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blender-archive/source/blender/gpu/opengl/gl_shader.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

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While most of the source tree has been included

- `./extern/` was left out.
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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

105 lines
3.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "glew-mx.h"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_private.hh"
namespace blender {
namespace gpu {
/**
* Implementation of shader compilation and uniforms handling using OpenGL.
*/
class GLShader : public Shader {
friend shader::ShaderCreateInfo;
friend shader::StageInterfaceInfo;
private:
/** Handle for full program (links shader stages below). */
GLuint shader_program_ = 0;
/** Individual shader stages. */
GLuint vert_shader_ = 0;
GLuint geom_shader_ = 0;
GLuint frag_shader_ = 0;
GLuint compute_shader_ = 0;
/** True if any shader failed to compile. */
bool compilation_failed_ = false;
eGPUShaderTFBType transform_feedback_type_ = GPU_SHADER_TFB_NONE;
public:
GLShader(const char *name);
~GLShader();
/** Return true on success. */
void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
/** Should be called before linking. */
void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) override;
bool transform_feedback_enable(GPUVertBuf *buf) override;
void transform_feedback_disable() override;
void bind() override;
void unbind() override;
void uniform_float(int location, int comp_len, int array_size, const float *data) override;
void uniform_int(int location, int comp_len, int array_size, const int *data) override;
void vertformat_from_shader(GPUVertFormat *format) const override;
/** DEPRECATED: Kept only because of BGL API. */
int program_handle_get() const override;
private:
char *glsl_patch_get(GLenum gl_stage);
/** Create, compile and attach the shader stage to the shader program. */
GLuint create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources);
/**
* \brief features available on newer implementation such as native barycentric coordinates
* and layered rendering, necessitate a geometry shader to work on older hardware.
*/
std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info);
MEM_CXX_CLASS_ALLOC_FUNCS("GLShader");
};
class GLLogParser : public GPULogParser {
public:
char *parse_line(char *log_line, GPULogItem &log_item) override;
protected:
char *skip_severity_prefix(char *log_line, GPULogItem &log_item);
char *skip_severity_keyword(char *log_line, GPULogItem &log_item);
MEM_CXX_CLASS_ALLOC_FUNCS("GLLogParser");
};
} // namespace gpu
} // namespace blender