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-rw-r--r--source/blender/gpu/GPU_compositing.h5
-rw-r--r--source/blender/gpu/GPU_shader.h2
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c426
-rw-r--r--source/blender/gpu/intern/gpu_shader.c50
4 files changed, 341 insertions, 142 deletions
diff --git a/source/blender/gpu/GPU_compositing.h b/source/blender/gpu/GPU_compositing.h
index 892fe4f3255..d506d91a9aa 100644
--- a/source/blender/gpu/GPU_compositing.h
+++ b/source/blender/gpu/GPU_compositing.h
@@ -44,6 +44,7 @@ struct GPUOffScreen;
struct GPUFXSettings;
struct rcti;
struct Scene;
+struct GPUShader;
enum eGPUFXFlags;
/**** Public API *****/
@@ -94,6 +95,10 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx);
void GPU_fx_compositor_init_dof_settings(struct GPUDOFSettings *dof);
void GPU_fx_compositor_init_ssao_settings(struct GPUSSAOSettings *ssao);
+
+
+/* initialize and cache the shader unform interface for effects */
+void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect effect);
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 0317976f9d0..4c674b460aa 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -69,6 +69,8 @@ void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);
void GPU_shader_unbind(void);
+void *GPU_shader_get_interface(GPUShader *shader);
+void GPU_shader_set_interface(GPUShader *shader, void *interface);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
int arraysize, const float *value);
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index 8516a2d2882..c22f3ed7ed8 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -58,6 +58,97 @@
static const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
static const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}};
+
+/* shader interfaces (legacy GL 2 style, without uniform buffer objects) */
+
+typedef struct
+{
+ int ssao_uniform;
+ int ssao_color_uniform;
+ int color_uniform;
+ int depth_uniform;
+ int viewvecs_uniform;
+ int ssao_sample_params_uniform;
+ int ssao_concentric_tex;
+ int ssao_jitter_uniform;
+} GPUSSAOShaderInterface;
+
+typedef struct
+{
+ int invrendertargetdim_uniform;
+ int color_uniform;
+ int dof_uniform;
+ int depth_uniform;
+ int viewvecs_uniform;
+} GPUDOFHQPassOneInterface;
+
+typedef struct
+{
+ int rendertargetdim_uniform;
+ int color_uniform;
+ int coc_uniform;
+ int select_uniform;
+ int dof_uniform;
+} GPUDOFHQPassTwoInterface;
+
+typedef struct
+{
+ int dof_uniform;
+ int invrendertargetdim_uniform;
+ int color_uniform;
+ int far_uniform;
+ int near_uniform;
+ int viewvecs_uniform;
+ int depth_uniform;
+} GPUDOFHQPassThreeInterface;
+
+typedef struct
+{
+ int dof_uniform;
+ int invrendertargetdim_uniform;
+ int color_uniform;
+ int depth_uniform;
+ int viewvecs_uniform;
+} GPUDOFPassOneInterface;
+
+typedef struct
+{
+ int dof_uniform;
+ int invrendertargetdim_uniform;
+ int color_uniform;
+ int depth_uniform;
+ int viewvecs_uniform;
+} GPUDOFPassTwoInterface;
+
+typedef struct
+{
+ int near_coc_downsampled;
+ int near_coc_blurred;
+} GPUDOFPassThreeInterface;
+
+typedef struct
+{
+ int near_coc_downsampled;
+ int invrendertargetdim_uniform;
+} GPUDOFPassFourInterface;
+
+typedef struct
+{
+ int medium_blurred_uniform;
+ int high_blurred_uniform;
+ int dof_uniform;
+ int invrendertargetdim_uniform;
+ int original_uniform;
+ int depth_uniform;
+ int viewvecs_uniform;
+} GPUDOFPassFiveInterface;
+
+typedef struct
+{
+ int depth_uniform;
+} GPUDepthResolveInterface;
+
+
struct GPUFX {
/* we borrow the term gbuffer from deferred rendering however this is just a regular
* depth/color framebuffer. Could be extended later though */
@@ -618,15 +709,13 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false);
if (depth_resolve_shader) {
- int depth_uniform;
-
- depth_uniform = GPU_shader_get_uniform(depth_resolve_shader, "depthbuffer");
+ GPUDepthResolveInterface *interface = GPU_shader_get_interface(depth_resolve_shader);
GPU_shader_bind(depth_resolve_shader);
GPU_texture_bind(fx->depth_buffer_xray, 0);
GPU_texture_filter_mode(fx->depth_buffer_xray, false, true);
- GPU_shader_uniform_texture(depth_resolve_shader, depth_uniform, fx->depth_buffer_xray);
+ GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray);
/* draw */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -724,9 +813,6 @@ bool GPU_fx_do_composite_pass(
