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authorMike Erwin <significant.bit@gmail.com>2016-11-09 07:53:59 +0300
committerMike Erwin <significant.bit@gmail.com>2016-11-09 07:53:59 +0300
commita0ae6d7116c289335a870b5ff5360f896af327ba (patch)
tree635ab70eee2d5ff851ae396a66985cffb3f142c2 /source
parent2b726b054e3385708b031bebb50c59f7cbb7c149 (diff)
OpenGL: manage built-in shaders better
As our library of built-in shaders grows, it's important to create, access, and discard them efficiently. Lookup via GPU_shader_get_builtin is now constant time instead of linear (# of built-in shaders). This is called very often with our new immediate mode. Creation and discard are unified. Adding a new shader requires fewer steps. 365 lines shorter :D
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/GPU_shader.h12
-rw-r--r--source/blender/gpu/intern/gpu_shader.c591
2 files changed, 120 insertions, 483 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index cf7e00d682c..91214c3e3db 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -85,11 +85,11 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name);
/* Builtin/Non-generated shaders */
typedef enum GPUBuiltinShader {
- GPU_SHADER_VSM_STORE = 0,
- GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
- GPU_SHADER_SMOKE = 2,
- GPU_SHADER_SMOKE_FIRE = 3,
- GPU_SHADER_SMOKE_COBA = 4,
+ GPU_SHADER_VSM_STORE,
+ GPU_SHADER_SEP_GAUSSIAN_BLUR,
+ GPU_SHADER_SMOKE,
+ GPU_SHADER_SMOKE_FIRE,
+ GPU_SHADER_SMOKE_COBA,
/* specialized drawing */
GPU_SHADER_TEXT,
@@ -123,6 +123,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
+
+ GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
} GPUBuiltinShader;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 4f6206bf11f..ae5aab2acce 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -107,50 +107,17 @@ extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
extern char datatoc_gpu_shader_fx_lib_glsl[];
-static struct GPUShadersGlobal {
- struct {
- GPUShader *vsm_store;
- GPUShader *sep_gaussian_blur;
- GPUShader *smoke;
- GPUShader *smoke_fire;
- GPUShader *smoke_coba;
- /* cache for shader fx. Those can exist in combinations so store them here */
- GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
- /* specialized drawing */
- GPUShader *text;
- GPUShader *edges_front_back_persp;
- GPUShader *edges_front_back_ortho;
- GPUShader *edges_overlay_simple;
- GPUShader *edges_overlay;
- /* for drawing images */
- GPUShader *image_mask_uniform_color_2D;
- GPUShader *image_modulate_alpha_3D;
- GPUShader *image_rect_modulate_alpha_3D;
- GPUShader *image_depth_3D;
- /* for simple 2D drawing */
- GPUShader *uniform_color_2D;
- GPUShader *flat_color_2D;
- GPUShader *smooth_color_2D;
- /* for simple 3D drawing */
- GPUShader *uniform_color_3D;
- GPUShader *flat_color_3D;
- GPUShader *smooth_color_3D;
- GPUShader *depth_only_3D;
- /* points */
- GPUShader *point_fixed_size_uniform_color_2D;
- GPUShader *point_varying_size_varying_color_2D;
- GPUShader *point_uniform_size_uniform_color_smooth_2D;
- GPUShader *point_uniform_size_uniform_color_outline_smooth_2D;
- GPUShader *point_uniform_size_varying_color_outline_smooth_2D;
- GPUShader *point_fixed_size_uniform_color_3D;
- GPUShader *point_fixed_size_varying_color_3D;
- GPUShader *point_varying_size_uniform_color_3D;
- GPUShader *point_varying_size_varying_color_3D;
- GPUShader *point_uniform_size_uniform_color_smooth_3D;
- GPUShader *point_uniform_size_uniform_color_outline_smooth_3D;
- } shaders;
-} GG = {{NULL}};
+/* cache of built-in shaders (each is created on first use) */
+static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
+/* cache for shader fx. Those can exist in combinations so store them here */
+static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
+
+typedef struct {
+ const char *vert;
+ const char *frag;
+ const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */
+} GPUShaderStages;
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
{
@@ -632,279 +599,100 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name)
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
- GPUShader *retval = NULL;
-
- switch (shader) {
- case GPU_SHADER_VSM_STORE:
- if (!GG.shaders.vsm_store)
- GG.shaders.vsm_store = GPU_shader_create(
- datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.vsm_store;
