diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/gpu/intern/gpu_shader.c | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (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.c | 1920 |
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; + } + } + } } |