836 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			836 lines
		
	
	
		
			23 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.
 | |
|  *
 | |
|  * The Original Code is Copyright (C) 2005 Blender Foundation.
 | |
|  * All rights reserved.
 | |
|  */
 | |
| 
 | |
| /** \file
 | |
|  * \ingroup gpu
 | |
|  */
 | |
| 
 | |
| #include "MEM_guardedalloc.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 "BLI_utildefines.h"
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| 
 | |
| #include "BKE_appdir.h"
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| #include "BKE_global.h"
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| 
 | |
| #include "DNA_space_types.h"
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| 
 | |
| #include "GPU_extensions.h"
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| #include "GPU_matrix.h"
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| #include "GPU_platform.h"
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| #include "GPU_shader.h"
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| #include "GPU_texture.h"
 | |
| #include "GPU_uniformbuffer.h"
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| 
 | |
| #include "gpu_shader_private.h"
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| 
 | |
| extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
 | |
| 
 | |
| /* Adjust these constants as needed. */
 | |
| #define MAX_DEFINE_LENGTH 256
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| #define MAX_EXT_DEFINE_LENGTH 512
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| 
 | |
| #ifndef NDEBUG
 | |
| static uint g_shaderid = 0;
 | |
| #endif
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name Convenience functions
 | |
|  * \{ */
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| 
 | |
| 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);
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| 
 | |
|   for (int i = 0; i < totcode; i++) {
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|     const char *c, *pos, *end = code[i] + strlen(code[i]);
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| 
 | |
|     if (G.debug & G_DEBUG) {
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|       fprintf(stderr, "===== shader string %d ====\n", i + 1);
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| 
 | |
|       c = code[i];
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|       while ((c < end) && (pos = strchr(c, '\n'))) {
 | |
|         fprintf(stderr, "%2d  ", line);
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|         fwrite(c, (pos + 1) - c, 1, stderr);
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|         c = pos + 1;
 | |
|         line++;
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|       }
 | |
| 
 | |
|       fprintf(stderr, "%s", c);
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   fprintf(stderr, "%s\n", log);
 | |
| }
 | |
| 
 | |
| static const char *gpu_shader_version(void)
 | |
| {
 | |
|   return "#version 330\n";
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| }
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| 
 | |
| 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");
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|       }
 | |
|       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 */
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|     strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
 | |
|   }
 | |
|   if (GLEW_ARB_shader_draw_parameters) {
 | |
|     strcat(defines, "#extension GL_ARB_shader_draw_parameters : enable\n");
 | |
|   }
 | |
|   if (GPU_arb_texture_cube_map_array_is_supported()) {
 | |
|     strcat(defines, "#extension GL_ARB_texture_cube_map_array : enable\n");
 | |
|     strcat(defines, "#define GPU_ARB_texture_cube_map_array\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");
 | |
|     if (GPU_crappy_amd_driver()) {
 | |
|       strcat(defines, "#define GPU_DEPRECATED_AMD_DRIVER\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");
 | |
|   }
 | |
| 
 | |
|   float derivatives_factors[2];
 | |
|   GPU_get_dfdy_factors(derivatives_factors);
 | |
|   if (derivatives_factors[0] == 1.0f) {
 | |
|     strcat(defines, "#define DFDX_SIGN 1.0\n");
 | |
|   }
 | |
|   else {
 | |
|     strcat(defines, "#define DFDX_SIGN -1.0\n");
 | |
|   }
 | |
| 
 | |
|   if (derivatives_factors[1] == 1.0f) {
 | |
|     strcat(defines, "#define DFDY_SIGN 1.0\n");
 | |
|   }
 | |
|   else {
 | |
|     strcat(defines, "#define DFDY_SIGN -1.0\n");
 | |
|   }
 | |
| }
 | |
| 
 | |
| #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];
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| 
 | |