- break;
- case GPU_SHADER_SEP_GAUSSIAN_BLUR:
- if (!GG.shaders.sep_gaussian_blur)
- GG.shaders.sep_gaussian_blur = GPU_shader_create(
- datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
- datatoc_gpu_shader_sep_gaussian_blur_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.sep_gaussian_blur;
- break;
- case GPU_SHADER_SMOKE:
- if (!GG.shaders.smoke)
- GG.shaders.smoke = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.smoke;
- break;
- case GPU_SHADER_SMOKE_FIRE:
- if (!GG.shaders.smoke_fire)
- GG.shaders.smoke_fire = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.smoke_fire;
- break;
- case GPU_SHADER_SMOKE_COBA:
- if (!GG.shaders.smoke_coba)
- GG.shaders.smoke_coba = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
- NULL, NULL, "#define USE_COBA;\n", 0, 0, 0);
- retval = GG.shaders.smoke_coba;
- break;
- case GPU_SHADER_TEXT:
- if (!GG.shaders.text)
- GG.shaders.text = GPU_shader_create(
- datatoc_gpu_shader_text_vert_glsl,
- datatoc_gpu_shader_text_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.text;
- break;
- case GPU_SHADER_EDGES_FRONT_BACK_PERSP:
- if (!GG.shaders.edges_front_back_persp)
- if (GLEW_VERSION_3_2) {
- /* this version is magical but slooow */
- GG.shaders.edges_front_back_persp = GPU_shader_create(
- datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl,
- datatoc_gpu_shader_edges_front_back_persp_geom_glsl,
- NULL, NULL, 0, 0, 0);
- }
- else {
- GG.shaders.edges_front_back_persp = GPU_shader_create(
- datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
- datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- }
- retval = GG.shaders.edges_front_back_persp;
- break;
- case GPU_SHADER_EDGES_FRONT_BACK_ORTHO:
- if (!GG.shaders.edges_front_back_ortho)
- GG.shaders.edges_front_back_ortho = GPU_shader_create(
- datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.edges_front_back_ortho;
- break;
- case GPU_SHADER_EDGES_OVERLAY_SIMPLE:
- if (!GG.shaders.edges_overlay_simple)
- GG.shaders.edges_overlay_simple = GPU_shader_create(
- datatoc_gpu_shader_3D_vert_glsl,
- datatoc_gpu_shader_edges_overlay_frag_glsl,
- datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
- NULL, NULL, 0, 0, 0);
- retval = GG.shaders.edges_overlay_simple;
- break;
- case GPU_SHADER_EDGES_OVERLAY:
- if (!GG.shaders.edges_overlay)
- GG.shaders.edges_overlay = GPU_shader_create(
- datatoc_gpu_shader_edges_overlay_vert_glsl,
- datatoc_gpu_shader_edges_overlay_frag_glsl,
- datatoc_gpu_shader_edges_overlay_geom_glsl,
- NULL, NULL, 0, 0, 0);
- retval = GG.shaders.edges_overlay;
- break;
- case GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR:
- if (!GG.shaders.image_mask_uniform_color_2D)
- GG.shaders.image_mask_uniform_color_2D = GPU_shader_create(
- datatoc_gpu_shader_3D_image_vert_glsl,
- datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.image_mask_uniform_color_2D;
- break;
- case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
- if (!GG.shaders.image_modulate_alpha_3D)
- GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_image_vert_glsl,
- datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.image_modulate_alpha_3D;
- break;
- case GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA:
- if (!GG.shaders.image_rect_modulate_alpha_3D)
- GG.shaders.image_rect_modulate_alpha_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_image_vert_glsl,
- datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.image_rect_modulate_alpha_3D;
- break;
- case GPU_SHADER_3D_IMAGE_DEPTH:
- if (!GG.shaders.image_depth_3D)
- GG.shaders.image_depth_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_image_vert_glsl,
- datatoc_gpu_shader_image_depth_linear_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.image_depth_3D;
- break;
- case GPU_SHADER_2D_UNIFORM_COLOR:
- if (!GG.shaders.uniform_color_2D)
- GG.shaders.uniform_color_2D = GPU_shader_create(
- datatoc_gpu_shader_2D_vert_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.uniform_color_2D;
- break;
- case GPU_SHADER_2D_FLAT_COLOR:
- if (!GG.shaders.flat_color_2D)
- GG.shaders.flat_color_2D = GPU_shader_create(
- datatoc_gpu_shader_2D_flat_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.flat_color_2D;
- break;
- case GPU_SHADER_2D_SMOOTH_COLOR:
- if (!GG.shaders.smooth_color_2D)
