Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/gpu/intern/gpu_shader.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader.c')
-rw-r--r--source/blender/gpu/intern/gpu_shader.c1920
1 files changed, 1004 insertions, 916 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 21807e07643..dd8035e2618 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -173,14 +173,16 @@ 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",
- },
+ [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) */
@@ -191,115 +193,106 @@ static uint g_shaderid = 0;
#endif
typedef struct {
- const char *vert;
- /** Optional. */
- const char *geom;
- const char *frag;
- /** Optional. */
- const char *defs;
+ 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;
+ int line = 1;
- fprintf(stderr, "GPUShader: %s error:\n", task);
+ fprintf(stderr, "GPUShader: %s error:\n", task);
- for (int i = 0; i < totcode; i++) {
- const char *c, *pos, *end = code[i] + strlen(code[i]);
+ 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);
+ 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++;
- }
+ 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", c);
+ }
+ }
- fprintf(stderr, "%s\n", log);
+ fprintf(stderr, "%s\n", log);
}
static const char *gpu_shader_version(void)
{
- return "#version 330\n";
+ 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");
- }
+ /* 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;
+ /* 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)
+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);
+ return GPU_shader_create_ex(
+ vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, shname);
}
#define DEBUG_SHADER_NONE ""
@@ -316,204 +309,208 @@ GPUShader *GPU_shader_create(
*/
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);
+ 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)
+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] = "";
+ 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);
+ 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++);
+ BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
#else
- UNUSED_VARS(shname);
+ UNUSED_VARS(shname);
#endif
- /* At least a vertex shader and a fragment shader are required. */
- BLI_assert((fragcode != NULL) && (vertexcode != NULL));
+ /* 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);
+ 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();
+ 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;
- }
+ 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);
+ 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;
+ 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
@@ -523,28 +520,28 @@ GPUShader *GPU_shader_create_ex(
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];
- }
+ 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];
+ }
}
/**
@@ -568,724 +565,815 @@ static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_i
* \endcode
*/
struct GPUShader *GPU_shader_create_from_arrays_impl(
- const struct GPU_ShaderCreateFromArray_Params *params)
+ 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;
+ 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);
+ BLI_assert(shader && shader->program);
- glUseProgram(shader->program);
- GPU_matrix_bind(shader->interface);
+ glUseProgram(shader->program);
+ GPU_matrix_bind(shader->interface);
}
void GPU_shader_unbind(void)
{
- glUseProgram(0);
+ 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;
- }
+ 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();
+ 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);
+ BLI_assert(GPU_context_active_get() != NULL);
#endif
- BLI_assert(shader);
+ 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->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);
+ if (shader->interface)
+ GPU_shaderinterface_discard(shader->interface);
- MEM_freeN(shader);
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ return shader->interface;
}
/* Clement : Temp */
int GPU_shader_get_program(GPUShader *shader)
{
- return (int)shader->program;
+ return (int)shader->program;
}
void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
{
- if (location == -1)
- return;
+ if (location == -1)
+ return;
- glUniform1f(location, value);
+ glUniform1f(location, value);
}
-void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *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);
+ 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)
+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);
+ 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;
+ if (location == -1)
+ return;
- glUniform1i(location, value);
+ glUniform1i(location, value);
}
void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
{
- int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
+ int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
- if (location == -1) {
- return;
- }
+ if (location == -1) {
+ return;
+ }
- glUniformBlockBinding(shader->program, location, bindpoint);
+ glUniformBlockBinding(shader->program, location, bindpoint);
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
- int number = GPU_texture_bound_number(tex);
+ int number = GPU_texture_bound_number(tex);
- if (number == -1) {
- fprintf(stderr, "Texture is not bound.\n");
- BLI_assert(0);
- return;
- }
+ if (number == -1) {
+ fprintf(stderr, "Texture is not bound.\n");
+ BLI_assert(0);
+ return;
+ }
- if (location == -1)
- return;
+ if (location == -1)
+ return;
- glUniform1i(location, number);
+ 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;
+ 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,
- },
+ [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)
+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;
+ 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);
+ 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)
+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;
+ 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;
- }
- }
- }
+ 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;
+ }
+ }
+ }
}