|   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);
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name Creation / Destruction
 | |
|  * \{ */
 | |
| 
 | |
| GPUShader *GPU_shader_create(const char *vertexcode,
 | |
|                              const char *fragcode,
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|                              const char *geocode,
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|                              const char *libcode,
 | |
|                              const char *defines,
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|                              const char *shname)
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| {
 | |
|   return GPU_shader_create_ex(
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|       vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, shname);
 | |
| }
 | |
| 
 | |
| GPUShader *GPU_shader_create_from_python(const char *vertexcode,
 | |
|                                          const char *fragcode,
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|                                          const char *geocode,
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|                                          const char *libcode,
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|                                          const char *defines)
 | |
| {
 | |
|   char *libcodecat = NULL;
 | |
| 
 | |
|   if (libcode == NULL) {
 | |
|     libcode = datatoc_gpu_shader_colorspace_lib_glsl;
 | |
|   }
 | |
|   else {
 | |
|     libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
 | |
|   }
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| 
 | |
|   GPUShader *sh = GPU_shader_create_ex(
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|       vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, NULL);
 | |
| 
 | |
|   MEM_SAFE_FREE(libcodecat);
 | |
|   return sh;
 | |
| }
 | |
| 
 | |
| GPUShader *GPU_shader_load_from_binary(const char *binary,
 | |
|                                        const int binary_format,
 | |
|                                        const int binary_len,
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|                                        const char *shname)
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| {
 | |
|   BLI_assert(GL_ARB_get_program_binary);
 | |
|   int success;
 | |
|   int program = glCreateProgram();
 | |
| 
 | |
|   glProgramBinary(program, binary_format, binary, binary_len);
 | |
|   glGetProgramiv(program, GL_LINK_STATUS, &success);
 | |
| 
 | |
|   if (success) {
 | |
|     glUseProgram(program);
 | |
| 
 | |
|     GPUShader *shader = (GPUShader *)MEM_callocN(sizeof(*shader), __func__);
 | |
|     shader->interface = GPU_shaderinterface_create(program);
 | |
|     shader->program = program;
 | |
| 
 | |
| #ifndef NDEBUG
 | |
|     BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
 | |
| #else
 | |
|     UNUSED_VARS(shname);
 | |
| #endif
 | |
| 
 | |
|     return shader;
 | |
|   }
 | |
| 
 | |
|   glDeleteProgram(program);
 | |
|   return NULL;
 | |
| }
 | |
| 
 | |
| 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 = (GPUShader *)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"
 | |
|         "#define IN_OUT out\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"
 | |
|         "#define IN_OUT in\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;
 | |
|   }
 | |
| 
 | |
|   glUseProgram(shader->program);
 | |
|   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
 | |
| 
 | |
| 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);
 | |
| }
 | |
| 
 | |
| 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;
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name Binding
 | |
|  * \{ */
 | |
| 
 | |
| void GPU_shader_bind(GPUShader *shader)
 | |
| {
 | |
|   BLI_assert(shader && shader->program);
 | |
| 
 | |
|   glUseProgram(shader->program);
 | |
|   GPU_matrix_bind(shader->interface);
 | |
|   GPU_shader_set_srgb_uniform(shader->interface);
 | |
| }
 | |
| 
 | |
| void GPU_shader_unbind(void)
 | |
| {
 | |
|   glUseProgram(0);
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name Transform feedback
 | |
|  * \{ */
 | |
| 
 | |
| 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();
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name Uniforms / Resource location
 | |
|  * \{ */
 | |
| 
 | |
| 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 : -1;
 | |
| }
 | |
| 
 | |
| int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
 | |
| {
 | |
|   BLI_assert(shader && shader->program);
 | |
|   return GPU_shaderinterface_uniform_builtin(shader->interface,
 | |
|                                              static_cast<GPUUniformBuiltin>(builtin));
