forked from blender/blender
me-main #1
@ -3,6 +3,8 @@
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/** \file
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* \ingroup gpu
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*
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* A #GPUShader is a container for backend specific shader program.
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*/
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#pragma once
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@ -20,6 +22,162 @@ typedef struct GPUShaderCreateInfo GPUShaderCreateInfo;
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/** Opaque type hiding #blender::gpu::Shader */
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typedef struct GPUShader GPUShader;
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/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
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* This makes sure the GPUVertexFormat name buffer does not overflow. */
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#define GPU_MAX_ATTR 15
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/* Determined by the maximum uniform buffer size divided by chunk size. */
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#define GPU_MAX_UNIFORM_ATTR 8
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/* -------------------------------------------------------------------- */
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/** \name Creation
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* \{ */
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/**
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* Create a shader using the given #GPUShaderCreateInfo.
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* Can return a NULL pointer if compilation fails.
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*/
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GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info);
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/**
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* Create a shader using a named #GPUShaderCreateInfo registered at startup.
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* These are declared inside `*_info.hh` files using the `GPU_SHADER_CREATE_INFO()` macro.
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* They are also expected to have been flagged using `do_static_compilation`.
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* Can return a NULL pointer if compilation fails.
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*/
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GPUShader *GPU_shader_create_from_info_name(const char *info_name);
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/**
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* Fetch a named #GPUShaderCreateInfo registered at startup.
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* These are declared inside `*_info.hh` files using the `GPU_SHADER_CREATE_INFO()` macro.
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* Can return a NULL pointer if no match is found.
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*/
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const GPUShaderCreateInfo *GPU_shader_create_info_get(const char *info_name);
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/**
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* Error checking for user created shaders.
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* \return true is create info is valid.
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*/
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bool GPU_shader_create_info_check_error(const GPUShaderCreateInfo *_info, char r_error[128]);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Free
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* \{ */
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void GPU_shader_free(GPUShader *shader);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Binding
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* \{ */
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/**
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* Set the given shader as active shader for the active GPU context.
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* It replaces any already bound shader.
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* All following draw-calls and dispatches will use this shader.
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* Uniform functions need to have the shader bound in order to work. (TODO: until we use
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* glProgramUniform)
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*/
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void GPU_shader_bind(GPUShader *shader);
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/**
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* Unbind the active shader.
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* \note this is a no-op in release builds. But it make sense to actually do it in user land code
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* to detect incorrect API usage.
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*/
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void GPU_shader_unbind(void);
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/**
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* Return the currently bound shader to the active GPU context.
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* \return NULL pointer if no shader is bound of if no context is active.
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*/
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GPUShader *GPU_shader_get_bound(void);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Debugging introspection API.
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* \{ */
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const char *GPU_shader_get_name(GPUShader *shader);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Uniform API.
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* \{ */
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/**
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* Returns binding point location.
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* Binding location are given to be set at compile time and immutable.
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*/
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/* TODO(fclem): Make naming consistent. ubo_binding, ssbo_binding */
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int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name);
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int GPU_shader_get_texture_binding(GPUShader *shader, const char *name);
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int GPU_shader_get_ssbo(GPUShader *shader, const char *name);
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/**
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* Returns uniform location.
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* If cached, it is faster than querying the interface for each uniform assignment.
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*/
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int GPU_shader_get_uniform(GPUShader *shader, const char *name);
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/**
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* Sets a generic push constant (a.k.a. uniform).
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* \a length and \a array_size should match the create info push_constant declaration.
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*/
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void GPU_shader_uniform_vector(
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GPUShader *shader, int location, int length, int array_size, const float *value);
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void GPU_shader_uniform_vector_int(
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GPUShader *shader, int location, int length, int array_size, const int *value);
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/**
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* Sets a generic push constant (a.k.a. uniform).
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* \a length and \a array_size should match the create info push_constant declaration.
