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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader.c')
-rw-r--r--source/blender/gpu/intern/gpu_shader.c783
1 files changed, 783 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
new file mode 100644
index 00000000000..83413dfdcb1
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -0,0 +1,783 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_utildefines.h"
+#include "BLI_math_base.h"
+#include "BLI_math_vector.h"
+
+#include "BKE_global.h"
+
+#include "GPU_compositing.h"
+#include "GPU_debug.h"
+#include "GPU_extensions.h"
+#include "GPU_glew.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+/* TODO(sergey): Find better default values for this constants. */
+#define MAX_DEFINE_LENGTH 1024
+#define MAX_EXT_DEFINE_LENGTH 1024
+
+/* Non-generated shaders */
+extern char datatoc_gpu_program_smoke_frag_glsl[];
+extern char datatoc_gpu_program_smoke_color_frag_glsl[];
+extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
+extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
+extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
+extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
+extern char datatoc_gpu_shader_fx_vert_glsl[];
+extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
+extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
+extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
+extern char datatoc_gpu_shader_fx_dof_hq_frag_glsl[];
+extern char datatoc_gpu_shader_fx_dof_hq_vert_glsl[];
+extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
+extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
+extern char datatoc_gpu_shader_fx_lib_glsl[];
+
+static struct GPUShadersGlobal {
+ struct {
+ GPUShader *vsm_store;
+ GPUShader *sep_gaussian_blur;
+ GPUProgram *smoke;
+ GPUProgram *smoke_colored;
+ /* cache for shader fx. Those can exist in combinations so store them here */
+ GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
+ } shaders;
+} GG = {{NULL}};
+
+/* GPUShader */
+
+struct GPUShader {
+ GLuint program; /* handle for full program (links shader stages below) */
+
+ GLuint vertex; /* handle for vertex shader */
+ GLuint geometry; /* handle for geometry shader */
+ GLuint fragment; /* handle for fragment shader */
+
+ int totattrib; /* total number of attributes */
+ int uniforms; /* required uniforms */
+};
+
+struct GPUProgram {
+ GPUProgramType type;
+ GLuint prog;
+};
+
+static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
+{
+ int i;
+ int line = 1;
+
+ fprintf(stderr, "GPUShader: %s error:\n", task);
+
+ for (i = 0; i < totcode; i++) {
+ const char *c, *pos, *end = code[i] + strlen(code[i]);
+
+ if (G.debug & G_DEBUG) {
+ fprintf(stderr, "===== shader string %d ====\n", i + 1);
+
+ c = code[i];
+ while ((c < end) && (pos = strchr(c, '\n'))) {
+ fprintf(stderr, "%2d ", line);
+ fwrite(c, (pos + 1) - c, 1, stderr);
+ c = pos + 1;
+ line++;
+ }
+
+ fprintf(stderr, "%s", c);
+ }
+ }
+
+ fprintf(stderr, "%s\n", log);
+}
+
+static const char *gpu_shader_version(void)
+{
+ if (GLEW_VERSION_3_2) {
+ if (GLEW_ARB_compatibility) {
+ return "#version 150 compatibility\n";
+ /* highest version that is widely supported
+ * gives us native geometry shaders!
+ * use compatibility profile so we can continue using builtin shader input/output names
+ */
+ }
+ else {
+ return "#version 130\n";
+ /* latest version that is compatible with existing shaders */
+ }
+ }
+ else if (GLEW_VERSION_3_1) {
+ if (GLEW_ARB_compatibility) {
+ return "#version 140\n";
+ /* also need the ARB_compatibility extension, handled below */
+ }
+ else {
+ return "#version 130\n";
+ /* latest version that is compatible with existing shaders */
+ }
+ }
+ else if (GLEW_VERSION_3_0) {
+ return "#version 130\n";
+ /* GLSL 1.3 has modern syntax/keywords/datatypes so use if available
+ * older features are deprecated but still available without compatibility extension or profile
+ */
+ }
+ else {
+ return "#version 120\n";
+ /* minimum supported */
+ }
+}
+
+
+static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH], bool use_geometry_shader)
+{
+ /* enable extensions for features that are not part of our base GLSL version
+ * don't use an extension for something already available!
