98 lines
2.9 KiB
C++
98 lines
2.9 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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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_span.hh"
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#include "GPU_shader.h"
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#include "gpu_shader_interface.hh"
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#include "gpu_vertex_buffer_private.hh"
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namespace blender {
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namespace gpu {
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/**
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* Implementation of shader compilation and uniforms handling.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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*/
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class Shader {
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public:
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/** Uniform & attribute locations for shader. */
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ShaderInterface *interface = nullptr;
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protected:
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/** For debugging purpose. */
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char name[64];
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public:
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Shader(const char *name);
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virtual ~Shader();
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virtual void vertex_shader_from_glsl(MutableSpan<const char *> sources) = 0;
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virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
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virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
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virtual bool finalize(void) = 0;
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virtual void transform_feedback_names_set(Span<const char *> name_list,
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const eGPUShaderTFBType geom_type) = 0;
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virtual bool transform_feedback_enable(GPUVertBuf *) = 0;
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virtual void transform_feedback_disable(void) = 0;
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virtual void bind(void) = 0;
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virtual void unbind(void) = 0;
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virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0;
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virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0;
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virtual void vertformat_from_shader(GPUVertFormat *) const = 0;
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/* DEPRECATED: Kept only because of BGL API. */
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virtual int program_handle_get(void) const = 0;
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inline const char *const name_get(void) const
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{
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return name;
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};
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protected:
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void print_log(Span<const char *> sources, char *log, const char *stage, const bool error);
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};
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/* Syntactic sugar. */
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static inline GPUShader *wrap(Shader *vert)
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{
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return reinterpret_cast<GPUShader *>(vert);
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}
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static inline Shader *unwrap(GPUShader *vert)
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{
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return reinterpret_cast<Shader *>(vert);
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}
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static inline const Shader *unwrap(const GPUShader *vert)
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{
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return reinterpret_cast<const Shader *>(vert);
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}
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} // namespace gpu
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} // namespace blender
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/* XXX do not use it. Special hack to use OCIO with batch API. */
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GPUShader *immGetShader(void);
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