This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
783 lines
22 KiB
C++
783 lines
22 KiB
C++
/*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2005 Blender Foundation.
|
|
* All rights reserved.
|
|
*/
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "BLI_string_utils.h"
|
|
|
|
#include "GPU_capabilities.h"
|
|
#include "GPU_matrix.h"
|
|
#include "GPU_platform.h"
|
|
|
|
#include "gpu_backend.hh"
|
|
#include "gpu_context_private.hh"
|
|
#include "gpu_shader_create_info.hh"
|
|
#include "gpu_shader_create_info_private.hh"
|
|
#include "gpu_shader_dependency_private.h"
|
|
#include "gpu_shader_private.hh"
|
|
|
|
#include <string>
|
|
|
|
extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
|
|
|
|
namespace blender::gpu {
|
|
|
|
std::string Shader::defines_declare(const shader::ShaderCreateInfo &info) const
|
|
{
|
|
std::string defines;
|
|
for (const auto &def : info.defines_) {
|
|
defines += "#define ";
|
|
defines += def[0];
|
|
defines += " ";
|
|
defines += def[1];
|
|
defines += "\n";
|
|
}
|
|
return defines;
|
|
}
|
|
|
|
} // namespace blender::gpu
|
|
|
|
using namespace blender;
|
|
using namespace blender::gpu;
|
|
|
|
static bool gpu_shader_srgb_uniform_dirty_get();
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Creation / Destruction
|
|
* \{ */
|
|
|
|
Shader::Shader(const char *sh_name)
|
|
{
|
|
BLI_strncpy(this->name, sh_name, sizeof(this->name));
|
|
}
|
|
|
|
Shader::~Shader()
|
|
{
|
|
delete interface;
|
|
}
|
|
|
|
static void standard_defines(Vector<const char *> &sources)
|
|
{
|
|
BLI_assert(sources.size() == 0);
|
|
/* Version needs to be first. Exact values will be added by implementation. */
|
|
sources.append("version");
|
|
/* Define to identify code usage in shading language. */
|
|
sources.append("#define GPU_SHADER\n");
|
|
/* some useful defines to detect GPU type */
|
|
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
|
|
sources.append("#define GPU_ATI\n");
|
|
}
|
|
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
|
|
sources.append("#define GPU_NVIDIA\n");
|
|
}
|
|
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
|
|
sources.append("#define GPU_INTEL\n");
|
|
}
|
|
/* some useful defines to detect OS type */
|
|
if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
|
|
sources.append("#define OS_WIN\n");
|
|
}
|
|
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
|
|
sources.append("#define OS_MAC\n");
|
|
}
|
|
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
|
|
sources.append("#define OS_UNIX\n");
|
|
}
|
|
|
|
if (GPU_crappy_amd_driver()) {
|
|
sources.append("#define GPU_DEPRECATED_AMD_DRIVER\n");
|
|
}
|
|
}
|
|
|
|
GPUShader *GPU_shader_create_ex(const char *vertcode,
|
|
const char *fragcode,
|
|
const char *geomcode,
|
|
const char *computecode,
|
|
const char *libcode,
|
|
const char *defines,
|
|
const eGPUShaderTFBType tf_type,
|
|
const char **tf_names,
|
|
const int tf_count,
|
|
const char *shname)
|
|
{
|
|
/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
|
|
BLI_assert(((fragcode != nullptr) && (vertcode != nullptr) && (computecode == nullptr)) ||
|
|
((fragcode == nullptr) && (vertcode == nullptr) && (geomcode == nullptr) &&
|
|
(computecode != nullptr)));
|
|
|
|
Shader *shader = GPUBackend::get()->shader_alloc(shname);
|
|
|
|
if (vertcode) {
|
|
Vector<const char *> sources;
|
|
