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-rw-r--r--CMakeLists.txt2
-rw-r--r--source/blender/draw/CMakeLists.txt558
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl13
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl5
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh28
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh136
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader_shared.h48
-rw-r--r--source/blender/draw/intern/draw_manager.c24
-rw-r--r--source/blender/draw/intern/draw_shader_shared.h41
-rw-r--r--source/blender/draw/intern/shaders/common_fullscreen_vert.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_pointcloud_lib.glsl4
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl18
-rw-r--r--source/blender/draw/intern/shaders/draw_fullscreen_info.hh8
-rw-r--r--source/blender/draw/intern/shaders/draw_object_infos_info.hh5
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh40
-rw-r--r--source/blender/editors/gpencil/drawgpencil.c29
-rw-r--r--source/blender/editors/interface/interface_draw.c11
-rw-r--r--source/blender/editors/space_node/drawnode.cc59
-rw-r--r--source/blender/gpu/CMakeLists.txt452
-rw-r--r--source/blender/gpu/GPU_immediate.h1
-rw-r--r--source/blender/gpu/GPU_shader.h3
-rw-r--r--source/blender/gpu/GPU_shader_shared.h82
-rw-r--r--source/blender/gpu/intern/gpu_immediate.cc6
-rw-r--r--source/blender/gpu/intern/gpu_init_exit.c8
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc192
-rw-r--r--source/blender/gpu/intern/gpu_shader_builder.cc102
-rw-r--r--source/blender/gpu/intern/gpu_shader_builder_stubs.cc258
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c244
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.cc173
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.hh595
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info_private.hh46
-rw-r--r--source/blender/gpu/intern/gpu_shader_dependency.cc197
-rw-r--r--source/blender/gpu/intern/gpu_shader_dependency_private.h44
-rw-r--r--source/blender/gpu/intern/gpu_shader_info_baked.cc24
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.hh26
-rw-r--r--source/blender/gpu/intern/gpu_shader_private.hh12
-rw-r--r--source/blender/gpu/intern/gpu_shader_shared_utils.h105
-rw-r--r--source/blender/gpu/opengl/gl_backend.cc2
-rw-r--r--source/blender/gpu/opengl/gl_context.hh1
-rw-r--r--source/blender/gpu/opengl/gl_shader.cc440
-rw-r--r--source/blender/gpu/opengl/gl_shader.hh12
-rw-r--r--source/blender/gpu/opengl/gl_shader_interface.cc133
-rw-r--r--source/blender/gpu/opengl/gl_shader_interface.hh2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl54
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl15
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_checker_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_geometry.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl138
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl17
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/infos/gpu_clip_planes_info.hh29
-rw-r--r--source/blender/gpu/shaders/infos/gpu_interface_info.hh33
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh36
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh37
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_flat_color_info.hh38
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh30
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh31
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh36
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh40
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh31
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_line_dashed_uniform_color_info.hh35
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh72
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh36
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh38
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh36
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh37
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh35
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh38
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh42
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh38
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_line_dashed_uniform_color_info.hh35
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh62
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh33
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh41
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh51
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh47
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh40
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_text_info.hh46
-rw-r--r--source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh27
151 files changed, 5226 insertions, 829 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 5d796a5c140..380acbbba0f 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -536,12 +536,14 @@ option(WITH_OPENGL "When off limits visibility of the opengl header
option(WITH_GLEW_ES "Switches to experimental copy of GLEW that has support for OpenGL ES. (temporary option for development purposes)" OFF)
option(WITH_GL_EGL "Use the EGL OpenGL system library instead of the platform specific OpenGL system library (CGL, glX, or WGL)" OFF)
option(WITH_GL_PROFILE_ES20 "Support using OpenGL ES 2.0. (through either EGL or the AGL/WGL/XGL 'es20' profile)" OFF)
+option(WITH_GPU_SHADER_BUILDER "Shader builder is a developer option enabling linting on GLSL during compilation" OFF)
mark_as_advanced(
WITH_OPENGL
WITH_GLEW_ES
WITH_GL_EGL
WITH_GL_PROFILE_ES20
+ WITH_GPU_SHADER_BUILDER
)
if(WIN32)
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 7b55981ba6b..8dd7e3d7dbf 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -212,6 +212,7 @@ set(SRC
intern/draw_manager_profiling.h
intern/draw_manager_testing.h
intern/draw_manager_text.h
+ intern/draw_shader_shared.h
intern/draw_shader.h
intern/draw_subdivision.h
intern/draw_texture_pool.h
@@ -233,6 +234,7 @@ set(SRC
engines/image/image_space_node.hh
engines/workbench/workbench_engine.h
engines/workbench/workbench_private.h
+ engines/workbench/workbench_shader_shared.h
engines/select/select_engine.h
engines/select/select_private.h
engines/overlay/overlay_engine.h
@@ -245,268 +247,300 @@ set(LIB
bf_windowmanager
)
-data_to_c_simple(engines/eevee/shaders/ambient_occlusion_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/background_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/common_uniforms_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/common_utiltex_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lights_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_geom.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_grid_fill_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lookdev_world_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_diffuse_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_glossy_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_refraction_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_translucent_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_type_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_bloom_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_bokeh_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_downsample_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_filter_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_gather_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_reduce_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_resolve_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_scatter_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_scatter_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_setup_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_reflection_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_reflection_resolve_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_reflection_trace_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_downsample_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_downsample_cube_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_gtao_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_velocity_resolve_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_velocity_tile_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_minmaxz_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_mist_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_subsurface_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_translucency_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_temporal_aa.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/object_motion_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/object_motion_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/shadow_accum_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/bsdf_lut_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/btdf_lut_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/bsdf_common_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/irradiance_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/octahedron_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/cubemap_lib.glsl SRC)
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-data_to_c_simple(engines/eevee/shaders/raytrace_lib.glsl SRC)
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-data_to_c_simple(engines/eevee/shaders/cryptomatte_frag.glsl SRC)
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-data_to_c_simple(engines/eevee/shaders/surface_geom.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/surface_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/surface_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/update_noise_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_accum_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_lib.glsl SRC)
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-data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
-
-data_to_c_simple(engines/workbench/shaders/workbench_cavity_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
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-data_to_c_simple(engines/workbench/shaders/workbench_effect_smaa_frag.glsl SRC)
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-data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
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-data_to_c_simple(engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl SRC)
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-data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_transparent_accum_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_transparent_resolve_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_volume_frag.glsl SRC)
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-data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
-
-data_to_c_simple(intern/shaders/common_colormanagement_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_globals_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_pointcloud_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_hair_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_hair_refine_vert.glsl SRC)
-data_to_c_simple(intern/shaders/common_hair_refine_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_math_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_math_geom_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_view_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_fxaa_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_smaa_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_fullscreen_vert.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_custom_data_interp_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_ibo_lines_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_ibo_tris_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_normals_accumulate_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_normals_finalize_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_patch_evaluation_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_edituv_strech_angle_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_edituv_strech_area_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_lnor_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_sculpt_data_comp.glsl SRC)
-
-data_to_c_simple(engines/gpencil/shaders/gpencil_frag.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_vert.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_antialiasing_frag.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_antialiasing_vert.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_common_lib.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_layer_blend_frag.glsl SRC)
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-data_to_c_simple(engines/gpencil/shaders/gpencil_vfx_frag.glsl SRC)
-
-data_to_c_simple(engines/select/shaders/selection_id_3D_vert.glsl SRC)
-data_to_c_simple(engines/select/shaders/selection_id_frag.glsl SRC)
-
-data_to_c_simple(engines/basic/shaders/conservative_depth_geom.glsl SRC)
-data_to_c_simple(engines/basic/shaders/depth_vert.glsl SRC)
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-
-data_to_c_simple(engines/overlay/shaders/common_overlay_lib.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/antialiasing_frag.glsl SRC)
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-data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_vert.glsl SRC)
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-data_to_c_simple(engines/overlay/shaders/armature_shape_outline_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_shape_solid_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_shape_solid_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_shape_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_sphere_outline_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_stick_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_stick_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_wire_frag.glsl SRC)
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-data_to_c_simple(engines/overlay/shaders/clipbound_vert.glsl SRC)
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-data_to_c_simple(engines/overlay/shaders/edit_gpencil_guide_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_gpencil_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_lattice_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_lattice_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_common_lib.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_normal_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_skin_root_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_particle_strand_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_particle_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_edges_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_edges_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_edges_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_verts_vert.glsl SRC)
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-data_to_c_simple(engines/overlay/shaders/edit_uv_faces_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_face_dots_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_image_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_image_mask_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_stretching_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_groundline_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_lightprobe_grid_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_loose_point_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_loose_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_wire_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/facing_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/facing_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/grid_background_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/grid_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/grid_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/image_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/image_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/motion_path_line_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/motion_path_line_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/motion_path_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/outline_detect_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/outline_prepass_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/outline_prepass_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/outline_prepass_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_face_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_texture_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_texture_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_vertcol_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_vertcol_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_weight_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_weight_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/particle_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/particle_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/sculpt_mask_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/sculpt_mask_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/volume_velocity_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/volume_gridlines_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/wireframe_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/wireframe_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/xray_fade_frag.glsl SRC)
-
-data_to_c_simple(engines/image/shaders/engine_image_frag.glsl SRC)
-data_to_c_simple(engines/image/shaders/engine_image_vert.glsl SRC)
+set(GLSL_SRC
+ engines/eevee/shaders/ambient_occlusion_lib.glsl
+ engines/eevee/shaders/background_vert.glsl
+ engines/eevee/shaders/common_uniforms_lib.glsl
+ engines/eevee/shaders/common_utiltex_lib.glsl
+ engines/eevee/shaders/lights_lib.glsl
+ engines/eevee/shaders/lightprobe_lib.glsl
+ engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
+ engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+ engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
+ engines/eevee/shaders/lightprobe_geom.glsl
+ engines/eevee/shaders/lightprobe_vert.glsl
+ engines/eevee/shaders/lightprobe_cube_display_frag.glsl
+ engines/eevee/shaders/lightprobe_cube_display_vert.glsl
+ engines/eevee/shaders/lightprobe_grid_display_frag.glsl
+ engines/eevee/shaders/lightprobe_grid_display_vert.glsl
+ engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
+ engines/eevee/shaders/lightprobe_planar_display_frag.glsl
+ engines/eevee/shaders/lightprobe_planar_display_vert.glsl
+ engines/eevee/shaders/lookdev_world_frag.glsl
+ engines/eevee/shaders/closure_eval_lib.glsl
+ engines/eevee/shaders/closure_eval_diffuse_lib.glsl
+ engines/eevee/shaders/closure_eval_glossy_lib.glsl
+ engines/eevee/shaders/closure_eval_refraction_lib.glsl
+ engines/eevee/shaders/closure_eval_translucent_lib.glsl
+ engines/eevee/shaders/closure_type_lib.glsl
+ engines/eevee/shaders/effect_bloom_frag.glsl
+ engines/eevee/shaders/effect_dof_bokeh_frag.glsl
+ engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl
+ engines/eevee/shaders/effect_dof_downsample_frag.glsl
+ engines/eevee/shaders/effect_dof_filter_frag.glsl
+ engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl
+ engines/eevee/shaders/effect_dof_gather_frag.glsl
+ engines/eevee/shaders/effect_dof_lib.glsl
+ engines/eevee/shaders/effect_dof_reduce_frag.glsl
+ engines/eevee/shaders/effect_dof_resolve_frag.glsl
+ engines/eevee/shaders/effect_dof_scatter_frag.glsl
+ engines/eevee/shaders/effect_dof_scatter_vert.glsl
+ engines/eevee/shaders/effect_dof_setup_frag.glsl
+ engines/eevee/shaders/effect_reflection_lib.glsl
+ engines/eevee/shaders/effect_reflection_resolve_frag.glsl
+ engines/eevee/shaders/effect_reflection_trace_frag.glsl
+ engines/eevee/shaders/effect_downsample_frag.glsl
+ engines/eevee/shaders/effect_downsample_cube_frag.glsl
+ engines/eevee/shaders/effect_gtao_frag.glsl
+ engines/eevee/shaders/effect_velocity_resolve_frag.glsl
+ engines/eevee/shaders/effect_velocity_tile_frag.glsl
+ engines/eevee/shaders/effect_minmaxz_frag.glsl
+ engines/eevee/shaders/effect_mist_frag.glsl
+ engines/eevee/shaders/effect_motion_blur_frag.glsl
+ engines/eevee/shaders/effect_subsurface_frag.glsl
+ engines/eevee/shaders/effect_translucency_frag.glsl
+ engines/eevee/shaders/effect_temporal_aa.glsl
+ engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
+ engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl
+ engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl
+ engines/eevee/shaders/object_motion_frag.glsl
+ engines/eevee/shaders/object_motion_vert.glsl
+ engines/eevee/shaders/prepass_frag.glsl
+ engines/eevee/shaders/prepass_vert.glsl
+ engines/eevee/shaders/shadow_accum_frag.glsl
+ engines/eevee/shaders/shadow_frag.glsl
+ engines/eevee/shaders/shadow_vert.glsl
+ engines/eevee/shaders/bsdf_lut_frag.glsl
+ engines/eevee/shaders/btdf_lut_frag.glsl
+ engines/eevee/shaders/bsdf_common_lib.glsl
+ engines/eevee/shaders/irradiance_lib.glsl
+ engines/eevee/shaders/octahedron_lib.glsl
+ engines/eevee/shaders/cubemap_lib.glsl
+ engines/eevee/shaders/bsdf_sampling_lib.glsl
+ engines/eevee/shaders/random_lib.glsl
+ engines/eevee/shaders/raytrace_lib.glsl
+ engines/eevee/shaders/renderpass_lib.glsl
+ engines/eevee/shaders/renderpass_postprocess_frag.glsl
+ engines/eevee/shaders/cryptomatte_frag.glsl
+ engines/eevee/shaders/ltc_lib.glsl
+ engines/eevee/shaders/ssr_lib.glsl
+ engines/eevee/shaders/surface_frag.glsl
+ engines/eevee/shaders/surface_geom.glsl
+ engines/eevee/shaders/surface_lib.glsl
+ engines/eevee/shaders/surface_vert.glsl
+ engines/eevee/shaders/update_noise_frag.glsl
+ engines/eevee/shaders/volumetric_accum_frag.glsl
+ engines/eevee/shaders/volumetric_lib.glsl
+ engines/eevee/shaders/volumetric_frag.glsl
+ engines/eevee/shaders/volumetric_geom.glsl
+ engines/eevee/shaders/volumetric_vert.glsl
+ engines/eevee/shaders/volumetric_resolve_frag.glsl
+ engines/eevee/shaders/volumetric_scatter_frag.glsl
+ engines/eevee/shaders/volumetric_integration_frag.glsl
+
+ engines/workbench/shaders/workbench_cavity_lib.glsl
+ engines/workbench/shaders/workbench_common_lib.glsl
+ engines/workbench/shaders/workbench_composite_frag.glsl
+ engines/workbench/shaders/workbench_curvature_lib.glsl
+ engines/workbench/shaders/workbench_data_lib.glsl
+ engines/workbench/shaders/workbench_effect_cavity_frag.glsl
+ engines/workbench/shaders/workbench_effect_dof_frag.glsl
+ engines/workbench/shaders/workbench_effect_outline_frag.glsl
+ engines/workbench/shaders/workbench_effect_smaa_frag.glsl
+ engines/workbench/shaders/workbench_effect_smaa_vert.glsl
+ engines/workbench/shaders/workbench_effect_taa_frag.glsl
+ engines/workbench/shaders/workbench_image_lib.glsl
+ engines/workbench/shaders/workbench_matcap_lib.glsl
+ engines/workbench/shaders/workbench_material_lib.glsl
+ engines/workbench/shaders/workbench_merge_infront_frag.glsl
+ engines/workbench/shaders/workbench_prepass_frag.glsl
+ engines/workbench/shaders/workbench_prepass_hair_vert.glsl
+ engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
+ engines/workbench/shaders/workbench_prepass_vert.glsl
+ engines/workbench/shaders/workbench_shader_interface_lib.glsl
+ engines/workbench/shaders/workbench_shadow_caps_geom.glsl
+ engines/workbench/shaders/workbench_shadow_debug_frag.glsl
+ engines/workbench/shaders/workbench_shadow_geom.glsl
+ engines/workbench/shaders/workbench_shadow_vert.glsl
+ engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+ engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
+ engines/workbench/shaders/workbench_volume_frag.glsl
+ engines/workbench/shaders/workbench_volume_vert.glsl
+ engines/workbench/shaders/workbench_world_light_lib.glsl
+
+ engines/workbench/workbench_shader_shared.h
+
+ intern/shaders/common_colormanagement_lib.glsl
+ intern/shaders/common_globals_lib.glsl
+ intern/shaders/common_pointcloud_lib.glsl
+ intern/shaders/common_hair_lib.glsl
+ intern/shaders/common_hair_refine_vert.glsl
+ intern/shaders/common_hair_refine_comp.glsl
+ intern/shaders/common_math_lib.glsl
+ intern/shaders/common_math_geom_lib.glsl
+ intern/shaders/common_view_lib.glsl
+ intern/shaders/common_fxaa_lib.glsl
+ intern/shaders/common_smaa_lib.glsl
+ intern/shaders/common_fullscreen_vert.glsl
+
+ intern/shaders/common_subdiv_custom_data_interp_comp.glsl
+ intern/shaders/common_subdiv_ibo_lines_comp.glsl
+ intern/shaders/common_subdiv_ibo_tris_comp.glsl
+ intern/shaders/common_subdiv_lib.glsl
+ intern/shaders/common_subdiv_normals_accumulate_comp.glsl
+ intern/shaders/common_subdiv_normals_finalize_comp.glsl
+ intern/shaders/common_subdiv_patch_evaluation_comp.glsl
+ intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl
+ intern/shaders/common_subdiv_vbo_edituv_strech_angle_comp.glsl
+ intern/shaders/common_subdiv_vbo_edituv_strech_area_comp.glsl
+ intern/shaders/common_subdiv_vbo_lnor_comp.glsl
+ intern/shaders/common_subdiv_vbo_sculpt_data_comp.glsl
+
+ intern/draw_shader_shared.h
+
+ engines/gpencil/shaders/gpencil_frag.glsl
+ engines/gpencil/shaders/gpencil_vert.glsl
+ engines/gpencil/shaders/gpencil_antialiasing_frag.glsl
+ engines/gpencil/shaders/gpencil_antialiasing_vert.glsl
+ engines/gpencil/shaders/gpencil_common_lib.glsl
+ engines/gpencil/shaders/gpencil_layer_blend_frag.glsl
+ engines/gpencil/shaders/gpencil_mask_invert_frag.glsl
+ engines/gpencil/shaders/gpencil_depth_merge_frag.glsl
+ engines/gpencil/shaders/gpencil_depth_merge_vert.glsl
+ engines/gpencil/shaders/gpencil_vfx_frag.glsl
+
+ engines/select/shaders/selection_id_3D_vert.glsl
+ engines/select/shaders/selection_id_frag.glsl
+
+ engines/basic/shaders/conservative_depth_geom.glsl
+ engines/basic/shaders/depth_vert.glsl
+ engines/basic/shaders/depth_frag.glsl
+
+ engines/overlay/shaders/common_overlay_lib.glsl
+ engines/overlay/shaders/antialiasing_frag.glsl
+ engines/overlay/shaders/antialiasing_vert.glsl
+ engines/overlay/shaders/armature_dof_vert.glsl
+ engines/overlay/shaders/armature_dof_solid_frag.glsl
+ engines/overlay/shaders/armature_envelope_outline_vert.glsl
+ engines/overlay/shaders/armature_envelope_solid_frag.glsl
+ engines/overlay/shaders/armature_envelope_solid_vert.glsl
