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authormano-wii <germano.costa@ig.com.br>2018-09-14 15:32:19 +0300
committermano-wii <germano.costa@ig.com.br>2018-09-14 15:46:19 +0300
commit1287965089a851c46e9a1a23c55ebc90b00b4e14 (patch)
tree430505da2894fda1e95ccb82b6bc4845ee7d5c4c /source/blender
parentd15928c2344718e47d9025fe5b18ff033366dc5c (diff)
GPU module: Initial implementation of the `gpu.shader` submodule.
Differential Revision: https://developer.blender.org/D3688
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/GPU_shader.h5
-rw-r--r--source/blender/gpu/intern/gpu_shader.c593
-rw-r--r--source/blender/python/gpu/CMakeLists.txt2
-rw-r--r--source/blender/python/gpu/gpu_py_api.c10
-rw-r--r--source/blender/python/gpu/gpu_py_batch.c23
-rw-r--r--source/blender/python/gpu/gpu_py_shader.c635
-rw-r--r--source/blender/python/gpu/gpu_py_shader.h41
-rw-r--r--source/blender/python/gpu/gpu_py_types.c3
-rw-r--r--source/blender/python/gpu/gpu_py_types.h1
9 files changed, 1073 insertions, 240 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index c9a87a7e187..8b0a1b2b51f 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -366,6 +366,11 @@ typedef enum GPUInterlaceShader {
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
+void GPU_shader_get_builtin_shader_code(
+ GPUBuiltinShader shader,
+ const char **vert, const char **frag,
+ const char **geom, const char **defines);
+
void GPU_shader_free_builtin_shaders(void);
/* Vertex attributes for shaders */
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 55ba862548e..5c3776fc7b7 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -648,251 +648,352 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name)
return attrib ? attrib->location : -1;
}
+static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
+ [GPU_SHADER_SMOKE] =
+ { datatoc_gpu_shader_smoke_vert_glsl,
+ datatoc_gpu_shader_smoke_frag_glsl },
+ [GPU_SHADER_SMOKE_FIRE] =
+ { datatoc_gpu_shader_smoke_vert_glsl,
+ datatoc_gpu_shader_smoke_frag_glsl },
+ [GPU_SHADER_SMOKE_COBA] =
+ { datatoc_gpu_shader_smoke_vert_glsl,
+ datatoc_gpu_shader_smoke_frag_glsl },
+
+ [GPU_SHADER_TEXT] =
+ { datatoc_gpu_shader_text_vert_glsl,
+ datatoc_gpu_shader_text_frag_glsl,
+ datatoc_gpu_shader_text_geom_glsl },
+ [GPU_SHADER_TEXT_SIMPLE] =
+ { datatoc_gpu_shader_text_simple_vert_glsl,
+ datatoc_gpu_shader_text_frag_glsl,
+ datatoc_gpu_shader_text_simple_geom_glsl },
+ [GPU_SHADER_KEYFRAME_DIAMOND] =
+ { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
+ datatoc_gpu_shader_keyframe_diamond_frag_glsl },
+ [GPU_SHADER_EDGES_FRONT_BACK_PERSP] =
+ { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl, /* this version is */
+ datatoc_gpu_shader_edges_front_back_persp_geom_glsl }, /* magical but slooow */
+ [GPU_SHADER_EDGES_FRONT_BACK_ORTHO] =
+ { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_EDGES_OVERLAY_SIMPLE] =
+ { datatoc_gpu_shader_3D_vert_glsl,
+ datatoc_gpu_shader_edges_overlay_frag_glsl,
+ datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
+ [GPU_SHADER_EDGES_OVERLAY] =
+ { datatoc_gpu_shader_edges_overlay_vert_glsl,
+ datatoc_gpu_shader_edges_overlay_frag_glsl,
+ datatoc_gpu_shader_edges_overlay_geom_glsl },
+ [GPU_SHADER_SIMPLE_LIGHTING] =
+ { datatoc_gpu_shader_3D_normal_vert_glsl,
+ datatoc_gpu_shader_simple_lighting_frag_glsl },
+ /* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
+ [GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] =
+ { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
+ datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
+ [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] =
+ { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
+ datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
+ [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] =
+ { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
+ datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
+
+ [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] =
+ { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_DEPTH] =
+ { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_depth_linear_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_DEPTH_COPY] =
+ { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_depth_copy_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+
+ [GPU_SHADER_2D_IMAGE_INTERLACE] =
+ { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_interlace_frag_glsl },
+ [GPU_SHADER_2D_CHECKER] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_checker_frag_glsl },
+
+ [GPU_SHADER_2D_DIAG_STRIPES] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_diag_stripes_frag_glsl },
+
+ [GPU_SHADER_2D_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_2D_FLAT_COLOR] =
+ { datatoc_gpu_shader_2D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_2D_SMOOTH_COLOR] =
+ { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
+ datatoc_gpu_shader_2D_smooth_color_frag_glsl },
+ [GPU_SHADER_2D_SMOOTH_COLOR_DITHER] =
+ { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
+ datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] =
+ { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_linear_frag_glsl },
+ [GPU_SHADER_2D_IMAGE] =
+ { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_COLOR] =
+ { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] =
+ { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_desaturate_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_ALPHA_COLOR] =
+ { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_alpha_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
+ { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_shuffle_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_RECT_COLOR] =
+ { datatoc_gpu_shader_2D_image_rect_vert_glsl,
+ datatoc_gpu_shader_image_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] =
+ { datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
+ datatoc_gpu_shader_image_varying_color_frag_glsl },
+
+ [GPU_SHADER_3D_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_3D_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_UNIFORM_COLOR_U32] =
+ { datatoc_gpu_shader_3D_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_FLAT_COLOR] =
+ { datatoc_gpu_shader_3D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_3D_FLAT_COLOR_U32] =
+ { datatoc_gpu_shader_3D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_3D_SMOOTH_COLOR] =
+ { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
+ datatoc_gpu_shader_3D_smooth_color_frag_glsl },
+ [GPU_SHADER_3D_DEPTH_ONLY] =
+ { datatoc_gpu_shader_3D_vert_glsl,
+ datatoc_gpu_shader_depth_only_frag_glsl },
+ [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl },
+
+ [GPU_SHADER_3D_GROUNDPOINT] =
+ { datatoc_gpu_shader_3D_groundpoint_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_GROUNDLINE] =
