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blender-archive/source/blender/gpu/intern/gpu_shader.c

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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_utildefines.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BKE_appdir.h"
#include "BKE_global.h"
#include "DNA_space_types.h"
#include "GPU_extensions.h"
#include "GPU_context.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniformbuffer.h"
#include "gpu_shader_private.h"
/* Adjust these constants as needed. */
#define MAX_DEFINE_LENGTH 256
#define MAX_EXT_DEFINE_LENGTH 256
/* Non-generated shaders */
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_checker_frag_glsl[];
extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl[];
extern char datatoc_gpu_shader_2D_image_vert_glsl[];
extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[];
extern char datatoc_gpu_shader_2D_widget_shadow_vert_glsl[];
extern char datatoc_gpu_shader_2D_widget_shadow_frag_glsl[];
extern char datatoc_gpu_shader_2D_nodelink_frag_glsl[];
extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_frag_glsl[];
extern char datatoc_gpu_shader_image_linear_frag_glsl[];
extern char datatoc_gpu_shader_image_color_frag_glsl[];
extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_vert_glsl[];
extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl[];
extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[];
extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_mball_handles_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_edituvs_points_vert_glsl[];
extern char datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl[];
extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[];
extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[];
extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[];
extern char datatoc_gpu_shader_3D_selection_id_vert_glsl[];
extern char datatoc_gpu_shader_selection_id_frag_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[];
extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_geom_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
extern char datatoc_gpu_shader_text_simple_vert_glsl[];
extern char datatoc_gpu_shader_text_simple_geom_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[];
extern char datatoc_gpu_shader_gpencil_fill_vert_glsl[];
extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[];
extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
const struct GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN] = {
[GPU_SHADER_CFG_DEFAULT] = {
.lib = "",
.def = "",
},
[GPU_SHADER_CFG_CLIPPED] = {
.lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl,
.def = "#define USE_WORLD_CLIP_PLANES\n",
},
};
/* cache of built-in shaders (each is created on first use) */
static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{NULL}};
#ifndef NDEBUG
static uint g_shaderid = 0;
#endif
typedef struct {
const char *vert;
/** Optional. */
const char *geom;
const char *frag;
/** Optional. */
const char *defs;
} GPUShaderStages;
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
{
int line = 1;
fprintf(stderr, "GPUShader: %s error:\n", task);
for (int i = 0; i < totcode; i++) {
const char *c, *pos, *end = code[i] + strlen(code[i]);
if (G.debug & G_DEBUG) {
fprintf(stderr, "===== shader string %d ====\n", i + 1);
c = code[i];
while ((c < end) && (pos = strchr(c, '\n'))) {
fprintf(stderr, "%2d ", line);
fwrite(c, (pos + 1) - c, 1, stderr);
c = pos + 1;
line++;
}
fprintf(stderr, "%s", c);
}
}
fprintf(stderr, "%s\n", log);
}
static const char *gpu_shader_version(void)
{
return "#version 330\n";
}
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
{
/* enable extensions for features that are not part of our base GLSL version
* don't use an extension for something already available!
*/
if (GLEW_ARB_texture_gather) {
/* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
* is reported to be supported but yield a compile error (see T55802). */
if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
* shader so double check the preprocessor define (see T56544). */
if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
strcat(defines, "#ifdef GL_ARB_texture_gather\n");
strcat(defines, "# define GPU_ARB_texture_gather\n");
strcat(defines, "#endif\n");
}
else {
strcat(defines, "#define GPU_ARB_texture_gather\n");
}
}
}
if (GLEW_ARB_texture_query_lod) {
/* a #version 400 feature, but we use #version 330 maximum so use extension */
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
}
}
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
{
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_ATI\n");
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_NVIDIA\n");
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_INTEL\n");
/* some useful defines to detect OS type */
if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY))
strcat(defines, "#define OS_WIN\n");
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY))
strcat(defines, "#define OS_MAC\n");
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY))
strcat(defines, "#define OS_UNIX\n");
return;
}
GPUShader *GPU_shader_create(
const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
const char *shname)
{
return GPU_shader_create_ex(
vertexcode,
fragcode,
geocode,
libcode,
defines,
GPU_SHADER_TFB_NONE,
NULL,
0,
shname);
}
#define DEBUG_SHADER_NONE ""
#define DEBUG_SHADER_VERTEX "vert"
#define DEBUG_SHADER_FRAGMENT "frag"
#define DEBUG_SHADER_GEOMETRY "geom"
/**
* Dump GLSL shaders to disk
*
* This is used for profiling shader performance externally and debug if shader code is correct.