+ engines/overlay/shaders/armature_shape_outline_geom.glsl
+ engines/overlay/shaders/armature_shape_outline_vert.glsl
+ engines/overlay/shaders/armature_shape_solid_frag.glsl
+ engines/overlay/shaders/armature_shape_solid_vert.glsl
+ engines/overlay/shaders/armature_shape_wire_vert.glsl
+ engines/overlay/shaders/armature_sphere_outline_vert.glsl
+ engines/overlay/shaders/armature_sphere_solid_frag.glsl
+ engines/overlay/shaders/armature_sphere_solid_vert.glsl
+ engines/overlay/shaders/armature_stick_frag.glsl
+ engines/overlay/shaders/armature_stick_vert.glsl
+ engines/overlay/shaders/armature_wire_frag.glsl
+ engines/overlay/shaders/armature_wire_vert.glsl
+ engines/overlay/shaders/background_frag.glsl
+ engines/overlay/shaders/clipbound_vert.glsl
+ engines/overlay/shaders/depth_only_vert.glsl
+ engines/overlay/shaders/edit_curve_handle_geom.glsl
+ engines/overlay/shaders/edit_curve_handle_vert.glsl
+ engines/overlay/shaders/edit_curve_point_vert.glsl
+ engines/overlay/shaders/edit_curve_wire_vert.glsl
+ engines/overlay/shaders/edit_gpencil_canvas_vert.glsl
+ engines/overlay/shaders/edit_gpencil_guide_vert.glsl
+ engines/overlay/shaders/edit_gpencil_vert.glsl
+ engines/overlay/shaders/edit_lattice_point_vert.glsl
+ engines/overlay/shaders/edit_lattice_wire_vert.glsl
+ engines/overlay/shaders/edit_mesh_common_lib.glsl
+ engines/overlay/shaders/edit_mesh_facefill_frag.glsl
+ engines/overlay/shaders/edit_mesh_facefill_vert.glsl
+ engines/overlay/shaders/edit_mesh_frag.glsl
+ engines/overlay/shaders/edit_mesh_geom.glsl
+ engines/overlay/shaders/edit_mesh_normal_vert.glsl
+ engines/overlay/shaders/edit_mesh_analysis_frag.glsl
+ engines/overlay/shaders/edit_mesh_analysis_vert.glsl
+ engines/overlay/shaders/edit_mesh_skin_root_vert.glsl
+ engines/overlay/shaders/edit_mesh_vert.glsl
+ engines/overlay/shaders/edit_particle_strand_vert.glsl
+ engines/overlay/shaders/edit_particle_point_vert.glsl
+ engines/overlay/shaders/edit_uv_edges_vert.glsl
+ engines/overlay/shaders/edit_uv_edges_geom.glsl
+ engines/overlay/shaders/edit_uv_edges_frag.glsl
+ engines/overlay/shaders/edit_uv_verts_vert.glsl
+ engines/overlay/shaders/edit_uv_verts_frag.glsl
+ engines/overlay/shaders/edit_uv_faces_vert.glsl
+ engines/overlay/shaders/edit_uv_face_dots_vert.glsl
+ engines/overlay/shaders/edit_uv_image_vert.glsl
+ engines/overlay/shaders/edit_uv_image_mask_frag.glsl
+ engines/overlay/shaders/edit_uv_stretching_vert.glsl
+ engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl
+ engines/overlay/shaders/extra_frag.glsl
+ engines/overlay/shaders/extra_vert.glsl
+ engines/overlay/shaders/extra_groundline_vert.glsl
+ engines/overlay/shaders/extra_lightprobe_grid_vert.glsl
+ engines/overlay/shaders/extra_loose_point_frag.glsl
+ engines/overlay/shaders/extra_loose_point_vert.glsl
+ engines/overlay/shaders/extra_point_vert.glsl
+ engines/overlay/shaders/extra_wire_frag.glsl
+ engines/overlay/shaders/extra_wire_vert.glsl
+ engines/overlay/shaders/facing_frag.glsl
+ engines/overlay/shaders/facing_vert.glsl
+ engines/overlay/shaders/grid_background_frag.glsl
+ engines/overlay/shaders/grid_frag.glsl
+ engines/overlay/shaders/grid_vert.glsl
+ engines/overlay/shaders/image_vert.glsl
+ engines/overlay/shaders/image_frag.glsl
+ engines/overlay/shaders/motion_path_line_geom.glsl
+ engines/overlay/shaders/motion_path_line_vert.glsl
+ engines/overlay/shaders/motion_path_point_vert.glsl
+ engines/overlay/shaders/outline_detect_frag.glsl
+ engines/overlay/shaders/outline_prepass_frag.glsl
+ engines/overlay/shaders/outline_prepass_geom.glsl
+ engines/overlay/shaders/outline_prepass_vert.glsl
+ engines/overlay/shaders/paint_face_vert.glsl
+ engines/overlay/shaders/paint_point_vert.glsl
+ engines/overlay/shaders/paint_texture_frag.glsl
+ engines/overlay/shaders/paint_texture_vert.glsl
+ engines/overlay/shaders/paint_vertcol_frag.glsl
+ engines/overlay/shaders/paint_vertcol_vert.glsl
+ engines/overlay/shaders/paint_weight_frag.glsl
+ engines/overlay/shaders/paint_weight_vert.glsl
+ engines/overlay/shaders/paint_wire_vert.glsl
+ engines/overlay/shaders/particle_vert.glsl
+ engines/overlay/shaders/particle_frag.glsl
+ engines/overlay/shaders/sculpt_mask_vert.glsl
+ engines/overlay/shaders/sculpt_mask_frag.glsl
+ engines/overlay/shaders/volume_velocity_vert.glsl
+ engines/overlay/shaders/volume_gridlines_vert.glsl
+ engines/overlay/shaders/wireframe_vert.glsl
+ engines/overlay/shaders/wireframe_frag.glsl
+ engines/overlay/shaders/xray_fade_frag.glsl
+
+ engines/image/shaders/engine_image_frag.glsl
+ engines/image/shaders/engine_image_vert.glsl
+)
+
+set(GLSL_C)
+foreach(GLSL_FILE ${GLSL_SRC})
+ data_to_c_simple(${GLSL_FILE} GLSL_C)
+endforeach()
+
+blender_add_lib(bf_draw_shaders "${GLSL_C}" "" "" "")
+
+list(APPEND LIB
+ bf_draw_shaders
+)
+
+set(GLSL_SOURCE_CONTENT "")
+foreach(GLSL_FILE ${GLSL_SRC})
+ get_filename_component(GLSL_FILE_NAME ${GLSL_FILE} NAME)
+ string(REPLACE "." "_" GLSL_FILE_NAME_UNDERSCORES ${GLSL_FILE_NAME})
+ string(APPEND GLSL_SOURCE_CONTENT "SHADER_SOURCE\(datatoc_${GLSL_FILE_NAME_UNDERSCORES}, \"${GLSL_FILE_NAME}\"\)\n")
+endforeach()
+
+set(glsl_source_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_draw_source_list.h")
+file(GENERATE OUTPUT ${glsl_source_list_file} CONTENT "${GLSL_SOURCE_CONTENT}")
+list(APPEND SRC ${glsl_source_list_file})
+list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
+
+target_include_directories(bf_draw_shaders PUBLIC ${CMAKE_CURRENT_BINARY_DIR})
list(APPEND INC
)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 8cbc8608f5b..9b142fe56b5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -3,10 +3,6 @@
#define CAVITY_BUFFER_RANGE 4.0
-#ifdef WORKBENCH_ENCODE_NORMALS
-
-# define WB_Normal vec2
-
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
vec3 workbench_normal_decode(vec4 enc)
@@ -22,7 +18,7 @@ vec3 workbench_normal_decode(vec4 enc)
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
-WB_Normal workbench_normal_encode(bool front_face, vec3 n)
+vec2 workbench_normal_encode(bool front_face, vec3 n)
{
n = normalize(front_face ? n : -n);
float p = sqrt(n.z * 8.0 + 8.0);
@@ -30,13 +26,6 @@ WB_Normal workbench_normal_encode(bool front_face, vec3 n)
return n.xy;
}
-#else
-# define WB_Normal vec3
-/* Well just do nothing... */
-# define workbench_normal_encode(f, a) (a)
-# define workbench_normal_decode(a) (a.xyz)
-#endif /* WORKBENCH_ENCODE_NORMALS */
-
/* Encoding into the alpha of a RGBA16F texture. (10bit mantissa) */
#define TARGET_BITCOUNT 8u
#define METALLIC_BITS 3u /* Metallic channel is less important. */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index 2e229d4d83a..c784c8b2db9 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -1,3 +1,5 @@
+
+#ifndef WORKBENCH_SHADER_SHARED_H
struct LightData {
vec4 direction;
vec4 specular_color;
@@ -37,9 +39,10 @@ struct WorldData {
int _pad2;
};
-#define viewport_size_inv viewport_size.zw
+# define viewport_size_inv viewport_size.zw
layout(std140) uniform world_block
{
WorldData world_data;
};
+#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
index 328d50e69e0..0b571040df5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
@@ -4,6 +4,8 @@
#pragma BLENDER_REQUIRE(workbench_cavity_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_curvature_lib.glsl)
+#ifndef DRW_SHADER_SHARED_H
+
uniform sampler2D depthBuffer;
uniform sampler2D normalBuffer;
uniform usampler2D objectIdBuffer;
@@ -12,6 +14,8 @@ in vec4 uvcoordsvar;
out vec4 fragColor;
+#endif
+
void main()
{
float cavity = 0.0, edges = 0.0, curvature = 0.0;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
new file mode 100644
index 00000000000..31e5f5e7641
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
@@ -0,0 +1,28 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .sampler(0, ImageType::FLOAT_2D, "depthBuffer")
+ .sampler(1, ImageType::FLOAT_2D, "normalBuffer")
+ .sampler(2, ImageType::UINT_2D, "objectIdBuffer")
+ .uniform_buf(3, "vec4", "samples_coords[512]")
+ .fragment_source("workbench_effect_cavity_frag.glsl")
+ .additional_info("draw_fullscreen")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(workbench_effect_cavity)
+ .do_static_compilation(true)
+ .define("USE_CAVITY")
+ .additional_info("workbench_effect_cavity_common");
+
+GPU_SHADER_CREATE_INFO(workbench_effect_curvature)
+ .do_static_compilation(true)
+ .define("USE_CURVATURE")
+ .additional_info("workbench_effect_cavity_common");
+
+GPU_SHADER_CREATE_INFO(workbench_effect_cavity_curvature)
+ .do_static_compilation(true)
+ .define("USE_CAVITY")
+ .define("USE_CURVATURE")
+ .additional_info("workbench_effect_cavity_common");
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
index 57d648d3565..49e3f57ab2e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
@@ -25,12 +25,14 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
return true;
}
+#ifndef WORKBENCH_SHADER_SHARED_H
uniform sampler2DArray imageTileArray;
uniform sampler1DArray imageTileData;
uniform sampler2D imageTexture;
uniform float imageTransparencyCutoff = 0.1;
uniform bool imagePremult;
+#endif
vec3 workbench_image_color(vec2 uvs)
{
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 6d24b001d4d..7a3ebc4035e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -4,9 +4,11 @@
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
+#ifndef WORKBENCH_SHADER_SHARED_H
layout(location = 0) out vec4 materialData;
-layout(location = 1) out WB_Normal normalData;
+layout(location = 1) out vec2 normalData;
layout(location = 2) out uint objectId;
+#endif
uniform bool useMatcap = false;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
index 3e1ea14f47c..c3faa3957ef 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
@@ -5,8 +5,10 @@
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
+#ifndef WORKBENCH_SHADER_SHARED_H
uniform samplerBuffer ac; /* active color layer */
uniform samplerBuffer au; /* active texture layer */
+#endif
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
@@ -71,8 +73,10 @@ void main()
normal_interp = normalize(normal_world_to_view(nor));
-#ifdef OPAQUE_MATERIAL
+#ifndef WORKBENCH_SHADER_SHARED_H
+# ifdef OPAQUE_MATERIAL
float metallic, roughness;
+# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
new file mode 100644
index 00000000000..1dd706c9460
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
@@ -0,0 +1,136 @@
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Object Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_mesh)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "nor")
+ .vertex_in(2, Type::VEC4, "ac")
+ .vertex_in(3, Type::VEC2, "au")
+ .vertex_source("workbench_prepass_vert.glsl")
+ .additional_info("draw_mesh");
+
+GPU_SHADER_CREATE_INFO(workbench_hair)
+ .sampler(0, ImageType::FLOAT_BUFFER, "ac", Frequency::BATCH)
+ .sampler(1, ImageType::FLOAT_BUFFER, "au", Frequency::BATCH)
+ .vertex_source("workbench_prepass_hair_vert.glsl")
+ .additional_info("draw_hair");
+
+GPU_SHADER_CREATE_INFO(workbench_pointcloud)
+ .vertex_source("workbench_prepass_pointcloud_vert.glsl")
+ .additional_info("draw_pointcloud");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Texture Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_texture_none).define("TEXTURE_NONE");
+
+GPU_SHADER_CREATE_INFO(workbench_texture_single)
+ .sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
+ .push_constant(1, Type::BOOL, "imagePremult")
+ .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
+ .define("V3D_SHADING_TEXTURE_COLOR");
+
+GPU_SHADER_CREATE_INFO(workbench_texture_tile)
+ .sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
+ .sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
+ .push_constant(1, Type::BOOL, "imagePremult")
+ .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
+ .define("TEXTURE_IMAGE_ARRAY");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Lighting Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("V3D_LIGHTING_STUDIO");
+GPU_SHADER_CREATE_INFO(workbench_lighting_matcap).define("V3D_LIGHTING_MATCAP");
+GPU_SHADER_CREATE_INFO(workbench_lighting_flat).define("V3D_LIGHTING_FLAT");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Material Interface
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
+ .smooth(Type::VEC3, "normal_interp")
+ .smooth(Type::VEC3, "color_interp")
+ .smooth(Type::FLOAT, "alpha_interp")
+ .smooth(Type::VEC2, "uv_interp")
+ .flat(Type::INT, "object_id")
+ .flat(Type::FLOAT, "roughness")
+ .flat(Type::FLOAT, "metallic");
+
+GPU_SHADER_CREATE_INFO(workbench_material).vertex_out(workbench_material_iface);
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Pipeline Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_transparent_accum)
+ /* Note: Blending will be skipped on objectId because output is a
+ non-normalized integer buffer. */
+ .fragment_out(0, Type::VEC4, "transparentAccum")
+ .fragment_out(1, Type::VEC4, "revealageAccum")
+ .fragment_out(2, Type::UINT, "objectId")
+ .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
+ .typedef_source("workbench_shader_shared.h")
+ .fragment_source("workbench_transparent_accum_frag.glsl")
+ .additional_info("workbench_material");
+
+GPU_SHADER_CREATE_INFO(workbench_opaque)
+ .fragment_out(0, Type::VEC4, "materialData")
+ .fragment_out(1, Type::VEC2, "normalData")
+ .fragment_out(2, Type::UINT, "objectId")
+ .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
+ .typedef_source("workbench_shader_shared.h")
+ .fragment_source("workbench_prepass_frag.glsl")
+ .additional_info("workbench_material");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Variations Declaration
+ * \{ */
+
+#define WORKBENCH_SURFACETYPE_VARIATIONS(prefix, ...) \
+ GPU_SHADER_CREATE_INFO(prefix##_mesh) \
+ .additional_info("workbench_mesh", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(prefix##_hair) \
+ .additional_info("workbench_hair", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(prefix##_ptcloud) \
+ .additional_info("workbench_pointcloud", __VA_ARGS__) \
+ .do_static_compilation(true);
+
+#define WORKBENCH_PIPELINE_VARIATIONS(prefix, ...) \
+ WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_studio, \
+ "workbench_transparent_accum", \
+ "workbench_lighting_studio", \
+ __VA_ARGS__) \
+ WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_matcap, \
+ "workbench_transparent_accum", \
+ "workbench_lighting_matcap", \
+ __VA_ARGS__) \
+ WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_flat, \
+ "workbench_transparent_accum", \
+ "workbench_lighting_flat", \
+ __VA_ARGS__) \
+ WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_opaque, "workbench_opaque", __VA_ARGS__)
+
+WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_none, "workbench_texture_none")
+WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_single, "workbench_texture_single")
+WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_tile, "workbench_texture_tile")
+
+/** \} */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
index 6f61874b8f5..8efe10b8236 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
@@ -21,8 +21,10 @@ void main()
uv_interp = vec2(0.0);
-#ifdef OPAQUE_MATERIAL
+#ifndef WORKBENCH_SHADER_SHARED_H
+# ifdef OPAQUE_MATERIAL
float metallic, roughness;
+# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 1192081caf1..1f6a8a63944 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -5,10 +5,12 @@
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
+#ifndef WORKBENCH_SHADER_SHARED_H
in vec3 pos;
in vec3 nor;
in vec4 ac; /* active color */
in vec2 au; /* active texture layer */
+#endif
void main()
{
@@ -23,8 +25,10 @@ void main()
normal_interp = normalize(normal_object_to_view(nor));
-#ifdef OPAQUE_MATERIAL
+#ifndef WORKBENCH_SHADER_SHARED_H
+# ifdef OPAQUE_MATERIAL
float metallic, roughness;
+# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
index 6bfa351aeb0..178e61c8a8d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
@@ -1,15 +1,17 @@
+#ifndef WORKBENCH_SHADER_SHARED_H
IN_OUT ShaderStageInterface
{
vec3 normal_interp;
vec3 color_interp;
float alpha_interp;
vec2 uv_interp;
-#ifdef TRANSPARENT_MATERIAL
+# ifdef TRANSPARENT_MATERIAL
flat float roughness;
flat float metallic;
-#else
+# else
flat float packed_rough_metal;
-#endif
+# endif
flat int object_id;
};
+#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index 3f113fd4b2e..0062cbe17a2 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -6,6 +6,7 @@
#pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl)
+#ifndef WORKBENCH_SHADER_SHARED_H
/* Revealage is actually stored in transparentAccum alpha channel.
* This is a workaround to older hardware not having separate blend equation per render target. */
layout(location = 0) out vec4 transparentAccum;
@@ -13,6 +14,7 @@ layout(location = 1) out vec4 revealageAccum;
/* NOTE: Blending will be skipped on objectId because output is a non-normalized integer buffer. */
layout(location = 2) out uint objectId;
+#endif
/* Special function only to be used with calculate_transparent_weight(). */
float linear_zdepth(float depth, vec4 viewvecs[2], mat4 proj_mat)
diff --git a/source/blender/draw/engines/workbench/workbench_shader_shared.h b/source/blender/draw/engines/workbench/workbench_shader_shared.h
new file mode 100644
index 00000000000..42d38e54d9a
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_shader_shared.h
@@ -0,0 +1,48 @@
+
+#ifndef GPU_SHADER
+# include "gpu_shader_shared_utils.h"
+#endif
+
+#define WORKBENCH_SHADER_SHARED_H
+
+struct LightData {
+ float4 direction;
+ float4 specular_color;
+ float4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */
+};
+
+struct WorldData {
+ float4 viewport_size;
+ float4 object_outline_color;
+ float4 shadow_direction_vs;
+ float shadow_focus;
+ float shadow_shift;
+ float shadow_mul;
+ float shadow_add;
+ /* - 16 bytes alignment - */
+ LightData lights[4];
+ float4 ambient_color;
+
+ int cavity_sample_start;
+ int cavity_sample_end;
+ float cavity_sample_count_inv;
+ float cavity_jitter_scale;
+
+ float cavity_valley_factor;
+ float cavity_ridge_factor;
+ float cavity_attenuation;
+ float cavity_distance;
+
+ float curvature_ridge;
+ float curvature_valley;
+ float ui_scale;
+ float _pad0;
+
+ int matcap_orientation;
+ bool use_specular;
+ int _pad1;
+ int _pad2;
+};
+
+#define viewport_size_inv viewport_size.zw
+#define packed_rough_metal roughness
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 7365ebf59c2..276a8cc3a13 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -70,6 +70,7 @@
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
+#include "GPU_shader_shared.h"
#include "GPU_state.h"
#include "GPU_uniform_buffer.h"
#include "GPU_viewport.h"
@@ -2756,11 +2757,15 @@ void DRW_draw_depth_object(
GPU_framebuffer_clear_depth(depth_fb, 1.0f);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
- const float(*world_clip_planes)[4] = NULL;
- if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
+ struct GPUClipPlanes planes;
+ const bool use_clipping_planes = RV3D_CLIPPING_ENABLED(v3d, rv3d);
+ if (use_clipping_planes) {
GPU_clip_distances(6);
ED_view3d_clipping_local(rv3d, object->obmat);
- world_clip_planes = rv3d->clip_local;
+ for (int i = 0; i < 6; i++) {
+ copy_v4_v4(planes.world[i], rv3d->clip_local[i]);
+ }
+ copy_m4_m4(planes.ModelMatrix, object->obmat);
}
drw_batch_cache_validate(object);
@@ -2782,14 +2787,19 @@ void DRW_draw_depth_object(
BLI_task_graph_work_and_wait(task_graph);
BLI_task_graph_free(task_graph);
- const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED :
- GPU_SHADER_CFG_DEFAULT;
+ const eGPUShaderConfig sh_cfg = use_clipping_planes ? GPU_SHADER_CFG_CLIPPED :
+ GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
- if (world_clip_planes != NULL) {
- GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes);
+
+ GPUUniformBuf *ubo = NULL;
+ if (use_clipping_planes) {
+ ubo = GPU_uniformbuf_create_ex(sizeof(struct GPUClipPlanes), &planes, __func__);
+ GPU_batch_uniformbuf_bind(batch, "clipPlanes", ubo);
}
GPU_batch_draw(batch);
+ GPU_uniformbuf_free(ubo);
+
} break;
case OB_CURVE:
case OB_SURF:
diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h
new file mode 100644
index 00000000000..aa117f44e84
--- /dev/null
+++ b/source/blender/draw/intern/draw_shader_shared.h
@@ -0,0 +1,41 @@
+
+#ifndef GPU_SHADER
+# include "gpu_shader_shared_utils.h"
+#endif
+
+#define DRW_SHADER_SHARED_H
+
+#define DRW_RESOURCE_CHUNK_LEN 512
+
+struct ViewInfos {
+ /* View matrices */
+ float4x4 persmat;
+ float4x4 persinv;
+ float4x4 viewmat;
+ float4x4 viewinv;
+ float4x4 winmat;
+ float4x4 wininv;
+
+ float4 clipplanes[6];
+ float4 viewvecs[2];
+ /* Should not be here. Not view dependent (only main view). */
+ float4 viewcamtexcofac;
+};
+BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
+
+/* TODO(fclem) Mass rename. */
+#define ViewProjectionMatrix drw_view.persmat
+#define ViewProjectionMatrixInverse drw_view.persinv
+#define ViewMatrix drw_view.viewmat
+#define ViewMatrixInverse drw_view.viewinv
+#define ProjectionMatrix drw_view.winmat
+#define ProjectionMatrixInverse drw_view.wininv
+#define clipPlanes drw_view.clipplanes
+#define ViewVecs drw_view.viewvecs
+#define CameraTexCoFactors drw_view.viewcamtexcofac
+
+struct ObjectMatrices {
+ float4x4 drw_modelMatrix;
+ float4x4 drw_modelMatrixInverse;
+};
+BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
diff --git a/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl
index 8a7fb97d98c..53ec38fea0b 100644
--- a/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl
+++ b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl
@@ -1,5 +1,7 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
out vec4 uvcoordsvar;
+#endif
void main()
{
diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
index 74b989441a2..2da16d3f6a9 100644
--- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
@@ -2,6 +2,8 @@
/* NOTE: To be used with UNIFORM_RESOURCE_ID and INSTANCED_ATTR as define. */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#ifndef DRW_SHADER_SHARED_H
+
in vec4 pos; /* Position and radius. */
/* ---- Instanced attribs ---- */
@@ -9,6 +11,8 @@ in vec4 pos; /* Position and radius. */
in vec3 pos_inst;
in vec3 nor;
+#endif
+
mat3 pointcloud_get_facing_matrix(vec3 p)
{
mat3 facing_mat;
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index e9912ba7d9a..b0d405165f2 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -1,5 +1,7 @@
-#define COMMON_VIEW_LIB
-#define DRW_RESOURCE_CHUNK_LEN 512
+/* Temporary until we fully make the switch. */
+#ifndef DRW_SHADER_SHARED_H
+
+# define DRW_RESOURCE_CHUNK_LEN 512
/* keep in sync with DRWManager.view_data */
layout(std140) uniform viewBlock
@@ -22,6 +24,8 @@ layout(std140) uniform viewBlock
vec4 CameraTexCoFactors;
};
+#endif /* DRW_SHADER_SHARED_H */
+
#define ViewNear (ViewVecs[0].w)
#define ViewFar (ViewVecs[1].w)
@@ -141,6 +145,10 @@ flat in int resourceIDFrag;
/* clang-format off */
#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTR)
/* clang-format on */
+
+/* Temporary until we fully make the switch. */
+# ifndef DRW_SHADER_SHARED_H
+
struct ObjectMatrices {
mat4 drw_modelMatrix;
mat4 drw_modelMatrixInverse;
@@ -150,17 +158,23 @@ layout(std140) uniform modelBlock
{
ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
};
+# endif /* DRW_SHADER_SHARED_H */
# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
#else /* GPU_INTEL */
+
+/* Temporary until we fully make the switch. */
+# ifndef DRW_SHADER_SHARED_H
/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
* So for now we just force using the legacy path. */
/* Note that this is also a workaround of a problem on osx (amd or nvidia)
* and older amd driver on windows. */
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
+# endif /* DRW_SHADER_SHARED_H */
+
#endif
#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
diff --git a/source/blender/draw/intern/shaders/draw_fullscreen_info.hh b/source/blender/draw/intern/shaders/draw_fullscreen_info.hh
new file mode 100644
index 00000000000..803ad69ffb7
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_fullscreen_info.hh
@@ -0,0 +1,8 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(fullscreen_iface, "").smooth(Type::VEC4, "uvcoordsvar");
+
+GPU_SHADER_CREATE_INFO(draw_fullscreen)
+ .vertex_out(fullscreen_iface)
+ .vertex_source("common_fullscreen_vert.glsl");
diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
new file mode 100644
index 00000000000..10b3754eebb
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
@@ -0,0 +1,5 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(draw_object_infos)
+ .uniform_buf(1, "ObjectInfos", "drw_infos[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH);
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
new file mode 100644
index 00000000000..a92284efa5b
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -0,0 +1,40 @@
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Draw View
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_view)
+ .uniform_buf(0, "ViewInfos", "drw_view", Frequency::PASS)
+ .typedef_source("draw_shader_shared.h");
+
+GPU_SHADER_CREATE_INFO(draw_view_instanced_attr)
+ .push_constant(0, Type::MAT4, "ModelMatrix")
+ .push_constant(16, Type::MAT4, "ModelMatrixInverse")
+ .additional_info("draw_view");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Geometry Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_mesh)
+ .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_hair)
+ /* TODO(fclem) Finish */
+ .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_pointcloud)
+ .vertex_in(0, Type::VEC4, "pos")
+ .vertex_in(1, Type::VEC3, "pos_inst")
+ .vertex_in(2, Type::VEC3, "nor")
+ .define("UNIFORM_RESOURCE_ID")
+ .define("INSTANCED_ATTR")
+ .additional_info("draw_view_instanced_attr");
+
+/** \} */
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index 6f63529298c..23b579b94f1 100644
--- a/source/blender/editors/gpencil/drawgpencil.c
+++ b/source/blender/editors/gpencil/drawgpencil.c
@@ -61,9 +61,12 @@
#include "WM_api.h"
+#include "GPU_batch.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
+#include "GPU_shader_shared.h"
#include "GPU_state.h"
+#include "GPU_uniform_buffer.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
@@ -189,21 +192,27 @@ static void gpencil_draw_stroke_3d(tGPDdraw *tgpw,
};
immBindBuiltinProgram(GPU_SHADER_GPENCIL_STROKE);
- immUniform2fv("Viewport", viewport);
- immUniform1f("pixsize", tgpw->rv3d->pixsize);
+
float obj_scale = tgpw->ob ?