standard_defines(sources);
|
|
sources.append("#define GPU_VERTEX_SHADER\n");
|
|
sources.append("#define IN_OUT out\n");
|
|
if (geomcode) {
|
|
sources.append("#define USE_GEOMETRY_SHADER\n");
|
|
}
|
|
if (defines) {
|
|
sources.append(defines);
|
|
}
|
|
sources.append(vertcode);
|
|
|
|
shader->vertex_shader_from_glsl(sources);
|
|
}
|
|
|
|
if (fragcode) {
|
|
Vector<const char *> sources;
|
|
standard_defines(sources);
|
|
sources.append("#define GPU_FRAGMENT_SHADER\n");
|
|
sources.append("#define IN_OUT in\n");
|
|
if (geomcode) {
|
|
sources.append("#define USE_GEOMETRY_SHADER\n");
|
|
}
|
|
if (defines) {
|
|
sources.append(defines);
|
|
}
|
|
if (libcode) {
|
|
sources.append(libcode);
|
|
}
|
|
sources.append(fragcode);
|
|
|
|
shader->fragment_shader_from_glsl(sources);
|
|
}
|
|
|
|
if (geomcode) {
|
|
Vector<const char *> sources;
|
|
standard_defines(sources);
|
|
sources.append("#define GPU_GEOMETRY_SHADER\n");
|
|
if (defines) {
|
|
sources.append(defines);
|
|
}
|
|
sources.append(geomcode);
|
|
|
|
shader->geometry_shader_from_glsl(sources);
|
|
}
|
|
|
|
if (computecode) {
|
|
Vector<const char *> sources;
|
|
standard_defines(sources);
|
|
sources.append("#define GPU_COMPUTE_SHADER\n");
|
|
if (defines) {
|
|
sources.append(defines);
|
|
}
|
|
if (libcode) {
|
|
sources.append(libcode);
|
|
}
|
|
sources.append(computecode);
|
|
|
|
shader->compute_shader_from_glsl(sources);
|
|
}
|
|
|
|
if (tf_names != nullptr && tf_count > 0) {
|
|
BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
|
|
shader->transform_feedback_names_set(Span<const char *>(tf_names, tf_count), tf_type);
|
|
}
|
|
|
|
if (!shader->finalize()) {
|
|
delete shader;
|
|
return nullptr;
|
|
};
|
|
|
|
return wrap(shader);
|
|
}
|
|
|
|
void GPU_shader_free(GPUShader *shader)
|
|
{
|
|
delete unwrap(shader);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Creation utils
|
|
* \{ */
|
|
|
|
GPUShader *GPU_shader_create(const char *vertcode,
|
|
const char *fragcode,
|
|
const char *geomcode,
|
|
const char *libcode,
|
|
const char *defines,
|
|
const char *shname)
|
|
{
|
|
return GPU_shader_create_ex(vertcode,
|
|
fragcode,
|
|
geomcode,
|
|
nullptr,
|
|
libcode,
|
|
defines,
|
|
GPU_SHADER_TFB_NONE,
|
|
nullptr,
|
|
0,
|
|
shname);
|
|
}
|
|
|
|
GPUShader *GPU_shader_create_compute(const char *computecode,
|
|
const char *libcode,
|
|
const char *defines,
|
|
const char *shname)
|
|
{
|
|
return GPU_shader_create_ex(nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
computecode,
|
|
libcode,
|
|
defines,
|
|
GPU_SHADER_TFB_NONE,
|
|
nullptr,
|
|
0,
|
|
shname);
|
|
}
|
|
|
|
GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
|
|
{
|
|
using namespace blender::gpu::shader;
|
|
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
|
|
|
|
const_cast<ShaderCreateInfo &>(info).finalize();
|
|
|
|
/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
|
|
if (info.compute_source_.is_empty()) {
|
|
if (info.vertex_source_.is_empty()) {
|
|
printf("Missing vertex shader in %s.\n", info.name_.c_str());
|
|
}
|
|
if (info.fragment_source_.is_empty()) {
|
|
printf("Missing fragment shader in %s.\n", info.name_.c_str());
|
|
}
|
|
BLI_assert(!info.vertex_source_.is_empty() && !info.fragment_source_.is_empty());
|
|
}
|
|
else {
|
|
if (!info.vertex_source_.is_empty()) {
|
|
printf("Compute shader has vertex_source_ shader attached in %s.\n", info.name_.c_str());
