This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
534 lines
18 KiB
C
534 lines
18 KiB
C
/*
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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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* Copyright 2020, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "BLI_dynstr.h"
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#include "workbench_engine.h"
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#include "workbench_private.h"
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extern char datatoc_common_hair_lib_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_common_smaa_lib_glsl[];
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extern char datatoc_workbench_prepass_vert_glsl[];
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extern char datatoc_workbench_prepass_hair_vert_glsl[];
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extern char datatoc_workbench_prepass_frag_glsl[];
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extern char datatoc_workbench_effect_cavity_frag_glsl[];
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extern char datatoc_workbench_effect_outline_frag_glsl[];
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extern char datatoc_workbench_effect_dof_frag_glsl[];
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extern char datatoc_workbench_effect_taa_frag_glsl[];
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extern char datatoc_workbench_effect_smaa_frag_glsl[];
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extern char datatoc_workbench_effect_smaa_vert_glsl[];
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extern char datatoc_workbench_composite_frag_glsl[];
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extern char datatoc_workbench_transparent_accum_frag_glsl[];
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extern char datatoc_workbench_transparent_resolve_frag_glsl[];
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extern char datatoc_workbench_merge_infront_frag_glsl[];
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extern char datatoc_workbench_shadow_vert_glsl[];
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extern char datatoc_workbench_shadow_geom_glsl[];
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extern char datatoc_workbench_shadow_caps_geom_glsl[];
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extern char datatoc_workbench_shadow_debug_frag_glsl[];
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extern char datatoc_workbench_volume_vert_glsl[];
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extern char datatoc_workbench_volume_frag_glsl[];
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extern char datatoc_workbench_cavity_lib_glsl[];
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extern char datatoc_workbench_common_lib_glsl[];
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extern char datatoc_workbench_curvature_lib_glsl[];
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extern char datatoc_workbench_data_lib_glsl[];
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extern char datatoc_workbench_image_lib_glsl[];
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extern char datatoc_workbench_matcap_lib_glsl[];
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extern char datatoc_workbench_material_lib_glsl[];
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extern char datatoc_workbench_shader_interface_lib_glsl[];
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extern char datatoc_workbench_world_light_lib_glsl[];
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extern char datatoc_gpu_shader_depth_only_frag_glsl[];
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extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
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/* Maximum number of variations. */
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#define MAX_LIGHTING 3
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#define MAX_COLOR 3
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#define MAX_GEOM 2
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enum {
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VOLUME_SH_SLICE = 0,
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VOLUME_SH_COBA,
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VOLUME_SH_CUBIC,
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};
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#define VOLUME_SH_MAX (1 << (VOLUME_SH_CUBIC + 1))
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static struct {
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struct GPUShader *opaque_prepass_sh_cache[GPU_SHADER_CFG_LEN][MAX_GEOM][MAX_COLOR];
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struct GPUShader *transp_prepass_sh_cache[GPU_SHADER_CFG_LEN][MAX_GEOM][MAX_LIGHTING][MAX_COLOR];
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struct GPUShader *opaque_composite_sh[MAX_LIGHTING];
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struct GPUShader *oit_resolve_sh;
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struct GPUShader *outline_sh;
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struct GPUShader *merge_infront_sh;
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struct GPUShader *shadow_depth_pass_sh[2];
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struct GPUShader *shadow_depth_fail_sh[2][2];
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struct GPUShader *cavity_sh[2][2];
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struct GPUShader *dof_prepare_sh;
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struct GPUShader *dof_downsample_sh;
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struct GPUShader *dof_blur1_sh;
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struct GPUShader *dof_blur2_sh;
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struct GPUShader *dof_resolve_sh;
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struct GPUShader *aa_accum_sh;
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struct GPUShader *smaa_sh[3];
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struct GPUShader *volume_sh[2][2][2];
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struct DRWShaderLibrary *lib;