(tgpw->ob->scale[0] + tgpw->ob->scale[1] + tgpw->ob->scale[2]) / 3.0f :
1.0f;
- immUniform1f("objscale", obj_scale);
+ struct GPencilStrokeData gpencil_stroke_data;
+ copy_v2_v2(gpencil_stroke_data.viewport, viewport);
+ gpencil_stroke_data.pixsize = tgpw->rv3d->pixsize;
+ gpencil_stroke_data.objscale = obj_scale;
int keep_size = (int)((tgpw->gpd) && (tgpw->gpd->flag & GP_DATA_STROKE_KEEPTHICKNESS));
- immUniform1i("keep_size", keep_size);
- immUniform1f("pixfactor", tgpw->gpd->pixfactor);
+ gpencil_stroke_data.keep_size = keep_size;
+ gpencil_stroke_data.pixfactor = tgpw->gpd->pixfactor;
/* xray mode always to 3D space to avoid wrong zdepth calculation (T60051) */
- immUniform1i("xraymode", GP_XRAY_3DSPACE);
- immUniform1i("caps_start", (int)tgpw->gps->caps[0]);
- immUniform1i("caps_end", (int)tgpw->gps->caps[1]);
- immUniform1i("fill_stroke", (int)tgpw->is_fill_stroke);
+ gpencil_stroke_data.xraymode = GP_XRAY_3DSPACE;
+ gpencil_stroke_data.caps_start = tgpw->gps->caps[0];
+ gpencil_stroke_data.caps_end = tgpw->gps->caps[1];
+ gpencil_stroke_data.fill_stroke = tgpw->is_fill_stroke;
+
+ GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(
+ sizeof(struct GPencilStrokeData), &gpencil_stroke_data, __func__);
+ immBindUniformBuf("gpencil_stroke_data", ubo);
/* draw stroke curve */
immBeginAtMost(GPU_PRIM_LINE_STRIP_ADJ, totpoints + cyclic_add + 2);
@@ -255,6 +264,8 @@ static void gpencil_draw_stroke_3d(tGPDdraw *tgpw,
immEnd();
immUnbindProgram();
+
+ GPU_uniformbuf_free(ubo);
}
/* ----- Strokes Drawing ------ */
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 285c82b0fb3..f2fa375aa09 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -57,6 +57,7 @@
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
+#include "GPU_shader_shared.h"
#include "GPU_state.h"
#include "UI_interface.h"
@@ -1384,10 +1385,16 @@ void ui_draw_but_UNITVEC(uiBut *but,
GPU_matrix_scale_1f(size);
GPUBatch *sphere = GPU_batch_preset_sphere(2);
+ struct SimpleLightingData simple_lighting_data;
+ copy_v4_fl4(simple_lighting_data.color, diffuse[0], diffuse[1], diffuse[2], 1.0f);
+ copy_v3_v3(simple_lighting_data.light, light);
+ GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(
+ sizeof(struct SimpleLightingData), &simple_lighting_data, __func__);
+
GPU_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING);
- GPU_batch_uniform_4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f);
- GPU_batch_uniform_3fv(sphere, "light", light);
+ GPU_batch_uniformbuf_bind(sphere, "simple_lighting_data", ubo);
GPU_batch_draw(sphere);
+ GPU_uniformbuf_free(ubo);
/* Restore. */
GPU_face_culling(GPU_CULL_NONE);
diff --git a/source/blender/editors/space_node/drawnode.cc b/source/blender/editors/space_node/drawnode.cc
index ba1c0b41a98..9f0bc5cacef 100644
--- a/source/blender/editors/space_node/drawnode.cc
+++ b/source/blender/editors/space_node/drawnode.cc
@@ -51,7 +51,9 @@
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_platform.h"
+#include "GPU_shader_shared.h"
#include "GPU_state.h"
+#include "GPU_uniform_buffer.h"
#include "DRW_engine.h"
@@ -1873,23 +1875,29 @@ static void nodelink_batch_draw(const SpaceNode &snode)
}
GPU_blend(GPU_BLEND_ALPHA);
+ NodeLinkInstanceData node_link_data;
- float colors[6][4] = {{0.0f}};
- UI_GetThemeColor4fv(TH_WIRE_INNER, colors[nodelink_get_color_id(TH_WIRE_INNER)]);
- UI_GetThemeColor4fv(TH_WIRE, colors[nodelink_get_color_id(TH_WIRE)]);
- UI_GetThemeColor4fv(TH_ACTIVE, colors[nodelink_get_color_id(TH_ACTIVE)]);
- UI_GetThemeColor4fv(TH_EDGE_SELECT, colors[nodelink_get_color_id(TH_EDGE_SELECT)]);
- UI_GetThemeColor4fv(TH_REDALERT, colors[nodelink_get_color_id(TH_REDALERT)]);
+ UI_GetThemeColor4fv(TH_WIRE_INNER, node_link_data.colors[nodelink_get_color_id(TH_WIRE_INNER)]);
+ UI_GetThemeColor4fv(TH_WIRE, node_link_data.colors[nodelink_get_color_id(TH_WIRE)]);
+ UI_GetThemeColor4fv(TH_ACTIVE, node_link_data.colors[nodelink_get_color_id(TH_ACTIVE)]);
+ UI_GetThemeColor4fv(TH_EDGE_SELECT,
+ node_link_data.colors[nodelink_get_color_id(TH_EDGE_SELECT)]);
+ UI_GetThemeColor4fv(TH_REDALERT, node_link_data.colors[nodelink_get_color_id(TH_REDALERT)]);
+ node_link_data.expandSize = snode.runtime->aspect * LINK_WIDTH;
+ node_link_data.arrowSize = ARROW_SIZE;
+
+ GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(sizeof(node_link_data), &node_link_data, __func__);
GPU_vertbuf_data_len_set(g_batch_link.inst_vbo, g_batch_link.count);
GPU_vertbuf_use(g_batch_link.inst_vbo); /* force update. */
GPU_batch_program_set_builtin(g_batch_link.batch, GPU_SHADER_2D_NODELINK_INST);
- GPU_batch_uniform_4fv_array(g_batch_link.batch, "colors", 6, colors);
- GPU_batch_uniform_1f(g_batch_link.batch, "expandSize", snode.runtime->aspect * LINK_WIDTH);
- GPU_batch_uniform_1f(g_batch_link.batch, "arrowSize", ARROW_SIZE);
+ GPU_batch_uniformbuf_bind(g_batch_link.batch, "node_link_data", ubo);
GPU_batch_draw(g_batch_link.batch);
+ GPU_uniformbuf_unbind(ubo);
+ GPU_uniformbuf_free(ubo);
+
nodelink_batch_reset();
GPU_blend(GPU_BLEND_NONE);
@@ -2060,19 +2068,32 @@ void node_draw_link_bezier(const bContext &C,
copy_v4_v4(colors[2], link_preselection_highlight_color);
}
+ NodeLinkData node_link_data;
+ for (int i = 0; i < 4; i++) {
+ copy_v2_v2(node_link_data.bezierPts[i], vec[i]);
+ }
+ for (int i = 0; i < 3; i++) {
+ copy_v2_v2(node_link_data.colors[i], colors[i]);
+ }
+ node_link_data.doArrow = drawarrow;
+ node_link_data.doMuted = drawmuted;
+ node_link_data.dim_factor = dim_factor;
+ node_link_data.thickness = thickness;
+ node_link_data.dash_factor = dash_factor;
+ node_link_data.dash_alpha = dash_alpha;
+ node_link_data.expandSize = snode.runtime->aspect * LINK_WIDTH;
+ node_link_data.arrowSize = ARROW_SIZE;
+
GPUBatch *batch = g_batch_link.batch_single;
+ GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(
+ sizeof(node_link_data), &node_link_data, __func__);
+
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_NODELINK);
- GPU_batch_uniform_2fv_array(batch, "bezierPts", 4, vec);
- GPU_batch_uniform_4fv_array(batch, "colors", 3, colors);
- GPU_batch_uniform_1f(batch, "expandSize", snode.runtime->aspect * LINK_WIDTH);
- GPU_batch_uniform_1f(batch, "arrowSize", ARROW_SIZE);
- GPU_batch_uniform_1i(batch, "doArrow", drawarrow);
- GPU_batch_uniform_1i(batch, "doMuted", drawmuted);
- GPU_batch_uniform_1f(batch, "dim_factor", dim_factor);
- GPU_batch_uniform_1f(batch, "thickness", thickness);
- GPU_batch_uniform_1f(batch, "dash_factor", dash_factor);
- GPU_batch_uniform_1f(batch, "dash_alpha", dash_alpha);
+ GPU_batch_uniformbuf_bind(batch, "node_link_data", ubo);
GPU_batch_draw(batch);
+
+ GPU_uniformbuf_unbind(ubo);
+ GPU_uniformbuf_free(ubo);
}
}
}
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 2987709c875..a525986e1cd 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -83,6 +83,8 @@ set(SRC
intern/gpu_select_sample_query.cc
intern/gpu_shader.cc
intern/gpu_shader_builtin.c
+ intern/gpu_shader_create_info.cc
+ intern/gpu_shader_dependency.cc
intern/gpu_shader_interface.cc
intern/gpu_shader_log.cc
intern/gpu_state.cc
@@ -135,6 +137,7 @@ set(SRC
GPU_primitive.h
GPU_select.h
GPU_shader.h
+ GPU_shader_shared.h
GPU_state.h
GPU_texture.h
GPU_uniform_buffer.h
@@ -159,6 +162,8 @@ set(SRC
intern/gpu_private.h
intern/gpu_query.hh
intern/gpu_select_private.h
+ intern/gpu_shader_create_info.hh
+ intern/gpu_shader_create_info_private.hh
intern/gpu_shader_interface.hh
intern/gpu_shader_private.hh
intern/gpu_state_private.hh
@@ -197,174 +202,250 @@ if(NOT WITH_SYSTEM_GLEW)
)
endif()
-data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_area_borders_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_area_borders_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_widget_base_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_nodelink_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_nodelink_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_desaturate_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_overlays_merge_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_polyline_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_polyline_geom.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_polyline_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
-
-data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
-
-data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
-
-data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_keyframe_shape_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_keyframe_shape_frag.glsl SRC)
-
-data_to_c_simple(shaders/gpu_shader_codegen_lib.glsl SRC)
-
-data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
-
-data_to_c_simple(shaders/material/gpu_shader_material_add_shader.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_ambient_occlusion.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_anisotropic.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_attribute.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_background.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_bevel.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_wavelength.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_blackbody.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_bright_contrast.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_bump.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_clamp.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_color_ramp.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_color_util.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_combine_hsv.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_combine_rgb.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_combine_xyz.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_diffuse.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_displacement.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_eevee_specular.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_emission.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_float_curve.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_fractal_noise.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_fresnel.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_gamma.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_geometry.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_glass.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_glossy.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_hair_info.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_hash.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_holdout.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_hue_sat_val.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_invert.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_layer_weight.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_light_falloff.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_light_path.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_mapping.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_map_range.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_math.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_math_util.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_mix_rgb.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_mix_shader.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_noise.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_normal.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_normal_map.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_object_info.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_output_aov.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_output_material.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_output_world.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_particle_info.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_principled.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_refraction.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_rgb_curves.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_rgb_to_bw.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_separate_hsv.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_separate_rgb.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_separate_xyz.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_set.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_shader_to_rgba.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_squeeze.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_subsurface_scattering.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tangent.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_brick.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_checker.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_environment.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_gradient.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_image.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_magic.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_musgrave.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_noise.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_sky.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_texture_coordinates.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_voronoi.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_wave.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_tex_white_noise.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_toon.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_translucent.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_transparent.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_uv_map.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_vector_curves.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_vector_displacement.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_vector_math.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_vector_rotate.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_velvet.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_vertex_color.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_volume_absorption.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_volume_info.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_volume_principled.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_volume_scatter.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_wireframe.glsl SRC)
-data_to_c_simple(shaders/material/gpu_shader_material_world_normals.glsl SRC)
-
-data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_gpencil_stroke_geom.glsl SRC)
-
-data_to_c_simple(shaders/gpu_shader_cfg_world_clip_lib.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_colorspace_lib.glsl SRC)
-
-data_to_c_simple(shaders/gpu_shader_common_obinfos_lib.glsl SRC)
+set(GLSL_SRC
+ GPU_shader_shared.h
+
+ shaders/gpu_shader_depth_only_frag.glsl
+ shaders/gpu_shader_uniform_color_frag.glsl
+ shaders/gpu_shader_checker_frag.glsl
+ shaders/gpu_shader_diag_stripes_frag.glsl
+ shaders/gpu_shader_simple_lighting_frag.glsl
+ shaders/gpu_shader_flat_color_frag.glsl
+ shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
+ shaders/gpu_shader_flat_id_frag.glsl
+ shaders/gpu_shader_2D_vert.glsl
+ shaders/gpu_shader_2D_area_borders_vert.glsl
+ shaders/gpu_shader_2D_area_borders_frag.glsl
+ shaders/gpu_shader_2D_widget_base_vert.glsl
+ shaders/gpu_shader_2D_widget_base_frag.glsl
+ shaders/gpu_shader_2D_widget_shadow_vert.glsl
+ shaders/gpu_shader_2D_widget_shadow_frag.glsl
+ shaders/gpu_shader_2D_nodelink_frag.glsl
+ shaders/gpu_shader_2D_nodelink_vert.glsl
+ shaders/gpu_shader_2D_flat_color_vert.glsl
+ shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
+ shaders/gpu_shader_2D_line_dashed_frag.glsl
+ shaders/gpu_shader_2D_smooth_color_vert.glsl
+ shaders/gpu_shader_2D_smooth_color_frag.glsl
+ shaders/gpu_shader_2D_image_vert.glsl
+ shaders/gpu_shader_2D_image_rect_vert.glsl
+ shaders/gpu_shader_2D_image_multi_rect_vert.glsl
+ shaders/gpu_shader_image_frag.glsl
+ shaders/gpu_shader_image_desaturate_frag.glsl
+ shaders/gpu_shader_image_overlays_merge_frag.glsl
+ shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
+ shaders/gpu_shader_image_modulate_alpha_frag.glsl
+ shaders/gpu_shader_image_shuffle_color_frag.glsl
+ shaders/gpu_shader_image_color_frag.glsl
+ shaders/gpu_shader_image_varying_color_frag.glsl
+ shaders/gpu_shader_3D_image_vert.glsl
+ shaders/gpu_shader_3D_vert.glsl
+ shaders/gpu_shader_3D_normal_vert.glsl
+ shaders/gpu_shader_3D_flat_color_vert.glsl
+ shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
+ shaders/gpu_shader_3D_polyline_frag.glsl
+ shaders/gpu_shader_3D_polyline_geom.glsl
+ shaders/gpu_shader_3D_polyline_vert.glsl
+ shaders/gpu_shader_3D_smooth_color_vert.glsl
+ shaders/gpu_shader_3D_smooth_color_frag.glsl
+ shaders/gpu_shader_3D_passthrough_vert.glsl
+ shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
+
+ shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
+
+ shaders/gpu_shader_point_uniform_color_aa_frag.glsl
+ shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
+ shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
+ shaders/gpu_shader_point_varying_color_frag.glsl
+ shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
+ shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
+ shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
+ shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
+ shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
+ shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
+
+ shaders/gpu_shader_text_vert.glsl
+ shaders/gpu_shader_text_frag.glsl
+ shaders/gpu_shader_keyframe_shape_vert.glsl
+ shaders/gpu_shader_keyframe_shape_frag.glsl
+
+ shaders/gpu_shader_codegen_lib.glsl
+
+ shaders/gpu_shader_geometry.glsl
+
+ shaders/material/gpu_shader_material_add_shader.glsl
+ shaders/material/gpu_shader_material_ambient_occlusion.glsl
+ shaders/material/gpu_shader_material_anisotropic.glsl
+ shaders/material/gpu_shader_material_attribute.glsl
+ shaders/material/gpu_shader_material_background.glsl
+ shaders/material/gpu_shader_material_bevel.glsl
+ shaders/material/gpu_shader_material_wavelength.glsl
+ shaders/material/gpu_shader_material_blackbody.glsl
+ shaders/material/gpu_shader_material_bright_contrast.glsl
+ shaders/material/gpu_shader_material_bump.glsl
+ shaders/material/gpu_shader_material_camera.glsl
+ shaders/material/gpu_shader_material_clamp.glsl
+ shaders/material/gpu_shader_material_color_ramp.glsl
+ shaders/material/gpu_shader_material_color_util.glsl
+ shaders/material/gpu_shader_material_combine_hsv.glsl
+ shaders/material/gpu_shader_material_combine_rgb.glsl
+ shaders/material/gpu_shader_material_combine_xyz.glsl
+ shaders/material/gpu_shader_material_diffuse.glsl
+ shaders/material/gpu_shader_material_displacement.glsl
+ shaders/material/gpu_shader_material_eevee_specular.glsl
+ shaders/material/gpu_shader_material_emission.glsl
+ shaders/material/gpu_shader_material_float_curve.glsl
+ shaders/material/gpu_shader_material_fractal_noise.glsl
+ shaders/material/gpu_shader_material_fresnel.glsl
+ shaders/material/gpu_shader_material_gamma.glsl
+ shaders/material/gpu_shader_material_geometry.glsl
+ shaders/material/gpu_shader_material_glass.glsl
+ shaders/material/gpu_shader_material_glossy.glsl
+ shaders/material/gpu_shader_material_hair_info.glsl
+ shaders/material/gpu_shader_material_hash.glsl
+ shaders/material/gpu_shader_material_holdout.glsl
+ shaders/material/gpu_shader_material_hue_sat_val.glsl
+ shaders/material/gpu_shader_material_invert.glsl
+ shaders/material/gpu_shader_material_layer_weight.glsl
+ shaders/material/gpu_shader_material_light_falloff.glsl
+ shaders/material/gpu_shader_material_light_path.glsl
+ shaders/material/gpu_shader_material_mapping.glsl
+ shaders/material/gpu_shader_material_map_range.glsl
+ shaders/material/gpu_shader_material_math.glsl
+ shaders/material/gpu_shader_material_math_util.glsl
+ shaders/material/gpu_shader_material_mix_rgb.glsl
+ shaders/material/gpu_shader_material_mix_shader.glsl
+ shaders/material/gpu_shader_material_noise.glsl
+ shaders/material/gpu_shader_material_normal.glsl
+ shaders/material/gpu_shader_material_normal_map.glsl
+ shaders/material/gpu_shader_material_object_info.glsl
+ shaders/material/gpu_shader_material_output_aov.glsl
+ shaders/material/gpu_shader_material_output_material.glsl
+ shaders/material/gpu_shader_material_output_world.glsl
+ shaders/material/gpu_shader_material_particle_info.glsl
+ shaders/material/gpu_shader_material_principled.glsl
+ shaders/material/gpu_shader_material_refraction.glsl
+ shaders/material/gpu_shader_material_rgb_curves.glsl
+ shaders/material/gpu_shader_material_rgb_to_bw.glsl
+ shaders/material/gpu_shader_material_separate_hsv.glsl
+ shaders/material/gpu_shader_material_separate_rgb.glsl
+ shaders/material/gpu_shader_material_separate_xyz.glsl
+ shaders/material/gpu_shader_material_set.glsl
+ shaders/material/gpu_shader_material_shader_to_rgba.glsl
+ shaders/material/gpu_shader_material_squeeze.glsl
+ shaders/material/gpu_shader_material_subsurface_scattering.glsl
+ shaders/material/gpu_shader_material_tangent.glsl
+ shaders/material/gpu_shader_material_tex_brick.glsl
+ shaders/material/gpu_shader_material_tex_checker.glsl
+ shaders/material/gpu_shader_material_tex_environment.glsl
+ shaders/material/gpu_shader_material_tex_gradient.glsl
+ shaders/material/gpu_shader_material_tex_image.glsl
+ shaders/material/gpu_shader_material_tex_magic.glsl
+ shaders/material/gpu_shader_material_tex_musgrave.glsl
+ shaders/material/gpu_shader_material_tex_noise.glsl
+ shaders/material/gpu_shader_material_tex_sky.glsl
+ shaders/material/gpu_shader_material_texture_coordinates.glsl
+ shaders/material/gpu_shader_material_tex_voronoi.glsl
+ shaders/material/gpu_shader_material_tex_wave.glsl
+ shaders/material/gpu_shader_material_tex_white_noise.glsl
+ shaders/material/gpu_shader_material_toon.glsl
+ shaders/material/gpu_shader_material_translucent.glsl
+ shaders/material/gpu_shader_material_transparent.glsl
+ shaders/material/gpu_shader_material_uv_map.glsl
+ shaders/material/gpu_shader_material_vector_curves.glsl
+ shaders/material/gpu_shader_material_vector_displacement.glsl
+ shaders/material/gpu_shader_material_vector_math.glsl
+ shaders/material/gpu_shader_material_vector_rotate.glsl
+ shaders/material/gpu_shader_material_velvet.glsl
+ shaders/material/gpu_shader_material_vertex_color.glsl
+ shaders/material/gpu_shader_material_volume_absorption.glsl
+ shaders/material/gpu_shader_material_volume_info.glsl
+ shaders/material/gpu_shader_material_volume_principled.glsl
+ shaders/material/gpu_shader_material_volume_scatter.glsl
+ shaders/material/gpu_shader_material_wireframe.glsl
+ shaders/material/gpu_shader_material_world_normals.glsl
+
+ shaders/gpu_shader_gpencil_stroke_vert.glsl
+ shaders/gpu_shader_gpencil_stroke_frag.glsl
+ shaders/gpu_shader_gpencil_stroke_geom.glsl
+
+ shaders/gpu_shader_cfg_world_clip_lib.glsl
+ shaders/gpu_shader_colorspace_lib.glsl
+
+ shaders/gpu_shader_common_obinfos_lib.glsl
+
+ intern/gpu_shader_shared_utils.h
+)
+
+set(GLSL_C)
+foreach(GLSL_FILE ${GLSL_SRC})
+ data_to_c_simple(${GLSL_FILE} GLSL_C)
+endforeach()
+
+blender_add_lib(bf_gpu_shaders "${GLSL_C}" "" "" "")
+
+list(APPEND LIB
+ bf_gpu_shaders
+)
+set(GLSL_SOURCE_CONTENT "")
+foreach(GLSL_FILE ${GLSL_SRC})
+ get_filename_component(GLSL_FILE_NAME ${GLSL_FILE} NAME)
+ string(REPLACE "." "_" GLSL_FILE_NAME_UNDERSCORES ${GLSL_FILE_NAME})
+ string(APPEND GLSL_SOURCE_CONTENT "SHADER_SOURCE\(datatoc_${GLSL_FILE_NAME_UNDERSCORES}, \"${GLSL_FILE_NAME}\"\)\n")
+endforeach()
+
+set(glsl_source_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_gpu_source_list.h")
+file(GENERATE OUTPUT ${glsl_source_list_file} CONTENT "${GLSL_SOURCE_CONTENT}")
+list(APPEND SRC ${glsl_source_list_file})
+list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
+
+set(SHADER_CREATE_INFOS
+#../draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
+#../draw/engines/workbench/shaders/workbench_prepass_info.hh
+../draw/intern/shaders/draw_fullscreen_info.hh
+../draw/intern/shaders/draw_view_info.hh
+../draw/intern/shaders/draw_object_infos_info.hh
+
+shaders/infos/gpu_clip_planes_info.hh
+shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
+shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh
+shaders/infos/gpu_shader_2D_checker_info.hh
+shaders/infos/gpu_shader_2D_diag_stripes_info.hh
+shaders/infos/gpu_shader_2D_uniform_color_info.hh
+shaders/infos/gpu_shader_2D_flat_color_info.hh
+shaders/infos/gpu_shader_2D_smooth_color_info.hh
+shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh
+shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh
+shaders/infos/gpu_shader_2D_image_info.hh
+shaders/infos/gpu_shader_2D_image_color_info.hh
+shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh
+shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh
+shaders/infos/gpu_shader_2D_image_rect_color_info.hh
+shaders/infos/gpu_shader_text_info.hh
+shaders/infos/gpu_shader_keyframe_shape_info.hh
+shaders/infos/gpu_shader_3D_flat_color_info.hh
+shaders/infos/gpu_shader_3D_uniform_color_info.hh
+shaders/infos/gpu_shader_3D_smooth_color_info.hh
+shaders/infos/gpu_shader_3D_depth_only_info.hh
+shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh
+shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh
+shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh
+shaders/infos/gpu_shader_2D_area_borders_info.hh
+shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh
+shaders/infos/gpu_shader_3D_point_info.hh
+shaders/infos/gpu_shader_2D_nodelink_info.hh
+shaders/infos/gpu_shader_gpencil_stroke_info.hh
+shaders/infos/gpu_shader_simple_lighting_info.hh
+)
+
+set(SHADER_CREATE_INFOS_CONTENT "")
+foreach(DESCRIPTOR_FILE ${SHADER_CREATE_INFOS})
+string(APPEND SHADER_CREATE_INFOS_CONTENT "#include \"${DESCRIPTOR_FILE}\"\n")
+endforeach()
+
+set(shader_create_info_list_file "${CMAKE_CURRENT_BINARY_DIR}/gpu_shader_create_info_list.hh")
+file(GENERATE OUTPUT ${shader_create_info_list_file} CONTENT "${SHADER_CREATE_INFOS_CONTENT}")
if(WITH_MOD_FLUID)
add_definitions(-DWITH_FLUID)
@@ -377,11 +458,48 @@ if(WITH_IMAGE_DDS)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
+target_link_libraries(bf_gpu PUBLIC
+ bf_draw_shaders
+ bf_gpu_shaders
+)
if(CXX_WARN_NO_SUGGEST_OVERRIDE)
target_compile_options(bf_gpu PRIVATE $<$<COMPILE_LANGUAGE:CXX>:-Wsuggest-override>)
endif()
+
+
+if(WITH_GPU_SHADER_BUILDER)
+ add_executable(shader_builder
+ intern/gpu_shader_builder.cc
+ intern/gpu_shader_builder_stubs.cc
+ ${shader_create_info_list_file}
+ )
+
+ target_link_libraries(shader_builder PUBLIC
+ bf_blenkernel
+ ${PLATFORM_LINKLIBS}
+ )
+ target_include_directories(shader_builder PRIVATE ${INC} ${CMAKE_CURRENT_BINARY_DIR})
+
+ set(BAKED_CREATE_INFOS_FILE ${CMAKE_CURRENT_BINARY_DIR}/shader_baked.hh)
+
+ add_custom_command(
+ OUTPUT
+ ${BAKED_CREATE_INFOS_FILE}
+ COMMAND
+ "$<TARGET_FILE:shader_builder>" ${BAKED_CREATE_INFOS_FILE}
+ DEPENDS shader_builder
+ )
+ set(GPU_SHADER_INFO_SRC
+ intern/gpu_shader_info_baked.cc
+ ${BAKED_CREATE_INFOS_FILE}
+ )
+
+ blender_add_lib(bf_gpu_shader_infos "${GPU_SHADER_INFO_SRC}" "" "" "")
+endif()
+
+
if(WITH_GTESTS)
if(WITH_OPENGL_DRAW_TESTS)
set(TEST_SRC
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
index a175fc65ba4..1b288d19c4a 100644
--- a/source/blender/gpu/GPU_immediate.h
+++ b/source/blender/gpu/GPU_immediate.h
@@ -122,6 +122,7 @@ void immUniformMatrix4fv(const char *name, const float data[4][4]);
void immBindTexture(const char *name, GPUTexture *tex);
void immBindTextureSampler(const char *name, GPUTexture *tex, eGPUSamplerState state);
+void immBindUniformBuf(const char *name, GPUUniformBuf *ubo);
/* Convenience functions for setting "uniform vec4 color". */
/* The RGB functions have implicit alpha = 1.0. */
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index f36c8f99064..97b9b26ba2a 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -30,6 +30,8 @@ extern "C" {
struct GPUIndexBuf;
struct GPUVertBuf;
+/** Opaque type hiding #blender::gpu::shader::ShaderCreateInfo */
+typedef struct GPUShaderCreateInfo GPUShaderCreateInfo;
/** Opaque type hiding #blender::gpu::Shader */
typedef struct GPUShader GPUShader;
@@ -66,6 +68,7 @@ GPUShader *GPU_shader_create_ex(const char *vertcode,
const char **tf_names,
int tf_count,
const char *shname);
+GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info);
struct GPU_ShaderCreateFromArray_Params {
const char **vert, **geom, **frag, **defs;
diff --git a/source/blender/gpu/GPU_shader_shared.h b/source/blender/gpu/GPU_shader_shared.h
new file mode 100644
index 00000000000..4d277921773
--- /dev/null
+++ b/source/blender/gpu/GPU_shader_shared.h
@@ -0,0 +1,82 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#ifndef USE_GPU_SHADER_CREATE_INFO
+# include "intern/gpu_shader_shared_utils.h"
+#endif
+
+#ifdef __cplusplus
+using blender::float2;
+using blender::float3;
+using blender::float4;
+using blender::float4x4;
+#endif
+
+struct NodeLinkData {
+ float4 colors[3];
+ float2 bezierPts[4];
+ bool1 doArrow;
+ bool1 doMuted;
+ float dim_factor;
+ float thickness;
+ float dash_factor;
+ float dash_alpha;
+ float expandSize;
+ float arrowSize;
+};
+BLI_STATIC_ASSERT_ALIGN(struct NodeLinkData, 16)
+
+struct NodeLinkInstanceData {
+ float4 colors[6];
+ float expandSize;
+ float arrowSize;
+ float2 _pad;
+};
+BLI_STATIC_ASSERT_ALIGN(struct NodeLinkInstanceData, 16)
+
+struct GPencilStrokeData {
+ float2 viewport;
+ float pixsize;
+ float objscale;
+ float pixfactor;
+ int xraymode;
+ int caps_start;
+ int caps_end;
+ bool1 keep_size;
+ bool1 fill_stroke;
+ float2 _pad;
+};
+BLI_STATIC_ASSERT_ALIGN(struct GPencilStrokeData, 16)
+
+struct GPUClipPlanes {
+ float4x4 ModelMatrix;
+ float4 world[6];
+};
+BLI_STATIC_ASSERT_ALIGN(struct GPUClipPlanes, 16)
+
+struct SimpleLightingData {
+ float4 color;
+ float3 light;
+ float _pad;
+};
+BLI_STATIC_ASSERT_ALIGN(struct SimpleLightingData, 16)
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc
index 7ca93252683..e28776c87b3 100644
--- a/source/blender/gpu/intern/gpu_immediate.cc
+++ b/source/blender/gpu/intern/gpu_immediate.cc
@@ -629,6 +629,12 @@ void immBindTextureSampler(const char *name, GPUTexture *tex, eGPUSamplerState s
GPU_texture_bind_ex(tex, state, binding, true);
}
+void immBindUniformBuf(const char *name, GPUUniformBuf *ubo)
+{
+ int binding = GPU_shader_get_uniform_block_binding(imm->shader, name);
+ GPU_uniformbuf_bind(ubo, binding);
+}
+
/* --- convenience functions for setting "uniform vec4 color" --- */
void immUniformColor4f(float r, float g, float b, float a)
diff --git a/source/blender/gpu/intern/gpu_init_exit.c b/source/blender/gpu/intern/gpu_init_exit.c
index 0eb2fe57c28..5815fb10b0c 100644
--- a/source/blender/gpu/intern/gpu_init_exit.c
+++ b/source/blender/gpu/intern/gpu_init_exit.c
@@ -32,6 +32,8 @@
#include "intern/gpu_codegen.h"
#include "intern/gpu_material_library.h"
#include "intern/gpu_private.h"
+#include "intern/gpu_shader_create_info_private.hh"
+#include "intern/gpu_shader_dependency_private.h"
/**
* although the order of initialization and shutdown should not matter
@@ -49,6 +51,9 @@ void GPU_init(void)
initialized = true;
+ gpu_shader_dependency_init();
+ gpu_shader_create_info_init();
+
gpu_codegen_init();
gpu_material_library_init();
@@ -70,6 +75,9 @@ void GPU_exit(void)
gpu_material_library_exit();
gpu_codegen_exit();
+ gpu_shader_dependency_exit();
+ gpu_shader_create_info_exit();
+
initialized = false;
}
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
index 3f5a639d2a0..3b41e804fd4 100644
--- a/source/blender/gpu/intern/gpu_shader.cc
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -31,10 +31,32 @@
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
+#include "gpu_shader_create_info.hh"
+#include "gpu_shader_create_info_private.hh"
+#include "gpu_shader_dependency_private.h"
#include "gpu_shader_private.hh"
+#include <string>
+
extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
+namespace blender::gpu {
+
+std::string Shader::defines_declare(const shader::ShaderCreateInfo &info) const
+{
+ std::string defines;
+ for (const auto &def : info.defines_) {
+ defines += "#define ";
+ defines += def[0];
+ defines += " ";
+ defines += def[1];
+ defines += "\n";
+ }
+ return defines;
+}
+
+} // namespace blender::gpu
+
using namespace blender;
using namespace blender::gpu;
@@ -59,6 +81,8 @@ static void standard_defines(Vector<const char *> &sources)
BLI_assert(sources.size() == 0);
/* Version needs to be first. Exact values will be added by implementation. */
sources.append("version");
+ /* Define to identify code usage in shading language. */
+ sources.append("#define GPU_SHADER\n");
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
sources.append("#define GPU_ATI\n");
@@ -225,6 +249,174 @@ GPUShader *GPU_shader_create_compute(const char *computecode,
shname);
}
+GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
+{
+ using namespace blender::gpu::shader;
+ const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
+
+ const_cast<ShaderCreateInfo &>(info).finalize();
+
+ /* At least a vertex shader and a fragment shader are required, or only a compute shader. */
+ if (info.compute_source_.is_empty()) {
+ if (info.vertex_source_.is_empty()) {
+ printf("Missing vertex shader in %s.\n", info.name_.c_str());
+ }
+ if (info.fragment_source_.is_empty()) {
+ printf("Missing fragment shader in %s.\n", info.name_.c_str());
+ }
+ BLI_assert(!info.vertex_source_.is_empty() && !info.fragment_source_.is_empty());
+ }
+ else {
+ if (!info.vertex_source_.is_empty()) {
+ printf("Compute shader has vertex_source_ shader attached in %s.\n", info.name_.c_str());
+ }
+ if (!info.geometry_source_.is_empty()) {
+ printf("Compute shader has geometry_source_ shader attached in %s.\n", info.name_.c_str());
+ }
+ if (!info.fragment_source_.is_empty()) {
+ printf("Compute shader has fragment_source_ shader attached in %s.\n", info.name_.c_str());
+ }
+ BLI_assert(info.vertex_source_.is_empty() && info.geometry_source_.is_empty() &&
+ info.fragment_source_.is_empty());
+ }
+
+ Shader *shader = GPUBackend::get()->shader_alloc(info.name_.c_str());
+
+ std::string defines = shader->defines_declare(info);
+ std::string resources = shader->resources_declare(info);
+ char *shader_shared_utils = nullptr;
+
+ defines += "#define USE_GPU_SHADER_CREATE_INFO\n";
+
+ Vector<char *> typedefs;
+ for (auto filename : info.typedef_sources_) {
+ typedefs.append(gpu_shader_dependency_get_source(filename.c_str()));
+ }
+ if (!typedefs.is_empty()) {
+ shader_shared_utils = gpu_shader_dependency_get_source("gpu_shader_shared_utils.h");
+ }
+
+ if (!info.vertex_source_.is_empty()) {
+ uint32_t builtins = 0;
+ std::string interface = shader->vertex_interface_declare(info);
+ char *code = gpu_shader_dependency_get_resolved_source(info.vertex_source_.c_str(), &builtins);
+
+ Vector<const char *> sources;
+ standard_defines(sources);
+ sources.append("#define GPU_VERTEX_SHADER\n");
+ if (!info.geometry_source_.is_empty()) {
+ sources.append("#define USE_GEOMETRY_SHADER\n");
+ }
+ sources.append(defines.c_str());
+ if (!typedefs.is_empty()) {
+ sources.append(shader_shared_utils);
+ }
+ for (auto *types : typedefs) {
+ sources.append(types);
+ }
+ sources.append(resources.c_str());
+ sources.append(interface.c_str());
+ sources.append(code);
+
+ shader->vertex_shader_from_glsl(sources);
+
+ free(code);
+ }
+
+ if (!info.fragment_source_.is_empty()) {
+ uint32_t builtins = 0;
+ std::string interface = shader->fragment_interface_declare(info);
+ char *code = gpu_shader_dependency_get_resolved_source(info.fragment_source_.c_str(),
+ &builtins);
+
+ Vector<const char *> sources;
+ standard_defines(sources);
+ sources.append("#define GPU_FRAGMENT_SHADER\n");
+ if (!info.geometry_source_.is_empty()) {
+ sources.append("#define USE_GEOMETRY_SHADER\n");
+ }
+ sources.append(defines.c_str());
+ if (!typedefs.is_empty()) {
+ sources.append(shader_shared_utils);
+ }
+ for (auto *types : typedefs) {
+ sources.append(types);
+ }
+ sources.append(resources.c_str());
+ sources.append(interface.c_str());
+ sources.append(code);
+
+ shader->fragment_shader_from_glsl(sources);
+
+ free(code);
+ }
+
+ if (!info.geometry_source_.is_empty()) {
+ uint32_t builtins = 0;
+ std::string interface = shader->geometry_interface_declare(info);
+ std::string layout = shader->geometry_layout_declare(info);
+ char *code = gpu_shader_dependency_get_resolved_source(info.geometry_source_.c_str(),
+ &builtins);
+
+ Vector<const char *> sources;
+ standard_defines(sources);
+ sources.append("#define GPU_GEOMETRY_SHADER\n");
+ sources.append(defines.c_str());
+ if (!typedefs.is_empty()) {
+ sources.append(shader_shared_utils);
+ }
+ for (auto *types : typedefs) {
+ sources.append(types);
+ }
+ sources.append(resources.c_str());
+ sources.append(layout.c_str());
+ sources.append(interface.c_str());
+ sources.append(code);
+
+ shader->geometry_shader_from_glsl(sources);
+
+ free(code);
+ }
+
+ if (!info.compute_source_.is_empty()) {
+ uint32_t builtins = 0;
+ char *code = gpu_shader_dependency_get_resolved_source(info.compute_source_.c_str(),
+ &builtins);
+
+ Vector<const char *> sources;
+ standard_defines(sources);
+ sources.append("#define GPU_COMPUTE_SHADER\n");
+ sources.append(defines.c_str());
+ if (!typedefs.is_empty()) {
+ sources.append(shader_shared_utils);
+ }
+ for (auto *types : typedefs) {
+ sources.append(types);
+ }
+ sources.append(resources.c_str());
+ sources.append(code);
+
+ shader->compute_shader_from_glsl(sources);
+
+ free(code);
+ }
+
+ for (auto *types : typedefs) {
+ free(types);
+ }
+
+ if (shader_shared_utils) {
+ free(shader_shared_utils);
+ }
+
+ if (!shader->finalize(&info)) {
+ delete shader;
+ return nullptr;
+ }
+
+ return wrap(shader);
+}
+
GPUShader *GPU_shader_create_from_python(const char *vertcode,
const char *fragcode,
const char *geomcode,
diff --git a/source/blender/gpu/intern/gpu_shader_builder.cc b/source/blender/gpu/intern/gpu_shader_builder.cc
new file mode 100644
index 00000000000..334bdb2ec58
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_builder.cc
@@ -0,0 +1,102 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Compile time automation of shader compilation and validation.