|
|
}
|
|
if (!info.geometry_source_.is_empty()) {
|
|
printf("Compute shader has geometry_source_ shader attached in %s.\n", info.name_.c_str());
|
|
}
|
|
if (!info.fragment_source_.is_empty()) {
|
|
printf("Compute shader has fragment_source_ shader attached in %s.\n", info.name_.c_str());
|
|
}
|
|
BLI_assert(info.vertex_source_.is_empty() && info.geometry_source_.is_empty() &&
|
|
info.fragment_source_.is_empty());
|
|
}
|
|
|
|
Shader *shader = GPUBackend::get()->shader_alloc(info.name_.c_str());
|
|
|
|
std::string defines = shader->defines_declare(info);
|
|
std::string resources = shader->resources_declare(info);
|
|
char *shader_shared_utils = nullptr;
|
|
|
|
defines += "#define USE_GPU_SHADER_CREATE_INFO\n";
|
|
|
|
Vector<char *> typedefs;
|
|
for (auto filename : info.typedef_sources_) {
|
|
typedefs.append(gpu_shader_dependency_get_source(filename.c_str()));
|
|
}
|
|
if (!typedefs.is_empty()) {
|
|
shader_shared_utils = gpu_shader_dependency_get_source("gpu_shader_shared_utils.h");
|
|
}
|
|
|
|
if (!info.vertex_source_.is_empty()) {
|
|
uint32_t builtins = 0;
|
|
std::string interface = shader->vertex_interface_declare(info);
|
|
char *code = gpu_shader_dependency_get_resolved_source(info.vertex_source_.c_str(), &builtins);
|
|
|
|
Vector<const char *> sources;
|
|
standard_defines(sources);
|
|
sources.append("#define GPU_VERTEX_SHADER\n");
|
|
if (!info.geometry_source_.is_empty()) {
|
|
sources.append("#define USE_GEOMETRY_SHADER\n");
|
|
}
|
|
sources.append(defines.c_str());
|
|
if (!typedefs.is_empty()) {
|
|
sources.append(shader_shared_utils);
|
|
}
|
|
for (auto *types : typedefs) {
|
|
sources.append(types);
|
|
}
|
|
sources.append(resources.c_str());
|
|
sources.append(interface.c_str());
|
|
sources.append(code);
|
|
|
|
shader->vertex_shader_from_glsl(sources);
|
|
|
|
free(code);
|
|
}
|
|
|
|
if (!info.fragment_source_.is_empty()) {
|
|
uint32_t builtins = 0;
|
|
std::string interface = shader->fragment_interface_declare(info);
|
|
char *code = gpu_shader_dependency_get_resolved_source(info.fragment_source_.c_str(),
|
|
&builtins);
|
|
|
|
Vector<const char *> sources;
|
|
standard_defines(sources);
|
|
sources.append("#define GPU_FRAGMENT_SHADER\n");
|
|
if (!info.geometry_source_.is_empty()) {
|
|
sources.append("#define USE_GEOMETRY_SHADER\n");
|
|
}
|
|
sources.append(defines.c_str());
|
|
if (!typedefs.is_empty()) {
|
|
sources.append(shader_shared_utils);
|
|
}
|
|
for (auto *types : typedefs) {
|
|
sources.append(types);
|
|
}
|
|
sources.append(resources.c_str());
|
|
sources.append(interface.c_str());
|
|
sources.append(code);
|
|
|
|
shader->fragment_shader_from_glsl(sources);
|
|
|
|
free(code);
|
|
}
|
|
|
|
if (!info.geometry_source_.is_empty()) {
|
|
uint32_t builtins = 0;
|
|
std::string interface = shader->geometry_interface_declare(info);
|
|
std::string layout = shader->geometry_layout_declare(info);
|
|
char *code = gpu_shader_dependency_get_resolved_source(info.geometry_source_.c_str(),
|
|
&builtins);
|
|
|
|
Vector<const char *> sources;
|
|
standard_defines(sources);
|
|
sources.append("#define GPU_GEOMETRY_SHADER\n");
|
|
sources.append(defines.c_str());
|
|
if (!typedefs.is_empty()) {
|
|
sources.append(shader_shared_utils);
|
|
}
|
|
for (auto *types : typedefs) {
|
|
sources.append(types);
|
|
}
|
|
