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