+ { datatoc_gpu_shader_3D_passthrough_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ datatoc_gpu_shader_3D_groundline_geom_glsl },
+
+ [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
+ datatoc_gpu_shader_2D_line_dashed_frag_glsl,
+ datatoc_gpu_shader_2D_line_dashed_geom_glsl },
+ [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
+ datatoc_gpu_shader_2D_line_dashed_frag_glsl,
+ datatoc_gpu_shader_2D_line_dashed_geom_glsl },
+
+ [GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
+ { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
+ datatoc_gpu_shader_simple_lighting_frag_glsl},
+ [GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] =
+ { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] =
+ { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] =
+ { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] =
+ { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+
+ [GPU_SHADER_CAMERA] =
+ { datatoc_gpu_shader_instance_camera_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+ [GPU_SHADER_DISTANCE_LINES] =
+ { datatoc_gpu_shader_instance_distance_line_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl},
+
+ [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
+ { datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
+ { datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
+ { datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
+ { datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
+ [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_3D_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
+ { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
+ { datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_frag_glsl },
+ [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
+ { datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
+ [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
+ { datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
+
+ [GPU_SHADER_INSTANCE_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_instance_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl },
+ [GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] =
+ { datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
+ datatoc_gpu_shader_flat_id_frag_glsl },
+ [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
+ { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] =
+ { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] =
+ { datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
+
+ [GPU_SHADER_2D_AREA_EDGES] =
+ { datatoc_gpu_shader_2D_area_borders_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl},
+ [GPU_SHADER_2D_WIDGET_BASE] =
+ { datatoc_gpu_shader_2D_widget_base_vert_glsl,
+ datatoc_gpu_shader_2D_widget_base_frag_glsl},
+ [GPU_SHADER_2D_WIDGET_BASE_INST] =
+ { datatoc_gpu_shader_2D_widget_base_vert_glsl,
+ datatoc_gpu_shader_2D_widget_base_frag_glsl},
+ [GPU_SHADER_2D_WIDGET_SHADOW] =
+ { datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
+ datatoc_gpu_shader_2D_widget_shadow_frag_glsl },
+ [GPU_SHADER_2D_NODELINK] =
+ { datatoc_gpu_shader_2D_nodelink_vert_glsl,
+ datatoc_gpu_shader_2D_nodelink_frag_glsl },
+ [GPU_SHADER_2D_NODELINK_INST] =
+ { datatoc_gpu_shader_2D_nodelink_vert_glsl,
+ datatoc_gpu_shader_2D_nodelink_frag_glsl },
+
+ [GPU_SHADER_GPENCIL_STROKE] =
+ { datatoc_gpu_shader_gpencil_stroke_vert_glsl,
+ datatoc_gpu_shader_gpencil_stroke_frag_glsl,
+ datatoc_gpu_shader_gpencil_stroke_geom_glsl },
+
+ [GPU_SHADER_GPENCIL_FILL] =
+ { datatoc_gpu_shader_gpencil_fill_vert_glsl,
+ datatoc_gpu_shader_gpencil_fill_frag_glsl },
+};
+
+/* just a few special cases */
+static const char *gpu_shader_get_builtin_shader_defines(
+ GPUBuiltinShader shader)
+{
+ switch (shader) {
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2:
+ return "#define SAMPLES 2\n";
+
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST:
+ return "#define SAMPLES 2\n"
+ "#define USE_DEPTH\n";
+
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4:
+ return "#define SAMPLES 4\n";
+
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST:
+ return "#define SAMPLES 4\n"
+ "#define USE_DEPTH\n";
+
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8:
+ return "#define SAMPLES 8\n";
+
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST:
+ return "#define SAMPLES 8\n"
+ "#define USE_DEPTH\n";
+
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16:
+ return "#define SAMPLES 16\n";
+
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST:
+ return "#define SAMPLES 16\n"
+ "#define USE_DEPTH\n";
+
+ case GPU_SHADER_2D_WIDGET_BASE_INST:
+ case GPU_SHADER_2D_NODELINK_INST:
+ return "#define USE_INSTANCE\n";
+
+ case GPU_SHADER_SMOKE_COBA:
+ return "#define USE_COBA\n";
+
+ case GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE:
+ case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE:
+ return "#define UNIFORM_SCALE\n";
+
+ case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS:
+ return "#define AXIS_NAME\n";
+
+ case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
+ return "#define USE_INSTANCE_COLOR\n";
+
+ case GPU_SHADER_3D_FLAT_COLOR_U32:
+ case GPU_SHADER_3D_UNIFORM_COLOR_U32:
+ return "#define USE_COLOR_U32\n";
+
+ case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
+ return "#define USE_FLAT_NORMAL\n";
+
+ default:
+ return NULL;
+ }
+}
+
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
- static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
- [GPU_SHADER_SMOKE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
- [GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
- [GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
-
- [GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl,
- datatoc_gpu_shader_text_frag_glsl,
- datatoc_gpu_shader_text_geom_glsl },
- [GPU_SHADER_TEXT_SIMPLE] = { datatoc_gpu_shader_text_simple_vert_glsl,
- datatoc_gpu_shader_text_frag_glsl,
- datatoc_gpu_shader_text_simple_geom_glsl },
- [GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
- datatoc_gpu_shader_keyframe_diamond_frag_glsl },
- [GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
- /* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
- /* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
- [GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl },
- [GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl,
- datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
- [GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
- datatoc_gpu_shader_edges_overlay_frag_glsl,
- datatoc_gpu_shader_edges_overlay_geom_glsl },
- [GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
- /* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
- [GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
- [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