ssao_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, is_persp);
if (ssao_shader) {
const GPUSSAOSettings *fx_ssao = fx->settings.ssao;
- int color_uniform, depth_uniform;
- int ssao_uniform, ssao_color_uniform, viewvecs_uniform, ssao_sample_params_uniform;
- int ssao_jitter_uniform, ssao_concentric_tex;
float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, fx_ssao->attenuation, 0.0f};
float sample_params[3];
@@ -737,34 +823,27 @@ bool GPU_fx_do_composite_pass(
ssao_params[3] = (passes_left == 1 && !ofs) ? dfdyfac[0] : dfdyfac[1];
- ssao_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_params");
- ssao_color_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_color");
- color_uniform = GPU_shader_get_uniform(ssao_shader, "colorbuffer");
- depth_uniform = GPU_shader_get_uniform(ssao_shader, "depthbuffer");
- viewvecs_uniform = GPU_shader_get_uniform(ssao_shader, "viewvecs");
- ssao_sample_params_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_sample_params");
- ssao_concentric_tex = GPU_shader_get_uniform(ssao_shader, "ssao_concentric_tex");
- ssao_jitter_uniform = GPU_shader_get_uniform(ssao_shader, "jitter_tex");
+ GPUSSAOShaderInterface *interface = GPU_shader_get_interface(ssao_shader);
GPU_shader_bind(ssao_shader);
- GPU_shader_uniform_vector(ssao_shader, ssao_uniform, 4, 1, ssao_params);
- GPU_shader_uniform_vector(ssao_shader, ssao_color_uniform, 4, 1, fx_ssao->color);
- GPU_shader_uniform_vector(ssao_shader, viewvecs_uniform, 4, 3, viewvecs[0]);
- GPU_shader_uniform_vector(ssao_shader, ssao_sample_params_uniform, 3, 1, sample_params);
+ GPU_shader_uniform_vector(ssao_shader, interface->ssao_uniform, 4, 1, ssao_params);
+ GPU_shader_uniform_vector(ssao_shader, interface->ssao_color_uniform, 4, 1, fx_ssao->color);
+ GPU_shader_uniform_vector(ssao_shader, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
+ GPU_shader_uniform_vector(ssao_shader, interface->ssao_sample_params_uniform, 3, 1, sample_params);
GPU_texture_bind(src, numslots++);
- GPU_shader_uniform_texture(ssao_shader, color_uniform, src);
+ GPU_shader_uniform_texture(ssao_shader, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, true);
- GPU_shader_uniform_texture(ssao_shader, depth_uniform, fx->depth_buffer);
+ GPU_shader_uniform_texture(ssao_shader, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->jitter_buffer, numslots++);
- GPU_shader_uniform_texture(ssao_shader, ssao_jitter_uniform, fx->jitter_buffer);
+ GPU_shader_uniform_texture(ssao_shader, interface->ssao_jitter_uniform, fx->jitter_buffer);
GPU_texture_bind(fx->ssao_spiral_samples_tex, numslots++);
- GPU_shader_uniform_texture(ssao_shader, ssao_concentric_tex, fx->ssao_spiral_samples_tex);
+ GPU_shader_uniform_texture(ssao_shader, interface->ssao_concentric_tex, fx->ssao_spiral_samples_tex);
/* draw */
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
@@ -835,35 +914,26 @@ bool GPU_fx_do_composite_pass(
/* pass first, downsample the color buffer to near/far targets and calculate coc texture */
{
- int depth_uniform, dof_uniform;
- int viewvecs_uniform;
- int invrendertargetdim_uniform, color_uniform;
-
float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};
- invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
- color_uniform = GPU_shader_get_uniform(dof_shader_pass1, "colorbuffer");
- dof_uniform = GPU_shader_get_uniform(dof_shader_pass1, "dof_params");
- invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
- depth_uniform = GPU_shader_get_uniform(dof_shader_pass1, "depthbuffer");
- viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass1, "viewvecs");
+ GPUDOFHQPassOneInterface *interface = GPU_shader_get_interface(dof_shader_pass1);
GPU_shader_bind(dof_shader_pass1);
- GPU_shader_uniform_vector(dof_shader_pass1, dof_uniform, 4, 1, dof_params);
- GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
- GPU_shader_uniform_vector(dof_shader_pass1, viewvecs_uniform, 4, 3, viewvecs[0]);
+ GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params);
+ GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass1, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
- GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, false);
- GPU_shader_uniform_texture(dof_shader_pass1, depth_uniform, fx->depth_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