+ */
+
+#include <iostream>
+
+#include "GHOST_C-api.h"
+
+#include "GPU_context.h"
+#include "GPU_init_exit.h"
+#include "gpu_shader_create_info_private.hh"
+
+#include "CLG_log.h"
+
+namespace blender::gpu::shader_builder {
+
+class ShaderBuilder {
+ private:
+ GHOST_SystemHandle ghost_system_;
+ GHOST_ContextHandle ghost_context_;
+ GPUContext *gpu_context_ = nullptr;
+
+ public:
+ void init();
+ bool bake_create_infos();
+ void exit();
+};
+
+bool ShaderBuilder::bake_create_infos()
+{
+ return gpu_shader_create_info_compile_all();
+}
+
+void ShaderBuilder::init()
+{
+ CLG_init();
+
+ GHOST_GLSettings glSettings = {0};
+ ghost_system_ = GHOST_CreateSystem();
+ ghost_context_ = GHOST_CreateOpenGLContext(ghost_system_, glSettings);
+ GHOST_ActivateOpenGLContext(ghost_context_);
+
+ gpu_context_ = GPU_context_create(nullptr);
+ GPU_init();
+}
+
+void ShaderBuilder::exit()
+{
+ GPU_backend_exit();
+ GPU_exit();
+
+ GPU_context_discard(gpu_context_);
+
+ GHOST_DisposeOpenGLContext(ghost_system_, ghost_context_);
+ GHOST_DisposeSystem(ghost_system_);
+
+ CLG_exit();
+}
+
+} // namespace blender::gpu::shader_builder
+
+/** \brief Entry point for the shader_builder. */
+int main(int argc, const char *argv[])
+{
+ if (argc < 2) {
+ printf("Usage: %s <data_file_to>\n", argv[0]);
+ exit(1);
+ }
+
+ int exit_code = 0;
+
+ blender::gpu::shader_builder::ShaderBuilder builder;
+ builder.init();
+ if (!builder.bake_create_infos()) {
+ exit_code = 1;
+ }
+ builder.exit();
+ exit(exit_code);
+
+ return exit_code;
+}
diff --git a/source/blender/gpu/intern/gpu_shader_builder_stubs.cc b/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
new file mode 100644
index 00000000000..40e54ab4394
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
@@ -0,0 +1,258 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Stubs to reduce linking time for shader_builder.
+ */
+
+#include "BLI_utildefines.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "BKE_customdata.h"
+#include "BKE_global.h"
+#include "BKE_material.h"
+#include "BKE_mesh.h"
+#include "BKE_node.h"
+#include "BKE_paint.h"
+#include "BKE_pbvh.h"
+#include "BKE_subdiv_ccg.h"
+
+#include "DNA_userdef_types.h"
+
+#include "DRW_engine.h"
+
+#include "bmesh.h"
+
+#include "UI_resources.h"
+
+extern "C" {
+
+Global G;
+UserDef U;
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BLI_imbuf_types.h
+ * \{ */
+
+void IMB_freeImBuf(ImBuf *UNUSED(ibuf))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of UI_resources.h
+ * \{ */
+
+void UI_GetThemeColor4fv(int UNUSED(colorid), float UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColor3fv(int UNUSED(colorid), float UNUSED(col[3]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColorShade4fv(int UNUSED(colorid), int UNUSED(offset), float UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColorShadeAlpha4fv(int UNUSED(colorid),
+ int UNUSED(coloffset),
+ int UNUSED(alphaoffset),
+ float UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+void UI_GetThemeColorBlendShade4fv(int UNUSED(colorid1),
+ int UNUSED(colorid2),
+ float UNUSED(fac),
+ int UNUSED(offset),
+ float UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColorBlend3ubv(int UNUSED(colorid1),
+ int UNUSED(colorid2),
+ float UNUSED(fac),
+ unsigned char UNUSED(col[3]))
+{
+ BLI_assert_unreachable();
+}
+
+void UI_GetThemeColorShadeAlpha4ubv(int UNUSED(colorid),
+ int UNUSED(coloffset),
+ int UNUSED(alphaoffset),
+ unsigned char UNUSED(col[4]))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_paint.h
+ * \{ */
+bool paint_is_face_hidden(const struct MLoopTri *UNUSED(lt),
+ const struct MVert *UNUSED(mvert),
+ const struct MLoop *UNUSED(mloop))
+{
+ BLI_assert_unreachable();
+ return false;
+}
+
+void BKE_paint_face_set_overlay_color_get(const int UNUSED(face_set),
+ const int UNUSED(seed),
+ uchar UNUSED(r_color[4]))
+{
+ BLI_assert_unreachable();
+}
+
+bool paint_is_grid_face_hidden(const unsigned int *UNUSED(grid_hidden),
+ int UNUSED(gridsize),
+ int UNUSED(x),
+ int UNUSED(y))
+{
+ BLI_assert_unreachable();
+ return false;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_mesh.h
+ * \{ */
+void BKE_mesh_calc_poly_normal(const struct MPoly *UNUSED(mpoly),
+ const struct MLoop *UNUSED(loopstart),
+ const struct MVert *UNUSED(mvarray),
+ float UNUSED(r_no[3]))
+{
+ BLI_assert_unreachable();
+}
+
+void BKE_mesh_looptri_get_real_edges(const struct Mesh *UNUSED(mesh),
+ const struct MLoopTri *UNUSED(looptri),
+ int UNUSED(r_edges[3]))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_material.h
+ * \{ */
+
+void BKE_material_defaults_free_gpu(void)
+{
+ /* This function is reachable via GPU_exit. */
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_customdata.h
+ * \{ */
+
+int CustomData_get_offset(const struct CustomData *UNUSED(data), int UNUSED(type))
+{
+ BLI_assert_unreachable();
+ return 0;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_pbvh.h
+ * \{ */
+
+int BKE_pbvh_count_grid_quads(BLI_bitmap **UNUSED(grid_hidden),
+ const int *UNUSED(grid_indices),
+ int UNUSED(totgrid),
+ int UNUSED(gridsize))
+{
+ BLI_assert_unreachable();
+ return 0;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_subdiv_ccg.h
+ * \{ */
+int BKE_subdiv_ccg_grid_to_face_index(const SubdivCCG *UNUSED(subdiv_ccg),
+ const int UNUSED(grid_index))
+{
+ BLI_assert_unreachable();
+ return 0;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of BKE_node.h
+ * \{ */
+void ntreeGPUMaterialNodes(struct bNodeTree *UNUSED(localtree),
+ struct GPUMaterial *UNUSED(mat),
+ bool *UNUSED(has_surface_output),
+ bool *UNUSED(has_volume_output))
+{
+ BLI_assert_unreachable();
+}
+
+struct bNodeTree *ntreeLocalize(struct bNodeTree *UNUSED(ntree))
+{
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ntreeFreeLocalTree(struct bNodeTree *UNUSED(ntree))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of bmesh.h
+ * \{ */
+void BM_face_as_array_vert_tri(BMFace *UNUSED(f), BMVert *UNUSED(r_verts[3]))
+{
+ BLI_assert_unreachable();
+}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Stubs of DRW_engine.h
+ * \{ */
+void DRW_deferred_shader_remove(struct GPUMaterial *UNUSED(mat))
+{
+ BLI_assert_unreachable();
+}
+
+/** \} */
+}
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index 24ca691be78..cae7383f885 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -41,6 +41,9 @@
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
+/* TODO(jbakker): Need a better way to retrieve create_infos. */
+#include "gpu_shader_create_info_private.hh"
+
/* Adjust these constants as needed. */
#define MAX_DEFINE_LENGTH 256
#define MAX_EXT_DEFINE_LENGTH 512
@@ -145,106 +148,68 @@ typedef struct {
const char *frag;
/** Optional. */
const char *defs;
+
+ const char *create_info;
+ const char *clipped_create_info;
} GPUShaderStages;
static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_TEXT] =
{
.name = "GPU_SHADER_TEXT",
- .vert = datatoc_gpu_shader_text_vert_glsl,
- .frag = datatoc_gpu_shader_text_frag_glsl,
+ .create_info = "gpu_shader_text",
},
[GPU_SHADER_KEYFRAME_SHAPE] =
{
.name = "GPU_SHADER_KEYFRAME_SHAPE",
- .vert = datatoc_gpu_shader_keyframe_shape_vert_glsl,
- .frag = datatoc_gpu_shader_keyframe_shape_frag_glsl,
+ .create_info = "gpu_shader_keyframe_shape",
},
[GPU_SHADER_SIMPLE_LIGHTING] =
{
.name = "GPU_SHADER_SIMPLE_LIGHTING",
- .vert = datatoc_gpu_shader_3D_normal_vert_glsl,
- .frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
+ .create_info = "gpu_shader_simple_lighting",
},
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] =
{
- .vert = datatoc_gpu_shader_3D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
+ .name = "GPU_SHADER_3D_IMAGE_MODULATE_ALPHA",
+ .create_info = "gpu_shader_3D_image_modulate_alpha",
},
[GPU_SHADER_2D_CHECKER] =
{
.name = "GPU_SHADER_2D_CHECKER",
- .vert = datatoc_gpu_shader_2D_vert_glsl,
- .frag = datatoc_gpu_shader_checker_frag_glsl,
+ .create_info = "gpu_shader_2D_checker",
},
[GPU_SHADER_2D_DIAG_STRIPES] =
{
.name = "GPU_SHADER_2D_DIAG_STRIPES",
- .vert = datatoc_gpu_shader_2D_vert_glsl,
- .frag = datatoc_gpu_shader_diag_stripes_frag_glsl,
+ .create_info = "gpu_shader_2D_diag_stripes",
},
- [GPU_SHADER_2D_UNIFORM_COLOR] =
- {
- .name = "GPU_SHADER_2D_UNIFORM_COLOR",
- .vert = datatoc_gpu_shader_2D_vert_glsl,
- .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
- },
- [GPU_SHADER_2D_FLAT_COLOR] =
- {
- .name = "GPU_SHADER_2D_FLAT_COLOR",
- .vert = datatoc_gpu_shader_2D_flat_color_vert_glsl,
- .frag = datatoc_gpu_shader_flat_color_frag_glsl,
- },
- [GPU_SHADER_2D_SMOOTH_COLOR] =
- {
- .name = "GPU_SHADER_2D_SMOOTH_COLOR",
- .vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
- .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
- {
- .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_overlays_merge_frag_glsl,
- },
+ [GPU_SHADER_2D_UNIFORM_COLOR] = {.name = "GPU_SHADER_2D_UNIFORM_COLOR",
+ .create_info = "gpu_shader_2D_uniform_color"},
+ [GPU_SHADER_2D_FLAT_COLOR] = {.name = "GPU_SHADER_2D_FLAT_COLOR",
+ .create_info = "gpu_shader_2D_flat_color"},
+ [GPU_SHADER_2D_SMOOTH_COLOR] = {.name = "GPU_SHADER_2D_SMOOTH_COLOR",
+ .create_info = "gpu_shader_2D_smooth_color"},
+ [GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] = {.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE",
+ .create_info = "gpu_shader_2D_image_overlays_merge"},
[GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE] =
- {
- .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
- .vert = datatoc_gpu_shader_2D_vert_glsl,
- .frag = datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE] =
- {
- .name = "GPU_SHADER_2D_IMAGE",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE_COLOR] =
- {
- .name = "GPU_SHADER_2D_IMAGE_COLOR",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_color_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] =
- {
- .name = "GPU_SHADER_2D_IMAGE_DESATURATE_COLOR",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
- },
+ {.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
+ .create_info = "gpu_shader_2D_image_overlays_stereo_merge"},
+ [GPU_SHADER_2D_IMAGE] = {.name = "GPU_SHADER_2D_IMAGE", .create_info = "gpu_shader_2D_image"},
+ [GPU_SHADER_2D_IMAGE_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_COLOR",
+ .create_info = "gpu_shader_2D_image_color"},
+ [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_DESATURATE_COLOR",
+ .create_info =
+ "gpu_shader_2D_image_desaturate_color"},
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR",
- .vert = datatoc_gpu_shader_2D_image_vert_glsl,
- .frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl,
- },
- [GPU_SHADER_2D_IMAGE_RECT_COLOR] =
- {
- .name = "GPU_SHADER_2D_IMAGE_RECT_COLOR",
- .vert = datatoc_gpu_shader_2D_image_rect_vert_glsl,
- .frag = datatoc_gpu_shader_image_color_frag_glsl,
+ .create_info = "gpu_shader_2D_image_shuffle_color",
},
+ [GPU_SHADER_2D_IMAGE_RECT_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_RECT_COLOR",
+ .create_info = "gpu_shader_2D_image_rect_color"},
[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR",
@@ -255,27 +220,18 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_3D_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_UNIFORM_COLOR",
- .vert = datatoc_gpu_shader_3D_vert_glsl,
- .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
- },
- [GPU_SHADER_3D_FLAT_COLOR] =
- {
- .name = "GPU_SHADER_3D_FLAT_COLOR",
- .vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
- .frag = datatoc_gpu_shader_flat_color_frag_glsl,
- },
- [GPU_SHADER_3D_SMOOTH_COLOR] =
- {
- .name = "GPU_SHADER_3D_SMOOTH_COLOR",
- .vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl,
- .frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl,
- },
- [GPU_SHADER_3D_DEPTH_ONLY] =
- {
- .name = "GPU_SHADER_3D_DEPTH_ONLY",
- .vert = datatoc_gpu_shader_3D_vert_glsl,
- .frag = datatoc_gpu_shader_depth_only_frag_glsl,
- },
+ .create_info = "gpu_shader_3D_uniform_color",
+ .clipped_create_info = "gpu_shader_3D_uniform_color_clipped",
+ },
+ [GPU_SHADER_3D_FLAT_COLOR] = {.name = "GPU_SHADER_3D_FLAT_COLOR",
+ .create_info = "gpu_shader_3D_flat_color",
+ .clipped_create_info = "gpu_shader_3D_flat_color_clipped"},
+ [GPU_SHADER_3D_SMOOTH_COLOR] = {.name = "GPU_SHADER_3D_SMOOTH_COLOR",
+ .create_info = "gpu_shader_3D_smooth_color",
+ .clipped_create_info = "gpu_shader_3D_smooth_color_clipped"},
+ [GPU_SHADER_3D_DEPTH_ONLY] = {.name = "GPU_SHADER_3D_DEPTH_ONLY",
+ .create_info = "gpu_shader_3D_depth_only",
+ .clipped_create_info = "gpu_shader_3D_depth_only_clipped"},
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR",
@@ -333,33 +289,23 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
- .vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
- .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
+ .create_info = "gpu_shader_2D_point_uniform_size_uniform_color_aa",
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
- .vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
- .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
+ .create_info = "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa",
},
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
- {
- .name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
- .vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
- .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
- },
+ {.name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
+ .create_info = "gpu_shader_3D_point_fixed_size_varying_color"},
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
- {
- .name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
- .vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
- .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
- },
+ {.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
+ .create_info = "gpu_shader_3D_point_varying_size_varying_color"},
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
- {
- .name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
- .vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
- .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
- },
+ {.name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
+ .create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa",
+ .clipped_create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped"},
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{
@@ -369,12 +315,8 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.defs = "#define UNIFORM_SCALE\n",
},
- [GPU_SHADER_2D_AREA_BORDERS] =
- {
- .name = "GPU_SHADER_2D_AREA_BORDERS",
- .vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
- .frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
- },
+ [GPU_SHADER_2D_AREA_BORDERS] = {.name = "GPU_SHADER_2D_AREA_BORDERS",
+ .create_info = "gpu_shader_2D_area_borders"},
[GPU_SHADER_2D_WIDGET_BASE] =
{
.name = "GPU_SHADER_2D_WIDGET_BASE",
@@ -394,27 +336,14 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
.frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
},
- [GPU_SHADER_2D_NODELINK] =
- {
- .name = "GPU_SHADER_2D_NODELINK",
- .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
- .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
- },
- [GPU_SHADER_2D_NODELINK_INST] =
- {
- .name = "GPU_SHADER_2D_NODELINK_INST",
- .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
- .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
- .defs = "#define USE_INSTANCE\n",
- },
+ [GPU_SHADER_2D_NODELINK] = {.name = "GPU_SHADER_2D_NODELINK",
+ .create_info = "gpu_shader_2D_nodelink"},
- [GPU_SHADER_GPENCIL_STROKE] =
- {
- .name = "GPU_SHADER_GPENCIL_STROKE",
- .vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl,
- .geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
- .frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
- },
+ [GPU_SHADER_2D_NODELINK_INST] = {.name = "GPU_SHADER_2D_NODELINK_INST",
+ .create_info = "gpu_shader_2D_nodelink_inst"},
+
+ [GPU_SHADER_GPENCIL_STROKE] = {.name = "GPU_SHADER_GPENCIL_STROKE",
+ .create_info = "gpu_shader_gpencil_stroke"},
};
GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
@@ -429,14 +358,20 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
/* common case */
if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
- *sh_p = GPU_shader_create_from_arrays_named(
- stages->name,
- {
- .vert = (const char *[]){stages->vert, NULL},
- .geom = (const char *[]){stages->geom, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
- .defs = (const char *[]){stages->defs, NULL},
- });
+ if (stages->create_info != NULL) {
+ *sh_p = GPU_shader_create_from_info(gpu_shader_create_info_get(stages->create_info));
+ }
+ else {
+ *sh_p = GPU_shader_create_from_arrays_named(
+ stages->name,
+ {
+ .vert = (const char *[]){stages->vert, NULL},
+ .geom = (const char *[]){stages->geom, NULL},
+ .frag =
+ (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
+ .defs = (const char *[]){stages->defs, NULL},
+ });
+ }
}
else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
/* Remove eventually, for now ensure support for each shader has been added. */
@@ -448,17 +383,24 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR));
- const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
- const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
/* In rare cases geometry shaders calculate clipping themselves. */
- *sh_p = GPU_shader_create_from_arrays_named(
- stages->name,
- {
- .vert = (const char *[]){world_clip_lib, stages->vert, NULL},
- .geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
- .defs = (const char *[]){world_clip_def, stages->defs, NULL},
- });
+ if (stages->clipped_create_info != NULL) {
+ *sh_p = GPU_shader_create_from_info(
+ gpu_shader_create_info_get(stages->clipped_create_info));
+ }
+ else {
+ const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
+ const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
+ *sh_p = GPU_shader_create_from_arrays_named(
+ stages->name,
+ {
+ .vert = (const char *[]){world_clip_lib, stages->vert, NULL},
+ .geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
+ .frag =
+ (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
+ .defs = (const char *[]){world_clip_def, stages->defs, NULL},
+ });
+ }
}
else {
BLI_assert(0);
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.cc b/source/blender/gpu/intern/gpu_shader_create_info.cc
new file mode 100644
index 00000000000..e4e5034026f
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_create_info.cc
@@ -0,0 +1,173 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Descriptior type used to define shader structure, resources and interfaces.