+ */
+
+ if (GLEW_ARB_texture_query_lod) {
+ /* a #version 400 feature, but we use #version 150 maximum so use extension */
+ strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
+ }
+
+ if (use_geometry_shader && GPU_geometry_shader_support_via_extension()) {
+ strcat(defines, "#extension GL_EXT_geometry_shader4: enable\n");
+ }
+
+ if (GLEW_VERSION_3_1 && !GLEW_VERSION_3_2 && GLEW_ARB_compatibility) {
+ strcat(defines, "#extension GL_ARB_compatibility: enable\n");
+ }
+
+ if (!GLEW_VERSION_3_1) {
+ if (GLEW_ARB_draw_instanced) {
+ strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
+ }
+
+ if (!GLEW_VERSION_3_0 && GLEW_EXT_gpu_shader4) {
+ strcat(defines, "#extension GL_EXT_gpu_shader4: enable\n");
+ /* TODO: maybe require this? shaders become so much nicer */
+ }
+ }
+}
+
+static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH], bool use_opensubdiv)
+{
+ /* some useful defines to detect GPU type */
+ if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define GPU_ATI\n");
+ if (GLEW_VERSION_3_0) {
+ /* TODO(merwin): revisit this version check; GLEW_VERSION_3_0 means GL 3.0 or newer */
+ strcat(defines, "#define CLIP_WORKAROUND\n");
+ }
+ }
+ else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
+ strcat(defines, "#define GPU_NVIDIA\n");
+ else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
+ strcat(defines, "#define GPU_INTEL\n");
+
+ if (GPU_bicubic_bump_support())
+ strcat(defines, "#define BUMP_BICUBIC\n");
+
+#ifdef WITH_OPENSUBDIV
+ /* TODO(sergey): Check whether we actually compiling shader for
+ * the OpenSubdiv mesh.
+ */
+ if (use_opensubdiv) {
+ strcat(defines, "#define USE_OPENSUBDIV\n");
+
+ /* TODO(sergey): not strictly speaking a define, but this is
+ * a global typedef which we don't have better place to define
+ * in yet.
+ */
+ strcat(defines, "struct VertexData {\n"
+ " vec4 position;\n"
+ " vec3 normal;\n"
+ " vec2 uv;"
+ "};\n");
+ }
+#else
+ UNUSED_VARS(use_opensubdiv);
+#endif
+
+ return;
+}
+
+void GPU_program_bind(GPUProgram *program)
+{
+ glEnable(program->type);
+ glBindProgramARB(program->type, program->prog);
+}
+
+void GPU_program_unbind(GPUProgram *program)
+{
+ glDisable(program->type);
+ glBindProgramARB(program->type, 0);
+}
+
+
+GPUProgram *GPU_program_shader_create(GPUProgramType type, const char *code)
+{
+ /* TODO(merwin): remove ARB program support (recode smoke shader in GLSL) */
+
+ GPUProgram *program;
+ GLint error_pos, is_native;
+
+ if (!(GLEW_ARB_fragment_program && type == GPU_PROGRAM_TYPE_FRAGMENT))
+ return NULL;
+
+ program = MEM_callocN(sizeof(GPUProgram), "GPUProgram");
+
+ switch (type) {
+ case GPU_PROGRAM_TYPE_FRAGMENT:
+ program->type = GL_FRAGMENT_PROGRAM_ARB;
+ break;
+ }
+
+ /* create the object and set its code string */
+ glGenProgramsARB(1, &program->prog);
+ glBindProgramARB(program->type, program->prog);
+
+ glProgramStringARB(program->type, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(code), code);
+
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
+ glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &is_native);
+ if ((error_pos == -1) && (is_native == 1)) {
+ return program;
+ }
+ else {
+ /* glGetError is set before that, clear it */
+ while (glGetError() != GL_NO_ERROR)
+ ;
+ shader_print_errors("compile", (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB), &code, 1);
+ MEM_freeN(program);
+ }
+
+ return NULL;
+}
+
+void GPU_program_free(GPUProgram *program)
+{
+ glDeleteProgramsARB(1, &program->prog);
+ MEM_freeN(program);
+}
+
+void GPU_program_parameter_4f(GPUProgram *program, unsigned int location, float x, float y, float z, float w)
+{
+ glProgramLocalParameter4fARB(program->type, location, x, y, z, w);
+}
+
+GPUShader *GPU_shader_create(const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines,
+ int input,
+ int output,
+ int number)
+{
+ return GPU_shader_create_ex(vertexcode,
+ fragcode,
+ geocode,
+ libcode,
+ defines,
+ input,
+ output,
+ number,
+ GPU_SHADER_FLAGS_NONE);
+}
+
+GPUShader *GPU_shader_create_ex(const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines,
+ int input,
+ int output,
+ int number,
+ const int flags)
+{
+#ifdef WITH_OPENSUBDIV
+ /* TODO(sergey): used to add #version 150 to the geometry shader.