/* disable filtering for the texture so custom downsample can do the right thing */
GPU_texture_filter_mode(src, false, false);
- GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, src);
+ GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, src);
/* target is the downsampled coc buffer */
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0, NULL);
@@ -892,29 +962,23 @@ bool GPU_fx_do_composite_pass(
/* second pass, shoot quads for every pixel in the downsampled buffers, scaling according
* to circle of confusion */
{
- int rendertargetdim_uniform, coc_uniform, color_uniform, select_uniform, dof_uniform;
int rendertargetdim[2] = {fx->dof_downsampled_w, fx->dof_downsampled_h};
float selection[2] = {0.0f, 1.0f};
- rendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass2, "rendertargetdim");
-
- color_uniform = GPU_shader_get_uniform(dof_shader_pass2, "colorbuffer");
- coc_uniform = GPU_shader_get_uniform(dof_shader_pass2, "cocbuffer");
- select_uniform = GPU_shader_get_uniform(dof_shader_pass2, "layerselection");
- dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params");
+ GPUDOFHQPassTwoInterface *interface = GPU_shader_get_interface(dof_shader_pass2);
GPU_shader_bind(dof_shader_pass2);
- GPU_shader_uniform_vector(dof_shader_pass2, dof_uniform, 4, 1, dof_params);
- GPU_shader_uniform_vector_int(dof_shader_pass2, rendertargetdim_uniform, 2, 1, rendertargetdim);
- GPU_shader_uniform_vector(dof_shader_pass2, select_uniform, 2, 1, selection);
+ GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params);
+ GPU_shader_uniform_vector_int(dof_shader_pass2, interface->rendertargetdim_uniform, 2, 1, rendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
GPU_texture_bind(fx->dof_nearfar_coc, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass2, coc_uniform, fx->dof_nearfar_coc);
+ GPU_shader_uniform_texture(dof_shader_pass2, interface->coc_uniform, fx->dof_nearfar_coc);
GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_half_downsampled_far);
+ GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_far);
GPU_texture_filter_mode(fx->dof_half_downsampled_far, false, false);
/* target is the downsampled coc buffer */
@@ -934,13 +998,13 @@ bool GPU_fx_do_composite_pass(
GPU_texture_unbind(fx->dof_half_downsampled_far);
GPU_framebuffer_texture_detach(fx->dof_far_blur);
- GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_half_downsampled_near);
+ GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near);
GPU_texture_filter_mode(fx->dof_half_downsampled_near, false, false);
selection[0] = 1.0f;
selection[1] = 0.0f;
- GPU_shader_uniform_vector(dof_shader_pass2, select_uniform, 2, 1, selection);
+ GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, NULL);
/* have to clear the buffer unfortunately */
@@ -962,40 +1026,31 @@ bool GPU_fx_do_composite_pass(
/* third pass, accumulate the near/far blur fields */
{
- int invrendertargetdim_uniform, near_uniform, color_uniform;
- int dof_uniform, far_uniform, viewvecs_uniform, depth_uniform;
-
float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};
- dof_uniform = GPU_shader_get_uniform(dof_shader_pass3, "dof_params");
- invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass3, "invrendertargetdim");
- color_uniform = GPU_shader_get_uniform(dof_shader_pass3, "colorbuffer");
- far_uniform = GPU_shader_get_uniform(dof_shader_pass3, "farbuffer");
- near_uniform = GPU_shader_get_uniform(dof_shader_pass3, "nearbuffer");
- viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass3, "viewvecs");
- depth_uniform = GPU_shader_get_uniform(dof_shader_pass3, "depthbuffer");
+ GPUDOFHQPassThreeInterface *interface = GPU_shader_get_interface(dof_shader_pass3);
GPU_shader_bind(dof_shader_pass3);
- GPU_shader_uniform_vector(dof_shader_pass3, dof_uniform, 4, 1, dof_params);
+ GPU_shader_uniform_vector(dof_shader_pass3, interface->dof_uniform, 4, 1, dof_params);
- GPU_shader_uniform_vector(dof_shader_pass3, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
- GPU_shader_uniform_vector(dof_shader_pass3, viewvecs_uniform, 4, 3, viewvecs[0]);
+ GPU_shader_uniform_vector(dof_shader_pass3, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass3, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(fx->dof_near_blur, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass3, near_uniform, fx->dof_near_blur);