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* These functions need to have the shader bound in order to work. (TODO: until we use
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* glProgramUniform)
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*/
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void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value);
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void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value);
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void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value);
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void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y);
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void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z);
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void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w);
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void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]);
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void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]);
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void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]);
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void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2]);
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void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]);
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void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3]);
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void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]);
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void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Attribute API.
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*
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* Used to create #GPUVertexFormat from the shader's vertex input layout.
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* \{ */
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unsigned int GPU_shader_get_attribute_len(const GPUShader *shader);
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int GPU_shader_get_attribute(const GPUShader *shader, const char *name);
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bool GPU_shader_get_attribute_info(const GPUShader *shader,
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int attr_location,
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char r_name[256],
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int *r_type);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Legacy API
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*
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* All of this section is deprecated and should be ported to use the API described above.
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* \{ */
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typedef enum eGPUShaderTFBType {
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GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */
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GPU_SHADER_TFB_POINTS = 1,
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@ -53,54 +211,6 @@ GPUShader *GPU_shader_create_ex(const char *vertcode,
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const char **tf_names,
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int tf_count,
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const char *shname);
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GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info);
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GPUShader *GPU_shader_create_from_info_name(const char *info_name);
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const GPUShaderCreateInfo *GPU_shader_create_info_get(const char *info_name);
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bool GPU_shader_create_info_check_error(const GPUShaderCreateInfo *_info, char r_error[128]);
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struct GPU_ShaderCreateFromArray_Params {
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const char **vert, **geom, **frag, **defs;
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};
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/**
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* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
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*
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* Similar to #DRW_shader_create_with_lib with the ability to include libraries for each type of
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* shader.
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*
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* It has the advantage that each item can be conditionally included
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* without having to build the string inline, then free it.
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*
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* \param params: NULL terminated arrays of strings.
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*
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* Example:
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* \code{.c}
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* sh = GPU_shader_create_from_arrays({
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* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
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* .geom = (const char *[]){shader_geom_glsl, NULL},
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* .frag = (const char *[]){shader_frag_glsl, NULL},
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* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
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* });
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* \endcode
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*/
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struct GPUShader *GPU_shader_create_from_arrays_impl(
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const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line);
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#define GPU_shader_create_from_arrays(...) \
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GPU_shader_create_from_arrays_impl( \
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&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, __func__, __LINE__)
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#define GPU_shader_create_from_arrays_named(name, ...) \
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GPU_shader_create_from_arrays_impl( \
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&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, name, 0)
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void GPU_shader_free(GPUShader *shader);
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void GPU_shader_bind(GPUShader *shader);
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void GPU_shader_unbind(void);
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GPUShader *GPU_shader_get_bound(void);
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const char *GPU_shader_get_name(GPUShader *shader);
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/**
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* Returns true if transform feedback was successfully enabled.
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@ -111,6 +221,9 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader);
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/** DEPRECATED: Kept only because of BGL API. */
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int GPU_shader_get_program(GPUShader *shader);
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/**
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* Indexed commonly used uniform name for faster lookup into the uniform cache.
