External symbols in C files need to be marked as such otherwise the linker will not find them.
89 lines
2.5 KiB
C++
89 lines
2.5 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 2020, Blender Foundation.
|
|
*/
|
|
|
|
/** \file
|
|
* \ingroup draw_engine
|
|
*/
|
|
|
|
#include "DRW_render.h"
|
|
|
|
#include "BLI_dynstr.h"
|
|
|
|
#include "GPU_batch.h"
|
|
|
|
#include "image_engine.h"
|
|
#include "image_private.hh"
|
|
|
|
extern "C" {
|
|
extern char datatoc_common_colormanagement_lib_glsl[];
|
|
extern char datatoc_common_globals_lib_glsl[];
|
|
extern char datatoc_common_view_lib_glsl[];
|
|
|
|
extern char datatoc_engine_image_frag_glsl[];
|
|
extern char datatoc_engine_image_vert_glsl[];
|
|
}
|
|
|
|
namespace blender::draw::image_engine {
|
|
|
|
struct IMAGE_Shaders {
|
|
GPUShader *image_sh[2];
|
|
};
|
|
|
|
static struct {
|
|
IMAGE_Shaders shaders;
|
|
DRWShaderLibrary *lib;
|
|
} e_data = {{{nullptr}}}; /* Engine data */
|
|
|
|
void IMAGE_shader_library_ensure()
|
|
{
|
|
if (e_data.lib == nullptr) {
|
|
e_data.lib = DRW_shader_library_create();
|
|
/* NOTE: These need to be ordered by dependencies. */
|
|
DRW_SHADER_LIB_ADD(e_data.lib, common_colormanagement_lib);
|
|
DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib);
|
|
DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
|
|
}
|
|
}
|
|
|
|
GPUShader *IMAGE_shader_image_get(bool is_tiled_image)
|
|
{
|
|
const int index = is_tiled_image ? 1 : 0;
|
|
IMAGE_Shaders *sh_data = &e_data.shaders;
|
|
if (sh_data->image_sh[index] == nullptr) {
|
|
sh_data->image_sh[index] = DRW_shader_create_with_shaderlib(
|
|
datatoc_engine_image_vert_glsl,
|
|
nullptr,
|
|
datatoc_engine_image_frag_glsl,
|
|
e_data.lib,
|
|
is_tiled_image ? "#define TILED_IMAGE\n" : nullptr);
|
|
}
|
|
return sh_data->image_sh[index];
|
|
}
|
|
|
|
void IMAGE_shader_free()
|
|
{
|
|
GPUShader **sh_data_as_array = (GPUShader **)&e_data.shaders;
|
|
for (int i = 0; i < (sizeof(IMAGE_Shaders) / sizeof(GPUShader *)); i++) {
|
|
DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
|
|
}
|
|
|
|
DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
|
|
}
|
|
|
|
} // namespace blender::draw::image_engine
|