940 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			940 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2005 Blender Foundation.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): Brecht Van Lommel.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "BLI_math_base.h"
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#include "BLI_math_vector.h"
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#include "BKE_global.h"
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#include "GPU_compositing.h"
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#include "GPU_extensions.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "GPU_uniformbuffer.h"
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#include "gpu_shader_private.h"
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/* Adjust these constants as needed. */
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#define MAX_DEFINE_LENGTH 256
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#define MAX_EXT_DEFINE_LENGTH 256
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/* Non-generated shaders */
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extern char datatoc_gpu_shader_depth_only_frag_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_checker_frag_glsl[];
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extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
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extern char datatoc_gpu_shader_2D_vert_glsl[];
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extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_2D_image_vert_glsl[];
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extern char datatoc_gpu_shader_3D_image_vert_glsl[];
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extern char datatoc_gpu_shader_image_linear_frag_glsl[];
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extern char datatoc_gpu_shader_image_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
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extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
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extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
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extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
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extern char datatoc_gpu_shader_instance_vert_glsl[];
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extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
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extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
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extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
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extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[];
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extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
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extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
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extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
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extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
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extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_legacy_vert_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_vert_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
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extern char datatoc_gpu_shader_3D_line_dashed_legacy_vert_glsl[];
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extern char datatoc_gpu_shader_3D_line_dashed_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
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extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
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extern char datatoc_gpu_shader_fire_frag_glsl[];
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extern char datatoc_gpu_shader_smoke_vert_glsl[];
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extern char datatoc_gpu_shader_smoke_frag_glsl[];
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extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
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extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
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extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
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extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
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extern char datatoc_gpu_shader_fx_dof_hq_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_hq_vert_glsl[];
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extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
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extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
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extern char datatoc_gpu_shader_fx_lib_glsl[];
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/* cache of built-in shaders (each is created on first use) */
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static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
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/* cache for shader fx. Those can exist in combinations so store them here */
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static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
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typedef struct {
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	const char *vert;
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	const char *frag;
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	const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */
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} GPUShaderStages;
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static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
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{
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	int line = 1;
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	fprintf(stderr, "GPUShader: %s error:\n", task);
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	for (int i = 0; i < totcode; i++) {
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		const char *c, *pos, *end = code[i] + strlen(code[i]);
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		if (G.debug & G_DEBUG) {
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			fprintf(stderr, "===== shader string %d ====\n", i + 1);
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			c = code[i];
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			while ((c < end) && (pos = strchr(c, '\n'))) {
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				fprintf(stderr, "%2d  ", line);
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				fwrite(c, (pos + 1) - c, 1, stderr);
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				c = pos + 1;
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				line++;
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			}
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			fprintf(stderr, "%s", c);
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		}
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	}
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	fprintf(stderr, "%s\n", log);
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}
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static const char *gpu_shader_version(void)
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{
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#ifdef WITH_LEGACY_OPENGL
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	if (GLEW_VERSION_3_3) {
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		if (GPU_legacy_support()) {
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			return "#version 330 compatibility\n";
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			/* highest version that is widely supported
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			 * gives us native geometry shaders!
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			 * use compatibility profile so we can continue using builtin shader input/output names
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			 */
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		}
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		else {
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			return "#version 130\n";
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			/* latest version that is compatible with existing shaders */
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		}
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	}
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	else if (GLEW_VERSION_3_0) {
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		return "#version 130\n";
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		/* GLSL 1.3 has modern syntax/keywords/datatypes so use if available
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		 * older features are deprecated but still available without compatibility extension or profile
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		 */
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	}
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	else {
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		return "#version 120\n";
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		/* minimum supported */
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	}
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#else
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	return "#version 330\n";
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#endif
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}
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static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
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{
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	/* enable extensions for features that are not part of our base GLSL version
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	 * don't use an extension for something already available!