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*/
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typedef enum {
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GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
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GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
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@ -134,16 +247,19 @@ typedef enum {
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GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
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GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
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GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
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GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
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} GPUUniformBuiltin;
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#define GPU_NUM_UNIFORMS (GPU_UNIFORM_SRGB_TRANSFORM + 1)
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/** TODO: To be moved as private API. Not really used outside of gpu_matrix.cc and doesn't really
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* offer a noticeable perf boost. */
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int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
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/** DEPRECATED: Use hardcoded buffer location instead. */
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typedef enum {
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/** Deprecated */
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GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
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GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
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GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
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/** New ones */
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GPU_UNIFORM_BLOCK_DRW_VIEW,
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GPU_UNIFORM_BLOCK_DRW_MODEL,
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GPU_UNIFORM_BLOCK_DRW_INFOS,
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@ -152,6 +268,10 @@ typedef enum {
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GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
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} GPUUniformBlockBuiltin;
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/** DEPRECATED: Use hardcoded buffer location instead. */
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int GPU_shader_get_builtin_block(GPUShader *shader, int builtin);
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/** DEPRECATED: Use hardcoded buffer location instead. */
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typedef enum {
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GPU_STORAGE_BUFFER_DEBUG_VERTS = 0, /* drw_debug_verts_buf */
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GPU_STORAGE_BUFFER_DEBUG_PRINT, /* drw_debug_print_buf */
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@ -159,60 +279,19 @@ typedef enum {
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GPU_NUM_STORAGE_BUFFERS, /* Special value, denotes number of builtin buffer blocks. */
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} GPUStorageBufferBuiltin;
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void GPU_shader_set_srgb_uniform(GPUShader *shader);
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int GPU_shader_get_uniform(GPUShader *shader, const char *name);
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int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
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int GPU_shader_get_builtin_block(GPUShader *shader, int builtin);
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/** DEPRECATED: Use hardcoded buffer location instead. */
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int GPU_shader_get_builtin_ssbo(GPUShader *shader, int builtin);
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/** DEPRECATED: Kept only because of Python GPU API. */
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int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
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int GPU_shader_get_ssbo(GPUShader *shader, const char *name);
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int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name);
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int GPU_shader_get_texture_binding(GPUShader *shader, const char *name);
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void GPU_shader_uniform_vector(
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GPUShader *shader, int location, int length, int arraysize, const float *value);
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void GPU_shader_uniform_vector_int(
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GPUShader *shader, int location, int length, int arraysize, const int *value);
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/** DEPRECATED: To be replaced by GPU_shader_uniform_vector. */
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void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
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void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value);
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void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value);
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void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value);
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void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y);
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void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z);
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void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w);
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void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]);
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void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]);
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void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]);
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void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2]);
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void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]);
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void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3]);
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void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]);
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void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]);
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unsigned int GPU_shader_get_attribute_len(const GPUShader *shader);
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int GPU_shader_get_attribute(GPUShader *shader, const char *name);
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bool GPU_shader_get_attribute_info(const GPUShader *shader,
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int attr_location,