- [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
-
- [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl,
- datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
- [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
- datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
- [GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
- datatoc_gpu_shader_image_depth_linear_frag_glsl },
- [GPU_SHADER_3D_IMAGE_DEPTH_COPY] = { datatoc_gpu_shader_3D_image_vert_glsl,
- datatoc_gpu_shader_image_depth_copy_frag_glsl },
- [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
- [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
- [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
- [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
- [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
- [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
- [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
- [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
-
- [GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
- datatoc_gpu_shader_image_interlace_frag_glsl },
- [GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
-
- [GPU_SHADER_2D_DIAG_STRIPES] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_diag_stripes_frag_glsl },
-
- [GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
- [GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl },
- [GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
- datatoc_gpu_shader_2D_smooth_color_frag_glsl },
- [GPU_SHADER_2D_SMOOTH_COLOR_DITHER] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
- datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl },
- [GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = { datatoc_gpu_shader_2D_image_vert_glsl,
- datatoc_gpu_shader_image_linear_frag_glsl },
- [GPU_SHADER_2D_IMAGE] = { datatoc_gpu_shader_2D_image_vert_glsl,
- datatoc_gpu_shader_image_frag_glsl },
- [GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
- datatoc_gpu_shader_image_color_frag_glsl },
- [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
- datatoc_gpu_shader_image_desaturate_frag_glsl },
- [GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
- datatoc_gpu_shader_image_alpha_color_frag_glsl },
- [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
- datatoc_gpu_shader_image_shuffle_color_frag_glsl },
- [GPU_SHADER_2D_IMAGE_RECT_COLOR] = { datatoc_gpu_shader_2D_image_rect_vert_glsl,
- datatoc_gpu_shader_image_color_frag_glsl },
- [GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = { datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
- datatoc_gpu_shader_image_varying_color_frag_glsl },
-
- [GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
- [GPU_SHADER_3D_UNIFORM_COLOR_U32] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
- [GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl },
- [GPU_SHADER_3D_FLAT_COLOR_U32] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl },
- [GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
- datatoc_gpu_shader_3D_smooth_color_frag_glsl },
- [GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
- [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl },
-
- [GPU_SHADER_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
- [GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl,
- datatoc_gpu_shader_3D_groundline_geom_glsl },
-
- [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
- datatoc_gpu_shader_2D_line_dashed_frag_glsl,
- datatoc_gpu_shader_2D_line_dashed_geom_glsl },
- [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
- datatoc_gpu_shader_2D_line_dashed_frag_glsl,
- datatoc_gpu_shader_2D_line_dashed_geom_glsl },
-
- [GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
- { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
- datatoc_gpu_shader_simple_lighting_frag_glsl},
- [GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl},
- [GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl},
- [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl},
- [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl},
-
- [GPU_SHADER_CAMERA] = { datatoc_gpu_shader_instance_camera_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl},
- [GPU_SHADER_DISTANCE_LINES] = { datatoc_gpu_shader_instance_distance_line_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl},
-
- [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
- { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
- [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
- { datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
- datatoc_gpu_shader_point_varying_color_frag_glsl },
- [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
- { datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
- [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
- { datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
- [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
- { datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
- datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
- [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_frag_glsl },
- [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
- datatoc_gpu_shader_point_varying_color_frag_glsl },
- [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_frag_glsl },
- [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
- { datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
- datatoc_gpu_shader_point_varying_color_frag_glsl },
- [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
- { datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
- [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
- { datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
-
- [GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
- [GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] =
- { datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
- datatoc_gpu_shader_flat_id_frag_glsl },
- [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
- { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl },
- [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] =
- { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl },
- [GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = { datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl,
- datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
-
- [GPU_SHADER_2D_AREA_EDGES] = { datatoc_gpu_shader_2D_area_borders_vert_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl},
- [GPU_SHADER_2D_WIDGET_BASE] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
- datatoc_gpu_shader_2D_widget_base_frag_glsl},
- [GPU_SHADER_2D_WIDGET_BASE_INST] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
- datatoc_gpu_shader_2D_widget_base_frag_glsl},
- [GPU_SHADER_2D_WIDGET_SHADOW] = { datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