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	 */
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	if (GLEW_ARB_texture_query_lod) {
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		/* a #version 400 feature, but we use #version 150 maximum so use extension */
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		strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
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	}
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#ifdef WITH_LEGACY_OPENGL
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	if (GLEW_VERSION_3_1 && !GLEW_VERSION_3_2 && GLEW_ARB_compatibility) {
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		strcat(defines, "#extension GL_ARB_compatibility: enable\n");
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	}
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	if (!GLEW_VERSION_3_1) {
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		if (GLEW_ARB_draw_instanced) {
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			strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
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		}
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		if (!GLEW_VERSION_3_0) {
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			strcat(defines, "#extension GL_EXT_gpu_shader4: require\n");
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		}
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	}
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#endif
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}
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static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
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                                        bool use_opensubdiv,
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                                        bool use_new_shading)
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{
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	/* some useful defines to detect GPU type */
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	if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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		strcat(defines, "#define GPU_ATI\n");
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		if (GLEW_VERSION_3_0) {
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			/* TODO(merwin): revisit this version check; GLEW_VERSION_3_0 means GL 3.0 or newer */
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			strcat(defines, "#define CLIP_WORKAROUND\n");
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		}
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	}
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	else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
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		strcat(defines, "#define GPU_NVIDIA\n");
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	else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
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		strcat(defines, "#define GPU_INTEL\n");
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	if (GPU_bicubic_bump_support())
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		strcat(defines, "#define BUMP_BICUBIC\n");
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	if (GLEW_VERSION_3_0) {
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		strcat(defines, "#define BIT_OPERATIONS\n");
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	}
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#ifdef WITH_OPENSUBDIV
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	/* TODO(sergey): Check whether we actually compiling shader for
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	 * the OpenSubdiv mesh.
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	 */
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	if (use_opensubdiv) {
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		strcat(defines, "#define USE_OPENSUBDIV\n");
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		/* TODO(sergey): not strictly speaking a define, but this is
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		 * a global typedef which we don't have better place to define
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		 * in yet.
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		 */
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		strcat(defines, "struct VertexData {\n"
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		                "  vec4 position;\n"
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		                "  vec3 normal;\n"
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		                "  vec2 uv;"
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		                "};\n");
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	}
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#else
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	UNUSED_VARS(use_opensubdiv);
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#endif
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	if (use_new_shading) {
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		strcat(defines, "#define USE_NEW_SHADING\n");
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	}
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	return;
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}
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GPUShader *GPU_shader_create(const char *vertexcode,
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                             const char *fragcode,
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                             const char *geocode,
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                             const char *libcode,
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                             const char *defines)
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{
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	return GPU_shader_create_ex(vertexcode,
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	                            fragcode,
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	                            geocode,