+ */
+
+#include "BLI_map.hh"
+#include "BLI_set.hh"
+#include "BLI_string_ref.hh"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "gpu_shader_create_info.hh"
+#include "gpu_shader_create_info_private.hh"
+
+#undef GPU_SHADER_INTERFACE_INFO
+#undef GPU_SHADER_CREATE_INFO
+
+namespace blender::gpu::shader {
+
+using CreateInfoDictionnary = Map<StringRef, ShaderCreateInfo *>;
+using InterfaceDictionnary = Map<StringRef, StageInterfaceInfo *>;
+
+static CreateInfoDictionnary *g_create_infos = nullptr;
+static InterfaceDictionnary *g_interfaces = nullptr;
+
+void ShaderCreateInfo::finalize()
+{
+ if (finalized_) {
+ return;
+ }
+ finalized_ = true;
+
+ for (auto &info_name : additional_infos_) {
+ const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(
+ gpu_shader_create_info_get(info_name.c_str()));
+
+ /* Recursive. */
+ const_cast<ShaderCreateInfo &>(info).finalize();
+
+ interface_names_size_ += info.interface_names_size_;
+
+ vertex_inputs_.extend(info.vertex_inputs_);
+ fragment_outputs_.extend(info.fragment_outputs_);
+ vertex_out_interfaces_.extend(info.vertex_out_interfaces_);
+ geometry_out_interfaces_.extend(info.geometry_out_interfaces_);
+
+ push_constants_.extend(info.push_constants_);
+ defines_.extend(info.defines_);
+
+ batch_resources_.extend(info.batch_resources_);
+ pass_resources_.extend(info.pass_resources_);
+ typedef_sources_.extend(info.typedef_sources_);
+
+ if (info.local_group_size_[0] != 0) {
+ BLI_assert(local_group_size_[0] == 0);
+ for (int i = 0; i < 3; i++) {
+ local_group_size_[i] = info.local_group_size_[i];
+ }
+ }
+ if (!info.vertex_source_.is_empty()) {
+ BLI_assert(vertex_source_.is_empty());
+ vertex_source_ = info.vertex_source_;
+ }
+ if (!info.geometry_source_.is_empty()) {
+ BLI_assert(geometry_source_.is_empty());
+ geometry_source_ = info.geometry_source_;
+ }
+ if (!info.fragment_source_.is_empty()) {
+ BLI_assert(fragment_source_.is_empty());
+ fragment_source_ = info.fragment_source_;
+ }
+ if (!info.compute_source_.is_empty()) {
+ BLI_assert(compute_source_.is_empty());
+ compute_source_ = info.compute_source_;
+ }
+
+ do_static_compilation_ = do_static_compilation_ || info.do_static_compilation_;
+ }
+}
+
+} // namespace blender::gpu::shader
+
+using namespace blender::gpu::shader;
+
+void gpu_shader_create_info_init()
+{
+ g_create_infos = new CreateInfoDictionnary();
+ g_interfaces = new InterfaceDictionnary();
+
+#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
+ auto *ptr_##_interface = new StageInterfaceInfo(#_interface, _inst_name); \
+ auto &_interface = *ptr_##_interface; \
+ g_interfaces->add_new(#_interface, ptr_##_interface); \
+ _interface
+
+#define GPU_SHADER_CREATE_INFO(_info) \
+ auto *ptr_##_info = new ShaderCreateInfo(#_info); \
+ auto &_info = *ptr_##_info; \
+ g_create_infos->add_new(#_info, ptr_##_info); \
+ _info
+
+/* Declare, register and construct the infos. */
+#include "gpu_shader_create_info_list.hh"
+
+/* Baked shader data appended to create infos. */
+/* TODO(jbakker): should call a function with a callback. so we could switch implementations. We
+ * cannot compile bf_gpu twice.*/
+#ifdef GPU_RUNTIME
+# include "gpu_shader_baked.hh"
+#endif
+
+ /* TEST */
+ // gpu_shader_create_info_compile_all();
+}
+
+void gpu_shader_create_info_exit()
+{
+ for (auto *value : g_create_infos->values()) {
+ delete value;
+ }
+ delete g_create_infos;
+
+ for (auto *value : g_interfaces->values()) {
+ delete value;
+ }
+ delete g_interfaces;
+}
+
+bool gpu_shader_create_info_compile_all()
+{
+ for (ShaderCreateInfo *info : g_create_infos->values()) {
+ if (info->do_static_compilation_) {
+ // printf("Compiling %s: ... \n", info->name_.c_str());
+ GPUShader *shader = GPU_shader_create_from_info(
+ reinterpret_cast<const GPUShaderCreateInfo *>(info));
+ if (shader == nullptr) {
+ printf("Compilation %s Failed\n", info->name_.c_str());
+ return false;
+ }
+ GPU_shader_free(shader);
+ // printf("Success\n");
+ }
+ }
+ return true;
+}
+
+/* Runtime create infos are not registered in the dictionnary and cannot be searched. */
+const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
+{
+ ShaderCreateInfo *info = g_create_infos->lookup(info_name);
+ return reinterpret_cast<const GPUShaderCreateInfo *>(info);
+}
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.hh b/source/blender/gpu/intern/gpu_shader_create_info.hh
new file mode 100644
index 00000000000..ced7f7039e7
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_create_info.hh
@@ -0,0 +1,595 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Descriptior type used to define shader structure, resources and interfaces.
+ *
+ * Some rule of thumb:
+ * - Do not include anything else than this file in each info file.
+ */
+
+#pragma once
+
+#include "BLI_string_ref.hh"
+#include "BLI_vector.hh"
+#include "GPU_texture.h"
+
+namespace blender::gpu::shader {
+
+#ifndef GPU_SHADER_CREATE_INFO
+/* Helps intelisense / auto-completion. */
+# define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name) \
+ StageInterfaceInfo _interface(#_interface, _inst_name); \
+ _interface
+# define GPU_SHADER_CREATE_INFO(_info) \
+ ShaderCreateInfo _info(#_info); \
+ _info
+#endif
+
+enum class Type {
+ FLOAT = 0,
+ VEC2,
+ VEC3,
+ VEC4,
+ MAT3,
+ MAT4,
+ UINT,
+ UVEC2,
+ UVEC3,
+ UVEC4,
+ INT,
+ IVEC2,
+ IVEC3,
+ IVEC4,
+ BOOL,
+};
+
+enum class BuiltinBits {
+ /** Allow getting barycentic coordinates inside the fragment shader. NOTE: emulated on OpenGL. */
+ BARYCENTRIC_COORD = (1 << 0),
+ FRAG_COORD = (1 << 2),
+ FRONT_FACING = (1 << 4),
+ GLOBAL_INVOCATION_ID = (1 << 5),
+ INSTANCE_ID = (1 << 6),
+ LAYER = (1 << 7),
+ LOCAL_INVOCATION_ID = (1 << 8),
+ LOCAL_INVOCATION_INDEX = (1 << 9),
+ NUM_WORK_GROUP = (1 << 10),
+ POINT_COORD = (1 << 11),
+ POINT_SIZE = (1 << 12),
+ PRIMITIVE_ID = (1 << 13),
+ VERTEX_ID = (1 << 14),
+ WORK_GROUP_ID = (1 << 15),
+ WORK_GROUP_SIZE = (1 << 16),
+};
+ENUM_OPERATORS(BuiltinBits, BuiltinBits::WORK_GROUP_SIZE);
+
+/* Samplers & images. */
+enum class ImageType {
+ /** Color samplers/image. */
+ FLOAT_BUFFER = 0,
+ FLOAT_1D,
+ FLOAT_1D_ARRAY,
+ FLOAT_2D,
+ FLOAT_2D_ARRAY,
+ FLOAT_3D,
+ FLOAT_CUBE,
+ FLOAT_CUBE_ARRAY,
+ INT_BUFFER,
+ INT_1D,
+ INT_1D_ARRAY,
+ INT_2D,
+ INT_2D_ARRAY,
+ INT_3D,
+ INT_CUBE,
+ INT_CUBE_ARRAY,
+ UINT_BUFFER,
+ UINT_1D,
+ UINT_1D_ARRAY,
+ UINT_2D,
+ UINT_2D_ARRAY,
+ UINT_3D,
+ UINT_CUBE,
+ UINT_CUBE_ARRAY,
+ /** Depth samplers (not supported as image). */
+ SHADOW_2D,
+ SHADOW_2D_ARRAY,
+ SHADOW_CUBE,
+ SHADOW_CUBE_ARRAY,
+ DEPTH_2D,
+ DEPTH_2D_ARRAY,
+ DEPTH_CUBE,
+ DEPTH_CUBE_ARRAY,
+};
+
+/* Storage qualifiers. */
+enum class Qualifier {
+ RESTRICT = (1 << 0),
+ READ_ONLY = (1 << 1),
+ WRITE_ONLY = (1 << 2),
+ QUALIFIER_MAX = (WRITE_ONLY << 1) - 1,
+};
+ENUM_OPERATORS(Qualifier, Qualifier::QUALIFIER_MAX);
+
+enum class Frequency {
+ BATCH = 0,
+ PASS,
+};
+
+/* Dual Source Blending Index. */
+enum class DualBlend {
+ NONE = 0,
+ SRC_0,
+ SRC_1,
+};
+
+/* Interpolation qualifiers. */
+enum class Interpolation {
+ SMOOTH = 0,
+ FLAT,
+ NO_PERSPECTIVE,
+};
+
+/** Input layout for geometry shader. */
+enum class InputLayout {
+ POINTS = 0,
+ LINES,
+ LINES_ADJACENCY,
+ TRIANGLES,
+ TRIANGLES_ADJACENCY,
+};
+
+/** Output layout for geometry shader. */
+enum class OutputLayout {
+ POINTS = 0,
+ LINE_STRIP,
+ TRIANGLE_STRIP,
+};
+
+struct StageInterfaceInfo {
+ struct InOut {
+ Interpolation interp;
+ Type type;
+ StringRefNull name;
+ };
+
+ StringRefNull name;
+ /** Name of the instance of the block (used to access).
+ * Can be empty string (i.e: "") only if not using geometry shader. */
+ StringRefNull instance_name;
+ /** List of all members of the interface. */
+ Vector<InOut> inouts;
+
+ StageInterfaceInfo(const char *name_, const char *instance_name_)
+ : name(name_), instance_name(instance_name_){};
+ ~StageInterfaceInfo(){};
+
+ using Self = StageInterfaceInfo;
+
+ Self &smooth(Type type, StringRefNull _name)
+ {
+ inouts.append({Interpolation::SMOOTH, type, _name});
+ return *(Self *)this;
+ }
+
+ Self &flat(Type type, StringRefNull _name)
+ {
+ inouts.append({Interpolation::FLAT, type, _name});
+ return *(Self *)this;
+ }
+
+ Self &no_perspective(Type type, StringRefNull _name)
+ {
+ inouts.append({Interpolation::NO_PERSPECTIVE, type, _name});
+ return *(Self *)this;
+ }
+};
+
+/**
+ * @brief Describe inputs & outputs, stage interfaces, resources and sources of a shader.
+ * If all data is correctly provided, this is all that is needed to create and compile
+ * a GPUShader.
+ *
+ * IMPORTANT: All strings are references only. Make sure all the strings used by a
+ * ShaderCreateInfo are not freed until it is consumed or deleted.
+ */
+struct ShaderCreateInfo {
+ /** Shader name for debugging. */
+ StringRefNull name_;
+ /** True if the shader is static and can be precompiled at compile time. */
+ bool do_static_compilation_ = false;
+ /** If true, all additionaly linked create info will be merged into this one. */
+ bool finalized_ = false;
+ /**
+ * Maximum length of all the resource names including each null terminator.
+ * Only for names used by gpu::ShaderInterface.
+ */
+ size_t interface_names_size_ = 0;
+ /** Only for compute shaders. */
+ int local_group_size_[3] = {0, 0, 0};
+
+ struct VertIn {
+ int index;
+ Type type;
+ StringRefNull name;
+ };
+ Vector<VertIn> vertex_inputs_;
+
+ struct GeomIn {
+ InputLayout layout;
+ };
+ GeomIn geom_in_;
+
+ struct GeomOut {
+ OutputLayout layout;
+ int max_vertices;
+ };
+ GeomOut geom_out_;
+
+ struct FragOut {
+ int index;
+ Type type;
+ DualBlend blend;
+ StringRefNull name;
+ };
+ Vector<FragOut> fragment_outputs_;
+
+ struct Sampler {
+ ImageType type;
+ eGPUSamplerState sampler;
+ StringRefNull name;
+ };
+
+ struct Image {
+ eGPUTextureFormat format;
+ ImageType type;
+ Qualifier qualifiers;
+ StringRefNull name;
+ };
+
+ struct UniformBuf {
+ StringRefNull type_name;
+ StringRefNull name;
+ };
+
+ struct StorageBuf {
+ Qualifier qualifiers;
+ StringRefNull type_name;
+ StringRefNull name;
+ };
+
+ struct Resource {
+ enum BindType {
+ UNIFORM_BUFFER = 0,
+ STORAGE_BUFFER,
+ SAMPLER,
+ IMAGE,
+ };
+
+ BindType bind_type;
+ int slot;
+ union {
+ Sampler sampler;
+ Image image;
+ UniformBuf uniformbuf;
+ StorageBuf storagebuf;
+ };
+
+ Resource(BindType type, int _slot) : bind_type(type), slot(_slot){};
+ };
+ /**
+ * Resources are grouped by frequency of change.
+ * Pass resources are meants to be valid for the whole pass.
+ * Batch resources can be changed in a more granular manner (per object/material).
+ * Mis-usage will only produce suboptimal performance.
+ */
+ Vector<Resource> pass_resources_, batch_resources_;
+
+ Vector<StageInterfaceInfo *> vertex_out_interfaces_;
+ Vector<StageInterfaceInfo *> geometry_out_interfaces_;
+
+ struct PushConst {
+ int index;
+ Type type;
+ StringRefNull name;
+ int array_size;
+ };
+
+ Vector<PushConst> push_constants_;
+
+ /* Sources for resources type definitions. */
+ Vector<StringRefNull> typedef_sources_;
+
+ StringRefNull vertex_source_, geometry_source_, fragment_source_, compute_source_;
+
+ Vector<std::array<StringRefNull, 2>> defines_;
+ /**
+ * Name of other infos to recursively merge with this one.
+ * No data slot must overlap otherwise we throw an error.
+ */
+ Vector<StringRefNull> additional_infos_;
+
+ public:
+ ShaderCreateInfo(const char *name) : name_(name){};
+ ~ShaderCreateInfo(){};
+
+ using Self = ShaderCreateInfo;
+
+ /* -------------------------------------------------------------------- */
+ /** \name Shaders in/outs (fixed function pipeline config)
+ * \{ */
+
+ Self &vertex_in(int slot, Type type, StringRefNull name)
+ {
+ vertex_inputs_.append({slot, type, name});
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ Self &vertex_out(StageInterfaceInfo &interface)
+ {
+ vertex_out_interfaces_.append(&interface);
+ return *(Self *)this;
+ }
+
+ Self &geometry_layout(InputLayout layout_in, OutputLayout layout_out, int max_vertices)
+ {
+ geom_in_.layout = layout_in;
+ geom_out_.layout = layout_out;
+ geom_out_.max_vertices = max_vertices;
+ return *(Self *)this;
+ }
+
+ /* Only needed if geometry shader is enabled. */
+ Self &geometry_out(StageInterfaceInfo &interface)
+ {
+ geometry_out_interfaces_.append(&interface);
+ return *(Self *)this;
+ }
+
+ Self &fragment_out(int slot, Type type, StringRefNull name, DualBlend blend = DualBlend::NONE)
+ {
+ fragment_outputs_.append({slot, type, blend, name});
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Resources bindings points
+ * \{ */
+
+ Self &uniform_buf(int slot,
+ StringRefNull type_name,
+ StringRefNull name,
+ Frequency freq = Frequency::PASS)
+ {
+ Resource res(Resource::BindType::UNIFORM_BUFFER, slot);
+ res.uniformbuf.name = name;
+ res.uniformbuf.type_name = type_name;
+ ((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ Self &storage_buf(int slot,
+ Qualifier qualifiers,
+ StringRefNull type_name,
+ StringRefNull name,
+ Frequency freq = Frequency::PASS)
+ {
+ Resource res(Resource::BindType::STORAGE_BUFFER, slot);
+ res.storagebuf.qualifiers = qualifiers;
+ res.storagebuf.type_name = type_name;
+ res.storagebuf.name = name;
+ ((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ Self &image(int slot,
+ eGPUTextureFormat format,
+ Qualifier qualifiers,
+ ImageType type,
+ StringRefNull name,
+ Frequency freq = Frequency::PASS)
+ {
+ Resource res(Resource::BindType::IMAGE, slot);
+ res.image.format = format;
+ res.image.qualifiers = qualifiers;
+ res.image.type = type;
+ res.image.name = name;
+ ((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ Self &sampler(int slot,
+ ImageType type,
+ StringRefNull name,
+ Frequency freq = Frequency::PASS,
+ eGPUSamplerState sampler = (eGPUSamplerState)-1)
+ {
+ Resource res(Resource::BindType::SAMPLER, slot);
+ res.sampler.type = type;
+ res.sampler.name = name;
+ res.sampler.sampler = sampler;
+ ((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Shader Source
+ * \{ */
+
+ Self &vertex_source(StringRefNull filename)
+ {
+ vertex_source_ = filename;
+ return *(Self *)this;
+ }
+
+ Self &geometry_source(StringRefNull filename)
+ {
+ geometry_source_ = filename;
+ return *(Self *)this;
+ }
+
+ Self &fragment_source(StringRefNull filename)
+ {
+ fragment_source_ = filename;
+ return *(Self *)this;
+ }
+
+ Self &compute_source(StringRefNull filename)
+ {
+ compute_source_ = filename;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Push constants
+ *
+ * Data managed by GPUShader. Can be set through uniform functions. Must be less than 128bytes.
+ * One slot represents 4bytes. Each element needs to have enough empty space left after it.
+ * example:
+ * [0] = PUSH_CONSTANT(MAT4, "ModelMatrix"),
+ * ---- 16 slots occupied by ModelMatrix ----
+ * [16] = PUSH_CONSTANT(VEC4, "color"),
+ * ---- 4 slots occupied by color ----
+ * [20] = PUSH_CONSTANT(BOOL, "srgbToggle"),
+ * The maximum slot is 31.
+ * \{ */
+
+ Self &push_constant(int slot, Type type, StringRefNull name, int array_size = 0)
+ {
+ BLI_assert_msg(name.find("[") == -1,
+ "Array syntax is forbidden for push constants."
+ "Use the array_size parameter instead.");
+ push_constants_.append({slot, type, name, array_size});
+ interface_names_size_ += name.size() + 1;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Compute shaders Local Group Size
+ * \{ */
+
+ Self &local_group_size(int x, int y = 1, int z = 1)
+ {
+ local_group_size_[0] = x;
+ local_group_size_[1] = y;
+ local_group_size_[2] = z;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Defines
+ * \{ */
+
+ Self &define(StringRefNull name, StringRefNull value = "")
+ {
+ defines_.append({name, value});
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Defines
+ * \{ */
+
+ Self &do_static_compilation(bool value)
+ {
+ do_static_compilation_ = value;
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Additional Create Info
+ *
+ * Used to share parts of the infos that are common to many shaders.
+ * \{ */
+
+ Self &additional_info(StringRefNull info_name0,
+ StringRefNull info_name1 = "",
+ StringRefNull info_name2 = "",
+ StringRefNull info_name3 = "",
+ StringRefNull info_name4 = "")
+ {
+ additional_infos_.append(info_name0);
+ if (!info_name1.is_empty()) {
+ additional_infos_.append(info_name1);
+ }
+ if (!info_name2.is_empty()) {
+ additional_infos_.append(info_name2);
+ }
+ if (!info_name3.is_empty()) {
+ additional_infos_.append(info_name3);
+ }
+ if (!info_name4.is_empty()) {
+ additional_infos_.append(info_name4);
+ }
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Typedef Sources
+ *
+ * Some resource declarations might need some special structure defined.
+ * Adding a file using typedef_source will include it before the resource
+ * and interface definitions.
+ * \{ */
+
+ Self &typedef_source(StringRefNull filename)
+ {
+ typedef_sources_.append(filename);
+ return *(Self *)this;
+ }
+
+ /** \} */
+
+ /* -------------------------------------------------------------------- */
+ /** \name Recursive evaluation.
+ *
+ * Flatten all dependency so that this descriptor contains all the data from the additional
+ * descriptors. This avoids tedious traversal in shader source creation.
+ * \{ */
+
+ /* WARNING: Recursive. */
+ void finalize();
+
+ /** \} */
+};
+
+} // namespace blender::gpu::shader
diff --git a/source/blender/gpu/intern/gpu_shader_create_info_private.hh b/source/blender/gpu/intern/gpu_shader_create_info_private.hh
new file mode 100644
index 00000000000..7010fa5e3a2
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_create_info_private.hh
@@ -0,0 +1,46 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Descriptior type used to define shader structure, resources and interfaces.
+ *
+ * Some rule of thumb:
+ * - Do not include anything else than this file in each descriptor file.
+ */
+
+#pragma once
+
+#include "GPU_shader.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+void gpu_shader_create_info_init(void);
+void gpu_shader_create_info_exit(void);
+
+bool gpu_shader_create_info_compile_all(void);
+
+const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name);
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/gpu/intern/gpu_shader_dependency.cc b/source/blender/gpu/intern/gpu_shader_dependency.cc
new file mode 100644
index 00000000000..a866e9f1fda
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_dependency.cc
@@ -0,0 +1,197 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Shader source dependency builder that make possible to support #include directive inside the
+ * shader files.
+ */
+
+#include <iostream>
+
+#include "BLI_map.hh"
+#include "BLI_set.hh"
+#include "BLI_string_ref.hh"
+
+#include "gpu_shader_create_info.hh"
+#include "gpu_shader_dependency_private.h"
+
+extern "C" {
+#define SHADER_SOURCE(datatoc, filename) extern char datatoc[];
+#include "glsl_draw_source_list.h"
+#include "glsl_gpu_source_list.h"
+#undef SHADER_SOURCE
+}
+
+namespace blender::gpu {
+
+using GPUSourceDictionnary = Map<StringRef, struct GPUSource *>;
+
+struct GPUSource {
+ StringRefNull filename;
+ StringRefNull source;
+ Vector<GPUSource *> dependencies;
+ bool dependencies_init = false;
+ shader::BuiltinBits builtins = (shader::BuiltinBits)0;
+
+ GPUSource(const char *file, const char *datatoc) : filename(file), source(datatoc)
+ {
+ /* Scan for builtins. */
+ /* FIXME: This can trigger false positive caused by disabled #if blocks. */
+ /* TODO(fclem): Could be made faster by scanning once. */
+ /* TODO(fclem): BARYCENTRIC_COORD. */
+ if (source.find("gl_FragCoord", 0)) {
+ builtins |= shader::BuiltinBits::FRAG_COORD;
+ }
+ if (source.find("gl_FrontFacing", 0)) {
+ builtins |= shader::BuiltinBits::FRONT_FACING;
+ }
+ if (source.find("gl_GlobalInvocationID", 0)) {
+ builtins |= shader::BuiltinBits::GLOBAL_INVOCATION_ID;
+ }
+ if (source.find("gl_InstanceID", 0)) {
+ builtins |= shader::BuiltinBits::INSTANCE_ID;
+ }
+ if (source.find("gl_Layer", 0)) {
+ builtins |= shader::BuiltinBits::LAYER;
+ }
+ if (source.find("gl_LocalInvocationID", 0)) {
+ builtins |= shader::BuiltinBits::LOCAL_INVOCATION_ID;
+ }
+ if (source.find("gl_LocalInvocationIndex", 0)) {
+ builtins |= shader::BuiltinBits::LOCAL_INVOCATION_INDEX;
+ }
+ if (source.find("gl_NumWorkGroup", 0)) {
+ builtins |= shader::BuiltinBits::NUM_WORK_GROUP;
+ }
+ if (source.find("gl_PointCoord", 0)) {
+ builtins |= shader::BuiltinBits::POINT_COORD;
+ }
+ if (source.find("gl_PointSize", 0)) {
+ builtins |= shader::BuiltinBits::POINT_SIZE;
+ }
+ if (source.find("gl_PrimitiveID", 0)) {
+ builtins |= shader::BuiltinBits::PRIMITIVE_ID;
+ }
+ if (source.find("gl_VertexID", 0)) {
+ builtins |= shader::BuiltinBits::VERTEX_ID;
+ }
+ if (source.find("gl_WorkGroupID", 0)) {
+ builtins |= shader::BuiltinBits::WORK_GROUP_ID;
+ }
+ if (source.find("gl_WorkGroupSize", 0)) {
+ builtins |= shader::BuiltinBits::WORK_GROUP_SIZE;
+ }
+ };
+
+ void init_dependencies(const GPUSourceDictionnary &dict)
+ {
+ if (dependencies_init) {
+ return;
+ }
+ dependencies_init = true;
+ int64_t pos = 0;
+ while (true) {
+ pos = source.find("pragma BLENDER_REQUIRE(", pos);
+ if (pos == -1) {
+ return;
+ }
+ int64_t start = source.find("(", pos) + 1;
+ int64_t end = source.find(")", pos);
+ if (end == -1) {
+ /* TODO Use clog. */
+ std::cout << "Error: " << filename << " : Malformed BLENDER_REQUIRE: Missing \")\"."
+ << std::endl;
+ return;
+ }
+ StringRef dependency_name = source.substr(start, end - start);
+ GPUSource *dependency_source = dict.lookup_default(dependency_name, nullptr);
+ if (dependency_source == nullptr) {
+ /* TODO Use clog. */
+ std::cout << "Error: " << filename << " : Dependency not found \"" << dependency_name
+ << "\"." << std::endl;
+ return;
+ }
+ /* Recursive. */
+ dependency_source->init_dependencies(dict);
+
+ for (auto *dep : dependency_source->dependencies) {
+ dependencies.append_non_duplicates(dep);
+ }
+ dependencies.append_non_duplicates(dependency_source);
+ pos++;
+ };
+ }
+
+ /* Returns the final string with all inlcudes done. */
+ void build(std::string &str, shader::BuiltinBits &out_builtins)
+ {
+ for (auto *dep : dependencies) {
+ out_builtins |= builtins;
+ str += dep->source;
+ }
+ str += source;
+ }
+};
+
+} // namespace blender::gpu
+
+using namespace blender::gpu;
+
+static GPUSourceDictionnary *g_sources = nullptr;
+
+void gpu_shader_dependency_init()
+{
+ g_sources = new GPUSourceDictionnary();
+
+#define SHADER_SOURCE(datatoc, filename) \
+ g_sources->add_new(filename, new GPUSource(filename, datatoc));
+#include "glsl_draw_source_list.h"
+#include "glsl_gpu_source_list.h"
+#undef SHADER_SOURCE
+
+ for (auto *value : g_sources->values()) {
+ value->init_dependencies(*g_sources);
+ }
+}
+
+void gpu_shader_dependency_exit()
+{
+ for (auto *value : g_sources->values()) {
+ delete value;
+ }
+ delete g_sources;
+}
+
+char *gpu_shader_dependency_get_resolved_source(const char *shader_source_name, uint32_t *builtins)
+{
+ GPUSource *source = g_sources->lookup(shader_source_name);
+ std::string str;
+ shader::BuiltinBits out_builtins;
+ source->build(str, out_builtins);
+ *builtins |= (uint32_t)out_builtins;
+ return strdup(str.c_str());
+}
+
+char *gpu_shader_dependency_get_source(const char *shader_source_name)
+{
+ GPUSource *src = g_sources->lookup(shader_source_name);
+ return strdup(src->source.c_str());
+}
diff --git a/source/blender/gpu/intern/gpu_shader_dependency_private.h b/source/blender/gpu/intern/gpu_shader_dependency_private.h
new file mode 100644
index 00000000000..b129ca74a48
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_dependency_private.h
@@ -0,0 +1,44 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Shader source dependency builder that make possible to support #include directive inside the
+ * shader files.
+ */
+
+#pragma once
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+void gpu_shader_dependency_init(void);
+
+void gpu_shader_dependency_exit(void);
+
+/* User must free the resulting string using free. */
+char *gpu_shader_dependency_get_resolved_source(const char *shader_source_name,
+ uint32_t *builtins);
+char *gpu_shader_dependency_get_source(const char *shader_source_name);
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/gpu/intern/gpu_shader_info_baked.cc b/source/blender/gpu/intern/gpu_shader_info_baked.cc
new file mode 100644
index 00000000000..00af803f765
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_info_baked.cc
@@ -0,0 +1,24 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2021 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Intentionally empty for compiling shader builder.
+ */ \ No newline at end of file
diff --git a/source/blender/gpu/intern/gpu_shader_interface.hh b/source/blender/gpu/intern/gpu_shader_interface.hh
index 4bd8f245e2b..735b8fea71d 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.hh
+++ b/source/blender/gpu/intern/gpu_shader_interface.hh
@@ -34,6 +34,7 @@
#include "BLI_utildefines.h"
#include "GPU_shader.h"
+#include "gpu_shader_create_info.hh"
namespace blender::gpu {
@@ -50,6 +51,7 @@ typedef struct ShaderInput {
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class ShaderInterface {
+ friend shader::ShaderCreateInfo;
/* TODO(fclem): should be protected. */
public:
/** Flat array. In this order: Attributes, Ubos, Uniforms. */
@@ -72,6 +74,7 @@ class ShaderInterface {
public:
ShaderInterface();
+ ShaderInterface(const shader::ShaderCreateInfo &info);
virtual ~ShaderInterface();
void debug_print();
@@ -129,6 +132,10 @@ class ShaderInterface {
static inline const char *builtin_uniform_block_name(GPUUniformBlockBuiltin u);
inline uint32_t set_input_name(ShaderInput *input, char *name, uint32_t name_len) const;
+ inline void copy_input_name(ShaderInput *input,
+ const StringRefNull &name,
+ char *name_buffer,
+ uint32_t &name_buffer_offset) const;
/**
* Finalize interface construction by sorting the #ShaderInputs for faster lookups.