+ GPU_shader_uniform_texture(dof_shader_pass3, interface->near_uniform, fx->dof_near_blur);
GPU_texture_filter_mode(fx->dof_near_blur, false, true);
GPU_texture_bind(fx->dof_far_blur, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass3, far_uniform, fx->dof_far_blur);
+ GPU_shader_uniform_texture(dof_shader_pass3, interface->far_uniform, fx->dof_far_blur);
GPU_texture_filter_mode(fx->dof_far_blur, false, true);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, false);
- GPU_shader_uniform_texture(dof_shader_pass3, depth_uniform, fx->depth_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass3, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass3, color_uniform, src);
+ GPU_shader_uniform_texture(dof_shader_pass3, interface->color_uniform, src);
/* if this is the last pass, prepare for rendering on the frambuffer */
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
@@ -1052,29 +1107,22 @@ bool GPU_fx_do_composite_pass(
/* pass first, first level of blur in low res buffer */
{
- int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
- int viewvecs_uniform;
-
float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
- dof_uniform = GPU_shader_get_uniform(dof_shader_pass1, "dof_params");
- invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
- color_uniform = GPU_shader_get_uniform(dof_shader_pass1, "colorbuffer");
- depth_uniform = GPU_shader_get_uniform(dof_shader_pass1, "depthbuffer");
- viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass1, "viewvecs");
+ GPUDOFPassOneInterface *interface = GPU_shader_get_interface(dof_shader_pass1);
GPU_shader_bind(dof_shader_pass1);
- GPU_shader_uniform_vector(dof_shader_pass1, dof_uniform, 4, 1, dof_params);
- GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
- GPU_shader_uniform_vector(dof_shader_pass1, viewvecs_uniform, 4, 3, viewvecs[0]);
+ GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params);
+ GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass1, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(src, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass1, color_uniform, src);
+ GPU_shader_uniform_texture(dof_shader_pass1, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, true);
- GPU_shader_uniform_texture(dof_shader_pass1, depth_uniform, fx->depth_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
/* target is the downsampled coc buffer */
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
@@ -1093,34 +1141,28 @@ bool GPU_fx_do_composite_pass(
/* second pass, gaussian blur the downsampled image */
{
- int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
- int viewvecs_uniform;
float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer),
1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)};
float tmp = invrendertargetdim[0];
invrendertargetdim[0] = 0.0f;
- dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor);
+ GPUDOFPassTwoInterface *interface = GPU_shader_get_interface(dof_shader_pass2);
- dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params");
- invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass2, "invrendertargetdim");
- color_uniform = GPU_shader_get_uniform(dof_shader_pass2, "colorbuffer");
- depth_uniform = GPU_shader_get_uniform(dof_shader_pass2, "depthbuffer");
- viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass2, "viewvecs");
+ dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor);
/* Blurring vertically */
GPU_shader_bind(dof_shader_pass2);
- GPU_shader_uniform_vector(dof_shader_pass2, dof_uniform, 4, 1, dof_params);
- GPU_shader_uniform_vector(dof_shader_pass2, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
- GPU_shader_uniform_vector(dof_shader_pass2, viewvecs_uniform, 4, 3, viewvecs[0]);
+ GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params);
+ GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass2, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, true);
- GPU_shader_uniform_texture(dof_shader_pass2, depth_uniform, fx->depth_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass2, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_near_coc_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_buffer);
/* use final buffer as a temp here */
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);