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	                            libcode,
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	                            defines,
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	                            GPU_SHADER_FLAGS_NONE);
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}
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GPUShader *GPU_shader_create_ex(const char *vertexcode,
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                                const char *fragcode,
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                                const char *geocode,
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                                const char *libcode,
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                                const char *defines,
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                                const int flags)
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{
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#ifdef WITH_OPENSUBDIV
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	/* TODO(sergey): used to add #version 150 to the geometry shader.
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	 * Could safely be renamed to "use_geometry_code" since it's very
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	 * likely any of geometry code will want to use GLSL 1.5.
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	 */
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	bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
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#else
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	UNUSED_VARS(flags);
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	bool use_opensubdiv = false;
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#endif
 | 
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	GLint status;
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	GLchar log[5000];
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	GLsizei length = 0;
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	GPUShader *shader;
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	char standard_defines[MAX_DEFINE_LENGTH] = "";
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	char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
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	if (geocode && !GPU_geometry_shader_support())
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		return NULL;
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	shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
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	if (vertexcode)
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		shader->vertex = glCreateShader(GL_VERTEX_SHADER);
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						|
	if (fragcode)
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		shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
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	if (geocode)
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		shader->geometry = glCreateShader(GL_GEOMETRY_SHADER_EXT);
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	shader->program = glCreateProgram();
 | 
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 | 
						|
	if (!shader->program ||
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	    (vertexcode && !shader->vertex) ||
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	    (fragcode && !shader->fragment) ||
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	    (geocode && !shader->geometry))
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	{
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		fprintf(stderr, "GPUShader, object creation failed.\n");
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		GPU_shader_free(shader);
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		return NULL;
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	}
 | 
						|
 | 
						|
	gpu_shader_standard_defines(standard_defines,
 | 
						|
	                            use_opensubdiv,
 | 
						|
	                            (flags & GPU_SHADER_FLAGS_NEW_SHADING) != 0);
 | 
						|
	gpu_shader_standard_extensions(standard_extensions);
 | 
						|
 | 
						|
	if (vertexcode) {
 | 
						|
		const char *source[5];
 | 
						|
		/* custom limit, may be too small, beware */
 | 
						|
		int num_source = 0;
 | 
						|
 | 
						|
		source[num_source++] = gpu_shader_version();
 | 
						|
		source[num_source++] = standard_extensions;
 | 
						|
		source[num_source++] = standard_defines;
 | 
						|
 | 
						|
		if (defines) source[num_source++] = defines;
 | 
						|
		source[num_source++] = vertexcode;
 | 
						|
 | 
						|
		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++] = standard_extensions;
 | 
						|
		source[num_source++] = standard_defines;
 | 
						|
 | 
						|
#ifdef WITH_OPENSUBDIV
 | 
						|
		/* TODO(sergey): Move to fragment shader source code generation. */
 | 
						|
		if (use_opensubdiv) {
 | 
						|
			source[num_source++] =
 | 
						|
			        "#ifdef USE_OPENSUBDIV\n"
 | 
						|
			        "in block {\n"
 | 
						|
			        "	VertexData v;\n"
 | 
						|
			        "} inpt;\n"
 | 
						|
			        "#endif\n";
 | 
						|
		}
 | 
						|
#endif
 | 
						|
 | 
						|
		if (defines) source[num_source++] = defines;
 | 
						|
		if (libcode) source[num_source++] = libcode;
 | 
						|
		source[num_source++] = fragcode;
 | 
						|
 | 
						|
		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++] = standard_extensions;
 | 
						|
		source[num_source++] = standard_defines;
 | 
						|
 | 
						|
		if (defines) source[num_source++] = defines;
 | 
						|
		source[num_source++] = geocode;
 | 
						|
 | 
						|
		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;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
#ifdef WITH_OPENSUBDIV
 | 
						|
	if (use_opensubdiv) {
 | 
						|
		glBindAttribLocation(shader->program, 0, "position");
 | 
						|
		glBindAttribLocation(shader->program, 1, "normal");
 | 
						|
	}
 | 
						|
#endif
 | 
						|
 | 
						|
