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blender-archive/source/blender/gpu/intern/gpu_shader_private.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

136 lines
3.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_span.hh"
#include "BLI_string_ref.hh"
#include "GPU_shader.h"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
#include "gpu_vertex_buffer_private.hh"
#include <string>
namespace blender {
namespace gpu {
class GPULogParser;
/**
* Implementation of shader compilation and uniforms handling.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class Shader {
public:
/** Uniform & attribute locations for shader. */
ShaderInterface *interface = nullptr;
protected:
/** For debugging purpose. */
char name[64];
public:
Shader(const char *name);
virtual ~Shader();
virtual void vertex_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void compute_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
virtual void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) = 0;
virtual bool transform_feedback_enable(GPUVertBuf *) = 0;
virtual void transform_feedback_disable() = 0;
virtual void bind() = 0;
virtual void unbind() = 0;
virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0;
virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0;
virtual void vertformat_from_shader(GPUVertFormat *) const = 0;
std::string defines_declare(const shader::ShaderCreateInfo &info) const;
virtual std::string resources_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
virtual std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
/* DEPRECATED: Kept only because of BGL API. */
virtual int program_handle_get() const = 0;
inline const char *const name_get() const
{
return name;
};
protected:
void print_log(
Span<const char *> sources, char *log, const char *stage, bool error, GPULogParser *parser);
};
/* Syntactic sugar. */
static inline GPUShader *wrap(Shader *vert)
{
return reinterpret_cast<GPUShader *>(vert);
}
static inline Shader *unwrap(GPUShader *vert)
{
return reinterpret_cast<Shader *>(vert);
}
static inline const Shader *unwrap(const GPUShader *vert)
{
return reinterpret_cast<const Shader *>(vert);
}
enum class Severity {
Unknown,
Warning,
Error,
};
struct LogCursor {
int source = -1;
int row = -1;
int column = -1;
};
struct GPULogItem {
LogCursor cursor;
bool source_base_row = false;
Severity severity = Severity::Unknown;
};
class GPULogParser {
public:
virtual char *parse_line(char *log_line, GPULogItem &log_item) = 0;
protected:
char *skip_severity(char *log_line,
GPULogItem &log_item,
const char *error_msg,
const char *warning_msg) const;
char *skip_separators(char *log_line, const StringRef separators) const;
char *skip_until(char *log_line, char stop_char) const;
bool at_number(const char *log_line) const;
bool at_any(const char *log_line, const StringRef chars) const;
int parse_number(const char *log_line, char **r_new_position) const;
MEM_CXX_CLASS_ALLOC_FUNCS("GPULogParser");
};
} // namespace gpu
} // namespace blender
/* XXX do not use it. Special hack to use OCIO with batch API. */
GPUShader *immGetShader();