+ * Could safely be renamed to "use_geometry_code" since it's very
+ * likely any of geometry code will want to use GLSL 1.5.
+ */
+ bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
+#else
+ UNUSED_VARS(flags);
+ bool use_opensubdiv = false;
+#endif
+ GLint status;
+ GLchar log[5000];
+ GLsizei length = 0;
+ GPUShader *shader;
+ char standard_defines[MAX_DEFINE_LENGTH] = "";
+ char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
+
+ if (geocode && !GPU_geometry_shader_support())
+ return NULL;
+
+ shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
+
+ if (vertexcode)
+ shader->vertex = glCreateShader(GL_VERTEX_SHADER);
+ if (fragcode)
+ shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
+ if (geocode)
+ shader->geometry = glCreateShader(GL_GEOMETRY_SHADER_EXT);
+
+ shader->program = glCreateProgram();
+
+ if (!shader->program ||
+ (vertexcode && !shader->vertex) ||
+ (fragcode && !shader->fragment) ||
+ (geocode && !shader->geometry))
+ {
+ fprintf(stderr, "GPUShader, object creation failed.\n");
+ GPU_shader_free(shader);
+ return NULL;
+ }
+
+ gpu_shader_standard_defines(standard_defines, use_opensubdiv);
+ gpu_shader_standard_extensions(standard_extensions, geocode != NULL);
+
+ if (vertexcode) {
+ const char *source[5];
+ /* custom limit, may be too small, beware */
+ int num_source = 0;
+
+ source[num_source++] = gpu_shader_version();
+ source[num_source++] = standard_extensions;
+ source[num_source++] = standard_defines;
+
+ if (defines) source[num_source++] = defines;
+ source[num_source++] = vertexcode;
+
+ glAttachShader(shader->program, shader->vertex);
+ glShaderSource(shader->vertex, num_source, source, NULL);
+
+ glCompileShader(shader->vertex);
+ glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
+
+ if (!status) {
+ glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
+ shader_print_errors("compile", log, source, num_source);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+ }
+
+ if (fragcode) {
+ const char *source[7];
+ int num_source = 0;
+
+ source[num_source++] = gpu_shader_version();
+ source[num_source++] = standard_extensions;
+ source[num_source++] = standard_defines;
+
+#ifdef WITH_OPENSUBDIV
+ /* TODO(sergey): Move to fragment shader source code generation. */
+ if (use_opensubdiv) {
+ source[num_source++] =
+ "#ifdef USE_OPENSUBDIV\n"
+ "in block {\n"
+ " VertexData v;\n"
+ "} inpt;\n"
+ "#endif\n";
+ }
+#endif
+
+ if (defines) source[num_source++] = defines;
+ if (libcode) source[num_source++] = libcode;
+ source[num_source++] = fragcode;
+
+ glAttachShader(shader->program, shader->fragment);
+ glShaderSource(shader->fragment, num_source, source, NULL);
+
+ glCompileShader(shader->fragment);
+ glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
+
+ if (!status) {
+ glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
+ shader_print_errors("compile", log, source, num_source);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+ }
+
+ if (geocode) {
+ const char *source[6];
+ int num_source = 0;
+
+ source[num_source++] = gpu_shader_version();
+ source[num_source++] = standard_extensions;
+ source[num_source++] = standard_defines;
+
+ if (defines) source[num_source++] = defines;
+ source[num_source++] = geocode;
+
+ glAttachShader(shader->program, shader->geometry);
+ glShaderSource(shader->geometry, num_source, source, NULL);
+
+ glCompileShader(shader->geometry);
+ glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
+
+ if (!status) {
+ glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
+ shader_print_errors("compile", log, source, num_source);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+
+ if (!use_opensubdiv) {
+ GPU_shader_geometry_stage_primitive_io(shader, input, output, number);
+ }
+ }
+
+#ifdef WITH_OPENSUBDIV
+ if (use_opensubdiv) {
+ glBindAttribLocation(shader->program, 0, "position");
+ glBindAttribLocation(shader->program, 1, "normal");
+ GPU_shader_geometry_stage_primitive_io(shader,