	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 = ShaderInterface_create(shader->program);
 | 
						|
 | 
						|
#ifdef WITH_OPENSUBDIV
 | 
						|
	/* TODO(sergey): Find a better place for this. */
 | 
						|
	if (use_opensubdiv && GLEW_VERSION_4_1) {
 | 
						|
		glProgramUniform1i(shader->program,
 | 
						|
		                   ShaderInterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location,
 | 
						|
		                   30);  /* GL_TEXTURE30 */
 | 
						|
 | 
						|
		glProgramUniform1i(shader->program,
 | 
						|
		                   ShaderInterface_uniform(shader->interface, "FVarDataBuffer")->location,
 | 
						|
		                   31);  /* GL_TEXTURE31 */
 | 
						|
	}
 | 
						|
#endif
 | 
						|
 | 
						|
	return shader;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_bind(GPUShader *shader)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
 | 
						|
	glUseProgram(shader->program);
 | 
						|
	gpuBindMatrices(shader->interface);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_unbind(void)
 | 
						|
{
 | 
						|
	glUseProgram(0);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shader_free(GPUShader *shader)
 | 
						|
{
 | 
						|
	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->uniform_interface)
 | 
						|
		MEM_freeN(shader->uniform_interface);
 | 
						|
 | 
						|
	if (shader->interface)
 | 
						|
		ShaderInterface_discard(shader->interface);
 | 
						|
 | 
						|
	MEM_freeN(shader);
 | 
						|
}
 | 
						|
 | 
						|
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
	const ShaderInput *uniform = ShaderInterface_uniform(shader->interface, name);
 | 
						|
	return uniform ? uniform->location : -1;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
 | 
						|
	return glGetUniformBlockIndex(shader->program, name);
 | 
						|
}
 | 
						|
 | 
						|
void *GPU_fx_shader_get_interface(GPUShader *shader)
 | 
						|
{
 | 
						|
	return shader->uniform_interface;
 | 
						|
}
 | 
						|
 | 
						|
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_fx_shader_set_interface(GPUShader *shader, void *interface)
 | 
						|
{
 | 
						|
	shader->uniform_interface = interface;
 | 
						|
}
 | 
						|
 | 
						|
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);
 | 
						|
	int bindcode = GPU_texture_opengl_bindcode(tex);
 | 
						|
	int target = GPU_texture_target(tex);
 | 
						|
 | 
						|
	if (number >= GPU_max_textures()) {
 | 
						|
		fprintf(stderr, "Not enough texture slots.\n");
 | 
						|
		return;
 | 
						|
	}
 | 
						|
		
 | 
						|
	if (number == -1)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (location == -1)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (number != 0)
 | 
						|
		glActiveTexture(GL_TEXTURE0 + number);
 | 
						|
 | 
						|
	if (bindcode != 0)
 | 
						|
		glBindTexture(target, bindcode);
 | 
						|
	else
 | 
						|
		GPU_invalid_tex_bind(target);
 | 
						|
 | 
						|
	glUniform1i(location, number);
 | 
						|
 | 
						|
	if (number != 0)
 | 
						|
		glActiveTexture(GL_TEXTURE0);
 | 
						|
}
 | 
						|
 | 
						|
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
 | 
						|
{
 | 
						|
	BLI_assert(shader && shader->program);
 | 
						|
	const ShaderInput *attrib = ShaderInterface_attrib(shader->interface, name);
 | 
						|
	return attrib ? attrib->location : -1;
 | 
						|
}
 | 
						|
 | 
						|
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
 | 
						|
{
 | 
						|
	BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
 | 
						|
 | 
						|
	static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
 | 
						|
		[GPU_SHADER_VSM_STORE] = { datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl },
 | 
						|
		[GPU_SHADER_SEP_GAUSSIAN_BLUR] = { datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
 | 
						|
		                                   datatoc_gpu_shader_sep_gaussian_blur_frag_glsl },
 | 
						|
		[GPU_SHADER_SMOKE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
 | 
						|
		[GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
 | 
						|
		[GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
 | 
						|
 | 
						|
		[GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
 | 
						|
		[GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
 | 
						|
		                                  datatoc_gpu_shader_keyframe_diamond_frag_glsl },
 | 
						|
		[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
 | 
						|
		        /*  this version is     */      datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
		       /*  magical but slooow  */       datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
 | 
						|
		[GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
 | 
						|
		                                        datatoc_gpu_shader_flat_color_frag_glsl },
 | 
						|
		[GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl,
 | 
						|
		                                      datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
 | 
						|
		[GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
 | 
						|
		                               datatoc_gpu_shader_edges_overlay_frag_glsl,
 | 
						|
		                               datatoc_gpu_shader_edges_overlay_geom_glsl },
 | 
						|
		[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
 | 
						|
		[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_flat_color_vert_glsl, datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl },
 | 
						|
		[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
 | 
						|
		[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
 | 
						|
 | 
						|
		[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl,
 | 
						|
		                                             datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
 | 
						|
		                                         datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
 | 
						|
		                                              datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
 | 
						|
		                                datatoc_gpu_shader_image_depth_linear_frag_glsl },
 | 
						|
 | 
						|