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} e_data = {{{{NULL}}}};
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void workbench_shader_library_ensure(void)
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{
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if (e_data.lib == NULL) {
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e_data.lib = DRW_shader_library_create();
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/* NOTE: Theses needs to be ordered by dependencies. */
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DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, gpu_shader_common_obinfos_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, workbench_shader_interface_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, workbench_common_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, workbench_image_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, workbench_material_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, workbench_data_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, workbench_matcap_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, workbench_cavity_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, workbench_curvature_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, workbench_world_light_lib);
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}
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}
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static char *workbench_build_defines(
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WORKBENCH_PrivateData *wpd, bool textured, bool tiled, bool cavity, bool curvature)
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{
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char *str = NULL;
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DynStr *ds = BLI_dynstr_new();
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if (wpd && wpd->shading.light == V3D_LIGHTING_STUDIO) {
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BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n");
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}
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else if (wpd && wpd->shading.light == V3D_LIGHTING_MATCAP) {
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BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n");
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}
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else {
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BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n");
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}
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if (NORMAL_ENCODING_ENABLED()) {
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BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
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}
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if (textured) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
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}
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if (tiled) {
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BLI_dynstr_append(ds, "#define TEXTURE_IMAGE_ARRAY\n");
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}
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if (cavity) {
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BLI_dynstr_append(ds, "#define USE_CAVITY\n");
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}
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if (curvature) {
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BLI_dynstr_append(ds, "#define USE_CURVATURE\n");
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}
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static int workbench_color_index(WORKBENCH_PrivateData *UNUSED(wpd), bool textured, bool tiled)
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{
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BLI_assert(2 < MAX_COLOR);
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return (textured) ? (tiled ? 2 : 1) : 0;
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}
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static GPUShader *workbench_shader_get_ex(
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WORKBENCH_PrivateData *wpd, bool transp, bool hair, bool textured, bool tiled)
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{
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int color = workbench_color_index(wpd, textured, tiled);
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int light = wpd->shading.light;
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BLI_assert(light < MAX_LIGHTING);
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struct GPUShader **shader =
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(transp) ? &e_data.transp_prepass_sh_cache[wpd->sh_cfg][hair][light][color] :
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&e_data.opaque_prepass_sh_cache[wpd->sh_cfg][hair][color];
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if (*shader == NULL) {
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char *defines = workbench_build_defines(wpd, textured, tiled, false, false);
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char *frag_file = transp ? datatoc_workbench_transparent_accum_frag_glsl :
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datatoc_workbench_prepass_frag_glsl;
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char *frag_src = DRW_shader_library_create_shader_string(e_data.lib, frag_file);
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char *vert_file = hair ? datatoc_workbench_prepass_hair_vert_glsl :
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datatoc_workbench_prepass_vert_glsl;
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char *vert_src = DRW_shader_library_create_shader_string(e_data.lib, vert_file);
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const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[wpd->sh_cfg];
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*shader = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib, vert_src, NULL},
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.frag = (const char *[]){frag_src, NULL},
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.defs = (const char *[]){sh_cfg_data->def,