- datatoc_gpu_shader_2D_widget_shadow_frag_glsl },
- [GPU_SHADER_2D_NODELINK] = { datatoc_gpu_shader_2D_nodelink_vert_glsl,
- datatoc_gpu_shader_2D_nodelink_frag_glsl },
- [GPU_SHADER_2D_NODELINK_INST] = { datatoc_gpu_shader_2D_nodelink_vert_glsl,
- datatoc_gpu_shader_2D_nodelink_frag_glsl },
-
- [GPU_SHADER_GPENCIL_STROKE] = { datatoc_gpu_shader_gpencil_stroke_vert_glsl,
- datatoc_gpu_shader_gpencil_stroke_frag_glsl,
- datatoc_gpu_shader_gpencil_stroke_geom_glsl },
-
- [GPU_SHADER_GPENCIL_FILL] = { datatoc_gpu_shader_gpencil_fill_vert_glsl,
- datatoc_gpu_shader_gpencil_fill_frag_glsl },
- };
-
if (builtin_shaders[shader] == NULL) {
- /* just a few special cases */
- const char *defines = NULL;
- switch (shader) {
- case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2:
- defines = "#define SAMPLES 2\n";
- break;
- case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST:
- defines = "#define SAMPLES 2\n"
- "#define USE_DEPTH\n";
- break;
- case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4:
- defines = "#define SAMPLES 4\n";
- break;
- case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST:
- defines = "#define SAMPLES 4\n"
- "#define USE_DEPTH\n";
- break;
- case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8:
- defines = "#define SAMPLES 8\n";
- break;
- case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST:
- defines = "#define SAMPLES 8\n"
- "#define USE_DEPTH\n";
- break;
- case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16:
- defines = "#define SAMPLES 16\n";
- break;
- case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST:
- defines = "#define SAMPLES 16\n"
- "#define USE_DEPTH\n";
- break;
- case GPU_SHADER_2D_WIDGET_BASE_INST:
- case GPU_SHADER_2D_NODELINK_INST:
- defines = "#define USE_INSTANCE\n";
- break;
- case GPU_SHADER_SMOKE_COBA:
- defines = "#define USE_COBA\n";
- break;
- case GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE:
- case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE:
- defines = "#define UNIFORM_SCALE\n";
- break;
- case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS:
- defines = "#define AXIS_NAME\n";
- break;
- case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
- defines = "#define USE_INSTANCE_COLOR\n";
- break;
- case GPU_SHADER_3D_FLAT_COLOR_U32:
- case GPU_SHADER_3D_UNIFORM_COLOR_U32:
- defines = "#define USE_COLOR_U32\n";
- break;
- case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
- defines = "#define USE_FLAT_NORMAL\n";
- break;
- default:
- break;
- }
+ const char *defines = gpu_shader_get_builtin_shader_defines(shader);
const GPUShaderStages *stages = builtin_shader_stages + shader;
@@ -922,6 +1023,18 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
return builtin_shaders[shader];
}
+void GPU_shader_get_builtin_shader_code(
+ GPUBuiltinShader shader,
+ const char **vert, const char **frag,
+ const char **geom, const char **defines)
+{
+ const GPUShaderStages *stages = builtin_shader_stages + shader;
+ *vert = stages->vert;
+ *frag = stages->frag;
+ *geom = stages->geom;
+ *defines = gpu_shader_get_builtin_shader_defines(shader);
+}
+
#define MAX_DEFINES 100
void GPU_shader_free_builtin_shaders(void)
diff --git a/source/blender/python/gpu/CMakeLists.txt b/source/blender/python/gpu/CMakeLists.txt
index bf317a4ebc5..bdd8fa1b996 100644
--- a/source/blender/python/gpu/CMakeLists.txt
+++ b/source/blender/python/gpu/CMakeLists.txt
@@ -39,6 +39,7 @@ set(SRC
gpu_py_matrix.c
gpu_py_offscreen.c
gpu_py_select.c
+ gpu_py_shader.c
gpu_py_types.c
gpu_py_vertex_buffer.c
gpu_py_vertex_format.c
@@ -48,6 +49,7 @@ set(SRC
gpu_py_matrix.h
gpu_py_offscreen.h
gpu_py_select.h
+ gpu_py_shader.h
gpu_py_types.h
gpu_py_vertex_buffer.h
gpu_py_vertex_format.h
diff --git a/source/blender/python/gpu/gpu_py_api.c b/source/blender/python/gpu/gpu_py_api.c
index 04a27af09f1..8f22a287463 100644
--- a/source/blender/python/gpu/gpu_py_api.c
+++ b/source/blender/python/gpu/gpu_py_api.c
@@ -51,6 +51,7 @@ PyDoc_STRVAR(GPU_doc,
" gpu.types.rst\n"
" gpu.matrix.rst\n"
" gpu.select.rst\n"
+" gpu.shader.rst\n"
"\n"
);
static struct PyModuleDef GPU_module_def = {
@@ -62,6 +63,7 @@ static struct PyModuleDef GPU_module_def = {
PyObject *BPyInit_gpu(void)
{
PyObject *sys_modules = PyImport_GetModuleDict();
+ PyObject *subsubmodule;
PyObject *submodule;
PyObject *mod;
@@ -79,5 +81,13 @@ PyObject *BPyInit_gpu(void)
PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule);
Py_INCREF(submodule);
+ PyModule_AddObject(mod, "shader", (submodule = BPyInit_gpu_shader()));
+ PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule);
+ Py_INCREF(submodule);
+
+ PyModule_AddObject(submodule, "builtin", (subsubmodule = BPyInit_gpu_shader_builtin()));
+ PyDict_SetItem(sys_modules, PyModule_GetNameObject(subsubmodule), subsubmodule);
+ Py_INCREF(subsubmodule);
+
return mod;
}
diff --git a/source/blender/python/gpu/gpu_py_batch.c b/source/blender/python/gpu/gpu_py_batch.c
index ccbb0b3ecd2..4e6df73a2d9 100644
--- a/source/blender/python/gpu/gpu_py_batch.c
+++ b/source/blender/python/gpu/gpu_py_batch.c
@@ -45,6 +45,7 @@
#include "../generic/py_capi_utils.h"
+#include "gpu_py_shader.h"
#include "gpu_py_vertex_buffer.h"
#include "gpu_py_batch.h" /* own include */
@@ -152,6 +153,26 @@ static PyObject *bpygpu_VertBatch_vertbuf_add(BPyGPUBatch *self, BPyGPUVertBuf *
Py_RETURN_NONE;
}
+PyDoc_STRVAR(bpygpu_VertBatch_program_set_doc,
+"TODO"
+);
+static PyObject *bpygpu_VertBatch_program_set(BPyGPUBatch *self, BPyGPUShader *py_shader)
+{
+ if (!BPyGPUShader_Check(py_shader)) {
+ PyErr_Format(PyExc_TypeError,
+ "Expected a GPUShader, got %s",
+ Py_TYPE(py_shader)->tp_name);
+ return NULL;
+ }
+
+ GPUShader *shader = py_shader->shader;
+ GPU_batch_program_set(self->batch,
+ GPU_shader_get_program(shader),
+ GPU_shader_get_interface(shader));
+
+ Py_RETURN_NONE;
+}
+
PyDoc_STRVAR(bpygpu_VertBatch_program_set_builtin_doc,
"TODO"
);
@@ -297,6 +318,8 @@ static PyObject *bpygpu_VertBatch_program_use_end(BPyGPUBatch *self)
static struct PyMethodDef bpygpu_VertBatch_methods[] = {
{"vertbuf_add", (PyCFunction)bpygpu_VertBatch_vertbuf_add,
METH_O, bpygpu_VertBatch_vertbuf_add_doc},
+ {"program_set", (PyCFunction)bpygpu_VertBatch_program_set,
+ METH_O, bpygpu_VertBatch_program_set_doc},
{"program_set_builtin", (PyCFunction)bpygpu_VertBatch_program_set_builtin,
METH_VARARGS | METH_KEYWORDS, bpygpu_VertBatch_program_set_builtin_doc},
{"uniform_bool", (PyCFunction)bpygpu_VertBatch_uniform_bool,
diff --git a/source/blender/python/gpu/gpu_py_shader.c b/source/blender/python/gpu/gpu_py_shader.c
new file mode 100644
index 00000000000..561924c42ad
--- /dev/null
+++ b/source/blender/python/gpu/gpu_py_shader.c
@@ -0,0 +1,635 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/python/gpu/gpu_py_shader.c
+ * \ingroup bpygpu
+ *
+ * - Use ``bpygpu_`` for local API.