 | |
| }
 | |
| 
 | |
| int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
 | |
| {
 | |
|   BLI_assert(shader && shader->program);
 | |
|   return GPU_shaderinterface_block_builtin(shader->interface,
 | |
|                                            static_cast<GPUUniformBlockBuiltin>(builtin));
 | |
| }
 | |
| 
 | |
| 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;
 | |
| }
 | |
| 
 | |
| int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
 | |
| {
 | |
|   BLI_assert(shader && shader->program);
 | |
|   const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
 | |
|   return ubo ? ubo->binding : -1;
 | |
| }
 | |
| 
 | |
| int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
 | |
| {
 | |
|   BLI_assert(shader && shader->program);
 | |
|   const GPUShaderInput *tex = GPU_shaderinterface_uniform(shader->interface, name);
 | |
|   return tex ? tex->binding : -1;
 | |
| }
 | |
| 
 | |
| 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;
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name Getters
 | |
|  * \{ */
 | |
| 
 | |
| void *GPU_shader_get_interface(GPUShader *shader)
 | |
| {
 | |
|   return shader->interface;
 | |
| }
 | |
| 
 | |
| /* Clement : Temp */
 | |
| int GPU_shader_get_program(GPUShader *shader)
 | |
| {
 | |
|   return (int)shader->program;
 | |
| }
 | |
| 
 | |
| char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len)
 | |
| {
 | |
|   BLI_assert(GLEW_ARB_get_program_binary);
 | |
|   char *r_binary;
 | |
|   int binary_len = 0;
 | |
| 
 | |
|   glGetProgramiv(shader->program, GL_PROGRAM_BINARY_LENGTH, &binary_len);
 | |
|   r_binary = (char *)MEM_mallocN(binary_len, __func__);
 | |
|   glGetProgramBinary(shader->program, binary_len, NULL, r_binary_format, r_binary);
 | |
| 
 | |
|   if (r_binary_len) {
 | |
|     *r_binary_len = binary_len;
 | |
|   }
 | |
| 
 | |
|   return r_binary;
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name Uniforms setters
 | |
|  * \{ */
 | |
| 
 | |
| 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;
 | |
|   }
 | |
| 
 | |
|   switch (length) {
 | |
|     case 1:
 | |
|       glUniform1fv(location, arraysize, value);
 | |
|       break;
 | |
|     case 2:
 | |
|       glUniform2fv(location, arraysize, value);
 | |
|       break;
 | |
|     case 3:
 | |
|       glUniform3fv(location, arraysize, value);
 | |
|       break;
 | |
|     case 4:
 | |
|       glUniform4fv(location, arraysize, value);
 | |
|       break;
 | |
|     case 9:
 | |
|       glUniformMatrix3fv(location, arraysize, 0, value);
 | |
|       break;
 | |
|     case 16:
 | |
|       glUniformMatrix4fv(location, arraysize, 0, value);
 | |
|       break;
 | |
|     default:
 | |
|       BLI_assert(0);
 | |
|       break;
 | |
|   }
 | |
| }
 | |
| 
 | |
| void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
 | |
| {
 | |
|   if (location == -1) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   glUniform1i(location, value);
 | |
| }
 | |
| 
 | |
| void GPU_shader_uniform_vector_int(
 | |
|     GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
 | |
| {
 | |
|   if (location == -1) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   switch (length) {
 | |
|     case 1:
 | |
|       glUniform1iv(location, arraysize, value);
 | |
|       break;
 | |
|     case 2:
 | |
|       glUniform2iv(location, arraysize, value);
 | |
|       break;
 | |
|     case 3:
 | |
|       glUniform3iv(location, arraysize, value);
 | |
|       break;
 | |
|     case 4:
 | |
|       glUniform4iv(location, arraysize, value);
 | |
|       break;
 | |
|     default:
 | |
|       BLI_assert(0);
 | |
|       break;
 | |
|   }
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name sRGB Rendering Workaround
 | |
|  *
 | |
|  * The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
 | |
|  * Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
 | |
|  * the shader output color to be in sRGB space
 | |
|  * (assumed display encoded color-space as the time of writing).
 | |
|  * For this reason we have a uniform to switch the transform on and off depending on the current
 | |
|  * frame-buffer color-space.
 | |
|  * \{ */
 | |
| 
 | |
| static int g_shader_builtin_srgb_transform = 0;
 | |
| 
 | |
| void GPU_shader_set_srgb_uniform(const GPUShaderInterface *interface)
 | |
| {
 | |
|   int32_t loc = GPU_shaderinterface_uniform_builtin(interface, GPU_UNIFORM_SRGB_TRANSFORM);
 | |
|   if (loc != -1) {
 | |
|     glUniform1i(loc, g_shader_builtin_srgb_transform);
 | |
|   }
 | |
| }
 | |
| 
 | |
| void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
 | |
| {
 | |
|   g_shader_builtin_srgb_transform = use_srgb_to_linear;
 | |
| }
 | |
| 
 | |
| /** \} */
 |