Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/basic/basic_shader.c')
-rw-r--r--source/blender/draw/engines/basic/basic_shader.c167
1 files changed, 167 insertions, 0 deletions
diff --git a/source/blender/draw/engines/basic/basic_shader.c b/source/blender/draw/engines/basic/basic_shader.c
new file mode 100644
index 00000000000..4b92406d5c0
--- /dev/null
+++ b/source/blender/draw/engines/basic/basic_shader.c
@@ -0,0 +1,167 @@
+/*
+ * 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.
+ *
+ * Copyright 2019, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "GPU_shader.h"
+
+#include "basic_private.h"
+
+extern char datatoc_depth_frag_glsl[];
+extern char datatoc_depth_vert_glsl[];
+extern char datatoc_conservative_depth_geom_glsl[];
+
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_common_pointcloud_lib_glsl[];
+
+/* Shaders */
+
+typedef struct BASIC_Shaders {
+ /* Depth Pre Pass */
+ struct GPUShader *depth;
+ struct GPUShader *pointcloud_depth;
+ struct GPUShader *depth_conservative;
+ struct GPUShader *pointcloud_depth_conservative;
+} BASIC_Shaders;
+
+static struct {
+ BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
+} e_data = {{{NULL}}}; /* Engine data */
+
+static GPUShader *BASIC_shader_create_depth_sh(const GPUShaderConfigData *sh_cfg)
+{
+ return GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_depth_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg->def, NULL},
+ });
+}
+
+static GPUShader *BASIC_shader_create_pointcloud_depth_sh(const GPUShaderConfigData *sh_cfg)
+{
+ return GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_common_pointcloud_lib_glsl,
+ datatoc_depth_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg->def,
+ "#define POINTCLOUD\n",
+ "#define INSTANCED_ATTR\n",
+ "#define UNIFORM_RESOURCE_ID\n",
+ NULL},
+ });
+}
+
+static GPUShader *BASIC_shader_create_depth_conservative_sh(const GPUShaderConfigData *sh_cfg)
+{
+ return GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_depth_vert_glsl,
+ NULL},
+ .geom = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_conservative_depth_geom_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
+ });
+}
+
+static GPUShader *BASIC_shader_create_pointcloud_depth_conservative_sh(
+ const GPUShaderConfigData *sh_cfg)
+{
+ return GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_common_pointcloud_lib_glsl,
+ datatoc_depth_vert_glsl,
+ NULL},
+ .geom = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_conservative_depth_geom_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg->def,
+ "#define CONSERVATIVE_RASTER\n",
+ "#define POINTCLOUD\n",
+ "#define INSTANCED_ATTR\n",
+ "#define UNIFORM_RESOURCE_ID\n",
+ NULL},
+ });
+}
+
+GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config)
+{
+ BASIC_Shaders *sh_data = &e_data.sh_data[config];
+ const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
+ if (sh_data->depth == NULL) {
+ sh_data->depth = BASIC_shader_create_depth_sh(sh_cfg);
+ }
+ return sh_data->depth;
+}
+
+GPUShader *BASIC_shaders_pointcloud_depth_sh_get(eGPUShaderConfig config)
+{
+ BASIC_Shaders *sh_data = &e_data.sh_data[config];
+ const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
+ if (sh_data->pointcloud_depth == NULL) {
+ sh_data->pointcloud_depth = BASIC_shader_create_pointcloud_depth_sh(sh_cfg);
+ }
+ return sh_data->pointcloud_depth;
+}
+
+GPUShader *BASIC_shaders_depth_conservative_sh_get(eGPUShaderConfig config)
+{
+ BASIC_Shaders *sh_data = &e_data.sh_data[config];
+ const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
+ if (sh_data->depth_conservative == NULL) {
+ sh_data->depth_conservative = BASIC_shader_create_depth_conservative_sh(sh_cfg);
+ }
+ return sh_data->depth_conservative;
+}
+
+GPUShader *BASIC_shaders_pointcloud_depth_conservative_sh_get(eGPUShaderConfig config)
+{
+ BASIC_Shaders *sh_data = &e_data.sh_data[config];
+ const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
+ if (sh_data->pointcloud_depth_conservative == NULL) {
+ sh_data->pointcloud_depth_conservative = BASIC_shader_create_pointcloud_depth_conservative_sh(
+ sh_cfg);
+ }
+ return sh_data->pointcloud_depth_conservative;
+}
+
+void BASIC_shaders_free(void)
+{
+ for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
+ GPUShader **sh_data_as_array = (GPUShader **)&e_data.sh_data[i];
+ for (int j = 0; j < (sizeof(BASIC_Shaders) / sizeof(GPUShader *)); j++) {
+ DRW_SHADER_FREE_SAFE(sh_data_as_array[j]);
+ }
+ }
+}