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blender-archive/source/blender/draw/engines/basic/basic_shader.c
Jarrett Johnson 495e60c0da Basic engine shaders test
This patch adds shader compilation tests for the basic engine in `shaders_test.cc`

Addresses T92701

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D13066
2021-11-08 15:43:50 +01:00

168 lines
6.0 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.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "basic_private.h"
extern char datatoc_depth_frag_glsl[];
extern char datatoc_depth_vert_glsl[];
extern char datatoc_conservative_depth_geom_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_pointcloud_lib_glsl[];
/* Shaders */
typedef struct BASIC_Shaders {
/* Depth Pre Pass */
struct GPUShader *depth;
struct GPUShader *pointcloud_depth;
struct GPUShader *depth_conservative;
struct GPUShader *pointcloud_depth_conservative;
} BASIC_Shaders;
static struct {
BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
} e_data = {{{NULL}}}; /* Engine data */
static GPUShader *BASIC_shader_create_depth_sh(const GPUShaderConfigData *sh_cfg)
{
return GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
}
static GPUShader *BASIC_shader_create_pointcloud_depth_sh(const GPUShaderConfigData *sh_cfg)
{
return GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_common_pointcloud_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def,
"#define POINTCLOUD\n",
"#define INSTANCED_ATTR\n",
"#define UNIFORM_RESOURCE_ID\n",
NULL},
});
}
static GPUShader *BASIC_shader_create_depth_conservative_sh(const GPUShaderConfigData *sh_cfg)
{
return GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_conservative_depth_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
});
}
static GPUShader *BASIC_shader_create_pointcloud_depth_conservative_sh(
const GPUShaderConfigData *sh_cfg)
{
return GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_common_pointcloud_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_conservative_depth_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def,
"#define CONSERVATIVE_RASTER\n",
"#define POINTCLOUD\n",
"#define INSTANCED_ATTR\n",
"#define UNIFORM_RESOURCE_ID\n",
NULL},
});
}
GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
if (sh_data->depth == NULL) {
sh_data->depth = BASIC_shader_create_depth_sh(sh_cfg);
}
return sh_data->depth;
}
GPUShader *BASIC_shaders_pointcloud_depth_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
if (sh_data->pointcloud_depth == NULL) {
sh_data->pointcloud_depth = BASIC_shader_create_pointcloud_depth_sh(sh_cfg);
}
return sh_data->pointcloud_depth;
}
GPUShader *BASIC_shaders_depth_conservative_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
if (sh_data->depth_conservative == NULL) {
sh_data->depth_conservative = BASIC_shader_create_depth_conservative_sh(sh_cfg);
}
return sh_data->depth_conservative;
}
GPUShader *BASIC_shaders_pointcloud_depth_conservative_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
if (sh_data->pointcloud_depth_conservative == NULL) {
sh_data->pointcloud_depth_conservative = BASIC_shader_create_pointcloud_depth_conservative_sh(
sh_cfg);
}
return sh_data->pointcloud_depth_conservative;
}
void BASIC_shaders_free(void)
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
GPUShader **sh_data_as_array = (GPUShader **)&e_data.sh_data[i];
for (int j = 0; j < (sizeof(BASIC_Shaders) / sizeof(GPUShader *)); j++) {
DRW_SHADER_FREE_SAFE(sh_data_as_array[j]);
}
}
}