This cleanup use the recent changes in shader interface to allow querying the binding location a texture should use. This should aleviate all issue we have with texture state change recompiling the shaders at drawtime. All binds are now treated like persistent binds and will stick until a new shading group bind a different shader. The only difference is that you can still change it with a new subgroup or same shader shgroup. Since unbinding can be heavy we only do it when using `--debug-gpu`.
388 lines
13 KiB
C++
388 lines
13 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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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#ifndef __GPU_SHADER_H__
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#define __GPU_SHADER_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct GPUShader GPUShader;
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struct GPUShaderInterface;
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struct GPUTexture;
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struct GPUUniformBuffer;
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/* GPU Shader
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* - only for fragment shaders now
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* - must call texture bind before setting a texture as uniform! */
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typedef enum eGPUShaderTFBType {
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GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */
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GPU_SHADER_TFB_POINTS = 1,
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GPU_SHADER_TFB_LINES = 2,
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GPU_SHADER_TFB_TRIANGLES = 3,
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} eGPUShaderTFBType;
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GPUShader *GPU_shader_create(const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines,
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const char *shader_name);
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GPUShader *GPU_shader_create_from_python(const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines);
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GPUShader *GPU_shader_create_ex(const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines,
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const eGPUShaderTFBType tf_type,
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const char **tf_names,
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const int tf_count,
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const char *shader_name);
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GPUShader *GPU_shader_load_from_binary(const char *binary,
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const int binary_format,
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const int binary_len,
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const char *shname);
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struct GPU_ShaderCreateFromArray_Params {
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const char **vert, **geom, **frag, **defs;
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};
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struct GPUShader *GPU_shader_create_from_arrays_impl(
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const struct GPU_ShaderCreateFromArray_Params *params);
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#define GPU_shader_create_from_arrays(...) \
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GPU_shader_create_from_arrays_impl(&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__)
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void GPU_shader_free(GPUShader *shader);
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void GPU_shader_bind(GPUShader *shader);
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void GPU_shader_unbind(void);
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/* Returns true if transform feedback was successfully enabled. */
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bool GPU_shader_transform_feedback_enable(GPUShader *shader, unsigned int vbo_id);
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void GPU_shader_transform_feedback_disable(GPUShader *shader);
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int GPU_shader_get_program(GPUShader *shader);
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void *GPU_shader_get_interface(GPUShader *shader);
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void GPU_shader_set_srgb_uniform(const struct GPUShaderInterface *interface);
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int GPU_shader_get_uniform(GPUShader *shader, const char *name);
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int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
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int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
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int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name);
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int GPU_shader_get_texture_binding(GPUShader *shader, const char *name);
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void GPU_shader_uniform_vector(
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GPUShader *shader, int location, int length, int arraysize, const float *value);
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void GPU_shader_uniform_vector_int(
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GPUShader *shader, int location, int length, int arraysize, const int *value);
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void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
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int GPU_shader_get_attribute(GPUShader *shader, const char *name);
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char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len);
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void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
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/* Builtin/Non-generated shaders */
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typedef enum eGPUBuiltinShader {
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/* specialized drawing */
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GPU_SHADER_TEXT,
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GPU_SHADER_KEYFRAME_DIAMOND,
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GPU_SHADER_SIMPLE_LIGHTING,
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/* for simple 2D drawing */
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/**
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_UNIFORM_COLOR,
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/**
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* Take a 2D position and color for each vertex without color interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_FLAT_COLOR,
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/**
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* Take a 2D position and color for each vertex with linear interpolation in window space.
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*
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_SMOOTH_COLOR,
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GPU_SHADER_2D_IMAGE,
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GPU_SHADER_2D_IMAGE_COLOR,
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GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
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GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
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GPU_SHADER_2D_IMAGE_ALPHA,
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GPU_SHADER_2D_IMAGE_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
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GPU_SHADER_2D_CHECKER,
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GPU_SHADER_2D_DIAG_STRIPES,
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/* for simple 3D drawing */
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/**
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_UNIFORM_COLOR,
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GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_FLAT_COLOR,
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/**
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* Take a 3D position and color for each vertex with perspective correct interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_SMOOTH_COLOR,
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/**
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* Take a single color for all the vertices and a 3D position for each vertex.
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* Used for drawing wide lines.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
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GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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* Used for drawing wide lines.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
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/**
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* Take a 3D position and color for each vertex with perspective correct interpolation.
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* Used for drawing wide lines.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR,
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/**
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* Take a 3D position for each vertex and output only depth.
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* Used for drawing wide lines.
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*
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_DEPTH_ONLY,
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/* basic image drawing */
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GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
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GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE,
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GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
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GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
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/**
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* Draw texture with alpha. Take a 3D position and a 2D texture coordinate for each vertex.
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*
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* \param alpha: uniform float
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
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/* points */
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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/**
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* Draw round points with a constant size.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param size: uniform float
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param color: uniform vec4
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* \param outlineColor: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a 2D position and a color for each vertex.
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param outlineColor: uniform vec4
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a 2D position and a color for each vertex.
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*
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* \param size: in float
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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/**
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* Draw round points with a constant size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param size: uniform float
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param color: uniform vec4
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* \param outlineColor: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param size: in float
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
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/**
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* Draw round points with a constant size and an outline.
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* Take a 3D position and a color for each vertex.
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*
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* \param size: in float
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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/* lines */
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GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
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/* instance */
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
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/* grease pencil drawing */
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GPU_SHADER_GPENCIL_STROKE,
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GPU_SHADER_GPENCIL_FILL,
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/* specialized for widget drawing */
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GPU_SHADER_2D_AREA_EDGES,
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GPU_SHADER_2D_WIDGET_BASE,
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GPU_SHADER_2D_WIDGET_BASE_INST,
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GPU_SHADER_2D_WIDGET_SHADOW,
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GPU_SHADER_2D_NODELINK,
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GPU_SHADER_2D_NODELINK_INST,
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/* specialized for edituv drawing */
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GPU_SHADER_2D_UV_UNIFORM_COLOR,
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GPU_SHADER_2D_UV_VERTS,
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GPU_SHADER_2D_UV_FACEDOTS,
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GPU_SHADER_2D_UV_EDGES,
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GPU_SHADER_2D_UV_EDGES_SMOOTH,
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GPU_SHADER_2D_UV_FACES,
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GPU_SHADER_2D_UV_FACES_STRETCH_AREA,
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GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE,
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} eGPUBuiltinShader;
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#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE + 1)
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/** Support multiple configurations. */
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typedef enum eGPUShaderConfig {
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GPU_SHADER_CFG_DEFAULT = 0,
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GPU_SHADER_CFG_CLIPPED = 1,
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} eGPUShaderConfig;
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#define GPU_SHADER_CFG_LEN (GPU_SHADER_CFG_CLIPPED + 1)
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typedef struct GPUShaderConfigData {
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const char *lib;
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const char *def;
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} GPUShaderConfigData;
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/* gpu_shader.c */
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extern const GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN];
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GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
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eGPUShaderConfig sh_cfg);
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GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader);
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void GPU_shader_get_builtin_shader_code(eGPUBuiltinShader shader,
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const char **r_vert,
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const char **r_frag,
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const char **r_geom,
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const char **r_defines);
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void GPU_shader_free_builtin_shaders(void);
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/* Vertex attributes for shaders */
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/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
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* This makes sure the GPUVertexFormat name buffer does not overflow. */
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#define GPU_MAX_ATTR 15
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#ifdef __cplusplus
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}
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#endif
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#endif /* __GPU_SHADER_H__ */
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