		[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		                                    datatoc_gpu_shader_image_interlace_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
 | 
						|
 | 
						|
		[GPU_SHADER_2D_DIAG_STRIPES] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_diag_stripes_frag_glsl },
 | 
						|
 | 
						|
		[GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
 | 
						|
		                               datatoc_gpu_shader_flat_color_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
 | 
						|
		                                 datatoc_gpu_shader_2D_smooth_color_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = { datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		                                         datatoc_gpu_shader_image_linear_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		                                datatoc_gpu_shader_image_color_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		                                      datatoc_gpu_shader_image_alpha_color_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
 | 
						|
		                                        datatoc_gpu_shader_image_shuffle_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
 | 
						|
		                               datatoc_gpu_shader_flat_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_FLAT_COLOR_U32] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
 | 
						|
		                                   datatoc_gpu_shader_flat_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
 | 
						|
		                                 datatoc_gpu_shader_3D_smooth_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
 | 
						|
		                                          datatoc_gpu_shader_uniform_color_frag_glsl },
 | 
						|
 | 
						|
		[GPU_SHADER_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl,
 | 
						|
		                               datatoc_gpu_shader_uniform_color_frag_glsl,
 | 
						|
		                               datatoc_gpu_shader_3D_groundline_geom_glsl },
 | 
						|
 | 
						|
		[GPU_SHADER_2D_LINE_DASHED_COLOR] = { datatoc_gpu_shader_2D_line_dashed_vert_glsl,
 | 
						|
		                                      datatoc_gpu_shader_2D_line_dashed_frag_glsl,
 | 
						|
		                                      datatoc_gpu_shader_2D_line_dashed_geom_glsl },
 | 
						|
		[GPU_SHADER_3D_LINE_DASHED_COLOR] = { datatoc_gpu_shader_3D_line_dashed_vert_glsl,
 | 
						|
		                                      datatoc_gpu_shader_2D_line_dashed_frag_glsl,
 | 
						|
		                                      datatoc_gpu_shader_2D_line_dashed_geom_glsl },
 | 
						|
 | 
						|
		[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
 | 
						|
		    { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
 | 
						|
		      datatoc_gpu_shader_simple_lighting_frag_glsl},
 | 
						|
		[GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
 | 
						|
		                                               datatoc_gpu_shader_flat_color_frag_glsl},
 | 
						|
		[GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
 | 
						|
		                                               datatoc_gpu_shader_flat_color_frag_glsl},
 | 
						|
		[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
 | 
						|
		                                                 datatoc_gpu_shader_flat_color_frag_glsl},
 | 
						|
		[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
 | 
						|
		                                            datatoc_gpu_shader_flat_color_frag_glsl},
 | 
						|
 | 
						|
		[GPU_SHADER_CAMERA] = { datatoc_gpu_shader_instance_camera_vert_glsl,
 | 
						|
		                        datatoc_gpu_shader_flat_color_frag_glsl},
 | 
						|
		[GPU_SHADER_DISTANCE_LINES] = { datatoc_gpu_shader_instance_distance_line_vert_glsl,
 | 
						|
		                                datatoc_gpu_shader_flat_color_frag_glsl},
 | 
						|
 | 
						|
		[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
 | 
						|
			{ datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
 | 
						|
			{ datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
 | 
						|
			  datatoc_gpu_shader_point_varying_color_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
 | 
						|
			{ datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
 | 
						|
			  datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
 | 
						|
			{ datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
 | 
						|
			  datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
 | 
						|
		[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
 | 
						|
			{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
 | 
						|
			  datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
 | 
						|
		                                                   datatoc_gpu_shader_point_uniform_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
 | 
						|
		                                                   datatoc_gpu_shader_point_varying_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
 | 
						|
		                                                     datatoc_gpu_shader_point_uniform_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
 | 
						|
			{ datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
 | 
						|
			  datatoc_gpu_shader_point_varying_color_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
 | 
						|
			{ datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
 | 
						|
			  datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
 | 
						|
		[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
 | 
						|
			{ datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
 | 
						|
			  datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
 | 
						|
 | 
						|
		[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
 | 
						|
		[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] = 
 | 
						|
		    { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
 | 
						|
		      datatoc_gpu_shader_flat_color_frag_glsl },
 | 
						|
		[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] =
 | 
						|
		    { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
 | 
						|
		      datatoc_gpu_shader_flat_color_frag_glsl },
 | 
						|
