This was getting in the way in multiple instances. Compute shaders dispatch are still made in the presence of the last bound framebuffer even if they do not interact with it.
110 lines
3.6 KiB
C++
110 lines
3.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "glew-mx.h"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_private.hh"
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namespace blender {
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namespace gpu {
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/**
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* Implementation of shader compilation and uniforms handling using OpenGL.
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*/
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class GLShader : public Shader {
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friend shader::ShaderCreateInfo;
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friend shader::StageInterfaceInfo;
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private:
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/** Handle for full program (links shader stages below). */
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GLuint shader_program_ = 0;
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/** Individual shader stages. */
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GLuint vert_shader_ = 0;
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GLuint geom_shader_ = 0;
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GLuint frag_shader_ = 0;
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GLuint compute_shader_ = 0;
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/** True if any shader failed to compile. */
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bool compilation_failed_ = false;
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eGPUShaderTFBType transform_feedback_type_ = GPU_SHADER_TFB_NONE;
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public:
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GLShader(const char *name);
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~GLShader();
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/** Return true on success. */
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void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
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void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
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void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
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void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
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bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
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std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
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std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
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std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
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/** Should be called before linking. */
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void transform_feedback_names_set(Span<const char *> name_list,
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eGPUShaderTFBType geom_type) override;
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bool transform_feedback_enable(GPUVertBuf *buf) override;
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void transform_feedback_disable() override;
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void bind() override;
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void unbind() override;
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void uniform_float(int location, int comp_len, int array_size, const float *data) override;
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void uniform_int(int location, int comp_len, int array_size, const int *data) override;
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void vertformat_from_shader(GPUVertFormat *format) const override;
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/** DEPRECATED: Kept only because of BGL API. */
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int program_handle_get() const override;
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bool is_compute() const
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{
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return compute_shader_ != 0;
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}
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private:
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char *glsl_patch_get(GLenum gl_stage);
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/** Create, compile and attach the shader stage to the shader program. */
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GLuint create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources);
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/**
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* \brief features available on newer implementation such as native barycentric coordinates
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* and layered rendering, necessitate a geometry shader to work on older hardware.
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*/
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std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
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bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info);
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MEM_CXX_CLASS_ALLOC_FUNCS("GLShader");
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};
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class GLLogParser : public GPULogParser {
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public:
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char *parse_line(char *log_line, GPULogItem &log_item) override;
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protected:
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char *skip_severity_prefix(char *log_line, GPULogItem &log_item);
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char *skip_severity_keyword(char *log_line, GPULogItem &log_item);
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MEM_CXX_CLASS_ALLOC_FUNCS("GLLogParser");
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};
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} // namespace gpu
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} // namespace blender
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