sources.append(resources.c_str());
|
|
sources.append(layout.c_str());
|
|
sources.append(interface.c_str());
|
|
sources.append(code);
|
|
|
|
shader->geometry_shader_from_glsl(sources);
|
|
|
|
free(code);
|
|
}
|
|
|
|
if (!info.compute_source_.is_empty()) {
|
|
uint32_t builtins = 0;
|
|
char *code = gpu_shader_dependency_get_resolved_source(info.compute_source_.c_str(),
|
|
&builtins);
|
|
|
|
Vector<const char *> sources;
|
|
standard_defines(sources);
|
|
sources.append("#define GPU_COMPUTE_SHADER\n");
|
|
sources.append(defines.c_str());
|
|
if (!typedefs.is_empty()) {
|
|
sources.append(shader_shared_utils);
|
|
}
|
|
for (auto *types : typedefs) {
|
|
sources.append(types);
|
|
}
|
|
sources.append(resources.c_str());
|
|
sources.append(code);
|
|
|
|
shader->compute_shader_from_glsl(sources);
|
|
|
|
free(code);
|
|
}
|
|
|
|
for (auto *types : typedefs) {
|
|
free(types);
|
|
}
|
|
|
|
if (shader_shared_utils) {
|
|
free(shader_shared_utils);
|
|
}
|
|
|
|
if (!shader->finalize(&info)) {
|
|
delete shader;
|
|
return nullptr;
|
|
}
|
|
|
|
return wrap(shader);
|
|
}
|
|
|
|
GPUShader *GPU_shader_create_from_python(const char *vertcode,
|
|
const char *fragcode,
|
|
const char *geomcode,
|
|
const char *libcode,
|
|
const char *defines,
|
|
const char *name)
|
|
{
|
|
char *libcodecat = nullptr;
|
|
|
|
if (libcode == nullptr) {
|
|
libcode = datatoc_gpu_shader_colorspace_lib_glsl;
|
|
}
|
|
else {
|
|
libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
|
|
}
|
|
|
|
/* Use pyGPUShader as default name for shader. */
|
|
const char *shname = name != nullptr ? name : "pyGPUShader";
|
|
|
|
GPUShader *sh = GPU_shader_create_ex(vertcode,
|
|
fragcode,
|
|
geomcode,
|
|
nullptr,
|
|
libcode,
|
|
defines,
|
|
GPU_SHADER_TFB_NONE,
|
|
nullptr,
|
|
0,
|
|
shname);
|
|
|
|
MEM_SAFE_FREE(libcodecat);
|
|
return sh;
|
|
}
|
|
|
|
static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
|
|
{
|
|
bool is_alloc = false;
|
|
if (str_arr == nullptr) {
|
|
*r_is_alloc = false;
|
|
return nullptr;
|
|
}
|
|
/* Skip empty strings (avoid alloc if we can). */
|
|
while (str_arr[0] && str_arr[0][0] == '\0') {
|
|
str_arr++;
|
|
}
|
|
int i;
|
|
for (i = 0; str_arr[i]; i++) {
|
|
if (i != 0 && str_arr[i][0] != '\0') {
|
|
is_alloc = true;
|
|
}
|
|
}
|
|
*r_is_alloc = is_alloc;
|
|
if (is_alloc) {
|
|
return BLI_string_join_arrayN(str_arr, i);
|
|
}
|
|
|
|
return str_arr[0];
|
|
}
|
|
|
|
struct GPUShader *GPU_shader_create_from_arrays_impl(
|
|
const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line)
|
|
{
|
|
struct {
|
|
const char *str;
|
|
bool is_alloc;
|
|
} str_dst[4] = {{nullptr}};
|
|
const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
|
|
|
|
for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
|
|
str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
|
|
}
|
|
|
|
char name[64];
|
|
BLI_snprintf(name, sizeof(name), "%s_%d", func, line);
|
|
|
|
GPUShader *sh = GPU_shader_create(
|
|
str_dst[0].str, str_dst[1].str, str_dst[2].str, nullptr, str_dst[3].str, name);
|
|
|
|
for (auto &i : str_dst) {
|
|
if (i.is_alloc) {
|
|
MEM_freeN((void *)i.str);
|
|
}
|
|
}
|
|
return sh;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Binding
|
|
* \{ */
|
|
|
|
void GPU_shader_bind(GPUShader *gpu_shader)
|
|
{
|
|
Shader *shader = unwrap(gpu_shader);
|
|
|
|
Context *ctx = Context::get();
|
|
|