@@ -216,8 +223,12 @@ inline uint32_t ShaderInterface::set_input_name(ShaderInput *input,
{
/* remove "[0]" from array name */
if (name[name_len - 1] == ']') {
- name[name_len - 3] = '\0';
- name_len -= 3;
+ for (; name_len > 1; name_len--) {
+ if (name[name_len] == '[') {
+ name[name_len] = '\0';
+ break;
+ }
+ }
}
input->name_offset = (uint32_t)(name - name_buffer_);
@@ -225,6 +236,17 @@ inline uint32_t ShaderInterface::set_input_name(ShaderInput *input,
return name_len + 1; /* include NULL terminator */
}
+inline void ShaderInterface::copy_input_name(ShaderInput *input,
+ const StringRefNull &name,
+ char *name_buffer,
+ uint32_t &name_buffer_offset) const
+{
+ uint32_t name_len = name.size();
+ /* Copy include NULL terminator. */
+ memcpy(name_buffer + name_buffer_offset, name.c_str(), name_len + 1);
+ name_buffer_offset += set_input_name(input, name_buffer + name_buffer_offset, name_len);
+}
+
inline const ShaderInput *ShaderInterface::input_lookup(const ShaderInput *const inputs,
const uint inputs_len,
const char *name) const
diff --git a/source/blender/gpu/intern/gpu_shader_private.hh b/source/blender/gpu/intern/gpu_shader_private.hh
index 498dd8f3877..7837af0dcf2 100644
--- a/source/blender/gpu/intern/gpu_shader_private.hh
+++ b/source/blender/gpu/intern/gpu_shader_private.hh
@@ -24,9 +24,12 @@
#include "BLI_string_ref.hh"
#include "GPU_shader.h"
+#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
#include "gpu_vertex_buffer_private.hh"
+#include <string>
+
namespace blender {
namespace gpu {
@@ -53,7 +56,7 @@ class Shader {
virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void compute_shader_from_glsl(MutableSpan<const char *> sources) = 0;
- virtual bool finalize() = 0;
+ virtual bool finalize(const shader::ShaderCreateInfo *info = nullptr) = 0;
virtual void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) = 0;
@@ -68,6 +71,13 @@ class Shader {
virtual void vertformat_from_shader(GPUVertFormat *) const = 0;
+ std::string defines_declare(const shader::ShaderCreateInfo &info) const;
+ virtual std::string resources_declare(const shader::ShaderCreateInfo &info) const = 0;
+ virtual std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
+ virtual std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
+ virtual std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const = 0;
+ virtual std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const = 0;
+
/* DEPRECATED: Kept only because of BGL API. */
virtual int program_handle_get() const = 0;
diff --git a/source/blender/gpu/intern/gpu_shader_shared_utils.h b/source/blender/gpu/intern/gpu_shader_shared_utils.h
new file mode 100644
index 00000000000..f2e2aab208c
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_shared_utils.h
@@ -0,0 +1,105 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Glue definition to make shared declaration of struct & functions work in both C / C++ and GLSL.
+ * We use the same vector and matrix types as Blender C++. Some math functions are defined to use
+ * the float version to match the GLSL syntax.
+ * This file can be used for C & C++ code and the syntax used should follow the same rules.
+ * Some preprocessing is done by the GPU backend to make it GLSL compatible.
+ *
+ * IMPORTANT:
+ * - Don't add trailing comma at the end of the enum. Our custom pre-processor will noy trim it
+ * for GLSL.
+ * - Always use `u` suffix for enum values. GLSL do not support implicit cast.
+ * - Define all values. This is in order to simplify custom pre-processor code.
+ * - Always use uint32_t as underlying type.
+ * - Use float suffix by default for float literals to avoid double promotion in C++.
+ * - Pack one float or int after a vec3/ivec3 to fullfil alligment rules.
+ *
+ * NOTE: Due to alignment restriction and buggy drivers, do not try to use mat3 inside structs.
+ * NOTE: (UBO only) Do not use arrays of float. They are padded to arrays of vec4 and are not worth
+ * it. This does not apply to SSBO.
+ *
+ * IMPORTANT: Do not forget to align mat4, vec3 and vec4 to 16 bytes, and vec2 to 8 bytes.
+ *
+ * NOTE: You can use bool type using bool1 a int boolean type matching the GLSL type.
+ */
+
+#ifdef GPU_SHADER
+# define BLI_STATIC_ASSERT_ALIGN(type_, align_)
+# define BLI_STATIC_ASSERT_SIZE(type_, size_)
+# define static
+# define inline
+# define cosf cos
+# define sinf sin
+# define tanf tan
+# define acosf acos
+# define asinf asin
+# define atanf atan
+# define floorf floor
+# define ceilf ceil
+# define sqrtf sqrt
+
+# define float2 vec2
+# define float3 vec3
+# define float4 vec4
+# define float4x4 mat4
+# define int2 ivec2
+# define int3 ivec3
+# define int4 ivec4
+# define uint2 uvec2
+# define uint3 uvec3
+# define uint4 uvec4
+# define bool1 bool
+# define bool2 bvec2
+# define bool3 bvec3
+# define bool4 bvec4
+
+#else /* C */
+# pragma once
+
+# include "BLI_assert.h"
+
+# ifdef __cplusplus
+# include "BLI_float4x4.hh"
+# include "BLI_float4x4.hh"
+# else
+typedef float float2[2];
+typedef float float3[3];
+typedef float float4[4];
+typedef float float4x4[4][4];
+# endif
+typedef int int2[2];
+typedef int int3[2];
+typedef int int4[4];
+typedef uint uint2[2];
+typedef uint uint3[3];
+typedef uint uint4[4];
+typedef int int2[2];
+typedef int int3[2];
+typedef int int4[4];
+typedef int bool1;
+typedef int bool2[2];
+typedef int bool3[2];
+typedef int bool4[4];
+
+#endif \ No newline at end of file
diff --git a/source/blender/gpu/opengl/gl_backend.cc b/source/blender/gpu/opengl/gl_backend.cc
index 7bb88894b81..33574da9f58 100644
--- a/source/blender/gpu/opengl/gl_backend.cc
+++ b/source/blender/gpu/opengl/gl_backend.cc
@@ -434,6 +434,7 @@ bool GLContext::clear_texture_support = false;
bool GLContext::copy_image_support = false;
bool GLContext::debug_layer_support = false;
bool GLContext::direct_state_access_support = false;
+bool GLContext::explicit_location_support = false;
bool GLContext::fixed_restart_index_support = false;
bool GLContext::multi_bind_support = false;
bool GLContext::multi_draw_indirect_support = false;
@@ -492,6 +493,7 @@ void GLBackend::capabilities_init()
GLContext::copy_image_support = GLEW_ARB_copy_image;
GLContext::debug_layer_support = GLEW_VERSION_4_3 || GLEW_KHR_debug || GLEW_ARB_debug_output;
GLContext::direct_state_access_support = GLEW_ARB_direct_state_access;
+ GLContext::explicit_location_support = GLEW_VERSION_4_3;
GLContext::fixed_restart_index_support = GLEW_ARB_ES3_compatibility;
GLContext::multi_bind_support = GLEW_ARB_multi_bind;
GLContext::multi_draw_indirect_support = GLEW_ARB_multi_draw_indirect;
diff --git a/source/blender/gpu/opengl/gl_context.hh b/source/blender/gpu/opengl/gl_context.hh
index 656f4a1caf2..eb365382d53 100644
--- a/source/blender/gpu/opengl/gl_context.hh
+++ b/source/blender/gpu/opengl/gl_context.hh
@@ -69,6 +69,7 @@ class GLContext : public Context {
static bool copy_image_support;
static bool debug_layer_support;
static bool direct_state_access_support;
+ static bool explicit_location_support;
static bool fixed_restart_index_support;
static bool multi_bind_support;
static bool multi_draw_indirect_support;
diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc
index 8367b0de02b..fe5ffe5a2ad 100644
--- a/source/blender/gpu/opengl/gl_shader.cc
+++ b/source/blender/gpu/opengl/gl_shader.cc
@@ -38,6 +38,7 @@
using namespace blender;
using namespace blender::gpu;
+using namespace blender::gpu::shader;
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
@@ -71,6 +72,429 @@ GLShader::~GLShader()
/** \} */
/* -------------------------------------------------------------------- */
+/** \name Create Info
+ * \{ */
+
+static const char *to_string(const Interpolation &interp)
+{
+ switch (interp) {
+ case Interpolation::SMOOTH:
+ return "smooth";
+ case Interpolation::FLAT:
+ return "flat";
+ case Interpolation::NO_PERSPECTIVE:
+ return "noperspective";
+ default:
+ return "unkown";
+ }
+}
+
+static const char *to_string(const Type &type)
+{
+ switch (type) {
+ case Type::FLOAT:
+ return "float";
+ case Type::VEC2:
+ return "vec2";
+ case Type::VEC3:
+ return "vec3";
+ case Type::VEC4:
+ return "vec4";
+ case Type::MAT3:
+ return "mat3";
+ case Type::MAT4:
+ return "mat4";
+ case Type::UINT:
+ return "uint";
+ case Type::UVEC2:
+ return "uvec2";
+ case Type::UVEC3:
+ return "uvec3";
+ case Type::UVEC4:
+ return "uvec4";
+ case Type::INT:
+ return "int";
+ case Type::IVEC2:
+ return "ivec2";
+ case Type::IVEC3:
+ return "ivec3";
+ case Type::IVEC4:
+ return "ivec4";
+ case Type::BOOL:
+ return "bool";
+ default:
+ return "unkown";
+ }
+}
+
+static const char *to_string(const InputLayout &layout)
+{
+ switch (layout) {
+ case InputLayout::POINTS:
+ return "points";
+ case InputLayout::LINES:
+ return "lines";
+ case InputLayout::LINES_ADJACENCY:
+ return "lines_adjacency";
+ case InputLayout::TRIANGLES:
+ return "triangles";
+ case InputLayout::TRIANGLES_ADJACENCY:
+ return "triangles_adjacency";
+ default:
+ return "unknown";
+ }
+}
+
+static const char *to_string(const OutputLayout &layout)
+{
+ switch (layout) {
+ case OutputLayout::POINTS:
+ return "points";
+ case OutputLayout::LINE_STRIP:
+ return "line_strip";
+ case OutputLayout::TRIANGLE_STRIP:
+ return "triangle_strip";
+ default:
+ return "unknown";
+ }
+}
+
+static void print_image_type(std::ostream &os,
+ const ImageType &type,
+ const ShaderCreateInfo::Resource::BindType bind_type)
+{
+ switch (type) {
+ case ImageType::INT_BUFFER:
+ case ImageType::INT_1D:
+ case ImageType::INT_1D_ARRAY:
+ case ImageType::INT_2D:
+ case ImageType::INT_2D_ARRAY:
+ case ImageType::INT_3D:
+ case ImageType::INT_CUBE:
+ case ImageType::INT_CUBE_ARRAY:
+ os << "i";
+ break;
+ case ImageType::UINT_BUFFER:
+ case ImageType::UINT_1D:
+ case ImageType::UINT_1D_ARRAY:
+ case ImageType::UINT_2D:
+ case ImageType::UINT_2D_ARRAY:
+ case ImageType::UINT_3D:
+ case ImageType::UINT_CUBE:
+ case ImageType::UINT_CUBE_ARRAY:
+ os << "u";
+ break;
+ default:
+ break;
+ }
+
+ if (bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
+ os << "image";
+ }
+ else {
+ os << "sampler";
+ }
+
+ switch (type) {
+ case ImageType::FLOAT_BUFFER:
+ case ImageType::INT_BUFFER:
+ case ImageType::UINT_BUFFER:
+ os << "Buffer";
+ break;
+ case ImageType::FLOAT_1D:
+ case ImageType::FLOAT_1D_ARRAY:
+ case ImageType::INT_1D:
+ case ImageType::INT_1D_ARRAY:
+ case ImageType::UINT_1D:
+ case ImageType::UINT_1D_ARRAY:
+ os << "1D";
+ break;
+ case ImageType::FLOAT_2D:
+ case ImageType::FLOAT_2D_ARRAY:
+ case ImageType::INT_2D:
+ case ImageType::INT_2D_ARRAY:
+ case ImageType::UINT_2D:
+ case ImageType::UINT_2D_ARRAY:
+ case ImageType::SHADOW_2D:
+ case ImageType::SHADOW_2D_ARRAY:
+ os << "2D";
+ break;
+ case ImageType::FLOAT_3D:
+ case ImageType::INT_3D:
+ case ImageType::UINT_3D:
+ os << "3D";
+ break;
+ case ImageType::FLOAT_CUBE:
+ case ImageType::FLOAT_CUBE_ARRAY:
+ case ImageType::INT_CUBE:
+ case ImageType::INT_CUBE_ARRAY:
+ case ImageType::UINT_CUBE:
+ case ImageType::UINT_CUBE_ARRAY:
+ case ImageType::SHADOW_CUBE:
+ case ImageType::SHADOW_CUBE_ARRAY:
+ os << "Cube";
+ break;
+ default:
+ break;
+ }
+
+ switch (type) {
+ case ImageType::FLOAT_1D_ARRAY:
+ case ImageType::FLOAT_2D_ARRAY:
+ case ImageType::FLOAT_CUBE_ARRAY:
+ case ImageType::INT_1D_ARRAY:
+ case ImageType::INT_2D_ARRAY:
+ case ImageType::INT_CUBE_ARRAY:
+ case ImageType::UINT_1D_ARRAY:
+ case ImageType::UINT_2D_ARRAY:
+ case ImageType::UINT_CUBE_ARRAY:
+ case ImageType::SHADOW_2D_ARRAY:
+ case ImageType::SHADOW_CUBE_ARRAY:
+ os << "Array";
+ break;
+ default:
+ break;
+ }
+
+ switch (type) {
+ case ImageType::SHADOW_2D:
+ case ImageType::SHADOW_2D_ARRAY:
+ case ImageType::SHADOW_CUBE:
+ case ImageType::SHADOW_CUBE_ARRAY:
+ os << "Shadow";
+ break;
+ default:
+ break;
+ }
+ os << " ";
+}
+
+static std::ostream &print_qualifier(std::ostream &os, const Qualifier &qualifiers)
+{
+ if ((qualifiers & Qualifier::RESTRICT) != Qualifier::RESTRICT) {
+ os << "restrict";
+ }
+ if ((qualifiers & Qualifier::READ_ONLY) != Qualifier::READ_ONLY) {
+ os << "readonly";
+ }
+ if ((qualifiers & Qualifier::WRITE_ONLY) != Qualifier::WRITE_ONLY) {
+ os << "writeonly";
+ }
+ return os << " ";
+}
+
+static void print_resource(std::ostream &os, const ShaderCreateInfo::Resource &res)
+{
+ if (res.bind_type != ShaderCreateInfo::Resource::BindType::SAMPLER ||
+ GLContext::explicit_location_support) {
+ os << "layout(binding = " << res.slot;
+ if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
+ os << ", " << res.image.format;
+ }
+ else if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
+ os << ", std140";
+ }
+ else if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
+ os << ", std430";
+ }
+ os << ") ";
+ }
+
+ int64_t array_offset;
+ StringRef name_no_array;
+
+ switch (res.bind_type) {
+ case ShaderCreateInfo::Resource::BindType::SAMPLER:
+ os << "uniform ";
+ print_image_type(os, res.sampler.type, res.bind_type);
+ os << res.sampler.name << ";\n";
+ break;
+ case ShaderCreateInfo::Resource::BindType::IMAGE:
+ os << "uniform ";
+ print_qualifier(os, res.image.qualifiers);
+ print_image_type(os, res.image.type, res.bind_type);
+ os << res.image.name << ";\n";
+ break;
+ case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
+ array_offset = res.uniformbuf.name.find_first_of("[");
+ name_no_array = (array_offset == -1) ? res.uniformbuf.name :
+ StringRef(res.uniformbuf.name.c_str(), array_offset);
+ os << "uniform " << name_no_array << " { " << res.uniformbuf.type_name << " _"
+ << res.uniformbuf.name << "; };\n";
+ break;
+ case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
+ array_offset = res.storagebuf.name.find_first_of("[");
+ name_no_array = (array_offset == -1) ? res.storagebuf.name :
+ StringRef(res.storagebuf.name.c_str(), array_offset);
+ os << "buffer ";
+ print_qualifier(os, res.storagebuf.qualifiers);
+ os << name_no_array << " { " << res.storagebuf.type_name << " _" << res.storagebuf.name
+ << "; };\n";
+ break;
+ }
+}
+
+static void print_resource_alias(std::ostream &os, const ShaderCreateInfo::Resource &res)
+{
+ int64_t array_offset;
+ StringRef name_no_array;
+
+ switch (res.bind_type) {
+ case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
+ array_offset = res.uniformbuf.name.find_first_of("[");
+ name_no_array = (array_offset == -1) ? res.uniformbuf.name :
+ StringRef(res.uniformbuf.name.c_str(), array_offset);
+ os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
+ break;
+ case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
+ array_offset = res.storagebuf.name.find_first_of("[");
+ name_no_array = (array_offset == -1) ? res.storagebuf.name :
+ StringRef(res.storagebuf.name.c_str(), array_offset);
+ os << "#define " << name_no_array << " (_" << name_no_array << ")\n";
+ break;
+ default:
+ break;
+ }
+}
+
+static void print_interface(std::ostream &os,
+ const StringRefNull &prefix,
+ const StageInterfaceInfo &iface,
+ const StringRefNull &suffix = "")
+{
+ /* TODO(fclem) Move that to interface check. */
+ // if (iface.instance_name.is_empty()) {
+ // BLI_assert_msg(0, "Interfaces require an instance name for geometry shader.");
+ // std::cout << iface.name << ": Interfaces require an instance name for geometry shader.\n";
+ // continue;
+ // }
+ os << prefix << " " << iface.name << "{" << std::endl;
+ for (const StageInterfaceInfo::InOut &inout : iface.inouts) {
+ os << " " << to_string(inout.interp) << " " << to_string(inout.type) << " " << inout.name
+ << ";\n";
+ }
+ os << "}";
+ os << (iface.instance_name.is_empty() ? "" : "\n") << iface.instance_name << suffix << ";\n";
+}
+
+std::string GLShader::resources_declare(const ShaderCreateInfo &info) const
+{
+ std::stringstream ss;
+
+ /* NOTE: We define macros in GLSL to trigger compilation error if the resource names
+ * are reused for local variables. This is to match other backend behavior which needs accessors
+ * macros. */
+
+ ss << "\n/* Pass Resources. */\n";
+ for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
+ print_resource(ss, res);
+ }
+ for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
+ print_resource_alias(ss, res);
+ }
+ ss << "\n/* Batch Resources. */\n";
+ for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
+ print_resource(ss, res);
+ }
+ for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
+ print_resource_alias(ss, res);
+ }
+ ss << "\n/* Push Constants. */\n";
+ for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
+ if (GLContext::explicit_location_support) {
+ ss << "layout(location = " << uniform.index << ") ";
+ }
+ ss << "uniform " << to_string(uniform.type) << " " << uniform.name;
+ if (uniform.array_size > 0) {
+ ss << "[" << uniform.array_size << "]";
+ }
+ ss << ";\n";
+ }
+ for (const ShaderCreateInfo::PushConst &uniform : info.push_constants_) {
+ ss << "#define " << uniform.name << " (" << uniform.name << ")\n";
+ }
+ ss << "\n";
+ return ss.str();
+}
+
+std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) const
+{
+ std::stringstream ss;
+
+ ss << "\n/* Inputs. */\n";
+ for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
+ if (GLContext::explicit_location_support) {
+ ss << "layout(location = " << attr.index << ") ";
+ }
+ ss << "in " << to_string(attr.type) << " " << attr.name << ";\n";
+ }
+ ss << "\n/* Interfaces. */\n";
+ for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
+ print_interface(ss, "out", *iface);
+ }
+ ss << "\n";
+ return ss.str();
+}
+
+std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) const
+{
+ std::stringstream ss;
+ ss << "\n/* Interfaces. */\n";
+ const Vector<StageInterfaceInfo *> &in_interfaces = (info.geometry_source_.is_empty()) ?
+ info.vertex_out_interfaces_ :
+ info.geometry_out_interfaces_;
+ for (const StageInterfaceInfo *iface : in_interfaces) {
+ print_interface(ss, "in", *iface);
+ }
+ ss << "\n/* Outputs. */\n";
+ for (const ShaderCreateInfo::FragOut &output : info.fragment_outputs_) {
+ ss << "layout(location = " << output.index;
+ switch (output.blend) {
+ case DualBlend::SRC_0:
+ ss << ", index = 0";
+ break;
+ case DualBlend::SRC_1:
+ ss << ", index = 1";
+ break;
+ default:
+ break;
+ }
+ ss << ") ";
+ ss << "out " << to_string(output.type) << " " << output.name << ";\n";
+ }
+ ss << "\n";
+ return ss.str();
+}
+
+std::string GLShader::geometry_layout_declare(const ShaderCreateInfo &info) const
+{
+ std::stringstream ss;
+ ss << "\n/* Layout. */\n";
+ ss << "layout(" << to_string(info.geom_in_.layout) << ") in;\n";
+ ss << "layout(" << to_string(info.geom_out_.layout)
+ << ", max_vertices = " << info.geom_out_.max_vertices << ") out;\n";
+ ss << "\n";
+ return ss.str();
+}
+
+std::string GLShader::geometry_interface_declare(const ShaderCreateInfo &info) const
+{
+ std::stringstream ss;
+ ss << "\n/* Interfaces. */\n";
+ for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
+ print_interface(ss, "in", *iface, "[]");
+ }
+ ss << "\n";
+ for (const StageInterfaceInfo *iface : info.geometry_out_interfaces_) {
+ print_interface(ss, "out", *iface);
+ }
+ ss << "\n";
+ return ss.str();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Shader stage creation
* \{ */
@@ -84,7 +508,12 @@ static char *glsl_patch_default_get()
size_t slen = 0;
/* Version need to go first. */
- STR_CONCAT(patch, slen, "#version 330\n");
+ if (GLEW_VERSION_4_3) {
+ STR_CONCAT(patch, slen, "#version 430\n");
+ }
+ else {
+ STR_CONCAT(patch, slen, "#version 330\n");
+ }
/* Enable extensions for features that are not part of our base GLSL version
* don't use an extension for something already available! */
@@ -206,7 +635,7 @@ void GLShader::compute_shader_from_glsl(MutableSpan<const char *> sources)
compute_shader_ = this->create_shader_stage(GL_COMPUTE_SHADER, sources);
}
-bool GLShader::finalize()
+bool GLShader::finalize(const shader::ShaderCreateInfo *info)
{
if (compilation_failed_) {
return false;
@@ -225,7 +654,12 @@ bool GLShader::finalize()
return false;
}
- interface = new GLShaderInterface(shader_program_);
+ if (info != nullptr) {
+ interface = new GLShaderInterface(shader_program_, *info);
+ }
+ else {
+ interface = new GLShaderInterface(shader_program_);
+ }
return true;
}
diff --git a/source/blender/gpu/opengl/gl_shader.hh b/source/blender/gpu/opengl/gl_shader.hh
index 9ea1334b862..af92c77db54 100644
--- a/source/blender/gpu/opengl/gl_shader.hh
+++ b/source/blender/gpu/opengl/gl_shader.hh
@@ -27,6 +27,7 @@
#include "glew-mx.h"
+#include "gpu_shader_create_info.hh"
#include "gpu_shader_private.hh"
namespace blender {
@@ -36,6 +37,9 @@ namespace gpu {
* Implementation of shader compilation and uniforms handling using OpenGL.