+ * - Use ``BPyGPU`` for public API.
+ */
+
+#include <Python.h>
+
+#include "BLI_utildefines.h"
+
+#include "GPU_shader.h"
+#include "GPU_shader_interface.h"
+
+#include "../generic/py_capi_utils.h"
+#include "../generic/python_utildefines.h"
+
+#include "gpu_py_shader.h" /* own include */
+
+
+ /* -------------------------------------------------------------------- */
+
+ /** \name Enum Conversion.
+ * \{ */
+
+static void bpygpu_shader_add_enum_objects(PyObject *submodule)
+{
+ PyObject *dict = PyModule_GetDict(submodule);
+ PyObject *item;
+
+#define PY_DICT_ADD_INT(x) PyDict_SetItemString(dict, #x, item = PyLong_FromLong(x)); Py_DECREF(item)
+
+ /* Shaders */
+ PY_DICT_ADD_INT(GPU_SHADER_2D_UNIFORM_COLOR);
+ PY_DICT_ADD_INT(GPU_SHADER_2D_FLAT_COLOR);
+ PY_DICT_ADD_INT(GPU_SHADER_2D_SMOOTH_COLOR);
+ PY_DICT_ADD_INT(GPU_SHADER_3D_UNIFORM_COLOR);
+ PY_DICT_ADD_INT(GPU_SHADER_3D_FLAT_COLOR);
+ PY_DICT_ADD_INT(GPU_SHADER_3D_SMOOTH_COLOR);
+
+#undef PY_DICT_ADD_INT
+}
+
+static int bpygpu_pyLong_as_shader_enum(PyObject *o)
+{
+ uint id = (uint)PyLong_AsUnsignedLong(o);
+
+ if (id >= GPU_NUM_BUILTIN_SHADERS) {
+ PyErr_SetString(PyExc_ValueError,
+ "not a builtin shader identifier");
+ return -1;
+ }
+
+ return (int)id;
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Shader Type
+ * \{ */
+
+static PyObject *bpygpu_shader_new(PyTypeObject *UNUSED(type), PyObject *args, PyObject *kwds)
+{
+ static const char *kwlist[] = {
+ "vertexcode", "fragcode", "geocode",
+ "libcode", "defines", NULL};
+
+ struct {
+ const char *vertexcode;
+ const char *fragcode;
+ const char *geocode;
+ const char *libcode;
+ const char *defines;
+ } params = {0};
+
+ if (!PyArg_ParseTupleAndKeywords(
+ args, kwds, "ss|$sss:GPUShader.__new__", (char **)kwlist,
+ &params.vertexcode, &params.fragcode, &params.geocode,
+ &params.libcode, &params.defines))
+ {
+ return NULL;
+ }
+
+ GPUShader *shader = GPU_shader_create(
+ params.vertexcode,
+ params.fragcode,
+ params.geocode,
+ params.libcode,
+ params.defines,
+ NULL);
+
+ if (shader == NULL) {
+ PyErr_SetString(PyExc_Exception,
+ "Shader Compile Error, see console for more details");
+ return NULL;
+ }
+
+ return BPyGPUShader_CreatePyObject(shader);
+}
+
+PyDoc_STRVAR(bpygpu_shader_bind_doc,
+".. method:: bind()\n"
+"\n"
+" Bind the Shader object.\n"
+);
+static PyObject *bpygpu_shader_bind(BPyGPUShader *self)
+{
+ GPU_shader_bind(self->shader);
+ Py_RETURN_NONE;
+}
+
+PyDoc_STRVAR(bpygpu_shader_transform_feedback_enable_doc,
+".. method:: transform_feedback_enable(vbo_id)\n"
+"\n"
+" Start transform feedback operation.\n"
+"\n"
+" :return: true if transform feedback was succesfully enabled.\n"
+" :rtype: `bool`\n"
+);
+static PyObject *bpygpu_shader_transform_feedback_enable(
+ BPyGPUShader *self, PyObject *arg)
+{
+ uint vbo_id;
+ if ((vbo_id = PyC_Long_AsU32(arg)) == (uint)-1) {
+ return NULL;
+ }
+ return PyBool_FromLong(GPU_shader_transform_feedback_enable(self->shader, vbo_id));
+}
+
+PyDoc_STRVAR(bpygpu_shader_transform_feedback_disable_doc,
+".. method:: transform_feedback_disable()\n"
+"\n"
+" Disable transform feedback.\n"
+);
+static PyObject *bpygpu_transform_feedback_disable(BPyGPUShader *self)
+{
+ GPU_shader_transform_feedback_disable(self->shader);
+ Py_RETURN_NONE;
+}
+
+PyDoc_STRVAR(bpygpu_shader_uniform_from_name_doc,
+".. method:: uniform_from_name(name)\n"
+"\n"
+" Get uniform location by name.\n"
+"\n"
+" :param name: name of the uniform variable whose location is to be queried.\n"
+" :type name: `str`\n"
+" :return: the location of the uniform variable.\n"
+" :rtype: `int`\n"
+);
+static PyObject *bpygpu_shader_uniform_from_name(
+ BPyGPUShader *self, PyObject *arg)
+{
+ const char *name = PyUnicode_AsUTF8(arg);
+ if (name == NULL) {
+ return NULL;
+ }
+
+ int uniform = GPU_shader_get_uniform(self->shader, name);
+
+ if (uniform == -1) {
+ PyErr_SetString(PyExc_SyntaxError,
+ "GPUShader.get_uniform: uniform not found.");
+ return NULL;
+ }
+
+ return PyLong_FromLong(uniform);
+}
+
+PyDoc_STRVAR(bpygpu_shader_uniform_block_from_name_doc,
+".. method:: uniform_block_from_name(name)\n"
+"\n"
+" Get uniform block location by name.\n"
+"\n"
+" :param name: name of the uniform block variable whose location is to be queried.\n"
+" :type name: `str`\n"
+" :return: the location of the uniform block variable.\n"
+" :rtype: `int`\n"
+);
+static PyObject *bpygpu_shader_uniform_block_from_name(
+ BPyGPUShader *self, PyObject *arg)
+{
+ const char *name = PyUnicode_AsUTF8(arg);
+ if (name == NULL) {
+ return NULL;
+ }
+
+ int uniform = GPU_shader_get_uniform_block(self->shader, name);
+
+ if (uniform == -1) {
+ PyErr_SetString(PyExc_SyntaxError,
+ "GPUShader.get_uniform_block: uniform not found");
+ return NULL;
+ }
+
+ return PyLong_FromLong(uniform);
+}
+
+static bool bpygpu_shader_uniform_vector_imp(
+ PyObject *args, int elem_size,