+ GL_LINES_ADJACENCY_EXT,
+ GL_TRIANGLE_STRIP,
+ 4);
+ }
+#endif
+
+ glLinkProgram(shader->program);
+ glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
+ if (!status) {
+ glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
+ /* print attached shaders in pipeline order */
+ if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
+ if (geocode) shader_print_errors("linking", log, &geocode, 1);
+ if (libcode) shader_print_errors("linking", log, &libcode, 1);
+ if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
+
+ GPU_shader_free(shader);
+ return NULL;
+ }
+
+#ifdef WITH_OPENSUBDIV
+ /* TODO(sergey): Find a better place for this. */
+ if (use_opensubdiv && GLEW_VERSION_4_1) {
+ glProgramUniform1i(shader->program,
+ glGetUniformLocation(shader->program, "FVarDataBuffer"),
+ 31); /* GL_TEXTURE31 */
+ }
+#endif
+
+ return shader;
+}
+
+void GPU_shader_bind(GPUShader *shader)
+{
+ GPU_ASSERT_NO_GL_ERRORS("Pre Shader Bind");
+ glUseProgram(shader->program);
+ GPU_ASSERT_NO_GL_ERRORS("Post Shader Bind");
+}
+
+void GPU_shader_unbind(void)
+{
+ GPU_ASSERT_NO_GL_ERRORS("Pre Shader Unbind");
+ glUseProgram(0);
+ GPU_ASSERT_NO_GL_ERRORS("Post Shader Unbind");
+}
+
+void GPU_shader_free(GPUShader *shader)
+{
+ if (shader->vertex)
+ glDeleteShader(shader->vertex);
+ if (shader->geometry)
+ glDeleteShader(shader->geometry);
+ if (shader->fragment)
+ glDeleteShader(shader->fragment);
+ if (shader->program)
+ glDeleteProgram(shader->program);
+ MEM_freeN(shader);
+}
+
+int GPU_shader_get_uniform(GPUShader *shader, const char *name)
+{
+ return glGetUniformLocation(shader->program, name);
+}
+
+void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
+{
+ if (location == -1 || value == NULL)
+ return;
+
+ GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
+
+ if (length == 1) glUniform1fv(location, arraysize, value);
+ else if (length == 2) glUniform2fv(location, arraysize, value);
+ else if (length == 3) glUniform3fv(location, arraysize, value);
+ else if (length == 4) glUniform4fv(location, arraysize, value);
+ else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
+ else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
+
+ GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
+}
+
+void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
+{
+ if (location == -1)
+ return;
+
+ GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
+
+ if (length == 1) glUniform1iv(location, arraysize, value);
+ else if (length == 2) glUniform2iv(location, arraysize, value);
+ else if (length == 3) glUniform3iv(location, arraysize, value);
+ else if (length == 4) glUniform4iv(location, arraysize, value);
+
+ GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
+}
+
+void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
+{
+ if (location == -1)
+ return;
+
+ GPU_CHECK_ERRORS_AROUND(glUniform1i(location, value));
+}
+
+void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number)
+{
+ if (GPU_geometry_shader_support_via_extension()) {
+ /* geometry shaders must provide this info themselves for #version 150 and up */
+ glProgramParameteriEXT(shader->program, GL_GEOMETRY_INPUT_TYPE_EXT, input);
+ glProgramParameteriEXT(shader->program, GL_GEOMETRY_OUTPUT_TYPE_EXT, output);
+ glProgramParameteriEXT(shader->program, GL_GEOMETRY_VERTICES_OUT_EXT, number);
+ }
+}
+
+void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
+{
+ GLenum arbnumber;
+ int number = GPU_texture_bound_number(tex);
+ int bindcode = GPU_texture_opengl_bindcode(tex);
+ int target = GPU_texture_target(tex);
+
+ if (number >= GPU_max_textures()) {
+ fprintf(stderr, "Not enough texture slots.\n");
+ return;
+ }
+
+ if (number == -1)
+ return;
+
+ if (location == -1)
+ return;
+
+ GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Texture");
+
+ arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
+
+ if (number != 0) glActiveTexture(arbnumber);
+ if (bindcode != 0)
+ glBindTexture(target, bindcode);
+ else
+ GPU_invalid_tex_bind(target);
