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Diffstat (limited to 'intern/cycles/app/opengl/shader.cpp')
-rw-r--r--intern/cycles/app/opengl/shader.cpp197
1 files changed, 197 insertions, 0 deletions
diff --git a/intern/cycles/app/opengl/shader.cpp b/intern/cycles/app/opengl/shader.cpp
new file mode 100644
index 00000000000..9db9ea7fce9
--- /dev/null
+++ b/intern/cycles/app/opengl/shader.cpp
@@ -0,0 +1,197 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+#include "app/opengl/shader.h"
+
+#include "util/log.h"
+#include "util/string.h"
+
+#include <GL/glew.h>
+
+CCL_NAMESPACE_BEGIN
+
+/* --------------------------------------------------------------------
+ * OpenGLShader.
+ */
+
+static const char *VERTEX_SHADER =
+ "#version 330\n"
+ "uniform vec2 fullscreen;\n"
+ "in vec2 texCoord;\n"
+ "in vec2 pos;\n"
+ "out vec2 texCoord_interp;\n"
+ "\n"
+ "vec2 normalize_coordinates()\n"
+ "{\n"
+ " return (vec2(2.0) * (pos / fullscreen)) - vec2(1.0);\n"
+ "}\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(normalize_coordinates(), 0.0, 1.0);\n"
+ " texCoord_interp = texCoord;\n"
+ "}\n\0";
+
+static const char *FRAGMENT_SHADER =
+ "#version 330\n"
+ "uniform sampler2D image_texture;\n"
+ "in vec2 texCoord_interp;\n"
+ "out vec4 fragColor;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " vec4 rgba = texture(image_texture, texCoord_interp);\n"
+ /* Harcoded Rec.709 gamma, should use OpenColorIO eventually. */
+ " fragColor = pow(rgba, vec4(0.45, 0.45, 0.45, 1.0));\n"
+ "}\n\0";
+
+static void shader_print_errors(const char *task, const char *log, const char *code)
+{
+ LOG(ERROR) << "Shader: " << task << " error:";
+ LOG(ERROR) << "===== shader string ====";
+
+ stringstream stream(code);
+ string partial;
+
+ int line = 1;
+ while (getline(stream, partial, '\n')) {
+ if (line < 10) {
+ LOG(ERROR) << " " << line << " " << partial;
+ }
+ else {
+ LOG(ERROR) << line << " " << partial;
+ }
+ line++;
+ }
+ LOG(ERROR) << log;
+}
+
+static int compile_shader_program(void)
+{
+ const struct Shader {
+ const char *source;
+ const GLenum type;
+ } shaders[2] = {{VERTEX_SHADER, GL_VERTEX_SHADER}, {FRAGMENT_SHADER, GL_FRAGMENT_SHADER}};
+
+ const GLuint program = glCreateProgram();
+
+ for (int i = 0; i < 2; i++) {
+ const GLuint shader = glCreateShader(shaders[i].type);
+
+ string source_str = shaders[i].source;
+ const char *c_str = source_str.c_str();
+
+ glShaderSource(shader, 1, &c_str, NULL);
+ glCompileShader(shader);
+
+ GLint compile_status;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
+
+ if (!compile_status) {
+ GLchar log[5000];
+ GLsizei length = 0;
+ glGetShaderInfoLog(shader, sizeof(log), &length, log);
+ shader_print_errors("compile", log, c_str);
+ return 0;
+ }
+
+ glAttachShader(program, shader);
+ }
+
+ /* Link output. */
+ glBindFragDataLocation(program, 0, "fragColor");
+
+ /* Link and error check. */
+ glLinkProgram(program);
+
+ GLint link_status;
+ glGetProgramiv(program, GL_LINK_STATUS, &link_status);
+ if (!link_status) {
+ GLchar log[5000];
+ GLsizei length = 0;
+ glGetShaderInfoLog(program, sizeof(log), &length, log);
+ shader_print_errors("linking", log, VERTEX_SHADER);
+ shader_print_errors("linking", log, FRAGMENT_SHADER);
+ return 0;
+ }
+
+ return program;
+}
+
+int OpenGLShader::get_position_attrib_location()
+{
+ if (position_attribute_location_ == -1) {
+ const uint shader_program = get_shader_program();
+ position_attribute_location_ = glGetAttribLocation(shader_program, position_attribute_name);
+ }
+ return position_attribute_location_;
+}
+
+int OpenGLShader::get_tex_coord_attrib_location()
+{
+ if (tex_coord_attribute_location_ == -1) {
+ const uint shader_program = get_shader_program();
+ tex_coord_attribute_location_ = glGetAttribLocation(shader_program, tex_coord_attribute_name);
+ }
+ return tex_coord_attribute_location_;
+}
+
+void OpenGLShader::bind(int width, int height)
+{
+ create_shader_if_needed();
+
+ if (!shader_program_) {
+ return;
+ }
+
+ glUseProgram(shader_program_);
+ glUniform1i(image_texture_location_, 0);
+ glUniform2f(fullscreen_location_, width, height);
+}
+
+void OpenGLShader::unbind()
+{
+}
+
+uint OpenGLShader::get_shader_program()
+{
+ return shader_program_;
+}
+
+void OpenGLShader::create_shader_if_needed()
+{
+ if (shader_program_ || shader_compile_attempted_) {
+ return;
+ }
+
+ shader_compile_attempted_ = true;
+
+ shader_program_ = compile_shader_program();
+ if (!shader_program_) {
+ return;
+ }
+
+ glUseProgram(shader_program_);
+
+ image_texture_location_ = glGetUniformLocation(shader_program_, "image_texture");
+ if (image_texture_location_ < 0) {
+ LOG(ERROR) << "Shader doesn't contain the 'image_texture' uniform.";
+ destroy_shader();
+ return;
+ }
+
+ fullscreen_location_ = glGetUniformLocation(shader_program_, "fullscreen");
+ if (fullscreen_location_ < 0) {
+ LOG(ERROR) << "Shader doesn't contain the 'fullscreen' uniform.";
+ destroy_shader();
+ return;
+ }
+}
+
+void OpenGLShader::destroy_shader()
+{
+ glDeleteProgram(shader_program_);
+ shader_program_ = 0;
+}
+
+CCL_NAMESPACE_END