*/
class GLShader : public Shader {
+ friend shader::ShaderCreateInfo;
+ friend shader::StageInterfaceInfo;
+
private:
/** Handle for full program (links shader stages below). */
GLuint shader_program_ = 0;
@@ -58,7 +62,13 @@ class GLShader : public Shader {
void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
- bool finalize() override;
+ bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
+
+ std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
+ std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
+ std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
+ std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
+ std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
/** Should be called before linking. */
void transform_feedback_names_set(Span<const char *> name_list,
diff --git a/source/blender/gpu/opengl/gl_shader_interface.cc b/source/blender/gpu/opengl/gl_shader_interface.cc
index 9900a4e0766..9dd7b1d57c3 100644
--- a/source/blender/gpu/opengl/gl_shader_interface.cc
+++ b/source/blender/gpu/opengl/gl_shader_interface.cc
@@ -25,7 +25,9 @@
#include "BLI_bitmap.h"
+#include "gl_backend.hh"
#include "gl_batch.hh"
+#include "gl_context.hh"
#include "gl_shader_interface.hh"
@@ -323,6 +325,137 @@ GLShaderInterface::GLShaderInterface(GLuint program)
this->sort_inputs();
}
+GLShaderInterface::GLShaderInterface(GLuint program, const shader::ShaderCreateInfo &info)
+{
+ using namespace blender::gpu::shader;
+
+ attr_len_ = info.vertex_inputs_.size();
+ uniform_len_ = info.push_constants_.size();
+ ubo_len_ = 0;
+ ssbo_len_ = 0;
+
+ Vector<ShaderCreateInfo::Resource> all_resources;
+ all_resources.extend(info.pass_resources_);
+ all_resources.extend(info.batch_resources_);
+
+ for (ShaderCreateInfo::Resource &res : all_resources) {
+ switch (res.bind_type) {
+ case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
+ ubo_len_++;
+ break;
+ case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
+ ssbo_len_++;
+ break;
+ case ShaderCreateInfo::Resource::BindType::SAMPLER:
+ uniform_len_++;
+ break;
+ case ShaderCreateInfo::Resource::BindType::IMAGE:
+ uniform_len_++;
+ break;
+ }
+ }
+
+ BLI_assert_msg(ubo_len_ <= 16, "enabled_ubo_mask_ is uint16_t");
+
+ int input_tot_len = attr_len_ + ubo_len_ + uniform_len_ + ssbo_len_;
+ inputs_ = (ShaderInput *)MEM_callocN(sizeof(ShaderInput) * input_tot_len, __func__);
+ ShaderInput *input = inputs_;
+
+ name_buffer_ = (char *)MEM_mallocN(info.interface_names_size_, "name_buffer");
+ uint32_t name_buffer_offset = 0;
+
+ /* Attributes */
+ for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
+ copy_input_name(input, attr.name, name_buffer_, name_buffer_offset);
+ if (true || !GLContext::explicit_location_support) {
+ input->location = input->binding = glGetAttribLocation(program, attr.name.c_str());
+ }
+ else {
+ input->location = input->binding = attr.index;
+ }
+ enabled_attr_mask_ |= (1 << input->location);
+ input++;
+ }
+
+ /* Uniform Blocks */
+ for (const ShaderCreateInfo::Resource &res : all_resources) {
+ if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
+ copy_input_name(input, res.uniformbuf.name, name_buffer_, name_buffer_offset);
+ if (true || !GLContext::explicit_location_support) {
+ input->location = glGetUniformBlockIndex(program, res.uniformbuf.name.c_str());
+ glUniformBlockBinding(program, input->location, res.slot);
+ }
+ input->binding = res.slot;
+ enabled_ubo_mask_ |= (1 << input->binding);
+ input++;
+ }
+ }
+
+ /* Uniforms & samplers & images */
+ for (const ShaderCreateInfo::Resource &res : all_resources) {
+ if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
+ copy_input_name(input, res.sampler.name, name_buffer_, name_buffer_offset);
+ /* Until we make use of explicit uniform location or eliminate all
+ * sampler manually changing. */
+ if (true || !GLContext::explicit_location_support) {
+ input->location = glGetUniformLocation(program, res.sampler.name.c_str());
+ glUniform1i(input->location, res.slot);
+ }
+ input->binding = res.slot;
+ enabled_tex_mask_ |= (1 << input->binding);
+ input++;
+ }
+ else if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
+ copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
+ /* Until we make use of explicit uniform location. */
+ if (true || !GLContext::explicit_location_support) {
+ input->location = glGetUniformLocation(program, res.image.name.c_str());
+ glUniform1i(input->location, res.slot);
+ }
+ input->binding = res.slot;
+ enabled_ima_mask_ |= (1 << input->binding);
+ input++;
+ }
+ }
+ for (const ShaderCreateInfo::PushConst &uni : info.push_constants_) {
+ copy_input_name(input, uni.name, name_buffer_, name_buffer_offset);
+ /* Until we make use of explicit uniform location. */
+ if (true || !GLContext::explicit_location_support) {
+ input->location = glGetUniformLocation(program, uni.name.c_str());
+ }
+ input->binding = -1;
+ input++;
+ }
+
+ /* SSBOs */
+ for (const ShaderCreateInfo::Resource &res : all_resources) {
+ if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
+ copy_input_name(input, res.storagebuf.name, name_buffer_, name_buffer_offset);
+ input->location = input->binding = res.slot;
+ enabled_ubo_mask_ |= (1 << input->binding);
+ input++;
+ }
+ }
+
+ /* Builtin Uniforms */
+ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
+ GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
+ const ShaderInput *uni = this->uniform_get(builtin_uniform_name(u));
+ builtins_[u] = (uni != nullptr) ? uni->location : -1;
+ }
+
+ /* Builtin Uniforms Blocks */
+ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
+ GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
+ const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
+ builtin_blocks_[u] = (block != nullptr) ? block->binding : -1;
+ }
+
+ this->sort_inputs();
+
+ // this->debug_print();
+}
+
GLShaderInterface::~GLShaderInterface()
{
for (auto *ref : refs_) {
diff --git a/source/blender/gpu/opengl/gl_shader_interface.hh b/source/blender/gpu/opengl/gl_shader_interface.hh
index 89a5b631047..94b6dd58316 100644
--- a/source/blender/gpu/opengl/gl_shader_interface.hh
+++ b/source/blender/gpu/opengl/gl_shader_interface.hh
@@ -34,6 +34,7 @@
#include "glew-mx.h"
+#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
namespace blender::gpu {
@@ -49,6 +50,7 @@ class GLShaderInterface : public ShaderInterface {
Vector<GLVaoCache *> refs_;
public:
+ GLShaderInterface(GLuint program, const shader::ShaderCreateInfo &info);
GLShaderInterface(GLuint program);
~GLShaderInterface();
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
index 5a36b414229..4ebcb9c397f 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
uniform float scale;
in vec2 uv;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
index d20ddcd27c0..c6f01d68eee 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 rect;
@@ -8,6 +8,7 @@ uniform float scale;
in vec2 pos;
out vec2 uv;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
index df2507c0dc9..494ef8d888e 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in vec4 color;
flat out vec4 finalColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
index bdc0d37a7ae..f4d8a941a6d 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -4,7 +4,8 @@
*/
/* Same as ICON_DRAW_CACHE_SIZE */
-#define MAX_CALLS 16
+#ifndef USE_GPU_SHADER_CREATE_INFO
+# define MAX_CALLS 16
uniform vec4 calls_data[MAX_CALLS * 3];
@@ -12,6 +13,7 @@ out vec2 texCoord_interp;
flat out vec4 finalColor;
in vec2 pos;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
index ab9c30505c2..d9a5aeeef46 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
@@ -3,11 +3,13 @@
* does not need any vertex input (producing less call to immBegin/End)
*/
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 rect_icon;
uniform vec4 rect_geom;
out vec2 texCoord_interp;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
index cdb066c9c52..0b5e3759dfb 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
in vec2 texCoord;
in vec2 pos;
out vec2 texCoord_interp;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
index 43f259671fa..af9a24d1280 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -6,6 +6,8 @@
* Dashed is performed in screen space.
*/
+#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform float dash_width;
/* Simple mode, discarding non-dash parts (so no need for blending at all). */
@@ -23,6 +25,7 @@ noperspective in vec2 stipple_pos;
flat in vec2 stipple_start;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
index 15362d020e4..9d52820188b 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
@@ -5,7 +5,7 @@
*
* Dashed is performed in screen space.
*/
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 color;
@@ -18,6 +18,7 @@ flat out vec4 color_vert;
/* We leverage hardware interpolation to compute distance along the line. */
noperspective out vec2 stipple_pos; /* In screen space */
flat out vec2 stipple_start; /* In screen space */
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
index 134a7d00127..c4d56579b18 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
in float colorGradient;
in vec4 finalColor;
in float lineU;
@@ -8,6 +8,7 @@ flat in float dashAlpha;
flat in int isMainLine;
out vec4 fragColor;
+#endif
#define DASH_WIDTH 10.0
#define ANTIALIAS 1.0
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
index 8325568988c..3d3a042de65 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
@@ -4,13 +4,15 @@
#define MID_VERTEX 65
+#ifndef USE_GPU_SHADER_CREATE_INFO
+
/* u is position along the curve, defining the tangent space.
* v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */
in vec2 uv;
in vec2 pos; /* verts position in the curve tangent space */
in vec2 expand;
-#ifdef USE_INSTANCE
+# ifdef USE_INSTANCE
/* Instance attrs. */
in vec2 P0;
in vec2 P1;
@@ -27,21 +29,10 @@ in float dash_alpha;
uniform vec4 colors[6];
-# define colStart (colid_doarrow[0] < 3 ? start_color : colors[colid_doarrow[0]])
-# define colEnd (colid_doarrow[1] < 3 ? end_color : colors[colid_doarrow[1]])
-# define colShadow colors[colid_doarrow[2]]
-# define doArrow (colid_doarrow[3] != 0)
-# define doMuted (domuted[0] != 0)
-
-#else
+# else
/* Single curve drawcall, use uniform. */
uniform vec2 bezierPts[4];
-# define P0 bezierPts[0]
-# define P1 bezierPts[1]
-# define P2 bezierPts[2]
-# define P3 bezierPts[3]
-
uniform vec4 colors[3];
uniform bool doArrow;
uniform bool doMuted;
@@ -50,11 +41,7 @@ uniform float thickness;
uniform float dash_factor;
uniform float dash_alpha;
-# define colShadow colors[0]
-# define colStart colors[1]
-# define colEnd colors[2]
-
-#endif
+# endif
uniform float expandSize;
uniform float arrowSize;
@@ -67,6 +54,33 @@ flat out float lineLength;
flat out float dashFactor;
flat out float dashAlpha;
flat out int isMainLine;
+#endif
+
+#ifdef USE_INSTANCE
+# define colStart (colid_doarrow[0] < 3 ? start_color : node_link_data.colors[colid_doarrow[0]])
+# define colEnd (colid_doarrow[1] < 3 ? end_color : node_link_data.colors[colid_doarrow[1]])
+# define colShadow node_link_data.colors[colid_doarrow[2]]
+# define doArrow (colid_doarrow[3] != 0)
+# define doMuted (domuted[0] != 0)
+
+#else
+# define P0 node_link_data.bezierPts[0]
+# define P1 node_link_data.bezierPts[1]
+# define P2 node_link_data.bezierPts[2]
+# define P3 node_link_data.bezierPts[3]
+# define cols node_link_data.colors
+# define doArrow node_link_data.doArrow
+# define doMuted node_link_data.doMuted
+# define dim_factor node_link_data.dim_factor
+# define thickness node_link_data.thickness
+# define dash_factor node_link_data.dash_factor
+# define dash_alpha node_link_data.dash_alpha
+
+# define colShadow node_link_data.colors[0]
+# define colStart node_link_data.colors[1]
+# define colEnd node_link_data.colors[2]
+
+#endif
/* Define where along the noodle the gradient will starts and ends.
* Use 0.25 instead of 0.35-0.65, because of a visual shift issue. */
@@ -101,7 +115,7 @@ void main(void)
vec2 normal = tangent.yx * vec2(-1.0, 1.0);
/* Position vertex on the curve tangent space */
- point += (pos.x * tangent + pos.y * normal) * arrowSize;
+ point += (pos.x * tangent + pos.y * normal) * node_link_data.arrowSize;
gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0);
@@ -139,7 +153,7 @@ void main(void)
finalColor[3] *= dim_factor;
/* Expand into a line */
- gl_Position.xy += exp_axis * expandSize * expand_dist * thickness;
+ gl_Position.xy += exp_axis * node_link_data.expandSize * expand_dist * thickness;
/* If the link is not muted or is not a reroute arrow the points are squashed to the center of
* the line. Magic numbers are defined in drawnode.c */
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
index 1453393aa9f..f2b6aa1f12c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
@@ -1,9 +1,11 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
in vec2 pos;
out vec2 radii;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
index 5c555b2d3e7..5d97fca1116 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
in vec2 pos;
out vec4 radii;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
index 469370b9173..6ba6f980406 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in float size;
in vec4 color;
out vec4 finalColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
index 1333c00682c..4d887a37807 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
@@ -1,6 +1,7 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
noperspective in vec4 finalColor;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
index fcf436d50af..5d19aea9168 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in vec4 color;
noperspective out vec4 finalColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
index de6547715f3..698f20ae1f9 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
@@ -1,11 +1,13 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-#ifdef UV_POS
+# ifdef UV_POS
in vec2 u;
-# define pos u
-#else
+# define pos u
+# else
in vec2 pos;
+# endif
#endif
void main()
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
index 6dd0201535d..a03b88db342 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
@@ -1,3 +1,4 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec3 checkerColorAndSize;
noperspective in vec2 uvInterp;
@@ -12,6 +13,7 @@ flat in vec4 embossColor;
flat in float lineWidth;
out vec4 fragColor;
+#endif
vec3 compute_masks(vec2 uv)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
index b5036b51d9d..80b93baf20a 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -1,12 +1,13 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-#define MAX_PARAM 12
-#ifdef USE_INSTANCE
-# define MAX_INSTANCE 6
+# define MAX_PARAM 12
+# ifdef USE_INSTANCE
+# define MAX_INSTANCE 6
uniform vec4 parameters[MAX_PARAM * MAX_INSTANCE];
-#else
+# else
uniform vec4 parameters[MAX_PARAM];
+# endif
#endif
/* gl_InstanceID is supposed to be 0 if not drawing instances, but this seems
@@ -41,6 +42,7 @@ uniform vec4 parameters[MAX_PARAM];
#define doAlphaCheck (alphaDiscard < 0.0)
#define discardFactor abs(alphaDiscard)
+#ifndef USE_GPU_SHADER_CREATE_INFO
noperspective out vec2 uvInterp;
flat out vec2 outRectSize;
flat out vec4 outRoundCorners;
@@ -51,8 +53,9 @@ flat out float lineWidth;
noperspective out float butCo;
flat out float discardFac;
-#ifdef OS_MAC
+# ifdef OS_MAC
in float dummy;
+# endif
#endif
vec2 do_widget(void)
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl
index e8a6a43191e..a624d3f2f8b 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl
@@ -1,9 +1,11 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
in float shadowFalloff;
out vec4 fragColor;
uniform float alpha;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
index dc2849c8aa9..d3eed997292 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
@@ -51,9 +51,12 @@ const vec2 cornervec[36] = vec2[36](vec2(0.0, 1.0),
#define INNER_FLAG uint(1 << 10) /* is inner vert */
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 parameters[4];
+#endif
+
/* radi and rad per corner */
#define recti parameters[0]
#define rect parameters[1]
@@ -61,9 +64,11 @@ uniform vec4 parameters[4];
#define rads parameters[2].y
#define roundCorners parameters[3]
+#ifndef USE_GPU_SHADER_CREATE_INFO
in uint vflag;
out float shadowFalloff;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
index 16424ece2b6..1a87796f7c4 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
@@ -1,9 +1,10 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform vec4 ClipPlane;
in vec3 pos;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
index 91f986d23ad..b6132113bc9 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
@@ -1,13 +1,16 @@
+#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-#ifdef USE_WORLD_CLIP_PLANES
+# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-#endif
+# endif
in vec3 pos;
in vec4 color;
flat out vec4 finalColor;
+#endif
void main()
{
@@ -16,6 +19,6 @@ void main()
finalColor = color;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * pos_4d).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
index 0fb8d06e317..908d442739a 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
@@ -1,9 +1,11 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec2 texCoord;
in vec3 pos;
out vec2 texCoord_interp;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
index aefa47275f5..9328e0a13e9 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
@@ -6,11 +6,13 @@
* Dashed is performed in screen space.
*/
+#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
-#ifdef USE_WORLD_CLIP_PLANES
+# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-#endif
+# endif
uniform vec4 color;
uniform vec2 viewport_size;
@@ -22,6 +24,7 @@ flat out vec4 color_vert;
/* We leverage hardware interpolation to compute distance along the line. */
noperspective out vec2 stipple_pos; /* In screen space */
flat out vec2 stipple_start; /* In screen space */
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
index 252fee87015..18fed69eff6 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform mat3 NormalMatrix;
in vec3 pos;
in vec3 nor;
out vec3 normal;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
index 12594b04da9..52e9e71fdd8 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
@@ -1,9 +1,11 @@
-#ifdef USE_WORLD_CLIP_PLANES
+#ifndef USE_GPU_SHADER_CREATE_INFO
+# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-#endif
+# endif
/* Does Nothing */
in vec3 pos;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
index 776656fc2df..504b3f75373 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
@@ -1,9 +1,10 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
in vec4 color;
out vec4 finalColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
index 5d67658c639..7f143ccc28d 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
@@ -1,12 +1,15 @@
+#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-#ifdef USE_WORLD_CLIP_PLANES
+# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-#endif
+# endif
uniform float size;
in vec3 pos;
out vec2 radii;
+#endif
void main()
{
@@ -25,6 +28,6 @@ void main()
radii /= size;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * pos_4d).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
index 3bc72535266..f048e143da7 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
in float size;
in vec4 color;
out vec4 finalColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl b/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl
index 3ea8f7dbfbe..8687763f4c1 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl
@@ -1,14 +1,15 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform float lineWidth;
uniform bool lineSmooth = true;
in vec4 finalColor;
noperspective in float smoothline;
-#ifdef CLIP
+# ifdef CLIP
in float clip;
-#endif
+# endif
out vec4 fragColor;
+#endif
#define SMOOTH_WIDTH 1.0
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl b/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
index 70026398937..627e91af4d6 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
@@ -7,17 +7,18 @@ uniform vec2 viewportSize;
uniform float lineWidth;
uniform bool lineSmooth = true;
-#if !defined(UNIFORM)
+# if !defined(UNIFORM)
in vec4 finalColor_g[];
-#endif
+# endif
-#ifdef CLIP
+# ifdef CLIP
in float clip_g[];
out float clip;
-#endif
+# endif
out vec4 finalColor;
noperspective out float smoothline;
+#endif
#define SMOOTH_WIDTH 1.0
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl
index 28aa2a4ccc6..5c673494870 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl
@@ -1,18 +1,19 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform vec4 ClipPlane;
in vec3 pos;
-#if !defined(UNIFORM)
+# if !defined(UNIFORM)
in vec4 color;
out vec4 finalColor_g;
-#endif
+# endif
-#ifdef CLIP
+# ifdef CLIP
out float clip_g;
+# endif
#endif
void main()
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
index 3a2d96c9929..de555cc5706 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
@@ -1,6 +1,7 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 finalColor;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
index 4eafb7b7be3..56a1210c957 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
@@ -1,14 +1,17 @@
+#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-#ifdef USE_WORLD_CLIP_PLANES
+# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-#endif
+# endif
in vec3 pos;
in vec4 color;
out vec4 finalColor;
+#endif
void main()
{
@@ -16,6 +19,6 @@ void main()
finalColor = color;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
index 70bb881ffea..1d7b7df49a8 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
@@ -1,17 +1,20 @@
+#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-#ifdef USE_WORLD_CLIP_PLANES
+# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-#endif
+# endif
in vec3 pos;
+#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl b/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
index 46cf2fe09a2..cdc716db7a4 100644
--- a/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
@@ -1,7 +1,9 @@
#ifdef USE_WORLD_CLIP_PLANES
# if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER)
+# ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 WorldClipPlanes[6];
+# endif
# define _world_clip_planes_calc_clip_distance(wpos, _clipplanes) \
{ \
@@ -14,6 +16,10 @@ uniform vec4 WorldClipPlanes[6];
gl_ClipDistance[5] = dot(_clipplanes[5], pos); \
}
+/* When all shaders are builtin shaders are migrated this could be applied directly. */
+# ifdef USE_GPU_SHADER_CREATE_INFO
+# define WorldClipPlanes clipPlanes.world
+# endif
/* HACK Dirty hack to be able to override the definition in common_view_lib.glsl.
* Not doing this would require changing the include order in every shaders. */
# define world_clip_planes_calc_clip_distance(wpos) \
diff --git a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
index 156b6cb75ab..9065da0275a 100644
--- a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
@@ -1,9 +1,10 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color1;
uniform vec4 color2;
uniform int size;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl b/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
index aae659516bb..74341701fb0 100644
--- a/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
@@ -2,7 +2,9 @@
/* Undefine the macro that avoids compilation errors. */
#undef blender_srgb_to_framebuffer_space
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform bool srgbTarget = false;
+#endif
vec4 blender_srgb_to_framebuffer_space(vec4 color)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl b/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
index 9e1527a9e7f..f5b6de4899f 100644
--- a/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
@@ -9,11 +9,14 @@ struct ObjectInfos {
vec4 drw_Infos;
};
+# ifndef USE_GPU_SHADER_CREATE_INFO
layout(std140) uniform infoBlock
{
/* DRW_RESOURCE_CHUNK_LEN = 512 */
ObjectInfos drw_infos[512];
};
+# endif
+
# define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors)
# define ObjectInfo (drw_infos[resource_id].drw_Infos)
# define ObjectColor (drw_infos[resource_id].drw_ObjectColor)
diff --git a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
index 48979af4ad0..a4a24ed8e46 100644
--- a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color1;
uniform vec4 color2;
uniform int size1;
uniform int size2;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
index 6f7d68856d5..d3d4b66589b 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -1,6 +1,7 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
flat in vec4 finalColor;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
index 99d8b6ab685..1675de3d567 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
@@ -1,6 +1,7 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
flat in vec4 finalColor;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
index 8e1287c483a..2aabdb84f16 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
@@ -1,6 +1,7 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
flat in uint finalId;
out uint fragId;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
index 3b4e2e17ccc..4fdc14289e1 100644
--- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ProjectionMatrix;
uniform int PrimitiveIdBase;
@@ -19,6 +19,7 @@ out vec3 varposition;
uniform bool osd_flat_shading;
uniform int osd_fvar_count;
+#endif
#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
{ \
@@ -38,8 +39,10 @@ uniform int osd_fvar_count;
result = vec3(tmp, 0); \
}
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform samplerBuffer FVarDataBuffer;
uniform isamplerBuffer FVarDataOffsetBuffer;
+#endif
out block
{
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
index fc3f47c0aaa..37541bb91f3 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
@@ -1,16 +1,18 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 mColor;
in vec2 mTexCoord;
out vec4 fragColor;
+#endif
void main()
{
const vec2 center = vec2(0, 0.5);
- vec4 tColor = vec4(mColor);
+ vec4 tColor = vec4(geometry_out.mColor);
/* if alpha < 0, then encap */
- if (mColor.a < 0) {
+ if (geometry_out.mColor.a < 0) {
tColor.a = tColor.a * -1.0;
- float dist = length(mTexCoord - center);
+ float dist = length(geometry_out.mTexCoord - center);
if (dist > 0.25) {
discard;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
index b937323f62a..f076655b459 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
@@ -1,3 +1,4 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 Viewport;
uniform int xraymode;
@@ -13,6 +14,7 @@ in float finalThickness[4];
out vec4 mColor;
out vec2 mTexCoord;
+#endif
#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1
@@ -23,19 +25,19 @@ out vec2 mTexCoord;
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
- return vec2(vertex.xy / vertex.w) * Viewport;
+ return vec2(vertex.xy / vertex.w) * gpencil_stroke_data.viewport;
}
/* get zdepth value */
float getZdepth(vec4 point)
{
- if (xraymode == GP_XRAY_FRONT) {
+ if (gpencil_stroke_data.xraymode == GP_XRAY_FRONT) {
return 0.0;
}
- if (xraymode == GP_XRAY_3DSPACE) {
+ if (gpencil_stroke_data.xraymode == GP_XRAY_3DSPACE) {
return (point.z / point.w);
}
- if (xraymode == GP_XRAY_BACK) {
+ if (gpencil_stroke_data.xraymode == GP_XRAY_BACK) {
return 1.0;
}
@@ -75,7 +77,7 @@ void main(void)
vec2 sp3 = toScreenSpace(P3); /* end of next segment */
/* culling outside viewport */
- vec2 area = Viewport * 4.0;
+ vec2 area = gpencil_stroke_data.viewport * 4.0;
if (sp1.x < -area.x || sp1.x > area.x) {
return;
}
@@ -112,8 +114,8 @@ void main(void)
if (bn1 == 0) {
bn1 = 1;
}
- float length_a = finalThickness[1] / an1;
- float length_b = finalThickness[2] / bn1;
+ float length_a = geometry_in[1].finalThickness / an1;
+ float length_b = geometry_in[2].finalThickness / bn1;
if (length_a <= 0.0) {
length_a = 0.01;
}
@@ -124,41 +126,49 @@ void main(void)
/* prevent excessively long miters at sharp corners */
if (dot(v0, v1) < -MiterLimit) {
miter_a = n1;
- length_a = finalThickness[1];
+ length_a = geometry_in[1].finalThickness;
/* close the gap */
if (dot(v0, n1) > 0) {
- mTexCoord = vec2(0, 0);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 0);
+ geometry_out.mColor = geometry_in[1].finalColor;
+ gl_Position = vec4((sp1 + geometry_in[1].finalThickness * n0) / gpencil_stroke_data.viewport,
+ getZdepth(P1),
+ 1.0);
EmitVertex();
- mTexCoord = vec2(0, 0);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 0);
+ geometry_out.mColor = geometry_in[1].finalColor;
+ gl_Position = vec4((sp1 + geometry_in[1].finalThickness * n1) / gpencil_stroke_data.viewport,
+ getZdepth(P1),
+ 1.0);
EmitVertex();
- mTexCoord = vec2(0, 0.5);
- mColor = finalColor[1];
- gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 0.5);
+ geometry_out.mColor = geometry_in[1].finalColor;
+ gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
EmitVertex();
EndPrimitive();
}
else {
- mTexCoord = vec2(0, 1);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 1);
+ geometry_out.mColor = geometry_in[1].finalColor;
+ gl_Position = vec4((sp1 - geometry_in[1].finalThickness * n1) / gpencil_stroke_data.viewport,
+ getZdepth(P1),
+ 1.0);
EmitVertex();
- mTexCoord = vec2(0, 1);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 1);
+ geometry_out.mColor = geometry_in[1].finalColor;
+ gl_Position = vec4((sp1 - geometry_in[1].finalThickness * n0) / gpencil_stroke_data.viewport,
+ getZdepth(P1),
+ 1.0);
EmitVertex();
- mTexCoord = vec2(0, 0.5);
- mColor = finalColor[1];
- gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 0.5);
+ geometry_out.mColor = geometry_in[1].finalColor;
+ gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
EmitVertex();
EndPrimitive();
@@ -167,66 +177,74 @@ void main(void)
if (dot(v1, v2) < -MiterLimit) {
miter_b = n1;
- length_b = finalThickness[2];
+ length_b = geometry_in[2].finalThickness;
}
/* Generate the start end-cap (alpha < 0 used as end-cap flag). */
- float extend = (fill_stroke > 0) ? 2 : 1;
- if ((caps_start != GPENCIL_FLATCAP) && is_equal(P0, P2)) {
- mTexCoord = vec2(1, 0.5);
- mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0);
+ float extend = gpencil_stroke_data.fill_stroke ? 2 : 1;
+ if ((gpencil_stroke_data.caps_start != GPENCIL_FLATCAP) && is_equal(P0, P2)) {
+ geometry_out.mTexCoord = vec2(1, 0.5);
+ geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0);
vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0 * extend;
- gl_Position = vec4((sp1 + svn1) / Viewport, getZdepth(P1), 1.0);
+ gl_Position = vec4((sp1 + svn1) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
EmitVertex();
- mTexCoord = vec2(0, 0);
- mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0);
- gl_Position = vec4((sp1 - (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 0);
+ geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0);
+ gl_Position = vec4(
+ (sp1 - (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
EmitVertex();
- mTexCoord = vec2(0, 1);
- mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0);
- gl_Position = vec4((sp1 + (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 1);
+ geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0);
+ gl_Position = vec4(
+ (sp1 + (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
EmitVertex();
}
/* generate the triangle strip */
- mTexCoord = vec2(0, 0);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 0);
+ geometry_out.mColor = geometry_in[1].finalColor;
+ gl_Position = vec4(
+ (sp1 + length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
EmitVertex();
- mTexCoord = vec2(0, 1);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
+ geometry_out.mTexCoord = vec2(0, 1);
+ geometry_out.mColor = geometry_in[1].finalColor;
+ gl_Position = vec4(
+ (sp1 - length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
EmitVertex();
- mTexCoord = vec2(0, 0);
- mColor = finalColor[2];
- gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
+ geometry_out.mTexCoord = vec2(0, 0);
+ geometry_out.mColor = geometry_in[2].finalColor;
+ gl_Position = vec4(
+ (sp2 + length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
EmitVertex();
- mTexCoord = vec2(0, 1);
- mColor = finalColor[2];
- gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
+ geometry_out.mTexCoord = vec2(0, 1);
+ geometry_out.mColor = geometry_in[2].finalColor;
+ gl_Position = vec4(
+ (sp2 - length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
EmitVertex();
/* Generate the end end-cap (alpha < 0 used as end-cap flag). */
- if ((caps_end != GPENCIL_FLATCAP) && is_equal(P1, P3)) {
- mTexCoord = vec2(0, 1);
- mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0);
- gl_Position = vec4((sp2 + (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
+ if ((gpencil_stroke_data.caps_end != GPENCIL_FLATCAP) && is_equal(P1, P3)) {
+ geometry_out.mTexCoord = vec2(0, 1);
+ geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0);
+ gl_Position = vec4(
