_create(*info);
 | 
						|
    Vector<const char *> sources;
 | 
						|
    sources.append("version");
 | 
						|
    sources.append(source.c_str());
 | 
						|
    geometry_shader_from_glsl(sources);
 | 
						|
  }
 | 
						|
 | 
						|
  glLinkProgram(shader_program_);
 | 
						|
 | 
						|
  GLint status;
 | 
						|
  glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
 | 
						|
  if (!status) {
 | 
						|
    char log[5000];
 | 
						|
    glGetProgramInfoLog(shader_program_, sizeof(log), nullptr, log);
 | 
						|
    Span<const char *> sources;
 | 
						|
    GLLogParser parser;
 | 
						|
    this->print_log(sources, log, "Linking", true, &parser);
 | 
						|
    return false;
 | 
						|
  }
 | 
						|
 | 
						|
  if (info != nullptr) {
 | 
						|
    interface = new GLShaderInterface(shader_program_, *info);
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    interface = new GLShaderInterface(shader_program_);
 | 
						|
  }
 | 
						|
 | 
						|
  return true;
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Binding
 | 
						|
 * \{ */
 | 
						|
 | 
						|
void GLShader::bind()
 | 
						|
{
 | 
						|
  BLI_assert(shader_program_ != 0);
 | 
						|
  glUseProgram(shader_program_);
 | 
						|
}
 | 
						|
 | 
						|
void GLShader::unbind()
 | 
						|
{
 | 
						|
#ifndef NDEBUG
 | 
						|
  glUseProgram(0);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Transform feedback
 | 
						|
 *
 | 
						|
 * TODO(fclem): Should be replaced by compute shaders.
 | 
						|
 * \{ */
 | 
						|
 | 
						|
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;
 | 
						|
  }
 | 
						|
 | 
						|
  GLVertBuf *buf = static_cast<GLVertBuf *>(unwrap(buf_));
 | 
						|
 | 
						|
  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()
 | 
						|
{
 | 
						|
  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;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name GPUVertFormat from Shader
 | 
						|
 * \{ */
 | 
						|
 | 
						|
static uint calc_component_size(const GLenum gl_type)
 | 
						|
{
 | 
						|
  switch (gl_type) {
 | 
						|
    case GL_FLOAT_VEC2:
 | 
						|
    case GL_INT_VEC2:
 | 
						|
    case GL_UNSIGNED_INT_VEC2:
 | 
						|
      return 2;
 | 
						|
    case GL_FLOAT_VEC3:
 | 
						|
    case GL_INT_VEC3:
 | 
						|
    case GL_UNSIGNED_INT_VEC3:
 | 
						|
      return 3;
 | 
						|
    case GL_FLOAT_VEC4:
 | 
						|
    case GL_FLOAT_MAT2:
 | 
						|
    case GL_INT_VEC4:
 | 
						|
    case GL_UNSIGNED_INT_VEC4:
 | 
						|
      return 4;
 | 
						|
    case GL_FLOAT_MAT3:
 | 
						|
      return 9;
 | 
						|
    case GL_FLOAT_MAT4:
 | 
						|
      return 16;
 | 
						|
    case GL_FLOAT_MAT2x3:
 | 
						|
    case GL_FLOAT_MAT3x2:
 | 
						|
      return 6;
 | 
						|
    case GL_FLOAT_MAT2x4:
 | 
						|
    case GL_FLOAT_MAT4x2:
 | 
						|
      return 8;
 | 
						|
    case GL_FLOAT_MAT3x4:
 | 
						|
    case GL_FLOAT_MAT4x3:
 | 
						|
      return 12;
 | 
						|
    default:
 | 
						|
      return 1;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
static void get_fetch_mode_and_comp_type(int gl_type,
 | 
						|
                                         GPUVertCompType *r_comp_type,
 | 
						|
                                         GPUVertFetchMode *r_fetch_mode)
 | 
						|
{
 | 
						|
  switch (gl_type) {
 | 
						|
    case GL_FLOAT:
 | 
						|
    case GL_FLOAT_VEC2:
 | 
						|
    case GL_FLOAT_VEC3:
 | 
						|
    case GL_FLOAT_VEC4:
 | 
						|
    case GL_FLOAT_MAT2:
 | 
						|
    case GL_FLOAT_MAT3:
 | 
						|
    case GL_FLOAT_MAT4:
 | 
						|
    case GL_FLOAT_MAT2x3:
 | 
						|
    case GL_FLOAT_MAT2x4:
 | 
						|
    case GL_FLOAT_MAT3x2:
 | 
						|
    case GL_FLOAT_MAT3x4:
 | 
						|
    case GL_FLOAT_MAT4x2:
 | 
						|
    case GL_FLOAT_MAT4x3:
 | 
						|
      *r_comp_type = GPU_COMP_F32;
 | 
						|
      *r_fetch_mode = GPU_FETCH_FLOAT;
 | 
						|
      break;
 | 
						|
    case GL_INT:
 | 
						|
    case GL_INT_VEC2:
 | 
						|
    case GL_INT_VEC3:
 | 
						|
    case GL_INT_VEC4:
 | 
						|
      *r_comp_type = GPU_COMP_I32;
 | 
						|
      *r_fetch_mode = GPU_FETCH_INT;
 | 
						|
      break;
 | 
						|
    case GL_UNSIGNED_INT:
 | 
						|
    case GL_UNSIGNED_INT_VEC2:
 | 
						|
    case GL_UNSIGNED_INT_VEC3:
 | 
						|
    case GL_UNSIGNED_INT_VEC4:
 | 
						|
      *r_comp_type = GPU_COMP_U32;
 | 
						|
      *r_fetch_mode = GPU_FETCH_INT;
 | 
						|
      break;
 | 
						|
    default:
 | 
						|
      BLI_assert(0);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void GLShader::vertformat_from_shader(GPUVertFormat *format) const
 | 
						|
{
 | 
						|
  GPU_vertformat_clear(format);
 | 
						|
 | 
						|
  GLint attr_len;
 | 
						|
  glGetProgramiv(shader_program_, GL_ACTIVE_ATTRIBUTES, &attr_len);
 | 
						|
 | 
						|
  for (int i = 0; i < attr_len; i++) {
 | 
						|
    char name[256];
 | 
						|
    GLenum gl_type;
 | 
						|
    GLint size;
 | 
						|
    glGetActiveAttrib(shader_program_, i, sizeof(name), nullptr, &size, &gl_type, name);
 | 
						|
 | 
						|
    /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
 | 
						|
    if (glGetAttribLocation(shader_program_, name) == -1) {
 | 
						|
      continue;
 | 
						|
    }
 | 
						|
 | 
						|
    GPUVertCompType comp_type;
 | 
						|
    GPUVertFetchMode fetch_mode;
 | 
						|
    get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode);
 | 
						|
 | 
						|
    int comp_len = calc_component_size(gl_type) * size;
 | 
						|
 | 
						|
    GPU_vertformat_attr_add(format, name, comp_type, comp_len, fetch_mode);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
int GLShader::program_handle_get() const
 | 
						|
{
 | 
						|
  return (int)this->shader_program_;
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 |