@@ -1135,10 +1177,10 @@ bool GPU_fx_do_composite_pass(
/* Blurring horizontally */
invrendertargetdim[0] = tmp;
invrendertargetdim[1] = 0.0f;
- GPU_shader_uniform_vector(dof_shader_pass2, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_near_coc_final_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_final_buffer);
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, NULL);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -1157,18 +1199,15 @@ bool GPU_fx_do_composite_pass(
/* third pass, calculate near coc */
{
- int near_coc_downsampled, near_coc_blurred;
-
- near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass3, "colorbuffer");
- near_coc_blurred = GPU_shader_get_uniform(dof_shader_pass3, "blurredcolorbuffer");
+ GPUDOFPassThreeInterface *interface = GPU_shader_get_interface(dof_shader_pass3);
GPU_shader_bind(dof_shader_pass3);
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass3, near_coc_downsampled, fx->dof_near_coc_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_downsampled, fx->dof_near_coc_buffer);
GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass3, near_coc_blurred, fx->dof_near_coc_blurred_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_blurred, fx->dof_near_coc_blurred_buffer);
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);
@@ -1185,19 +1224,16 @@ bool GPU_fx_do_composite_pass(
/* fourth pass blur final coc once to eliminate discontinuities */
{
- int near_coc_downsampled;
- int invrendertargetdim_uniform;
float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer),
1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)};
- near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass4, "colorbuffer");
- invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass4, "invrendertargetdim");
+ GPUDOFPassFourInterface *interface = GPU_shader_get_interface(dof_shader_pass4);
GPU_shader_bind(dof_shader_pass4);
GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass4, near_coc_downsampled, fx->dof_near_coc_final_buffer);
- GPU_shader_uniform_vector(dof_shader_pass4, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_texture(dof_shader_pass4, interface->near_coc_downsampled, fx->dof_near_coc_final_buffer);
+ GPU_shader_uniform_vector(dof_shader_pass4, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
@@ -1214,36 +1250,28 @@ bool GPU_fx_do_composite_pass(
/* final pass, merge blurred layers according to final calculated coc */
{
- int medium_blurred_uniform, high_blurred_uniform, original_uniform, depth_uniform, dof_uniform;
- int invrendertargetdim_uniform, viewvecs_uniform;
float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
- medium_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "mblurredcolorbuffer");
- high_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "blurredcolorbuffer");
- dof_uniform = GPU_shader_get_uniform(dof_shader_pass5, "dof_params");
- invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass5, "invrendertargetdim");
- original_uniform = GPU_shader_get_uniform(dof_shader_pass5, "colorbuffer");
- depth_uniform = GPU_shader_get_uniform(dof_shader_pass5, "depthbuffer");
- viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass5, "viewvecs");
+ GPUDOFPassFiveInterface *interface = GPU_shader_get_interface(dof_shader_pass5);
GPU_shader_bind(dof_shader_pass5);
- GPU_shader_uniform_vector(dof_shader_pass5, dof_uniform, 4, 1, dof_params);
- GPU_shader_uniform_vector(dof_shader_pass5, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
- GPU_shader_uniform_vector(dof_shader_pass5, viewvecs_uniform, 4, 3, viewvecs[0]);
+ GPU_shader_uniform_vector(dof_shader_pass5, interface->dof_uniform, 4, 1, dof_params);
+ GPU_shader_uniform_vector(dof_shader_pass5, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
+ GPU_shader_uniform_vector(dof_shader_pass5, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(src, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass5, original_uniform, src);
+ GPU_shader_uniform_texture(dof_shader_pass5, interface->original_uniform, src);
GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass5, high_blurred_uniform, fx->dof_near_coc_blurred_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass5, interface->high_blurred_uniform, fx->dof_near_coc_blurred_buffer);