+ int *r_location, int *r_length, int *r_count, Py_buffer *r_pybuffer)
+{
+ PyObject *buffer;
+
+ *r_count = 1;
+ if (!PyArg_ParseTuple(
+ args, "iOi|i:GPUShader.uniform_vector_*",
+ r_location, &buffer, r_length, r_count))
+ {
+ return false;
+ }
+
+ if (PyObject_GetBuffer(buffer, r_pybuffer, PyBUF_SIMPLE) == -1) {
+ /* PyObject_GetBuffer raise a PyExc_BufferError */
+ return false;
+ }
+
+ if (r_pybuffer->len != (*r_length * *r_count * elem_size)) {
+ PyErr_SetString(
+ PyExc_BufferError,
+ "GPUShader.uniform_vector_*: buffer size does not match.");
+ return false;
+ }
+
+ return true;
+}
+
+PyDoc_STRVAR(bpygpu_shader_uniform_vector_float_doc,
+".. method:: uniform_vector_float(location, buffer, length, count)\n"
+"\n"
+" Set the buffer to fill the uniform.\n"
+"\n"
+" :param location: location of the uniform variable to be modified.\n"
+" :type location: `int`\n"
+" :param buffer: buffer object with format float.\n"
+" :type buffer: `buffer object`\n"
+" :param length: size of the uniform data type:\n"
+" 1: float\n"
+" 2: vec2 or float[2]\n"
+" 3: vec3 or float[3]\n"
+" 4: vec4 or float[4]\n"
+" 9: mat3\n"
+" 16: mat4\n"
+" :type length: `int`\n"
+" :param count: specifies the number of elements, vector or matrices that are to be modified.\n"
+" :type count: `int`\n"
+);
+static PyObject *bpygpu_shader_uniform_vector_float(
+ BPyGPUShader *self, PyObject *args)
+{
+ int location, length, count;
+
+ Py_buffer pybuffer;
+
+ if (!bpygpu_shader_uniform_vector_imp(
+ args, sizeof(float),
+ &location, &length, &count, &pybuffer))
+ {
+ return NULL;
+ }
+
+ GPU_shader_uniform_vector(
+ self->shader, location, length,
+ count, pybuffer.buf);
+
+ PyBuffer_Release(&pybuffer);
+
+ Py_RETURN_NONE;
+}
+
+PyDoc_STRVAR(bpygpu_shader_uniform_vector_int_doc,
+".. method:: uniform_vector_int(location, buffer, length, count)\n"
+"\n"
+" See GPUShader.uniform_vector_float(...) description.\n."
+);
+static PyObject *bpygpu_shader_uniform_vector_int(
+ BPyGPUShader *self, PyObject *args)
+{
+ int location, length, count;
+
+ Py_buffer pybuffer;
+
+ if (!bpygpu_shader_uniform_vector_imp(
+ args, sizeof(int),
+ &location, &length, &count, &pybuffer))
+ {
+ return NULL;
+ }
+
+ GPU_shader_uniform_vector_int(
+ self->shader, location, length,
+ count, pybuffer.buf);
+
+ PyBuffer_Release(&pybuffer);
+
+ Py_RETURN_NONE;
+}
+
+PyDoc_STRVAR(bpygpu_shader_uniform_int_doc,
+".. method:: uniform_int(location, value)\n"
+"\n"
+" Set uniform value.\n"
+"\n"
+" :param location: builtin identifier.\n"
+" :type location: `int`\n"
+" :param value: builtin identifier.\n"
+" :type value: `int`\n"
+);
+static PyObject *bpygpu_shader_uniform_int(
+ BPyGPUShader *self, PyObject *args)
+{
+ int location, value;
+
+ if (!PyArg_ParseTuple(
+ args, "ii:GPUShader.uniform_int",
+ &location, &value))
+ {
+ return NULL;
+ }
+
+ GPU_shader_uniform_int(self->shader, location, value);
+
+ Py_RETURN_NONE;
+}
+
+PyDoc_STRVAR(bpygpu_shader_attr_from_name_doc,
+".. method:: attr_from_name(name)\n"
+"\n"
+" Get attribute location by name.\n"
+"\n"
+" :param name: the name of the attribute variable whose location is to be queried.\n"
+" :type name: `str`\n"
+" :return: the location of an attribute variable.\n"
+" :rtype: `int`\n"
+);
+static PyObject *bpygpu_shader_attr_from_name(
+ BPyGPUShader *self, PyObject *arg)
+{
+ const char *name = PyUnicode_AsUTF8(arg);
+ if (name == NULL) {
+ return NULL;
+ }
+
+ int attrib = GPU_shader_get_attribute(self->shader, name);
+
+ if (attrib == -1) {
+ PyErr_SetString(PyExc_SyntaxError,
+ "GPUShader.attr_from_name: attribute not found.");
+ return NULL;
+ }
+
+ return PyLong_FromLong(attrib);
+}
+
+PyDoc_STRVAR(bpygpu_shader_program_doc,
+".. method:: The name of the program object for use by the OpenGL API (read-only).\n"
+"\n"
+" :rtype: `int`\n"
+);
+static PyObject *bpygpu_shader_program_get(BPyGPUShader *self, void *UNUSED(closure))
+{
+ return PyLong_FromLong(GPU_shader_get_program(self->shader));
+}
+
+static struct PyMethodDef bpygpu_shader_methods[] = {
+ {"bind", (PyCFunction)bpygpu_shader_bind,
+ METH_NOARGS, bpygpu_shader_bind_doc},
+ {"transform_feedback_enable",
+ (PyCFunction)bpygpu_shader_transform_feedback_enable,
+ METH_O, bpygpu_shader_transform_feedback_enable_doc},
+ {"transform_feedback_disable",
+ (PyCFunction)bpygpu_transform_feedback_disable,
+ METH_NOARGS, bpygpu_shader_transform_feedback_disable_doc},
+ {"uniform_from_name",
+ (PyCFunction)bpygpu_shader_uniform_from_name,
+ METH_O, bpygpu_shader_uniform_from_name_doc},
+ {"uniform_block_from_name",
+ (PyCFunction)bpygpu_shader_uniform_block_from_name,
+ METH_O, bpygpu_shader_uniform_block_from_name_doc},
+ {"uniform_vector_float",
+ (PyCFunction)bpygpu_shader_uniform_vector_float,
+ METH_VARARGS, bpygpu_shader_uniform_vector_float_doc},
+ {"uniform_vector_int",
+ (PyCFunction)bpygpu_shader_uniform_vector_int,