|
if (ctx->shader != shader) {
|
|
ctx->shader = shader;
|
|
shader->bind();
|
|
GPU_matrix_bind(gpu_shader);
|
|
GPU_shader_set_srgb_uniform(gpu_shader);
|
|
}
|
|
else {
|
|
if (gpu_shader_srgb_uniform_dirty_get()) {
|
|
GPU_shader_set_srgb_uniform(gpu_shader);
|
|
}
|
|
if (GPU_matrix_dirty_get()) {
|
|
GPU_matrix_bind(gpu_shader);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_shader_unbind()
|
|
{
|
|
#ifndef NDEBUG
|
|
Context *ctx = Context::get();
|
|
if (ctx->shader) {
|
|
ctx->shader->unbind();
|
|
}
|
|
ctx->shader = nullptr;
|
|
#endif
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Shader name
|
|
* \{ */
|
|
|
|
const char *GPU_shader_get_name(GPUShader *shader)
|
|
{
|
|
return unwrap(shader)->name_get();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Transform feedback
|
|
*
|
|
* TODO(fclem): Should be replaced by compute shaders.
|
|
* \{ */
|
|
|
|
bool GPU_shader_transform_feedback_enable(GPUShader *shader, GPUVertBuf *vertbuf)
|
|
{
|
|
return unwrap(shader)->transform_feedback_enable(vertbuf);
|
|
}
|
|
|
|
void GPU_shader_transform_feedback_disable(GPUShader *shader)
|
|
{
|
|
unwrap(shader)->transform_feedback_disable();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Uniforms / Resource location
|
|
* \{ */
|
|
|
|
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
|
|
{
|
|
ShaderInterface *interface = unwrap(shader)->interface;
|
|
const ShaderInput *uniform = interface->uniform_get(name);
|
|
return uniform ? uniform->location : -1;
|
|
}
|
|
|
|
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
|
|
{
|
|
ShaderInterface *interface = unwrap(shader)->interface;
|
|
return interface->uniform_builtin((GPUUniformBuiltin)builtin);
|
|
}
|
|
|
|
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
|
|
{
|
|
ShaderInterface *interface = unwrap(shader)->interface;
|
|
return interface->ubo_builtin((GPUUniformBlockBuiltin)builtin);
|
|
}
|
|
|
|
int GPU_shader_get_ssbo(GPUShader *shader, const char *name)
|
|
{
|
|
ShaderInterface *interface = unwrap(shader)->interface;
|
|
const ShaderInput *ssbo = interface->ssbo_get(name);
|
|
return ssbo ? ssbo->location : -1;
|
|
}
|
|
|
|
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
|
|
{
|
|
ShaderInterface *interface = unwrap(shader)->interface;
|
|
const ShaderInput *ubo = interface->ubo_get(name);
|
|
return ubo ? ubo->location : -1;
|
|
}
|
|
|
|
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
|
|
{
|
|
ShaderInterface *interface = unwrap(shader)->interface;
|
|
const ShaderInput *ubo = interface->ubo_get(name);
|
|
return ubo ? ubo->binding : -1;
|
|
}
|
|
|
|
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
|
|
{
|
|
ShaderInterface *interface = unwrap(shader)->interface;
|
|
const ShaderInput *tex = interface->uniform_get(name);
|
|
return tex ? tex->binding : -1;
|
|
}
|
|
|
|
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
|
|
{
|
|
ShaderInterface *interface = unwrap(shader)->interface;
|
|
const ShaderInput *attr = interface->attr_get(name);
|
|
return attr ? attr->location : -1;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Getters
|
|
* \{ */
|
|
|
|
int GPU_shader_get_program(GPUShader *shader)
|
|
{
|
|
return unwrap(shader)->program_handle_get();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Uniforms setters
|
|
* \{ */
|
|
|
|
void GPU_shader_uniform_vector(
|
|