		[GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = { datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
 | 
						|
		                                               datatoc_gpu_shader_flat_color_frag_glsl,
 | 
						|
		                                               datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
 | 
						|
	};
 | 
						|
 | 
						|
	if (builtin_shaders[shader] == NULL) {
 | 
						|
		/* just a few special cases */
 | 
						|
		const char *defines = NULL;
 | 
						|
		switch (shader) {
 | 
						|
			case GPU_SHADER_SMOKE_COBA:
 | 
						|
				defines = "#define USE_COBA;\n";
 | 
						|
				break;
 | 
						|
			case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE:
 | 
						|
				defines = "#define UNIFORM_SCALE;\n";
 | 
						|
				break;
 | 
						|
			case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS:
 | 
						|
				defines = "#define AXIS_NAME;\n";
 | 
						|
				break;
 | 
						|
			case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
 | 
						|
				defines = "#define USE_INSTANCE_COLOR;\n";
 | 
						|
				break;
 | 
						|
			case GPU_SHADER_3D_FLAT_COLOR_U32:
 | 
						|
				defines = "#define USE_COLOR_U32;\n";
 | 
						|
				break;
 | 
						|
			default:
 | 
						|
				break;
 | 
						|
		}
 | 
						|
 | 
						|
		const GPUShaderStages *stages = builtin_shader_stages + shader;
 | 
						|
 | 
						|
		if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) {
 | 
						|
			/* TODO: remove after switch to core profile (maybe) */
 | 
						|
			static const GPUShaderStages legacy_fancy_edges =
 | 
						|
				{ datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
 | 
						|
				  datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl };
 | 
						|
			stages = &legacy_fancy_edges;
 | 
						|
		}
 | 
						|
 | 
						|
		if (shader == GPU_SHADER_2D_LINE_DASHED_COLOR && !GLEW_VERSION_3_2) {
 | 
						|
			/* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
 | 
						|
			/* TODO: remove after switch to core profile (maybe) */
 | 
						|
			static const GPUShaderStages legacy_dashed_lines = { datatoc_gpu_shader_2D_line_dashed_legacy_vert_glsl,
 | 
						|
			                                                     datatoc_gpu_shader_2D_line_dashed_frag_glsl };
 | 
						|
			stages = &legacy_dashed_lines;
 | 
						|
		}
 | 
						|
 | 
						|
		if (shader == GPU_SHADER_3D_LINE_DASHED_COLOR && !GLEW_VERSION_3_2) {
 | 
						|
			/* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
 | 
						|
			/* TODO: remove after switch to core profile (maybe) */
 | 
						|
			static const GPUShaderStages legacy_dashed_lines = { datatoc_gpu_shader_3D_line_dashed_legacy_vert_glsl,
 | 
						|
			                                                     datatoc_gpu_shader_2D_line_dashed_frag_glsl };
 | 
						|
			stages = &legacy_dashed_lines;
 | 
						|
		}
 | 
						|
 | 
						|
		/* common case */
 | 
						|
		builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, defines);
 | 
						|
	}
 | 
						|
 | 
						|
	return builtin_shaders[shader];
 | 
						|
}
 | 
						|
 | 
						|
#define MAX_DEFINES 100
 | 
						|
 | 
						|
GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
 | 
						|
{
 | 
						|
	int offset;
 | 
						|
	char defines[MAX_DEFINES] = "";
 | 
						|
	/* avoid shaders out of range */
 | 
						|
	if (effect >= MAX_FX_SHADERS)
 | 
						|
		return NULL;
 | 
						|
 | 
						|
	offset = 2 * effect;
 | 
						|
 | 
						|
	if (persp) {
 | 
						|
		offset += 1;
 | 
						|
		strcat(defines, "#define PERSP_MATRIX\n");
 | 
						|
	}
 | 
						|
 | 
						|
	if (!fx_shaders[offset]) {
 | 
						|
		GPUShader *shader = NULL;
 | 
						|
 | 
						|
		switch (effect) {
 | 
						|
			case GPU_SHADER_FX_SSAO:
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
 | 
						|
				break;
 | 
						|
 | 
						|
			case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
 | 
						|
				strcat(defines, "#define FIRST_PASS\n");
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
 | 
						|
				break;
 | 
						|
 | 
						|
			case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
 | 
						|
				strcat(defines, "#define SECOND_PASS\n");
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
 | 
						|
				break;
 | 
						|
 | 
						|
			case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
 | 
						|
				strcat(defines, "#define THIRD_PASS\n");
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
 | 
						|
				break;
 | 
						|
 | 
						|
			case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
 | 
						|
				strcat(defines, "#define FOURTH_PASS\n");
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
 | 
						|
				break;
 | 
						|
 | 
						|
			case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
 | 
						|
				strcat(defines, "#define FIFTH_PASS\n");
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
 | 
						|
				break;
 | 
						|
 | 
						|
			case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
 | 
						|
				strcat(defines, "#define FIRST_PASS\n");
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
 | 
						|
				break;
 | 
						|
 | 
						|
			case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
 | 
						|
				strcat(defines, "#define SECOND_PASS\n");
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl, defines);
 | 
						|
				break;
 | 
						|
 | 
						|
			case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
 | 
						|
				strcat(defines, "#define THIRD_PASS\n");
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
 | 
						|
				break;
 | 
						|
 | 
						|
			case GPU_SHADER_FX_DEPTH_RESOLVE:
 | 
						|
				shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines);
 | 
						|
				break;
 | 
						|
		}
 | 
						|
 | 
						|
		fx_shaders[offset] = shader;
 | 
						|
		GPU_fx_shader_init_interface(shader, effect);
 | 
						|
	}
 | 
						|
 | 
						|
	return fx_shaders[offset];
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
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;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
 | 
						|
		if (fx_shaders[i]) {
 | 
						|
			GPU_shader_free(fx_shaders[i]);
 | 
						|
			fx_shaders[i] = NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 |