+ METH_VARARGS, bpygpu_shader_uniform_vector_int_doc},
+ {"uniform_int",
+ (PyCFunction)bpygpu_shader_uniform_int,
+ METH_VARARGS, bpygpu_shader_uniform_int_doc},
+ {"attr_from_name",
+ (PyCFunction)bpygpu_shader_attr_from_name,
+ METH_O, bpygpu_shader_attr_from_name_doc},
+ {NULL, NULL, 0, NULL}
+};
+
+static PyGetSetDef bpygpu_shader_getseters[] = {
+ {"program",
+ (getter)bpygpu_shader_program_get, (setter)NULL,
+ bpygpu_shader_program_doc, NULL},
+ {NULL, NULL, NULL, NULL, NULL} /* Sentinel */
+};
+
+
+static void bpygpu_shader_dealloc(BPyGPUShader *self)
+{
+ GPU_shader_free(self->shader);
+ Py_TYPE(self)->tp_free((PyObject *)self);
+}
+
+
+PyDoc_STRVAR(bpygpu_shader_doc,
+"GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None)\n"
+"\n"
+"GPUShader combines multiple GLSL shaders into a program used for drawing.\n"
+"It must contain a vertex and fragment shaders, with an optional geometry shader.\n"
+"\n"
+"The GLSL #version directive is automatically included at the top of shaders, and set to 330.\n"
+"\n"
+"Some preprocessor directives are automatically added according to the Operating System or availability.\n"
+"These are:\n"
+" \"#define GPU_ATI\\n\"\n"
+" \"#define GPU_NVIDIA\\n\"\n"
+" \"#define GPU_INTEL\\n\"\n"
+"\n"
+"The following extensions are enabled by default if supported by the GPU:\n"
+" \"#extension GL_ARB_texture_gather: enable\\n\"\n"
+" \"#extension GL_ARB_texture_query_lod: enable\\n\"\n"
+"\n"
+"To debug shaders, use the --debug-gpu-shaders command line option"
+" to see full GLSL shader compilation and linking errors.\n"
+"\n"
+" :param vertexcode: vertex Shader Code.\n"
+" :type vertexcode: `str`\n"
+" :param fragcode: fragment Shader Code.\n"
+" :type value: `str`\n"
+" :param geocode: geometry Shader Code.\n"
+" :type value: `str`\n"
+" :param libcode: code with functions and presets to be shared between shaders.\n"
+" :type value: `str`\n"
+" :param defines: preprocessor directives.\n"
+" :type value: `str`\n"
+);
+PyTypeObject BPyGPUShader_Type = {
+ PyVarObject_HEAD_INIT(NULL, 0)
+ .tp_name = "GPUShader",
+ .tp_basicsize = sizeof(BPyGPUShader),
+ .tp_dealloc = (destructor)bpygpu_shader_dealloc,
+ .tp_flags = Py_TPFLAGS_DEFAULT,
+ .tp_doc = bpygpu_shader_doc,
+ .tp_methods = bpygpu_shader_methods,
+ .tp_getset = bpygpu_shader_getseters,
+ .tp_new = bpygpu_shader_new,
+};
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name gpu.shader Module API
+ * \{ */
+
+PyDoc_STRVAR(bpygpu_shader_unbind_doc,
+".. function:: unbind()\n"
+"\n"
+" Unbind the bound shader object.\n"
+);
+static PyObject *bpygpu_shader_unbind(BPyGPUShader *UNUSED(self))
+{
+ GPU_shader_unbind();
+ Py_RETURN_NONE;
+}
+
+PyDoc_STRVAR(bpygpu_shader_from_builtin_doc,
+".. function:: shader_from_builtin(shader_id)\n"
+"\n"
+" :param shader_id: shader identifier.\n"
+" :type shader_id: `int`\n"
+);
+static PyObject *bpygpu_shader_from_builtin(PyObject *UNUSED(self), PyObject *arg)
+{
+ int shader_id = bpygpu_pyLong_as_shader_enum(arg);
+ if (shader_id == -1) {
+ return NULL;
+ }
+
+ GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
+
+ return BPyGPUShader_CreatePyObject(shader);
+}
+
+PyDoc_STRVAR(bpygpu_shader_code_from_builtin_doc,
+".. function:: shader_code_from_builtin(shader_id)\n"
+"\n"
+" :param shader_id: shader identifier.\n"
+" :type shader_id: `int`\n"
+" :return: vertex, fragment and geometry shader codes.\n"
+" :rtype: `dict`\n"
+);
+static PyObject *bpygpu_shader_code_from_builtin(BPyGPUShader *UNUSED(self), PyObject *arg)
+{
+ const char *vert;
+ const char *frag;
+ const char *geom;
+ const char *defines;
+
+ PyObject *item, *r_dict;
+
+ int shader_id = bpygpu_pyLong_as_shader_enum(arg);
+ if (shader_id == -1) {
+ return NULL;
+ }
+
+ GPU_shader_get_builtin_shader_code(
+ shader_id, &vert, &frag, &geom, &defines);
+
+ r_dict = PyDict_New();
+
+ PyDict_SetItemString(r_dict, "vertex_shader", item = PyUnicode_FromString(vert));
+ Py_DECREF(item);
+
+ PyDict_SetItemString(r_dict, "fragment_shader", item = PyUnicode_FromString(frag));
+ Py_DECREF(item);
+
+ if (geom) {
+ PyDict_SetItemString(r_dict, "geometry_shader", item = PyUnicode_FromString(geom));
+ Py_DECREF(item);
+ }
+ if (defines) {
+ PyDict_SetItemString(r_dict, "defines", item = PyUnicode_FromString(defines));
+ Py_DECREF(item);
+ }
+ return r_dict;
+}
+
+static struct PyMethodDef bpygpu_shader_module_methods[] = {
+ {"unbind",
+ (PyCFunction)bpygpu_shader_unbind,
+ METH_NOARGS, bpygpu_shader_unbind_doc},
+ {"shader_from_builtin",
+ (PyCFunction)bpygpu_shader_from_builtin,
+ METH_O, bpygpu_shader_from_builtin_doc},
+ {"shader_code_from_builtin",
+ (PyCFunction)bpygpu_shader_code_from_builtin,
+ METH_O, bpygpu_shader_code_from_builtin_doc},
+ {NULL, NULL, 0, NULL}
+};
+
+PyDoc_STRVAR(bpygpu_shader_module_doc,
+"This module provides access to GPUShader internal functions."