* If called with no code, it simply bumps the shader index, so different shaders for the same
* program share the same index.
*/
static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
{
if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
return;
}
/* We use the same shader index for shaders in the same program.
* So we call this function once before calling for the individual shaders. */
static int shader_index = 0;
if (code == NULL) {
shader_index++;
BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
return;
}
/* Determine the full path of the new shader. */
char shader_path[FILE_MAX];
char file_name[512] = {'\0'};
sprintf(file_name, "%04d.%s", shader_index, extension);
BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
/* Write shader to disk. */
FILE *f = fopen(shader_path, "w");
if (f == NULL) {
printf("Error writing to file: %s\n", shader_path);
}
for (int j = 0; j < num_shaders; j++) {
fprintf(f, "%s", code[j]);
}
fclose(f);
printf("Shader file written to disk: %s\n", shader_path);
}
GPUShader *GPU_shader_create_ex(
const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
const eGPUShaderTFBType tf_type,
const char **tf_names,
const int tf_count,
const char *shname)
{
GLint status;
GLchar log[5000];
GLsizei length = 0;
GPUShader *shader;
char standard_defines[MAX_DEFINE_LENGTH] = "";
char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
#ifndef NDEBUG
BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
#else
UNUSED_VARS(shname);
#endif
/* At least a vertex shader and a fragment shader are required. */
BLI_assert((fragcode != NULL) && (vertexcode != NULL));
if (vertexcode)
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
if (fragcode)
shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
if (geocode)
shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
shader->program = glCreateProgram();
if (!shader->program ||
(vertexcode && !shader->vertex) ||
(fragcode && !shader->fragment) ||
(geocode && !shader->geometry))
{
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
gpu_shader_standard_defines(standard_defines);
gpu_shader_standard_extensions(standard_extensions);
if (vertexcode) {
const char *source[6];
/* custom limit, may be too small, beware */
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = "#define GPU_VERTEX_SHADER\n";
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
source[num_source++] = vertexcode;
gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
glAttachShader(shader->program, shader->vertex);
glShaderSource(shader->vertex, num_source, source, NULL);
glCompileShader(shader->vertex);
glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
}
if (fragcode) {
const char *source[7];
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = "#define GPU_FRAGMENT_SHADER\n";
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
if (libcode) source[num_source++] = libcode;
source[num_source++] = fragcode;
gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
glAttachShader(shader->program, shader->fragment);
glShaderSource(shader->fragment, num_source, source, NULL);
glCompileShader(shader->fragment);
glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
}
if (geocode) {
const char *source[6];
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = "#define GPU_GEOMETRY_SHADER\n";
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
source[num_source++] = geocode;
gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
glAttachShader(shader->program, shader->geometry);
glShaderSource(shader->geometry, num_source, source, NULL);
glCompileShader(shader->geometry);
glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
}
if (tf_names != NULL) {
glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
/* Primitive type must be setup */
BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
shader->feedback_transform_type = tf_type;
}
glLinkProgram(shader->program);
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
if (!status) {
glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
/* print attached shaders in pipeline order */
if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
if (geocode) shader_print_errors("linking", log, &geocode, 1);
if (libcode) shader_print_errors("linking", log, &libcode, 1);
if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
GPU_shader_free(shader);
return NULL;
}
shader->interface = GPU_shaderinterface_create(shader->program);
return shader;
}
#undef DEBUG_SHADER_GEOMETRY
#undef DEBUG_SHADER_FRAGMENT
#undef DEBUG_SHADER_VERTEX
#undef DEBUG_SHADER_NONE
static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
{
bool is_alloc = false;
if (str_arr == NULL) {
*r_is_alloc = false;
return NULL;
}
/* 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);
}
else {
return str_arr[0];
}
}
/**
* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
*
* Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
*
* It has the advantage that each item can be conditionally included
* without having to build the string inline, then free it.
*
* \param params: NULL terminated arrays of strings.