+ glUniform1i(location, number);
+ glEnable(target);
+ if (number != 0) glActiveTexture(GL_TEXTURE0);
+
+ GPU_ASSERT_NO_GL_ERRORS("Post Uniform Texture");
+}
+
+int GPU_shader_get_attribute(GPUShader *shader, const char *name)
+{
+ int index;
+
+ GPU_CHECK_ERRORS_AROUND(index = glGetAttribLocation(shader->program, name));
+
+ return index;
+}
+
+GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
+{
+ GPUShader *retval = NULL;
+
+ switch (shader) {
+ case GPU_SHADER_VSM_STORE:
+ if (!GG.shaders.vsm_store)
+ GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl, NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.vsm_store;
+ break;
+ case GPU_SHADER_SEP_GAUSSIAN_BLUR:
+ if (!GG.shaders.sep_gaussian_blur)
+ GG.shaders.sep_gaussian_blur = GPU_shader_create(datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl, NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.sep_gaussian_blur;
+ break;
+ }
+
+ if (retval == NULL)
+ printf("Unable to create a GPUShader for builtin shader: %u\n", shader);
+
+ return retval;
+}
+
+GPUProgram *GPU_shader_get_builtin_program(GPUBuiltinProgram program)
+{
+ GPUProgram *retval = NULL;
+
+ switch (program) {
+ case GPU_PROGRAM_SMOKE:
+ if (!GG.shaders.smoke)
+ GG.shaders.smoke = GPU_program_shader_create(GPU_PROGRAM_TYPE_FRAGMENT, datatoc_gpu_program_smoke_frag_glsl);
+ retval = GG.shaders.smoke;
+ break;
+ case GPU_PROGRAM_SMOKE_COLORED:
+ if (!GG.shaders.smoke_colored)
+ GG.shaders.smoke_colored = GPU_program_shader_create(GPU_PROGRAM_TYPE_FRAGMENT, datatoc_gpu_program_smoke_color_frag_glsl);
+ retval = GG.shaders.smoke_colored;
+ break;
+ }
+
+ if (retval == NULL)
+ printf("Unable to create a GPUProgram for builtin program: %u\n", program);
+
+ return retval;
+}
+
+#define MAX_DEFINES 100
+
+GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp)
+{
+ int offset;
+ char defines[MAX_DEFINES] = "";
+ /* avoid shaders out of range */
+ if (effects >= MAX_FX_SHADERS)
+ return NULL;
+
+ offset = 2 * effects;
+
+ if (persp) {
+ offset += 1;
+ strcat(defines, "#define PERSP_MATRIX\n");
+ }
+
+ if (!GG.shaders.fx_shaders[offset]) {
+ GPUShader *shader;
+
+ switch (effects) {
+ case GPU_SHADER_FX_SSAO:
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
+ strcat(defines, "#define FIRST_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
+ strcat(defines, "#define SECOND_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
+ strcat(defines, "#define THIRD_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
+ strcat(defines, "#define FOURTH_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
+ strcat(defines, "#define FIFTH_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
+ strcat(defines, "#define FIRST_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
+ strcat(defines, "#define SECOND_PASS\n");
+ shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl,
+ defines, GL_POINTS, GL_TRIANGLE_STRIP, 4);
+ GG.shaders.fx_shaders[offset] = shader;
+ break;
+
+ case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
+ strcat(defines, "#define THIRD_PASS\n");
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ break;
+
+ case GPU_SHADER_FX_DEPTH_RESOLVE:
+ GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
+ }
+ }
+
+ return GG.shaders.fx_shaders[offset];
+}
+
+
+void GPU_shader_free_builtin_shaders(void)
+{
+ int i;
+
+ if (GG.shaders.vsm_store) {
+ GPU_shader_free(GG.shaders.vsm_store);
+ GG.shaders.vsm_store = NULL;
+ }
+
+ if (GG.shaders.sep_gaussian_blur) {
+ GPU_shader_free(GG.shaders.sep_gaussian_blur);
+ GG.shaders.sep_gaussian_blur = NULL;
+ }
+
+ if (GG.shaders.smoke) {
+ GPU_program_free(GG.shaders.smoke);
+ GG.shaders.smoke = NULL;
+ }
+
+ if (GG.shaders.smoke_colored) {
+ GPU_program_free(GG.shaders.smoke_colored);
+ GG.shaders.smoke_colored = NULL;
+ }
+
+ for (i = 0; i < 2 * MAX_FX_SHADERS; i++) {
+ if (GG.shaders.fx_shaders[i]) {
+ GPU_shader_free(GG.shaders.fx_shaders[i]);
+ GG.shaders.fx_shaders[i] = NULL;
+ }
+ }
+}
+
+