- GG.shaders.smooth_color_2D = GPU_shader_create(
- datatoc_gpu_shader_2D_smooth_color_vert_glsl,
- datatoc_gpu_shader_2D_smooth_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.smooth_color_2D;
- break;
- case GPU_SHADER_3D_UNIFORM_COLOR:
- if (!GG.shaders.uniform_color_3D)
- GG.shaders.uniform_color_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_vert_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.uniform_color_3D;
- break;
- case GPU_SHADER_3D_FLAT_COLOR:
- if (!GG.shaders.flat_color_3D)
- GG.shaders.flat_color_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_flat_color_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.flat_color_3D;
- break;
- case GPU_SHADER_3D_SMOOTH_COLOR:
- if (!GG.shaders.smooth_color_3D)
- GG.shaders.smooth_color_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_smooth_color_vert_glsl,
- datatoc_gpu_shader_3D_smooth_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.smooth_color_3D;
- break;
- case GPU_SHADER_3D_DEPTH_ONLY:
- if (!GG.shaders.depth_only_3D)
- GG.shaders.depth_only_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_vert_glsl,
- datatoc_gpu_shader_depth_only_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.depth_only_3D;
- break;
- case GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR:
- if (!GG.shaders.point_fixed_size_uniform_color_2D)
- GG.shaders.point_fixed_size_uniform_color_2D = GPU_shader_create(
- datatoc_gpu_shader_2D_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_fixed_size_uniform_color_2D;
- break;
- case GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR:
- if (!GG.shaders.point_varying_size_varying_color_2D)
- GG.shaders.point_varying_size_varying_color_2D = GPU_shader_create(
- datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
- datatoc_gpu_shader_point_varying_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_varying_size_varying_color_2D;
- break;
- case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH:
- if (!GG.shaders.point_uniform_size_uniform_color_smooth_2D)
- GG.shaders.point_uniform_size_uniform_color_smooth_2D = GPU_shader_create(
- datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_uniform_size_uniform_color_smooth_2D;
- break;
- case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
- if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D)
- GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = GPU_shader_create(
- datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D;
- break;
- case GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH:
- if (!GG.shaders.point_uniform_size_varying_color_outline_smooth_2D)
- GG.shaders.point_uniform_size_varying_color_outline_smooth_2D = GPU_shader_create(
- datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl,
- datatoc_gpu_shader_point_varying_color_outline_smooth_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_uniform_size_varying_color_outline_smooth_2D;
- break;
- case GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR:
- if (!GG.shaders.point_fixed_size_uniform_color_3D)
- GG.shaders.point_fixed_size_uniform_color_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_fixed_size_uniform_color_3D;
- break;
- case GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR:
- if (!GG.shaders.point_fixed_size_varying_color_3D)
- GG.shaders.point_fixed_size_varying_color_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
- datatoc_gpu_shader_point_varying_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_fixed_size_varying_color_3D;
- break;
- case GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR:
- if (!GG.shaders.point_varying_size_uniform_color_3D)
- GG.shaders.point_varying_size_uniform_color_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_varying_size_uniform_color_3D;
- break;
- case GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR:
- if (!GG.shaders.point_varying_size_varying_color_3D)
- GG.shaders.point_varying_size_varying_color_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
- datatoc_gpu_shader_point_varying_color_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_varying_size_varying_color_3D;
- break;
- case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH:
- if (!GG.shaders.point_uniform_size_uniform_color_smooth_3D)