*
* Example:
* \code{.c}
* sh = GPU_shader_create_from_arrays({
* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
* .geom = (const char *[]){shader_geom_glsl, NULL},
* .frag = (const char *[]){shader_frag_glsl, NULL},
* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
* });
* \endcode
*/
struct GPUShader *GPU_shader_create_from_arrays_impl(
const struct GPU_ShaderCreateFromArray_Params *params)
{
struct { const char *str; bool is_alloc;} str_dst[4] = {{0}};
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);
}
GPUShader *sh = GPU_shader_create(
str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, __func__);
for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
if (str_dst[i].is_alloc) {
MEM_freeN((void *)str_dst[i].str);
}
}
return sh;
}
void GPU_shader_bind(GPUShader *shader)
{
BLI_assert(shader && shader->program);
glUseProgram(shader->program);
GPU_matrix_bind(shader->interface);
}
void GPU_shader_unbind(void)
{
glUseProgram(0);
}
bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
{
if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
return false;
}
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
switch (shader->feedback_transform_type) {
case GPU_SHADER_TFB_POINTS: glBeginTransformFeedback(GL_POINTS); return true;
case GPU_SHADER_TFB_LINES: glBeginTransformFeedback(GL_LINES); return true;
case GPU_SHADER_TFB_TRIANGLES: glBeginTransformFeedback(GL_TRIANGLES); return true;
default: return false;
}
}
void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
{
glEndTransformFeedback();
}
void GPU_shader_free(GPUShader *shader)
{
#if 0 /* Would be nice to have, but for now the Deferred compilation
* does not have a GPUContext. */
BLI_assert(GPU_context_active_get() != NULL);
#endif
BLI_assert(shader);
if (shader->vertex)
glDeleteShader(shader->vertex);
if (shader->geometry)
glDeleteShader(shader->geometry);
if (shader->fragment)
glDeleteShader(shader->fragment);
if (shader->program)
glDeleteProgram(shader->program);
if (shader->interface)
GPU_shaderinterface_discard(shader->interface);
MEM_freeN(shader);
}
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
return uniform ? uniform->location : -2;
}
int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(shader->interface, name);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
{
BLI_assert(shader && shader->program);
const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(shader->interface, builtin);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
return ubo ? ubo->location : -1;
}
void *GPU_shader_get_interface(GPUShader *shader)
{
return shader->interface;
}
/* Clement : Temp */
int GPU_shader_get_program(GPUShader *shader)
{
return (int)shader->program;
}
void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
{
if (location == -1)
return;
glUniform1f(location, value);
}
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
{
if (location == -1 || value == NULL)
return;
if (length == 1) glUniform1fv(location, arraysize, value);
else if (length == 2) glUniform2fv(location, arraysize, value);
else if (length == 3) glUniform3fv(location, arraysize, value);
else if (length == 4) glUniform4fv(location, arraysize, value);
else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
}
void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
{
if (location == -1)
return;
if (length == 1) glUniform1iv(location, arraysize, value);
else if (length == 2) glUniform2iv(location, arraysize, value);
else if (length == 3) glUniform3iv(location, arraysize, value);
else if (length == 4) glUniform4iv(location, arraysize, value);
}
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
{
if (location == -1)
return;
glUniform1i(location, value);
}
void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
{
int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
if (location == -1) {
return;
}
glUniformBlockBinding(shader->program, location, bindpoint);
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
int number = GPU_texture_bound_number(tex);
if (number == -1) {
fprintf(stderr, "Texture is not bound.\n");
BLI_assert(0);
return;
}
if (location == -1)
return;
glUniform1i(location, number);
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
return attr ? attr->location : -1;
}
static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_TEXT] = {
.vert = datatoc_gpu_shader_text_vert_glsl,
.geom = datatoc_gpu_shader_text_geom_glsl,
.frag = datatoc_gpu_shader_text_frag_glsl,
},
[GPU_SHADER_TEXT_SIMPLE] = {
.vert = datatoc_gpu_shader_text_simple_vert_glsl,
.geom = datatoc_gpu_shader_text_simple_geom_glsl,
.frag = datatoc_gpu_shader_text_frag_glsl,
},
[GPU_SHADER_KEYFRAME_DIAMOND] = {
.vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
.frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
},
/* This version is magical but slow! */
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = {
.vert = datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
.geom = datatoc_gpu_shader_edges_front_back_persp_geom_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = {
.vert = datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_EDGES_OVERLAY_SIMPLE] = {
.vert = datatoc_gpu_shader_3D_vert_glsl,
.geom = datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
.frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
},
[GPU_SHADER_EDGES_OVERLAY] = {
.vert = datatoc_gpu_shader_edges_overlay_vert_glsl,
.geom = datatoc_gpu_shader_edges_overlay_geom_glsl,
.frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
},
[GPU_SHADER_SIMPLE_LIGHTING] = {
.vert = datatoc_gpu_shader_3D_normal_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
},
/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = {
.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