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defines,
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transp ? "#define TRANSPARENT_MATERIAL\n" :
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"#define OPAQUE_MATERIAL\n",
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NULL},
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});
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MEM_freeN(defines);
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MEM_freeN(frag_src);
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MEM_freeN(vert_src);
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}
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return *shader;
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}
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GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, bool hair)
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{
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return workbench_shader_get_ex(wpd, false, hair, false, false);
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}
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GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd, bool hair, bool tiled)
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{
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return workbench_shader_get_ex(wpd, false, hair, true, tiled);
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}
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GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd, bool hair)
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{
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return workbench_shader_get_ex(wpd, true, hair, false, false);
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}
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GPUShader *workbench_shader_transparent_image_get(WORKBENCH_PrivateData *wpd,
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bool hair,
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bool tiled)
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{
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return workbench_shader_get_ex(wpd, true, hair, true, tiled);
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}
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GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd)
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{
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int light = wpd->shading.light;
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struct GPUShader **shader = &e_data.opaque_composite_sh[light];
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BLI_assert(light < MAX_LIGHTING);
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if (*shader == NULL) {
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char *defines = workbench_build_defines(wpd, false, false, false, false);
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char *frag = DRW_shader_library_create_shader_string(e_data.lib,
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datatoc_workbench_composite_frag_glsl);
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*shader = DRW_shader_create_fullscreen(frag, defines);
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MEM_freeN(defines);
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MEM_freeN(frag);
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}
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return *shader;
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}
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GPUShader *workbench_shader_merge_infront_get(WORKBENCH_PrivateData *UNUSED(wpd))
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{
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if (e_data.merge_infront_sh == NULL) {
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char *frag = DRW_shader_library_create_shader_string(
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e_data.lib, datatoc_workbench_merge_infront_frag_glsl);
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e_data.merge_infront_sh = DRW_shader_create_fullscreen(frag, NULL);
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MEM_freeN(frag);
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}
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return e_data.merge_infront_sh;
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}
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GPUShader *workbench_shader_transparent_resolve_get(WORKBENCH_PrivateData *wpd)
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{
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if (e_data.oit_resolve_sh == NULL) {
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char *defines = workbench_build_defines(wpd, false, false, false, false);
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e_data.oit_resolve_sh = DRW_shader_create_fullscreen(
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datatoc_workbench_transparent_resolve_frag_glsl, defines);
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MEM_freeN(defines);
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}
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return e_data.oit_resolve_sh;
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}
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static GPUShader *workbench_shader_shadow_pass_get_ex(bool depth_pass, bool manifold, bool cap)
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{
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struct GPUShader **shader = (depth_pass) ? &e_data.shadow_depth_pass_sh[manifold] :
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&e_data.shadow_depth_fail_sh[manifold][cap];
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if (*shader == NULL) {
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#if DEBUG_SHADOW_VOLUME
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const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
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#else
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const char *shadow_frag = datatoc_gpu_shader_depth_only_frag_glsl;
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#endif
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*shader = GPU_shader_create_from_arrays({