- GG.shaders.point_uniform_size_uniform_color_smooth_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_uniform_size_uniform_color_smooth_3D;
- break;
- case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
- if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D)
- GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = GPU_shader_create(
- datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
- datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl,
- NULL, NULL, NULL, 0, 0, 0);
- retval = GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D;
- break;
- }
+ BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
+
+ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
+ [GPU_SHADER_VSM_STORE] = { datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl },
+ [GPU_SHADER_SEP_GAUSSIAN_BLUR] = { datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
+ datatoc_gpu_shader_sep_gaussian_blur_frag_glsl },
+ [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 },
+ [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_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_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_rect_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_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_3D_UNIFORM_COLOR] = { 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_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_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_SMOOTH] =
+ { datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
+ { datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
+ [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH] =
+ { datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl,
+ datatoc_gpu_shader_point_varying_color_outline_smooth_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_SMOOTH] =
+ { datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
+ [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
+ { datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
+ datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
+ };
+
+ if (builtin_shaders[shader] == NULL) {
+ /* just a few special cases */
+ const char *defines = (shader == GPU_SHADER_SMOKE_COBA) ? "#define USE_COBA;\n" : NULL;
+
+ const GPUShaderStages *stages = builtin_shader_stages + shader;
+
+ if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) {
+ /* TODO: remove after switch to core profile (maybe) */
+ static const GPUShaderStages legacy_fancy_edges =
+ { datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
+ datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl };
+ stages = &legacy_fancy_edges;
+ }
- if (retval == NULL)
- printf("Unable to create a GPUShader for builtin shader: %u\n", shader);
+ /* common case */
+ builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom,
+ NULL, defines, 0, 0, 0);
+ }
- return retval;
+ return builtin_shaders[shader];
}
#define MAX_DEFINES 100
@@ -924,7 +712,7 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
strcat(defines, "#define PERSP_MATRIX\n");
}
- if (!GG.shaders.fx_shaders[offset]) {
+ if (!fx_shaders[offset]) {
GPUShader *shader = NULL;
switch (effect) {
@@ -978,180 +766,27 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
break;
}
- GG.shaders.fx_shaders[offset] = shader;
+ fx_shaders[offset] = shader;
GPU_fx_shader_init_interface(shader, effect);
}
- return GG.shaders.fx_shaders[offset];
+ return fx_shaders[offset];
}
void GPU_shader_free_builtin_shaders(void)
{
- if (GG.shaders.vsm_store) {
- GPU_shader_free(GG.shaders.vsm_store);
- GG.shaders.vsm_store = NULL;
- }
-
- if (GG.shaders.sep_gaussian_blur) {
- GPU_shader_free(GG.shaders.sep_gaussian_blur);
- GG.shaders.sep_gaussian_blur = NULL;
- }
-
- if (GG.shaders.smoke) {
- GPU_shader_free(GG.shaders.smoke);
- GG.shaders.smoke = NULL;
- }
-
- if (GG.shaders.smoke_fire) {
- GPU_shader_free(GG.shaders.smoke_fire);
- GG.shaders.smoke_fire = NULL;
- }
-
- if (GG.shaders.smoke_coba) {
- GPU_shader_free(GG.shaders.smoke_coba);
- GG.shaders.smoke_coba = NULL;
- }
-
- if (GG.shaders.text) {
- GPU_shader_free(GG.shaders.text);
- GG.shaders.text = NULL;
- }
-
- if (GG.shaders.edges_front_back_persp) {
- GPU_shader_free(GG.shaders.edges_front_back_persp);
- GG.shaders.edges_front_back_persp = NULL;
- }
-
- if (GG.shaders.edges_front_back_ortho) {
- GPU_shader_free(GG.shaders.edges_front_back_ortho);