+);
+static PyModuleDef BPyGPU_shader_module_def = {
+ PyModuleDef_HEAD_INIT,
+ .m_name = "gpu.shader",
+ .m_doc = bpygpu_shader_module_doc,
+ .m_methods = bpygpu_shader_module_methods,
+};
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name gpu.shader.buitin Module API
+ * \{ */
+
+PyDoc_STRVAR(bpygpu_shader_builtin_module_doc,
+"This module contains integers that identify the built-in shader ids."
+);
+static PyModuleDef BPyGPU_shader_builtin_module_def = {
+ PyModuleDef_HEAD_INIT,
+ .m_name = "gpu.shader.builtin",
+ .m_doc = bpygpu_shader_builtin_module_doc,
+};
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Public API
+ * \{ */
+
+PyObject *BPyGPUShader_CreatePyObject(GPUShader *shader)
+{
+ BPyGPUShader *self;
+
+ self = PyObject_New(BPyGPUShader, &BPyGPUShader_Type);
+ self->shader = shader;
+
+ return (PyObject *)self;
+}
+
+PyObject *BPyInit_gpu_shader(void)
+{
+ PyObject *submodule;
+
+ submodule = PyModule_Create(&BPyGPU_shader_module_def);
+
+ return submodule;
+}
+
+PyObject *BPyInit_gpu_shader_builtin(void)
+{
+ PyObject *submodule;
+
+ submodule = PyModule_Create(&BPyGPU_shader_builtin_module_def);
+ bpygpu_shader_add_enum_objects(submodule);
+
+ return submodule;
+}
+
+/** \} */
diff --git a/source/blender/python/gpu/gpu_py_shader.h b/source/blender/python/gpu/gpu_py_shader.h
new file mode 100644
index 00000000000..d9457cd9b72
--- /dev/null
+++ b/source/blender/python/gpu/gpu_py_shader.h
@@ -0,0 +1,41 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/python/gpu/gpu_py_shader.h
+ * \ingroup bpygpu
+ */
+
+#ifndef __GPU_PY_SHADER_H__
+#define __GPU_PY_SHADER_H__
+
+extern PyTypeObject BPyGPUShader_Type;
+
+#define BPyGPUShader_Check(v) (Py_TYPE(v) == &BPyGPUShader_Type)
+
+typedef struct BPyGPUShader {
+ PyObject_VAR_HEAD
+ struct GPUShader *shader;
+} BPyGPUShader;
+
+PyObject *BPyGPUShader_CreatePyObject(struct GPUShader *shader);
+PyObject *BPyInit_gpu_shader(void);
+PyObject *BPyInit_gpu_shader_builtin(void);
+
+#endif /* __GPU_PY_SHADER_H__ */
diff --git a/source/blender/python/gpu/gpu_py_types.c b/source/blender/python/gpu/gpu_py_types.c
index 62694189ce3..876d56ad761 100644
--- a/source/blender/python/gpu/gpu_py_types.c
+++ b/source/blender/python/gpu/gpu_py_types.c
@@ -57,6 +57,8 @@ PyObject *BPyInit_gpu_types(void)
return NULL;
if (PyType_Ready(&BPyGPUOffScreen_Type) < 0)
return NULL;
+ if (PyType_Ready(&BPyGPUShader_Type) < 0)
+ return NULL;
#define MODULE_TYPE_ADD(s, t) \
PyModule_AddObject(s, t.tp_name, (PyObject *)&t); Py_INCREF((PyObject *)&t)
@@ -65,6 +67,7 @@ PyObject *BPyInit_gpu_types(void)
MODULE_TYPE_ADD(submodule, BPyGPUVertBuf_Type);
MODULE_TYPE_ADD(submodule, BPyGPUBatch_Type);
MODULE_TYPE_ADD(submodule, BPyGPUOffScreen_Type);
+ MODULE_TYPE_ADD(submodule, BPyGPUShader_Type);
#undef MODULE_TYPE_ADD
diff --git a/source/blender/python/gpu/gpu_py_types.h b/source/blender/python/gpu/gpu_py_types.h
index 0b1a62b78e9..0a60b58822e 100644
--- a/source/blender/python/gpu/gpu_py_types.h
+++ b/source/blender/python/gpu/gpu_py_types.h
@@ -29,6 +29,7 @@
#include "gpu_py_vertex_buffer.h"
#include "gpu_py_batch.h"
#include "gpu_py_offscreen.h"
+#include "gpu_py_shader.h"
PyObject *BPyInit_gpu_types(void);