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.vert = (const char *[]){datatoc_common_view_lib_glsl,
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datatoc_workbench_shadow_vert_glsl,
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NULL},
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.geom = (const char *[]){(cap) ? datatoc_workbench_shadow_caps_geom_glsl :
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datatoc_workbench_shadow_geom_glsl,
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NULL},
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.frag = (const char *[]){shadow_frag, NULL},
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.defs = (const char *[]){(depth_pass) ? "#define SHADOW_PASS\n" : "#define SHADOW_FAIL\n",
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(manifold) ? "" : "#define DOUBLE_MANIFOLD\n",
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NULL},
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});
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}
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return *shader;
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}
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GPUShader *workbench_shader_shadow_pass_get(bool manifold)
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{
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return workbench_shader_shadow_pass_get_ex(true, manifold, false);
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}
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GPUShader *workbench_shader_shadow_fail_get(bool manifold, bool cap)
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{
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return workbench_shader_shadow_pass_get_ex(false, manifold, cap);
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}
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GPUShader *workbench_shader_cavity_get(bool cavity, bool curvature)
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{
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BLI_assert(cavity || curvature);
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struct GPUShader **shader = &e_data.cavity_sh[cavity][curvature];
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if (*shader == NULL) {
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char *defines = workbench_build_defines(NULL, false, false, cavity, curvature);
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char *frag = DRW_shader_library_create_shader_string(
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e_data.lib, datatoc_workbench_effect_cavity_frag_glsl);
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*shader = DRW_shader_create_fullscreen(frag, defines);
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MEM_freeN(defines);
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MEM_freeN(frag);
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}
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return *shader;
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}
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GPUShader *workbench_shader_outline_get(void)
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{
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if (e_data.outline_sh == NULL) {
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char *frag = DRW_shader_library_create_shader_string(
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e_data.lib, datatoc_workbench_effect_outline_frag_glsl);
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e_data.outline_sh = DRW_shader_create_fullscreen(frag, NULL);
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MEM_freeN(frag);
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}
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return e_data.outline_sh;
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}
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void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
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GPUShader **downsample_sh,
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GPUShader **blur1_sh,
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GPUShader **blur2_sh,
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GPUShader **resolve_sh)
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{
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if (e_data.dof_prepare_sh == NULL) {
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e_data.dof_prepare_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
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"#define PREPARE\n");
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e_data.dof_downsample_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
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"#define DOWNSAMPLE\n");
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#if 0 /* TODO(fclem) finish COC min_max optimization */
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e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
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"#define FLATTEN_VERTICAL\n");
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e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
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"#define FLATTEN_HORIZONTAL\n");
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e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
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"#define DILATE_VERTICAL\n");
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e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
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"#define DILATE_HORIZONTAL\n");
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#endif
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e_data.dof_blur1_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
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"#define BLUR1\n");
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e_data.dof_blur2_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
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"#define BLUR2\n");
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e_data.dof_resolve_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
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"#define RESOLVE\n");
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}