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char r_name[256],
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int *r_type);
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void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
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|
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/* Vertex attributes for shaders */
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/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
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* This makes sure the GPUVertexFormat name buffer does not overflow. */
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#define GPU_MAX_ATTR 15
|
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|
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/* Determined by the maximum uniform buffer size divided by chunk size. */
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#define GPU_MAX_UNIFORM_ATTR 8
|
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/** \} */
|
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|
||||
/* TODO: Move to shader shared. */
|
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typedef enum eGPUKeyframeShapes {
|
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GPU_KEYFRAME_SHAPE_DIAMOND = (1 << 0),
|
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GPU_KEYFRAME_SHAPE_CIRCLE = (1 << 1),
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|
@ -54,7 +54,7 @@ void immBindShader(GPUShader *shader)
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|
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GPU_shader_bind(shader);
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GPU_matrix_bind(shader);
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GPU_shader_set_srgb_uniform(shader);
|
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Shader::set_srgb_uniform(shader);
|
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}
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|
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void immBindBuiltinProgram(eGPUBuiltinShader shader_id)
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||||
|
@ -46,8 +46,6 @@ std::string Shader::defines_declare(const shader::ShaderCreateInfo &info) const
|
||||
using namespace blender;
|
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using namespace blender::gpu;
|
||||
|
||||
static bool gpu_shader_srgb_uniform_dirty_get();
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Creation / Destruction
|
||||
* \{ */
|
||||
@ -443,58 +441,6 @@ GPUShader *GPU_shader_create_from_python(const char *vertcode,
|
||||
return sh;
|
||||
}
|
||||
|
||||
static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
|
||||
{
|
||||
bool is_alloc = false;
|
||||
if (str_arr == nullptr) {
|
||||
*r_is_alloc = false;
|
||||
return nullptr;
|
||||
}
|
||||
/* 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);
|
||||
}
|
||||
|
||||
return str_arr[0];
|
||||
}
|
||||
|
||||
struct GPUShader *GPU_shader_create_from_arrays_impl(
|
||||
const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line)
|
||||
{
|
||||
struct {
|
||||
const char *str;
|
||||
bool is_alloc;
|
||||
} str_dst[4] = {{nullptr}};
|
||||
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);
|
||||
}
|
||||
|
||||
char name[64];
|
||||
BLI_snprintf(name, sizeof(name), "%s_%d", func, line);
|
||||
|
||||
GPUShader *sh = GPU_shader_create(
|
||||
str_dst[0].str, str_dst[1].str, str_dst[2].str, nullptr, str_dst[3].str, name);
|
||||
|
||||
for (auto &i : str_dst) {
|
||||
if (i.is_alloc) {
|
||||
MEM_freeN((void *)i.str);
|
||||
}
|
||||
}
|
||||
return sh;
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
@ -511,11 +457,11 @@ void GPU_shader_bind(GPUShader *gpu_shader)
|
||||
ctx->shader = shader;
|
||||
shader->bind();
|
||||
GPU_matrix_bind(gpu_shader);
|
||||
GPU_shader_set_srgb_uniform(gpu_shader);
|
||||
Shader::set_srgb_uniform(gpu_shader);
|
||||
}
|
||||
else {
|
||||
if (gpu_shader_srgb_uniform_dirty_get()) {
|
||||
GPU_shader_set_srgb_uniform(gpu_shader);
|
||||
if (Shader::srgb_uniform_dirty_get()) {
|
||||
Shader::set_srgb_uniform(gpu_shader);
|
||||
}
|
||||
if (GPU_matrix_dirty_get()) {
|
||||
GPU_matrix_bind(gpu_shader);
|
||||
@ -580,66 +526,66 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader)
|
||||
|
||||
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInput *uniform = interface->uniform_get(name);
|
||||
return uniform ? uniform->location : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
return interface->uniform_builtin((GPUUniformBuiltin)builtin);
|
||||
}
|
||||
|
||||
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
return interface->ubo_builtin((GPUUniformBlockBuiltin)builtin);
|
||||
}
|
||||
|
||||
int GPU_shader_get_builtin_ssbo(GPUShader *shader, int builtin)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
return interface->ssbo_builtin((GPUStorageBufferBuiltin)builtin);
|
||||
}
|
||||
|
||||
int GPU_shader_get_ssbo(GPUShader *shader, const char *name)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInput *ssbo = interface->ssbo_get(name);
|
||||
return ssbo ? ssbo->location : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInput *ubo = interface->ubo_get(name);
|
||||
return ubo ? ubo->location : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInput *ubo = interface->ubo_get(name);
|
||||
return ubo ? ubo->binding : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInput *tex = interface->uniform_get(name);
|
||||
return tex ? tex->binding : -1;
|
||||
}
|
||||
|
||||
uint GPU_shader_get_attribute_len(const GPUShader *shader)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
return interface->attr_len_;
|
||||
}
|
||||
|
||||
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
|
||||
int GPU_shader_get_attribute(const GPUShader *shader, const char *name)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInput *attr = interface->attr_get(name);
|
||||
return attr ? attr->location : -1;
|
||||
}
|
||||
@ -649,7 +595,7 @@ bool GPU_shader_get_attribute_info(const GPUShader *shader,
|
||||
char r_name[256],
|
||||
int *r_type)
|
||||
{
|
||||
ShaderInterface *interface = unwrap(shader)->interface;
|
||||
const ShaderInterface *interface = unwrap(shader)->interface;
|
||||
|
||||
const ShaderInput *attr = interface->attr_get(attr_location);
|
||||
if (!attr) {
|
||||
@ -679,15 +625,15 @@ int GPU_shader_get_program(GPUShader *shader)
|
||||
* \{ */
|
||||
|
||||
void GPU_shader_uniform_vector(
|
||||
GPUShader *shader, int loc, int len, int arraysize, const float *value)
|
||||
GPUShader *shader, int loc, int len, int array_size, const float *value)
|
||||
{
|
||||
unwrap(shader)->uniform_float(loc, len, arraysize, value);
|
||||
unwrap(shader)->uniform_float(loc, len, array_size, value);
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_vector_int(
|
||||
GPUShader *shader, int loc, int len, int arraysize, const int *value)
|
||||
GPUShader *shader, int loc, int len, int array_size, const int *value)
|
||||
{
|
||||
unwrap(shader)->uniform_int(loc, len, arraysize, value);
|
||||
unwrap(shader)->uniform_int(loc, len, array_size, value);
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_int(GPUShader *shader, int location, int value)
|
||||
@ -797,15 +743,17 @@ void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, cons
|
||||
* frame-buffer color-space.