.defs =
"#define USE_FLAT_NORMAL\n",
},
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = {
.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
},
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = {
.vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = {
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
},
[GPU_SHADER_3D_IMAGE_DEPTH] = {
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_depth_linear_frag_glsl,
},
[GPU_SHADER_3D_IMAGE_DEPTH_COPY] = {
.vert = datatoc_gpu_shader_3D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_depth_copy_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs =
"#define SAMPLES 2\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs =
"#define SAMPLES 4\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs =
"#define SAMPLES 8\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs =
"#define SAMPLES 16\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs =
"#define SAMPLES 2\n"
"#define USE_DEPTH\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs =
"#define SAMPLES 4\n"
"#define USE_DEPTH\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs =
"#define SAMPLES 8\n"
"#define USE_DEPTH\n",
},
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
.defs =
"#define SAMPLES 16\n"
"#define USE_DEPTH\n",
},
[GPU_SHADER_2D_IMAGE_INTERLACE] = {
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_interlace_frag_glsl,
},
[GPU_SHADER_2D_CHECKER] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_checker_frag_glsl,
},
[GPU_SHADER_2D_DIAG_STRIPES] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_diag_stripes_frag_glsl,
},
[GPU_SHADER_2D_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_2D_FLAT_COLOR] = {
.vert = datatoc_gpu_shader_2D_flat_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_2D_SMOOTH_COLOR] = {
.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
},
[GPU_SHADER_2D_SMOOTH_COLOR_DITHER] = {
.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = {
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_linear_frag_glsl,
},
[GPU_SHADER_2D_IMAGE] = {
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_COLOR] = {
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_color_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = {
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = {
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_alpha_color_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = {
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_RECT_COLOR] = {
.vert = datatoc_gpu_shader_2D_image_rect_vert_glsl,
.frag = datatoc_gpu_shader_image_color_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = {
.vert = datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
.frag = datatoc_gpu_shader_image_varying_color_frag_glsl,
},
[GPU_SHADER_3D_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_3D_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND] = {
.vert = datatoc_gpu_shader_3D_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
.defs =
"#define USE_BACKGROUND\n",
},
[GPU_SHADER_3D_FLAT_COLOR] = {
.vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_3D_SMOOTH_COLOR] = {
.vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl,
},
[GPU_SHADER_3D_DEPTH_ONLY] = {
.vert = datatoc_gpu_shader_3D_vert_glsl,
.frag = datatoc_gpu_shader_depth_only_frag_glsl,
},
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_GROUNDPOINT] = {
.vert = datatoc_gpu_shader_3D_groundpoint_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_GROUNDLINE] = {
.vert = datatoc_gpu_shader_3D_passthrough_vert_glsl,
.geom = datatoc_gpu_shader_3D_groundline_geom_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
.geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
},
[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
.geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
},
[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] = {
.vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
.defs =
"#define USE_INSTANCE_COLOR\n",
},
[GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = {
.vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = {
.vert = datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = {
.vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
.defs =
"#define AXIS_NAME\n",
},
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = {
.vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_CAMERA] = {
.vert = datatoc_gpu_shader_instance_camera_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_DISTANCE_LINES] = {
.vert = datatoc_gpu_shader_instance_distance_line_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
},
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] = {
.vert = datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
.vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
.vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] = {
.vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl,
},
[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_3D_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = {
.vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] = {
.vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
.vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
},
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
.vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
},
[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_instance_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] = {
.vert = datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
.frag = datatoc_gpu_shader_flat_id_frag_glsl,
.defs =
"#define UNIFORM_SCALE\n",
},
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] = {
.vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
.defs =