+ (sp2 + (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
EmitVertex();
- mTexCoord = vec2(0, 0);
- mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0);
- gl_Position = vec4((sp2 - (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
+ geometry_out.mTexCoord = vec2(0, 0);
+ geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0);
+ gl_Position = vec4(
+ (sp2 - (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
EmitVertex();
- mTexCoord = vec2(1, 0.5);
- mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0);
+ geometry_out.mTexCoord = vec2(1, 0.5);
+ geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0);
vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0 * extend;
- gl_Position = vec4((sp2 + svn2) / Viewport, getZdepth(P2), 1.0);
+ gl_Position = vec4((sp2 + svn2) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
EmitVertex();
}
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
index 07b4ae52110..16e12b2989e 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
@@ -1,3 +1,4 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ProjectionMatrix;
@@ -12,22 +13,21 @@ in float thickness;
out vec4 finalColor;
out float finalThickness;
+#endif
-#define TRUE 1
-
-float defaultpixsize = pixsize * (1000.0 / pixfactor);
+float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor);
void main(void)
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- finalColor = color;
+ geometry_in.finalColor = color;
- if (keep_size == TRUE) {
- finalThickness = thickness;
+ if (gpencil_stroke_data.keep_size) {
+ geometry_in.finalThickness = thickness;
}
else {
float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) :
(thickness / defaultpixsize);
- finalThickness = max(size * objscale, 1.0);
+ geometry_in.finalThickness = max(size * gpencil_stroke_data.objscale, 1.0);
}
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
index 6dc7a1618e1..1846dae346a 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
@@ -1,9 +1,10 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
out vec4 fragColor;
uniform vec4 color;
uniform sampler2D image;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl
index dfbaaeda7b5..ad52b9819ab 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform float factor;
in vec2 texCoord_interp;
out vec4 fragColor;
uniform vec4 color;
uniform sampler2D image;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
index aff6ddf01bf..befd6b57bf8 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
@@ -1,8 +1,9 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
index 613352b4ac8..ceebaae896d 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
@@ -1,9 +1,11 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
out vec4 fragColor;
uniform float alpha;
uniform sampler2D image;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
index 7f3fe2f5252..2314dbbc5d5 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
@@ -1,6 +1,7 @@
/* Merge overlays texture on top of image texture and transform to display space (assume sRGB) */
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform sampler2D image_texture;
uniform sampler2D overlays_texture;
uniform bool display_transform;
@@ -9,6 +10,7 @@ uniform bool overlay;
in vec2 texCoord_interp;
out vec4 fragColor;
+#endif
float linearrgb_to_srgb(float c)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
index c6e9860d940..9b1e6fe9d23 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
@@ -7,18 +7,20 @@
/* Composite stereo textures */
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform sampler2D imageTexture;
uniform sampler2D overlayTexture;
uniform int stereoDisplaySettings;
+layout(location = 0) out vec4 imageColor;
+layout(location = 1) out vec4 overlayColor;
+#endif
+
#define stereo_display_mode (stereoDisplaySettings & ((1 << 3) - 1))
#define stereo_interlace_mode ((stereoDisplaySettings >> 3) & ((1 << 3) - 1))
#define stereo_interlace_swap bool(stereoDisplaySettings >> 6)
-layout(location = 0) out vec4 imageColor;
-layout(location = 1) out vec4 overlayColor;
-
bool interlace(ivec2 texel)
{
int interlace_mode = stereo_interlace_mode;
diff --git a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
index ed69184ef14..e8bfb70b897 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
@@ -1,15 +1,16 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
uniform vec4 color;
uniform vec4 shuffle;
+#endif
void main()
{
- vec4 sample = texture(image, texCoord_interp);
- fragColor = vec4(sample.r * shuffle.r + sample.g * shuffle.g + sample.b * shuffle.b +
- sample.a * shuffle.a) *
+ vec4 sampled_color = texture(image, texCoord_interp);
+ fragColor = vec4(sampled_color.r * shuffle.r + sampled_color.g * shuffle.g +
+ sampled_color.b * shuffle.b + sampled_color.a * shuffle.a) *
color;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
index becf0fbd133..3058f73ab37 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
@@ -1,9 +1,10 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
flat in vec4 finalColor;
out vec4 fragColor;
uniform sampler2D image;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
index 10228a1e985..14450037ca8 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ViewProjectionMatrix;
/* ---- Instantiated Attrs ---- */
@@ -7,13 +7,14 @@ in vec3 pos;
/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec4 color;
-#ifdef UNIFORM_SCALE
+# ifdef UNIFORM_SCALE
in float size;
-#else
+# else
in vec3 size;
-#endif
+# endif
flat out vec4 finalColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
index a3b61dca8b4..2a2eaab7340 100644
--- a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
@@ -11,6 +11,7 @@
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
+#ifndef USE_GPU_SHADER_CREATE_INFO
flat in vec4 radii;
flat in vec4 thresholds;
@@ -20,6 +21,7 @@ flat in vec4 finalOutlineColor;
flat in int finalFlags;
out vec4 fragColor;
+#endif
const float diagonal_scale = sqrt(0.5);
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
index 18e8b76ba23..4ef3ff1a8d0 100644
--- a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
@@ -11,15 +11,16 @@
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec2 ViewportSize = vec2(-1, -1);
-uniform float outline_scale = 1.0;
-
const float line_falloff = 1.0;
const float circle_scale = sqrt(2.0 / 3.1416);
const float square_scale = sqrt(0.5);
const float diagonal_scale = sqrt(0.5);
+#ifndef USE_GPU_SHADER_CREATE_INFO
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 ViewportSize = vec2(-1, -1);
+uniform float outline_scale = 1.0;
+
in vec2 pos;
in float size;
in vec4 color;
@@ -33,6 +34,7 @@ flat out int finalFlags;
flat out vec4 radii;
flat out vec4 thresholds;
+#endif
bool test(int bit)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
index 52d59d2030f..960b5e6efac 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
@@ -1,8 +1,9 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
in vec2 radii;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
index 2ece73b3845..cdf3aa8024d 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
@@ -1,9 +1,10 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
uniform vec4 outlineColor;
in vec4 radii;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
index 86c0e5c950a..119189ad29b 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
@@ -1,6 +1,7 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 finalColor;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
index c9bd9e881bf..04a7e3d80d0 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
@@ -1,8 +1,9 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 radii;
in vec4 fillColor;
in vec4 outlineColor;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
index 6bce517fee3..6725bc82841 100644
--- a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
@@ -1,18 +1,19 @@
-
-#ifndef USE_INSTANCE_COLOR
+#ifndef USE_GPU_SHADER_CREATE_INFO
+# ifndef USE_INSTANCE_COLOR
uniform vec4 color;
-#endif
+# endif
uniform vec3 light;
in vec3 normal;
-#ifdef USE_INSTANCE_COLOR
+# ifdef USE_INSTANCE_COLOR
flat in vec4 finalColor;
-# define color finalColor
-#endif
+# define color finalColor
+# endif
out vec4 fragColor;
+#endif
void main()
{
- fragColor = color;
- fragColor.xyz *= clamp(dot(normalize(normal), light), 0.0, 1.0);
+ fragColor = simple_lighting_data.color;
+ fragColor.xyz *= clamp(dot(normalize(normal), simple_lighting_data.light), 0.0, 1.0);
}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
index 2568cd74445..1456bd0c732 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
flat in vec4 color_flat;
noperspective in vec2 texCoord_interp;
flat in int glyph_offset;
@@ -8,6 +8,7 @@ flat in int interp_size;
out vec4 fragColor;
uniform sampler2D glyph;
+#endif
const vec2 offsets4[4] = vec2[4](
vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5));
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index 768638e5229..5b01fea5266 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec4 pos; /* rect */
@@ -11,6 +11,7 @@ noperspective out vec2 texCoord_interp;
flat out int glyph_offset;
flat out ivec2 glyph_dim;
flat out int interp_size;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
index 08623fa9935..b4a75cc489b 100644
--- a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
@@ -1,7 +1,8 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
-
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/infos/gpu_clip_planes_info.hh b/source/blender/gpu/shaders/infos/gpu_clip_planes_info.hh
new file mode 100644
index 00000000000..81b3c523628
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_clip_planes_info.hh
@@ -0,0 +1,29 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_clip_planes)
+ .uniform_buf(1, "GPUClipPlanes", "clipPlanes", Frequency::PASS)
+ .typedef_source("GPU_shader_shared.h")
+ .define("USE_WORLD_CLIP_PLANES");
diff --git a/source/blender/gpu/shaders/infos/gpu_interface_info.hh b/source/blender/gpu/shaders/infos/gpu_interface_info.hh
new file mode 100644
index 00000000000..b53b60fa587
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_interface_info.hh
@@ -0,0 +1,33 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#pragma once
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(flat_color_iface, "").flat(Type::VEC4, "finalColor");
+GPU_SHADER_INTERFACE_INFO(no_perspective_color_iface, "").no_perspective(Type::VEC4, "finalColor");
+GPU_SHADER_INTERFACE_INFO(smooth_color_iface, "").smooth(Type::VEC4, "finalColor");
+GPU_SHADER_INTERFACE_INFO(smooth_tex_coord_interp_iface, "").smooth(Type::VEC2, "texCoord_interp");
+GPU_SHADER_INTERFACE_INFO(smooth_radii_iface, "").smooth(Type::VEC2, "radii");
+GPU_SHADER_INTERFACE_INFO(smooth_radii_outline_iface, "").smooth(Type::VEC4, "radii");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh
new file mode 100644
index 00000000000..56c30e79e6d
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh
@@ -0,0 +1,39 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(smooth_uv_iface, "").smooth(Type::VEC2, "uv");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_area_borders)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_out(smooth_uv_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "rect")
+ .push_constant(20, Type::VEC4, "color")
+ .push_constant(24, Type::FLOAT, "scale")
+ .push_constant(25, Type::INT, "cornerLen")
+ .vertex_source("gpu_shader_2D_area_borders_vert.glsl")
+ .fragment_source("gpu_shader_2D_area_borders_frag.glsl")
+ .do_static_compilation(true); \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh
new file mode 100644
index 00000000000..a69420bede4
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh
@@ -0,0 +1,36 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_checker)
+ .vertex_in(0, Type::VEC2, "pos")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "color1")
+ .push_constant(20, Type::VEC4, "color2")
+ .push_constant(24, Type::INT, "size")
+ .vertex_source("gpu_shader_2D_vert.glsl")
+ .fragment_source("gpu_shader_checker_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh
new file mode 100644
index 00000000000..fa715cdcb1d
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh
@@ -0,0 +1,37 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_diag_stripes)
+ .vertex_in(0, Type::VEC2, "pos")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "color1")
+ .push_constant(20, Type::VEC4, "color2")
+ .push_constant(24, Type::INT, "size1")
+ .push_constant(28, Type::INT, "size2")
+ .vertex_source("gpu_shader_2D_vert.glsl")
+ .fragment_source("gpu_shader_diag_stripes_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_flat_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_flat_color_info.hh
new file mode 100644
index 00000000000..93d46f8acd8
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_flat_color_info.hh
@@ -0,0 +1,38 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_shader_create_info.hh"
+
+#include "gpu_interface_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_flat_color)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::VEC4, "color")
+ .vertex_out(flat_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_2D_flat_color_vert.glsl")
+ .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh
new file mode 100644
index 00000000000..a6cc9076d4a
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh
@@ -0,0 +1,30 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_color)
+ .additional_info("gpu_shader_2D_image_common")
+ .push_constant(16, Type::VEC4, "color")
+ .fragment_source("gpu_shader_image_color_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh
new file mode 100644
index 00000000000..e11d6746446
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh
@@ -0,0 +1,31 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_desaturate_color)
+ .additional_info("gpu_shader_2D_image_common")
+ .push_constant(16, Type::VEC4, "color")
+ .push_constant(20, Type::FLOAT, "factor")
+ .fragment_source("gpu_shader_image_desaturate_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
new file mode 100644
index 00000000000..3d20b63c265
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
@@ -0,0 +1,39 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_common)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::VEC2, "texCoord")
+ .vertex_out(smooth_tex_coord_interp_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .sampler(0, ImageType::FLOAT_2D, "image")
+ .vertex_source("gpu_shader_2D_image_vert.glsl");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_image)
+ .additional_info("gpu_shader_2D_image_common")
+ .fragment_source("gpu_shader_image_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh
new file mode 100644
index 00000000000..c2c0e9fec78
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh
@@ -0,0 +1,39 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_overlays_merge)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::VEC2, "texCoord")
+ .vertex_out(smooth_tex_coord_interp_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::BOOL, "display_transform")
+ .push_constant(17, Type::BOOL, "overlay")
+ .sampler(0, ImageType::FLOAT_2D, "image_texture")
+ .sampler(1, ImageType::FLOAT_2D, "overlays_texture")
+ .vertex_source("gpu_shader_2D_image_vert.glsl")
+ .fragment_source("gpu_shader_image_overlays_merge_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh
new file mode 100644
index 00000000000..c1e6c3957d3
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh
@@ -0,0 +1,36 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_overlays_stereo_merge)
+ .vertex_in(0, Type::VEC2, "pos")
+ .fragment_out(0, Type::VEC4, "imageColor")
+ .fragment_out(1, Type::VEC4, "overlayColor")
+ .sampler(0, ImageType::FLOAT_2D, "imageTexture")
+ .sampler(1, ImageType::FLOAT_2D, "overlayTexture")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::INT, "stereoDisplaySettings")
+ .vertex_source("gpu_shader_2D_vert.glsl")
+ .fragment_source("gpu_shader_image_overlays_stereo_merge_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh
new file mode 100644
index 00000000000..b9b4381eb50
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh
@@ -0,0 +1,40 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_rect_color)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::VEC2, "texCoord")
+ .vertex_out(smooth_tex_coord_interp_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "color")
+ .push_constant(20, Type::VEC4, "rect_icon")
+ .push_constant(24, Type::VEC4, "rect_geom")
+ .sampler(0, ImageType::FLOAT_2D, "image")
+ .vertex_source("gpu_shader_2D_image_rect_vert.glsl")
+ .fragment_source("gpu_shader_image_color_frag.glsl")
+ .do_static_compilation(true);
+
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh
new file mode 100644
index 00000000000..3663de0a98f
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh
@@ -0,0 +1,31 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_shuffle_color)
+ .additional_info("gpu_shader_2D_image_common")
+ .push_constant(16, Type::VEC4, "color")
+ .push_constant(20, Type::VEC4, "shuffle")
+ .fragment_source("gpu_shader_image_shuffle_color_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_line_dashed_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_line_dashed_uniform_color_info.hh
new file mode 100644
index 00000000000..419cd4bc47c
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_line_dashed_uniform_color_info.hh
@@ -0,0 +1,35 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+/* TODO(jbakker): Skipped as data doesn't fit as push constant. */
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_line_dashed_uniform_color)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_out(flat_color_iface)
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_2D_line_dashed_uniform_color_vert.glsl")
+ .fragment_source("gpu_shader_2D_line_dashed_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh
new file mode 100644
index 00000000000..b15d7ba3ada
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh
@@ -0,0 +1,72 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(nodelink_iface, "")
+ .smooth(Type::VEC4, "finalColor")
+ .smooth(Type::FLOAT, "colorGradient")
+ .smooth(Type::FLOAT, "lineU")
+ .flat(Type::FLOAT, "lineLength")
+ .flat(Type::FLOAT, "dashFactor")
+ .flat(Type::FLOAT, "dashAlpha")
+ .flat(Type::INT, "isMainLine");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_nodelink)
+ .vertex_in(0, Type::VEC2, "uv")
+ .vertex_in(1, Type::VEC2, "pos")
+ .vertex_in(2, Type::VEC2, "expand")
+ .vertex_out(nodelink_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .uniform_buf(0, "NodeLinkData", "node_link_data", Frequency::PASS)
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_2D_nodelink_vert.glsl")
+ .fragment_source("gpu_shader_2D_nodelink_frag.glsl")
+ .typedef_source("GPU_shader_shared.h")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_nodelink_inst)
+ .vertex_in(0, Type::VEC2, "uv")
+ .vertex_in(1, Type::VEC2, "pos")
+ .vertex_in(2, Type::VEC2, "expand")
+ .vertex_in(3, Type::VEC2, "P0")
+ .vertex_in(4, Type::VEC2, "P1")
+ .vertex_in(5, Type::VEC2, "P2")
+ .vertex_in(6, Type::VEC2, "P3")
+ .vertex_in(7, Type::IVEC4, "colid_doarrow")
+ .vertex_in(8, Type::VEC4, "start_color")
+ .vertex_in(9, Type::VEC4, "end_color")
+ .vertex_in(10, Type::IVEC2, "domuted")
+ .vertex_in(11, Type::FLOAT, "dim_factor")
+ .vertex_in(12, Type::FLOAT, "thickness")
+ .vertex_in(13, Type::FLOAT, "dash_factor")
+ .vertex_in(14, Type::FLOAT, "dash_alpha")
+ .vertex_out(nodelink_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .uniform_buf(0, "NodeLinkInstanceData", "node_link_data", Frequency::PASS)
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_2D_nodelink_vert.glsl")
+ .fragment_source("gpu_shader_2D_nodelink_frag.glsl")
+ .typedef_source("GPU_shader_shared.h")
+ .define("USE_INSTANCE")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh
new file mode 100644
index 00000000000..d2753af8e9b
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh
@@ -0,0 +1,36 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_uniform_size_uniform_color_aa)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_out(smooth_radii_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "color")
+ .push_constant(20, Type::FLOAT, "size")
+ .vertex_source("gpu_shader_2D_point_uniform_size_aa_vert.glsl")
+ .fragment_source("gpu_shader_point_uniform_color_aa_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh
new file mode 100644
index 00000000000..edc83534573
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh
@@ -0,0 +1,38 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_uniform_size_uniform_color_outline_aa)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_out(smooth_radii_outline_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(20, Type::VEC4, "color")
+ .push_constant(24, Type::VEC4, "outlineColor")
+ .push_constant(28, Type::FLOAT, "size")
+ .push_constant(29, Type::FLOAT, "outlineWidth")
+ .vertex_source("gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl")
+ .fragment_source("gpu_shader_point_uniform_color_outline_aa_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh
new file mode 100644
index 00000000000..4358e94f91f
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh
@@ -0,0 +1,36 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_varying_size_varying_color)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::FLOAT, "size")
+ .vertex_in(2, Type::VEC4, "color")
+ .vertex_out(smooth_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_2D_point_varying_size_varying_color_vert.glsl")
+ .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh
new file mode 100644
index 00000000000..60612a51135
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh
@@ -0,0 +1,37 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_smooth_color)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::VEC4, "color")
+ .vertex_out(smooth_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_2D_smooth_color_vert.glsl")
+ .fragment_source("gpu_shader_2D_smooth_color_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh
new file mode 100644
index 00000000000..8977a34986e
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh
@@ -0,0 +1,35 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uniform_color)
+ .vertex_in(0, Type::VEC2, "pos")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "color")
+ .vertex_source("gpu_shader_2D_vert.glsl")
+ .fragment_source("gpu_shader_uniform_color_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh
new file mode 100644
index 00000000000..7ea067010cd
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh
@@ -0,0 +1,38 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_depth_only)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_out(flat_color_iface)
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_3D_vert.glsl")
+ .fragment_source("gpu_shader_depth_only_frag.glsl")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_depth_only_clipped)
+ .additional_info("gpu_shader_3D_depth_only")
+ .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh
new file mode 100644
index 00000000000..5857e4cab03
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh
@@ -0,0 +1,42 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_flat_color)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC4, "color")
+ .vertex_out(flat_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(1, Type::BOOL, "srgbTarget")
+ .vertex_source("gpu_shader_3D_flat_color_vert.glsl")
+ .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_flat_color_clipped)
+ .additional_info("gpu_shader_3D_flat_color")
+ .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh
new file mode 100644
index 00000000000..a838f6581dc
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh
@@ -0,0 +1,38 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_image_modulate_alpha)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC2, "texCoord")
+ .vertex_out(smooth_tex_coord_interp_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::FLOAT, "alpha")
+ .sampler(0, ImageType::FLOAT_2D, "image", Frequency::PASS)
+ .vertex_source("gpu_shader_3D_image_vert.glsl")
+ .fragment_source("gpu_shader_image_modulate_alpha_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_line_dashed_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_line_dashed_uniform_color_info.hh
new file mode 100644
index 00000000000..93cbf1ab06f
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_line_dashed_uniform_color_info.hh
@@ -0,0 +1,35 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+/* TODO(jbakker): Skipped as data doesn't fit as push constant. */
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_out(flat_color_iface)
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_3D_line_dashed_uniform_color_vert.glsl")
+ .fragment_source("gpu_shader_2D_line_dashed_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh
new file mode 100644
index 00000000000..b62c8fe7518
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh
@@ -0,0 +1,62 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_fixed_size_varying_color)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC4, "color")
+ .vertex_out(smooth_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::FLOAT, "size")
+ .vertex_source("gpu_shader_3D_point_fixed_size_varying_color_vert.glsl")
+ .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_varying_size_varying_color)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC4, "color")
+ .vertex_in(2, Type::FLOAT, "size")
+ .vertex_out(smooth_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_3D_point_varying_size_varying_color_vert.glsl")
+ .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_uniform_size_uniform_color_aa)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_out(smooth_radii_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "color")
+ .push_constant(20, Type::FLOAT, "size")
+ .push_constant(24, Type::FLOAT, "outlineWidth")
+ .vertex_source("gpu_shader_3D_point_uniform_size_aa_vert.glsl")
+ .fragment_source("gpu_shader_point_uniform_color_aa_frag.glsl")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped)
+ .additional_info("gpu_shader_3D_point_uniform_size_uniform_color_aa")
+ .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh
new file mode 100644
index 00000000000..1e195e7ff23
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh
@@ -0,0 +1,33 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+/* TODO(jbakker): Skipped as it needs a uniform/storage buffer. */
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color)
+ .vertex_source("gpu_shader_3D_polyline_vert.glsl")
+ .geometry_source("gpu_shader_3D_polyline_geom.glsl")
+ .fragment_source("gpu_shader_3D_polyline_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh
new file mode 100644
index 00000000000..91797b9b414
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh
@@ -0,0 +1,41 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_smooth_color)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC4, "color")
+ .vertex_out(smooth_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .vertex_source("gpu_shader_3D_smooth_color_vert.glsl")
+ .fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_smooth_color_clipped)
+ .additional_info("gpu_shader_3D_smooth_color")
+ .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh
new file mode 100644
index 00000000000..6162d68cf2e
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh
@@ -0,0 +1,39 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_uniform_color)
+ .vertex_in(0, Type::VEC3, "pos")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "color")
+ .vertex_source("gpu_shader_3D_vert.glsl")
+ .fragment_source("gpu_shader_uniform_color_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_uniform_color_clipped)
+ .additional_info("gpu_shader_3D_uniform_color")
+ .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh
new file mode 100644
index 00000000000..5fb6c61c5f9
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh
@@ -0,0 +1,51 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(gpencil_stroke_vert_iface, "geometry_in")
+ .smooth(Type::VEC4, "finalColor")
+ .smooth(Type::FLOAT, "finalThickness");
+GPU_SHADER_INTERFACE_INFO(gpencil_stroke_geom_iface, "geometry_out")
+ .smooth(Type::VEC4, "mColor")
+ .smooth(Type::VEC2, "mTexCoord");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke)
+ .vertex_in(0, Type::VEC4, "color")
+ .vertex_in(1, Type::VEC3, "pos")
+ .vertex_in(2, Type::FLOAT, "thickness")
+ .vertex_out(gpencil_stroke_vert_iface)
+ .geometry_layout(InputLayout::LINES_ADJACENCY, OutputLayout::TRIANGLE_STRIP, 13)
+ .geometry_out(gpencil_stroke_geom_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+
+ .uniform_buf(0, "GPencilStrokeData", "gpencil_stroke_data")
+
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::MAT4, "ProjectionMatrix")
+ .vertex_source("gpu_shader_gpencil_stroke_vert.glsl")
+ .geometry_source("gpu_shader_gpencil_stroke_geom.glsl")
+ .fragment_source("gpu_shader_gpencil_stroke_frag.glsl")
+ .typedef_source("GPU_shader_shared.h")
+ .do_static_compilation(true);
+ \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh
new file mode 100644
index 00000000000..0d2daf7388d
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh
@@ -0,0 +1,39 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_instance_varying_color_varying_size)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::MAT4, "InstanceModelMatrix")
+ .vertex_in(2, Type::VEC4, "color")
+ .vertex_in(3, Type::FLOAT, "size")
+ .vertex_out(flat_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ViewProjectionMatrix")
+ .vertex_source("gpu_shader_instance_variying_size_variying_color_vert.glsl")
+ .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
+ \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh
new file mode 100644
index 00000000000..8e352af6c1f
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh
@@ -0,0 +1,47 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(keyframe_shape_iface, "")
+ .flat(Type::VEC4, "finalColor")
+ .flat(Type::VEC4, "finalOutlineColor")
+ .flat(Type::VEC4, "radii")
+ .flat(Type::VEC4, "thresholds")
+ .flat(Type::INT, "finalFlags");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_keyframe_shape)
+ .vertex_in(0, Type::VEC4, "color")
+ .vertex_in(1, Type::VEC4, "outlineColor")
+ .vertex_in(2, Type::VEC2, "pos")
+ .vertex_in(3, Type::FLOAT, "size")
+ .vertex_in(4, Type ::INT, "flags")
+ .vertex_out(keyframe_shape_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC2, "ViewportSize")
+ .push_constant(24, Type::FLOAT, "outline_scale")
+ .vertex_source("gpu_shader_keyframe_shape_vert.glsl")
+ .fragment_source("gpu_shader_keyframe_shape_frag.glsl")
+ .do_static_compilation(true);
+ \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh
new file mode 100644
index 00000000000..c3f86ed2b6f
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh
@@ -0,0 +1,40 @@
+
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(smooth_normal_iface, "").smooth(Type::VEC3, "normal");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_simple_lighting)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "nor")
+ .vertex_out(smooth_normal_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .uniform_buf(0, "SimpleLightingData", "simple_lighting_data", Frequency::PASS)
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::MAT3, "NormalMatrix")
+ .typedef_source("GPU_shader_shared.h")
+ .vertex_source("gpu_shader_3D_normal_vert.glsl")
+ .fragment_source("gpu_shader_simple_lighting_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh
new file mode 100644
index 00000000000..a115972694e
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh
@@ -0,0 +1,46 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(text_iface, "")
+ .flat(Type::VEC4, "color_flat")
+ .no_perspective(Type::VEC2, "texCoord_interp")
+ .flat(Type::INT, "glyph_offset")
+ .flat(Type::IVEC2, "glyph_dim")
+ .flat(Type::INT, "interp_size");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_text)
+ .vertex_in(0, Type::VEC4, "pos")
+ .vertex_in(1, Type::VEC4, "col")
+ .vertex_in(2, Type ::IVEC2, "glyph_size")
+ .vertex_in(3, Type ::INT, "offset")
+ .vertex_out(text_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .sampler(0, ImageType::FLOAT_2D, "glyph", Frequency::PASS)
+ .vertex_source("gpu_shader_text_vert.glsl")
+ .fragment_source("gpu_shader_text_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
+ \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh b/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
new file mode 100644
index 00000000000..3af49b56ab1
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
@@ -0,0 +1,27 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2022 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_srgb_to_framebuffer_space)
+ .define("blender_srgb_to_framebuffer_space(a) a");