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass5, medium_blurred_uniform, fx->dof_near_coc_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass5, interface->medium_blurred_uniform, fx->dof_near_coc_buffer);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, true);
- GPU_shader_uniform_texture(dof_shader_pass5, depth_uniform, fx->depth_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass5, interface->depth_uniform, fx->depth_buffer);
/* if this is the last pass, prepare for rendering on the frambuffer */
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
@@ -1298,3 +1326,149 @@ void GPU_fx_compositor_init_ssao_settings(GPUSSAOSettings *fx_ssao)
fx_ssao->attenuation = 1.0f;
fx_ssao->samples = 20;
}
+
+void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect effect)
+{
+ if (!shader)
+ return;
+
+ switch (effect)
+ {
+ case GPU_SHADER_FX_SSAO:
+ {
+ GPUSSAOShaderInterface *interface = MEM_mallocN(sizeof(GPUSSAOShaderInterface), "GPUSSAOShaderInterface");
+
+ interface->ssao_uniform = GPU_shader_get_uniform(shader, "ssao_params");
+ interface->ssao_color_uniform = GPU_shader_get_uniform(shader, "ssao_color");
+ interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
+ interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
+ interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
+ interface->ssao_sample_params_uniform = GPU_shader_get_uniform(shader, "ssao_sample_params");
+ interface->ssao_concentric_tex = GPU_shader_get_uniform(shader, "ssao_concentric_tex");
+ interface->ssao_jitter_uniform = GPU_shader_get_uniform(shader, "jitter_tex");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
+ {
+ GPUDOFHQPassOneInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassOneInterface), "GPUDOFHQPassOneInterface");
+
+ interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
+ interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
+ interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
+ interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
+ interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
+ {
+ GPUDOFHQPassTwoInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassTwoInterface), "GPUDOFHQPassTwoInterface");
+
+ interface->rendertargetdim_uniform = GPU_shader_get_uniform(shader, "rendertargetdim");
+ interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
+ interface->coc_uniform = GPU_shader_get_uniform(shader, "cocbuffer");
+ interface->select_uniform = GPU_shader_get_uniform(shader, "layerselection");
+ interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
+ {
+ GPUDOFHQPassThreeInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassThreeInterface), "GPUDOFHQPassThreeInterface");
+
+ interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
+ interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
+ interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
+ interface->far_uniform = GPU_shader_get_uniform(shader, "farbuffer");
+ interface->near_uniform = GPU_shader_get_uniform(shader, "nearbuffer");
+ interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
+ interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
+ {
+ GPUDOFPassOneInterface *interface = MEM_mallocN(sizeof(GPUDOFPassOneInterface), "GPUDOFPassOneInterface");
+
+ interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
+ interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
+ interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
+ interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
+ interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
+ {
+ GPUDOFPassTwoInterface *interface = MEM_mallocN(sizeof(GPUDOFPassTwoInterface), "GPUDOFPassTwoInterface");
+
+ interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
+ interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
+ interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
+ interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
+ interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
+ {
+ GPUDOFPassThreeInterface *interface = MEM_mallocN(sizeof(GPUDOFPassThreeInterface), "GPUDOFPassThreeInterface");
+
+ interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer");
+ interface->near_coc_blurred = GPU_shader_get_uniform(shader, "blurredcolorbuffer");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
+ {