"#define UNIFORM_SCALE\n",
},
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] = {
.vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = {
.vert = datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
.geom = datatoc_gpu_shader_instance_edges_variying_color_geom_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_2D_AREA_EDGES] = {
.vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
.frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
},
[GPU_SHADER_2D_WIDGET_BASE] = {
.vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
.frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
},
[GPU_SHADER_2D_WIDGET_BASE_INST] = {
.vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
.frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
.defs =
"#define USE_INSTANCE\n",
},
[GPU_SHADER_2D_WIDGET_SHADOW] = {
.vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
.frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
},
[GPU_SHADER_2D_NODELINK] = {
.vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
.frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
},
[GPU_SHADER_2D_NODELINK_INST] = {
.vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
.frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
.defs =
"#define USE_INSTANCE\n",
},
[GPU_SHADER_2D_UV_UNIFORM_COLOR] = {
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
.defs =
"#define UV_POS\n",
},
[GPU_SHADER_2D_UV_VERTS] = {
.vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
},
[GPU_SHADER_2D_UV_FACEDOTS] = {
.vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_2D_UV_EDGES] = {
.vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_2D_UV_EDGES_SMOOTH] = {
.vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
.defs =
"#define SMOOTH_COLOR\n",
},
[GPU_SHADER_2D_UV_FACES] = {
.vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_2D_UV_FACES_STRETCH_AREA] = {
.vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
},
[GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] = {
.vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
.defs =
"#define STRETCH_ANGLE\n",
},
[GPU_SHADER_3D_FLAT_SELECT_ID] = {
.vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
.frag = datatoc_gpu_shader_selection_id_frag_glsl,
},
[GPU_SHADER_3D_UNIFORM_SELECT_ID] = {
.vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
.frag = datatoc_gpu_shader_selection_id_frag_glsl,
.defs =
"#define UNIFORM_ID\n",
},
[GPU_SHADER_GPENCIL_STROKE] = {
.vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl,
.geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
.frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
},
[GPU_SHADER_GPENCIL_FILL] = {
.vert = datatoc_gpu_shader_gpencil_fill_vert_glsl,
.frag = datatoc_gpu_shader_gpencil_fill_frag_glsl,
},
};
GPUShader *GPU_shader_get_builtin_shader_with_config(
eGPUBuiltinShader shader, eGPUShaderConfig sh_cfg)
{
BLI_assert(shader < GPU_SHADER_BUILTIN_LEN);
BLI_assert(sh_cfg < GPU_SHADER_CFG_LEN);
GPUShader **sh_p = &builtin_shaders[sh_cfg][shader];
if (*sh_p == NULL) {
GPUShaderStages stages_legacy = {NULL};
const GPUShaderStages *stages = &builtin_shader_stages[shader];
if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP) {
/* TODO: remove after switch to core profile (maybe) */
if (!GLEW_VERSION_3_2) {
stages_legacy.vert = datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl;
stages_legacy.frag = datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl;
stages = &stages_legacy;
}
}
else if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR) {
/* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
/* TODO: remove after switch to core profile (maybe) */
if (!GLEW_VERSION_3_2) {
stages_legacy.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl;
stages_legacy.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl;
stages = &stages_legacy;
}
}
/* common case */
if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
*sh_p = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, stages->defs, __func__);
}
else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
/* Remove eventually, for now ensure support for each shader has been added. */
BLI_assert(ELEM(shader,
GPU_SHADER_3D_UNIFORM_COLOR,
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
GPU_SHADER_CAMERA,
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED,
GPU_SHADER_3D_GROUNDLINE,
GPU_SHADER_3D_GROUNDPOINT,
GPU_SHADER_DISTANCE_LINES,
GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
GPU_SHADER_3D_FLAT_SELECT_ID,
GPU_SHADER_3D_UNIFORM_SELECT_ID) ||
ELEM(shader,
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR));
const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
/* In rare cases geometry shaders calculate clipping themselves. */
*sh_p = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib, stages->vert, NULL},
.geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
.frag = (const char *[]){stages->frag, NULL},
.defs = (const char *[]){world_clip_def, stages->defs, NULL},
});
}
else {
BLI_assert(0);
}
}
return *sh_p;
}
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
{
return GPU_shader_get_builtin_shader_with_config(shader, GPU_SHADER_CFG_DEFAULT);
}
void GPU_shader_get_builtin_shader_code(
eGPUBuiltinShader shader,
const char **r_vert, const char **r_frag,
const char **r_geom, const char **r_defines)
{
const GPUShaderStages *stages = &builtin_shader_stages[shader];
*r_vert = stages->vert;
*r_frag = stages->frag;
*r_geom = stages->geom;
*r_defines = stages->defs;
}
void GPU_shader_free_builtin_shaders(void)
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
for (int j = 0; j < GPU_SHADER_BUILTIN_LEN; j++) {
if (builtin_shaders[i][j]) {
GPU_shader_free(builtin_shaders[i][j]);
builtin_shaders[i][j] = NULL;
}
}
}
}