|
||||
* \{ */
|
||||
|
||||
namespace blender::gpu {
|
||||
|
||||
static int g_shader_builtin_srgb_transform = 0;
|
||||
static bool g_shader_builtin_srgb_is_dirty = false;
|
||||
|
||||
static bool gpu_shader_srgb_uniform_dirty_get()
|
||||
bool Shader::srgb_uniform_dirty_get()
|
||||
{
|
||||
return g_shader_builtin_srgb_is_dirty;
|
||||
}
|
||||
|
||||
void GPU_shader_set_srgb_uniform(GPUShader *shader)
|
||||
void Shader::set_srgb_uniform(GPUShader *shader)
|
||||
{
|
||||
int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM);
|
||||
if (loc != -1) {
|
||||
@ -814,7 +762,7 @@ void GPU_shader_set_srgb_uniform(GPUShader *shader)
|
||||
g_shader_builtin_srgb_is_dirty = false;
|
||||
}
|
||||
|
||||
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
|
||||
void Shader::set_framebuffer_srgb_target(int use_srgb_to_linear)
|
||||
{
|
||||
if (g_shader_builtin_srgb_transform != use_srgb_to_linear) {
|
||||
g_shader_builtin_srgb_transform = use_srgb_to_linear;
|
||||
@ -822,4 +770,6 @@ void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace blender::gpu
|
||||
|
||||
/** \} */
|
||||
|
@ -71,6 +71,10 @@ class Shader {
|
||||
return name;
|
||||
};
|
||||
|
||||
static bool srgb_uniform_dirty_get();
|
||||
static void set_srgb_uniform(GPUShader *shader);
|
||||
static void set_framebuffer_srgb_target(int use_srgb_to_linear);
|
||||
|
||||
protected:
|
||||
void print_log(
|
||||
Span<const char *> sources, char *log, const char *stage, bool error, GPULogParser *parser);
|
||||
|
@ -109,7 +109,7 @@ void MTLFrameBuffer::bind(bool enabled_srgb)
|
||||
this->mark_dirty();
|
||||
}
|
||||
enabled_srgb_ = enabled_srgb;
|
||||
GPU_shader_set_framebuffer_srgb_target(enabled_srgb && srgb_);
|
||||
Shader::set_framebuffer_srgb_target(enabled_srgb && srgb_);
|
||||
}
|
||||
|
||||
/* Reset clear state on bind -- Clears and load/store ops are set after binding. */
|
||||
|
@ -280,7 +280,7 @@ void GLFrameBuffer::bind(bool enabled_srgb)
|
||||
else {
|
||||
glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
}
|
||||
GPU_shader_set_framebuffer_srgb_target(enabled_srgb && srgb_);
|
||||
Shader::set_framebuffer_srgb_target(enabled_srgb && srgb_);
|
||||
}
|
||||
|
||||
if (context_->active_fb != this) {
|
||||
|
Loading…
Reference in New Issue
Block a user