+ GPUDOFPassFourInterface *interface = MEM_mallocN(sizeof(GPUDOFPassFourInterface), "GPUDOFPassFourInterface");
+
+ interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer");
+ interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
+ {
+ GPUDOFPassFiveInterface *interface = MEM_mallocN(sizeof(GPUDOFPassFiveInterface), "GPUDOFPassFiveInterface");
+
+ interface->medium_blurred_uniform = GPU_shader_get_uniform(shader, "mblurredcolorbuffer");
+ interface->high_blurred_uniform = GPU_shader_get_uniform(shader, "blurredcolorbuffer");
+ interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
+ interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
+ interface->original_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
+ interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
+ interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+
+ case GPU_SHADER_FX_DEPTH_RESOLVE:
+ {
+ GPUDepthResolveInterface *interface = MEM_mallocN(sizeof(GPUDepthResolveInterface), "GPUDepthResolveInterface");
+
+ interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
+
+ GPU_shader_set_interface(shader, interface);
+ break;
+ }
+
+ default:
+ break;
+ }
+}
+
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index f0bab2bb983..49f244083f9 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -84,6 +84,8 @@ struct GPUShader {
int totattrib; /* total number of attributes */
int uniforms; /* required uniforms */
+
+ void *uniform_interface; /* cached uniform interface for shader. Data depends on shader */
};
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
@@ -464,6 +466,10 @@ void GPU_shader_free(GPUShader *shader)
glDeleteShader(shader->fragment);
if (shader->program)
glDeleteProgram(shader->program);
+
+ if (shader->uniform_interface)
+ MEM_freeN(shader->uniform_interface);
+
MEM_freeN(shader);
}
@@ -472,6 +478,16 @@ int GPU_shader_get_uniform(GPUShader *shader, const char *name)
return glGetUniformLocation(shader->program, name);
}
+void *GPU_shader_get_interface(GPUShader *shader)
+{
+ return shader->uniform_interface;
+}
+
+void GPU_shader_set_interface(GPUShader *shader, void *interface)
+{
+ shader->uniform_interface = interface;
+}
+
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
{
if (location == -1 || value == NULL)
@@ -609,15 +625,15 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
#define MAX_DEFINES 100
-GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp)
+GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
{
int offset;
char defines[MAX_DEFINES] = "";
/* avoid shaders out of range */
- if (effects >= MAX_FX_SHADERS)
+ if (effect >= MAX_FX_SHADERS)
return NULL;
- offset = 2 * effects;
+ offset = 2 * effect;
if (persp) {
offset += 1;
@@ -625,59 +641,61 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp)
}
if (!GG.shaders.fx_shaders[offset]) {
- GPUShader *shader;
+ GPUShader *shader = NULL;
- switch (effects) {
+ switch (effect) {
case GPU_SHADER_FX_SSAO:
- GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
strcat(defines, "#define FIRST_PASS\n");
- GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
strcat(defines, "#define SECOND_PASS\n");
- GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
strcat(defines, "#define THIRD_PASS\n");
- GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
strcat(defines, "#define FOURTH_PASS\n");
- GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
strcat(defines, "#define FIFTH_PASS\n");
- GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
strcat(defines, "#define FIRST_PASS\n");
- GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
strcat(defines, "#define SECOND_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl,
defines, GL_POINTS, GL_TRIANGLE_STRIP, 4);
- GG.shaders.fx_shaders[offset] = shader;
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
strcat(defines, "#define THIRD_PASS\n");
- GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_RESOLVE:
- GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
break;
}
+
+ GG.shaders.fx_shaders[offset] = shader;
+ GPU_fx_shader_init_interface(shader, effect);
}
return GG.shaders.fx_shaders[offset];
@@ -708,7 +726,7 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.smoke_fire = NULL;
}
- for (i = 0; i < 2 * MAX_FX_SHADERS; i++) {
+ for (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;