GPUShader *shader, int loc, int len, int arraysize, const float *value)
|
|
{
|
|
unwrap(shader)->uniform_float(loc, len, arraysize, value);
|
|
}
|
|
|
|
void GPU_shader_uniform_vector_int(
|
|
GPUShader *shader, int loc, int len, int arraysize, const int *value)
|
|
{
|
|
unwrap(shader)->uniform_int(loc, len, arraysize, value);
|
|
}
|
|
|
|
void GPU_shader_uniform_int(GPUShader *shader, int location, int value)
|
|
{
|
|
GPU_shader_uniform_vector_int(shader, location, 1, 1, &value);
|
|
}
|
|
|
|
void GPU_shader_uniform_float(GPUShader *shader, int location, float value)
|
|
{
|
|
GPU_shader_uniform_vector(shader, location, 1, 1, &value);
|
|
}
|
|
|
|
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_int(sh, loc, value);
|
|
}
|
|
|
|
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value)
|
|
{
|
|
GPU_shader_uniform_1i(sh, name, value ? 1 : 0);
|
|
}
|
|
|
|
void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y)
|
|
{
|
|
const float data[2] = {x, y};
|
|
GPU_shader_uniform_2fv(sh, name, data);
|
|
}
|
|
|
|
void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z)
|
|
{
|
|
const float data[3] = {x, y, z};
|
|
GPU_shader_uniform_3fv(sh, name, data);
|
|
}
|
|
|
|
void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w)
|
|
{
|
|
const float data[4] = {x, y, z, w};
|
|
GPU_shader_uniform_4fv(sh, name, data);
|
|
}
|
|
|
|
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value)
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_float(sh, loc, value);
|
|
}
|
|
|
|
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 2, 1, data);
|
|
}
|
|
|
|
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 3, 1, data);
|
|
}
|
|
|
|
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 4, 1, data);
|
|
}
|
|
|
|
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data);
|
|
}
|
|
|
|
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 2, len, (const float *)val);
|
|
}
|
|
|
|
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4])
|
|
{
|
|
const int loc = GPU_shader_get_uniform(sh, name);
|
|
GPU_shader_uniform_vector(sh, loc, 4, len, (const float *)val);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name sRGB Rendering Workaround
|
|
*
|
|
* The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
|
|
* Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
|
|
* the shader output color to be in sRGB space
|
|
* (assumed display encoded color-space as the time of writing).
|
|
* For this reason we have a uniform to switch the transform on and off depending on the current
|
|
* frame-buffer color-space.
|
|
* \{ */
|
|
|
|
static int g_shader_builtin_srgb_transform = 0;
|
|
static bool g_shader_builtin_srgb_is_dirty = false;
|
|
|
|
static bool gpu_shader_srgb_uniform_dirty_get()
|
|
{
|
|
return g_shader_builtin_srgb_is_dirty;
|
|
}
|
|
|
|
void GPU_shader_set_srgb_uniform(GPUShader *shader)
|
|
{
|
|
int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM);
|
|
if (loc != -1) {
|
|
GPU_shader_uniform_vector_int(shader, loc, 1, 1, &g_shader_builtin_srgb_transform);
|
|
}
|
|
g_shader_builtin_srgb_is_dirty = false;
|
|
}
|
|
|
|
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
|
|
{
|
|
if (g_shader_builtin_srgb_transform != use_srgb_to_linear) {
|
|
g_shader_builtin_srgb_transform = use_srgb_to_linear;
|
|
g_shader_builtin_srgb_is_dirty = true;
|
|
}
|
|
}
|
|
|
|
/** \} */
|