diff options
author | Jarrett Johnson <jarrett.johnson> | 2021-11-08 17:43:21 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2021-11-08 17:43:50 +0300 |
commit | 495e60c0dae16a906de5d87e12f9caa8f437a728 (patch) | |
tree | 858370ea2506c72d9b738ea569202b2890ea2a68 /source/blender/draw/engines/basic/basic_shader.c | |
parent | bb6547cb5fe61b231b2cd62f5ea41b0c2cb74c30 (diff) |
Basic engine shaders test
This patch adds shader compilation tests for the basic engine in `shaders_test.cc`
Addresses T92701
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13066
Diffstat (limited to 'source/blender/draw/engines/basic/basic_shader.c')
-rw-r--r-- | source/blender/draw/engines/basic/basic_shader.c | 167 |
1 files changed, 167 insertions, 0 deletions
diff --git a/source/blender/draw/engines/basic/basic_shader.c b/source/blender/draw/engines/basic/basic_shader.c new file mode 100644 index 00000000000..4b92406d5c0 --- /dev/null +++ b/source/blender/draw/engines/basic/basic_shader.c @@ -0,0 +1,167 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Copyright 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "GPU_shader.h" + +#include "basic_private.h" + +extern char datatoc_depth_frag_glsl[]; +extern char datatoc_depth_vert_glsl[]; +extern char datatoc_conservative_depth_geom_glsl[]; + +extern char datatoc_common_view_lib_glsl[]; +extern char datatoc_common_pointcloud_lib_glsl[]; + +/* Shaders */ + +typedef struct BASIC_Shaders { + /* Depth Pre Pass */ + struct GPUShader *depth; + struct GPUShader *pointcloud_depth; + struct GPUShader *depth_conservative; + struct GPUShader *pointcloud_depth_conservative; +} BASIC_Shaders; + +static struct { + BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN]; +} e_data = {{{NULL}}}; /* Engine data */ + +static GPUShader *BASIC_shader_create_depth_sh(const GPUShaderConfigData *sh_cfg) +{ + return GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_depth_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_depth_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); +} + +static GPUShader *BASIC_shader_create_pointcloud_depth_sh(const GPUShaderConfigData *sh_cfg) +{ + return GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_common_pointcloud_lib_glsl, + datatoc_depth_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_depth_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, + "#define POINTCLOUD\n", + "#define INSTANCED_ATTR\n", + "#define UNIFORM_RESOURCE_ID\n", + NULL}, + }); +} + +static GPUShader *BASIC_shader_create_depth_conservative_sh(const GPUShaderConfigData *sh_cfg) +{ + return GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_depth_vert_glsl, + NULL}, + .geom = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_conservative_depth_geom_glsl, + NULL}, + .frag = (const char *[]){datatoc_depth_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL}, + }); +} + +static GPUShader *BASIC_shader_create_pointcloud_depth_conservative_sh( + const GPUShaderConfigData *sh_cfg) +{ + return GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_common_pointcloud_lib_glsl, + datatoc_depth_vert_glsl, + NULL}, + .geom = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_conservative_depth_geom_glsl, + NULL}, + .frag = (const char *[]){datatoc_depth_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, + "#define CONSERVATIVE_RASTER\n", + "#define POINTCLOUD\n", + "#define INSTANCED_ATTR\n", + "#define UNIFORM_RESOURCE_ID\n", + NULL}, + }); +} + +GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config) +{ + BASIC_Shaders *sh_data = &e_data.sh_data[config]; + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config]; + if (sh_data->depth == NULL) { + sh_data->depth = BASIC_shader_create_depth_sh(sh_cfg); + } + return sh_data->depth; +} + +GPUShader *BASIC_shaders_pointcloud_depth_sh_get(eGPUShaderConfig config) +{ + BASIC_Shaders *sh_data = &e_data.sh_data[config]; + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config]; + if (sh_data->pointcloud_depth == NULL) { + sh_data->pointcloud_depth = BASIC_shader_create_pointcloud_depth_sh(sh_cfg); + } + return sh_data->pointcloud_depth; +} + +GPUShader *BASIC_shaders_depth_conservative_sh_get(eGPUShaderConfig config) +{ + BASIC_Shaders *sh_data = &e_data.sh_data[config]; + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config]; + if (sh_data->depth_conservative == NULL) { + sh_data->depth_conservative = BASIC_shader_create_depth_conservative_sh(sh_cfg); + } + return sh_data->depth_conservative; +} + +GPUShader *BASIC_shaders_pointcloud_depth_conservative_sh_get(eGPUShaderConfig config) +{ + BASIC_Shaders *sh_data = &e_data.sh_data[config]; + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config]; + if (sh_data->pointcloud_depth_conservative == NULL) { + sh_data->pointcloud_depth_conservative = BASIC_shader_create_pointcloud_depth_conservative_sh( + sh_cfg); + } + return sh_data->pointcloud_depth_conservative; +} + +void BASIC_shaders_free(void) +{ + for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) { + GPUShader **sh_data_as_array = (GPUShader **)&e_data.sh_data[i]; + for (int j = 0; j < (sizeof(BASIC_Shaders) / sizeof(GPUShader *)); j++) { + DRW_SHADER_FREE_SAFE(sh_data_as_array[j]); + } + } +} |