- GG.shaders.edges_front_back_ortho = NULL;
- }
-
- if (GG.shaders.edges_overlay_simple) {
- GPU_shader_free(GG.shaders.edges_overlay_simple);
- GG.shaders.edges_overlay_simple = NULL;
- }
-
- if (GG.shaders.edges_overlay) {
- GPU_shader_free(GG.shaders.edges_overlay);
- GG.shaders.edges_overlay = NULL;
- }
-
- if (GG.shaders.image_mask_uniform_color_2D) {
- GPU_shader_free(GG.shaders.image_mask_uniform_color_2D);
- GG.shaders.image_mask_uniform_color_2D = NULL;
- }
-
- if (GG.shaders.image_modulate_alpha_3D) {
- GPU_shader_free(GG.shaders.image_modulate_alpha_3D);
- GG.shaders.image_modulate_alpha_3D = NULL;
- }
-
- if (GG.shaders.image_rect_modulate_alpha_3D) {
- GPU_shader_free(GG.shaders.image_rect_modulate_alpha_3D);
- GG.shaders.image_rect_modulate_alpha_3D = NULL;
- }
-
- if (GG.shaders.image_depth_3D) {
- GPU_shader_free(GG.shaders.image_depth_3D);
- GG.shaders.image_depth_3D = NULL;
- }
-
- if (GG.shaders.uniform_color_2D) {
- GPU_shader_free(GG.shaders.uniform_color_2D);
- GG.shaders.uniform_color_2D = NULL;
- }
-
- if (GG.shaders.flat_color_2D) {
- GPU_shader_free(GG.shaders.flat_color_2D);
- GG.shaders.flat_color_2D = NULL;
- }
-
- if (GG.shaders.smooth_color_2D) {
- GPU_shader_free(GG.shaders.smooth_color_2D);
- GG.shaders.smooth_color_2D = NULL;
- }
-
- if (GG.shaders.uniform_color_3D) {
- GPU_shader_free(GG.shaders.uniform_color_3D);
- GG.shaders.uniform_color_3D = NULL;
- }
-
- if (GG.shaders.flat_color_3D) {
- GPU_shader_free(GG.shaders.flat_color_3D);
- GG.shaders.flat_color_3D = NULL;
- }
-
- if (GG.shaders.smooth_color_3D) {
- GPU_shader_free(GG.shaders.smooth_color_3D);
- GG.shaders.smooth_color_3D = NULL;
- }
-
- if (GG.shaders.depth_only_3D) {
- GPU_shader_free(GG.shaders.depth_only_3D);
- GG.shaders.depth_only_3D = NULL;
- }
-
- if (GG.shaders.point_fixed_size_uniform_color_2D) {
- GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_2D);
- GG.shaders.point_fixed_size_uniform_color_2D = NULL;
- }
-
- if (GG.shaders.point_varying_size_varying_color_2D) {
- GPU_shader_free(GG.shaders.point_varying_size_varying_color_2D);
- GG.shaders.point_varying_size_varying_color_2D = NULL;
- }
-
- if (GG.shaders.point_uniform_size_uniform_color_smooth_2D) {
- GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_2D);
- GG.shaders.point_uniform_size_uniform_color_smooth_2D = NULL;
- }
-
- if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D) {
- GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D);
- GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = NULL;
- }
-
- if (GG.shaders.point_uniform_size_varying_color_outline_smooth_2D) {
- GPU_shader_free(GG.shaders.point_uniform_size_varying_color_outline_smooth_2D);
- GG.shaders.point_uniform_size_varying_color_outline_smooth_2D = NULL;
- }
-
- if (GG.shaders.point_fixed_size_uniform_color_3D) {
- GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_3D);
- GG.shaders.point_fixed_size_uniform_color_3D = NULL;
- }
-
- if (GG.shaders.point_fixed_size_varying_color_3D) {
- GPU_shader_free(GG.shaders.point_fixed_size_varying_color_3D);
- GG.shaders.point_fixed_size_varying_color_3D = NULL;
- }
-
- if (GG.shaders.point_varying_size_uniform_color_3D) {
- GPU_shader_free(GG.shaders.point_varying_size_uniform_color_3D);
- GG.shaders.point_varying_size_uniform_color_3D = NULL;
- }
-
- if (GG.shaders.point_varying_size_varying_color_3D) {
- GPU_shader_free(GG.shaders.point_varying_size_varying_color_3D);
- GG.shaders.point_varying_size_varying_color_3D = NULL;
- }
-
- if (GG.shaders.point_uniform_size_uniform_color_smooth_3D) {
- GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_3D);
- GG.shaders.point_uniform_size_uniform_color_smooth_3D = NULL;
- }
-
- if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D) {
- GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D);
- GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = NULL;
+ for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
+ if (builtin_shaders[i]) {
+ GPU_shader_free(builtin_shaders[i]);
+ builtin_shaders[i] = NULL;
+ }
}
for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
- if (GG.shaders.fx_shaders[i]) {
- GPU_shader_free(GG.shaders.fx_shaders[i]);
- GG.shaders.fx_shaders[i] = NULL;
+ if (fx_shaders[i]) {
+ GPU_shader_free(fx_shaders[i]);
+ fx_shaders[i] = NULL;
}
}
}