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*prepare_sh = e_data.dof_prepare_sh;
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*downsample_sh = e_data.dof_downsample_sh;
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*blur1_sh = e_data.dof_blur1_sh;
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*blur2_sh = e_data.dof_blur2_sh;
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*resolve_sh = e_data.dof_resolve_sh;
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}
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GPUShader *workbench_shader_antialiasing_accumulation_get(void)
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{
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if (e_data.aa_accum_sh == NULL) {
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char *frag = DRW_shader_library_create_shader_string(e_data.lib,
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datatoc_workbench_effect_taa_frag_glsl);
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e_data.aa_accum_sh = DRW_shader_create_fullscreen(frag, NULL);
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MEM_freeN(frag);
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}
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return e_data.aa_accum_sh;
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}
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GPUShader *workbench_shader_antialiasing_get(int stage)
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{
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BLI_assert(stage < 3);
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if (!e_data.smaa_sh[stage]) {
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char stage_define[32];
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BLI_snprintf(stage_define, sizeof(stage_define), "#define SMAA_STAGE %d\n", stage);
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e_data.smaa_sh[stage] = GPU_shader_create_from_arrays({
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.vert =
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(const char *[]){
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"#define SMAA_INCLUDE_VS 1\n",
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"#define SMAA_INCLUDE_PS 0\n",
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"uniform vec4 viewportMetrics;\n",
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datatoc_common_smaa_lib_glsl,
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datatoc_workbench_effect_smaa_vert_glsl,
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NULL,
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},
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.frag =
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(const char *[]){
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"#define SMAA_INCLUDE_VS 0\n",
|
|
"#define SMAA_INCLUDE_PS 1\n",
|
|
"uniform vec4 viewportMetrics;\n",
|
|
datatoc_common_smaa_lib_glsl,
|
|
datatoc_workbench_effect_smaa_frag_glsl,
|
|
NULL,
|
|
},
|
|
.defs =
|
|
(const char *[]){
|
|
"#define SMAA_GLSL_3\n",
|
|
"#define SMAA_RT_METRICS viewportMetrics\n",
|
|
"#define SMAA_PRESET_HIGH\n",
|
|
"#define SMAA_LUMA_WEIGHT float4(1.0, 1.0, 1.0, 1.0)\n",
|
|
"#define SMAA_NO_DISCARD\n",
|
|
stage_define,
|
|
NULL,
|
|
},
|
|
});
|
|
}
|
|
return e_data.smaa_sh[stage];
|
|
}
|
|
|
|
GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic)
|
|
{
|
|
GPUShader **shader = &e_data.volume_sh[slice][coba][cubic];
|
|
|
|
if (*shader == NULL) {
|
|
DynStr *ds = BLI_dynstr_new();
|
|
|
|
if (slice) {
|
|
BLI_dynstr_append(ds, "#define VOLUME_SLICE\n");
|
|
}
|
|
if (coba) {
|
|
BLI_dynstr_append(ds, "#define USE_COBA\n");
|
|
}
|
|
if (cubic) {
|
|
BLI_dynstr_append(ds, "#define USE_TRICUBIC\n");
|
|
}
|
|
|
|
char *defines = BLI_dynstr_get_cstring(ds);
|
|
BLI_dynstr_free(ds);
|
|
|
|
char *vert = DRW_shader_library_create_shader_string(e_data.lib,
|
|
datatoc_workbench_volume_vert_glsl);
|
|
char *frag = DRW_shader_library_create_shader_string(e_data.lib,
|
|
datatoc_workbench_volume_frag_glsl);
|
|
|
|
*shader = DRW_shader_create(vert, NULL, frag, defines);
|
|
|
|
MEM_freeN(vert);
|
|
MEM_freeN(frag);
|
|
MEM_freeN(defines);
|
|
}
|
|
return *shader;
|
|
}
|
|
|
|
void workbench_shader_free(void)
|
|
{
|
|
for (int j = 0; j < sizeof(e_data.opaque_prepass_sh_cache) / sizeof(void *); j++) {
|
|
struct GPUShader **sh_array = &e_data.opaque_prepass_sh_cache[0][0][0];
|
|
DRW_SHADER_FREE_SAFE(sh_array[j]);
|
|
}
|
|
for (int j = 0; j < sizeof(e_data.transp_prepass_sh_cache) / sizeof(void *); j++) {
|
|
struct GPUShader **sh_array = &e_data.transp_prepass_sh_cache[0][0][0][0];
|
|
DRW_SHADER_FREE_SAFE(sh_array[j]);
|
|
}
|
|
for (int j = 0; j < sizeof(e_data.opaque_composite_sh) / sizeof(void *); j++) {
|
|
struct GPUShader **sh_array = &e_data.opaque_composite_sh[0];
|
|
DRW_SHADER_FREE_SAFE(sh_array[j]);
|
|
}
|
|
for (int j = 0; j < sizeof(e_data.shadow_depth_pass_sh) / sizeof(void *); j++) {
|
|
struct GPUShader **sh_array = &e_data.shadow_depth_pass_sh[0];
|
|
DRW_SHADER_FREE_SAFE(sh_array[j]);
|
|
}
|
|
for (int j = 0; j < sizeof(e_data.shadow_depth_fail_sh) / sizeof(void *); j++) {
|
|
struct GPUShader **sh_array = &e_data.shadow_depth_fail_sh[0][0];
|
|
DRW_SHADER_FREE_SAFE(sh_array[j]);
|
|
}
|
|
for (int j = 0; j < sizeof(e_data.cavity_sh) / sizeof(void *); j++) {
|
|
struct GPUShader **sh_array = &e_data.cavity_sh[0][0];
|
|
DRW_SHADER_FREE_SAFE(sh_array[j]);
|
|
}
|
|
for (int j = 0; j < sizeof(e_data.smaa_sh) / sizeof(void *); j++) {
|
|
struct GPUShader **sh_array = &e_data.smaa_sh[0];
|
|
DRW_SHADER_FREE_SAFE(sh_array[j]);
|
|
}
|
|
for (int j = 0; j < sizeof(e_data.volume_sh) / sizeof(void *); j++) {
|
|
struct GPUShader **sh_array = &e_data.volume_sh[0][0][0];
|
|
DRW_SHADER_FREE_SAFE(sh_array[j]);
|
|
}
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.outline_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.merge_infront_sh);
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.dof_prepare_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.dof_blur1_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.dof_blur2_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh);
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.aa_accum_sh);
|
|
|
|
DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
|
|
}
|