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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader.cc')
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc839
1 files changed, 839 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
new file mode 100644
index 00000000000..2b54e733bf5
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -0,0 +1,839 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math_base.h"
+#include "BLI_math_vector.h"
+#include "BLI_path_util.h"
+#include "BLI_string.h"
+#include "BLI_string_utils.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_appdir.h"
+#include "BKE_global.h"
+
+#include "DNA_space_types.h"
+
+#include "GPU_extensions.h"
+#include "GPU_matrix.h"
+#include "GPU_platform.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+#include "GPU_uniformbuffer.h"
+
+#include "gpu_shader_private.h"
+
+extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[];
+
+/* Adjust these constants as needed. */
+#define MAX_DEFINE_LENGTH 256
+#define MAX_EXT_DEFINE_LENGTH 512
+
+#ifndef NDEBUG
+static uint g_shaderid = 0;
+#endif
+
+/* -------------------------------------------------------------------- */
+/** \name Convenience functions
+ * \{ */
+
+static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
+{
+ int line = 1;
+
+ fprintf(stderr, "GPUShader: %s error:\n", task);
+
+ for (int 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)
+{
+ return "#version 330\n";
+}
+
+static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
+{
+ /* 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_gather) {
+ /* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
+ * is reported to be supported but yield a compile error (see T55802). */
+ if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
+ strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
+
+ /* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
+ * shader so double check the preprocessor define (see T56544). */
+ if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
+ strcat(defines, "#ifdef GL_ARB_texture_gather\n");
+ strcat(defines, "# define GPU_ARB_texture_gather\n");
+ strcat(defines, "#endif\n");
+ }
+ else {
+ strcat(defines, "#define GPU_ARB_texture_gather\n");
+ }
+ }
+ }
+ if (GLEW_ARB_texture_query_lod) {
+ /* a #version 400 feature, but we use #version 330 maximum so use extension */
+ strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
+ }
+ if (GLEW_ARB_shader_draw_parameters) {
+ strcat(defines, "#extension GL_ARB_shader_draw_parameters : enable\n");
+ }
+ if (GPU_arb_texture_cube_map_array_is_supported()) {
+ strcat(defines, "#extension GL_ARB_texture_cube_map_array : enable\n");
+ strcat(defines, "#define GPU_ARB_texture_cube_map_array\n");
+ }
+}
+
+static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
+{
+ /* 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 (GPU_crappy_amd_driver()) {
+ strcat(defines, "#define GPU_DEPRECATED_AMD_DRIVER\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");
+ }
+
+ /* some useful defines to detect OS type */
+ if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define OS_WIN\n");
+ }
+ else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define OS_MAC\n");
+ }
+ else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define OS_UNIX\n");
+ }
+
+ float derivatives_factors[2];
+ GPU_get_dfdy_factors(derivatives_factors);
+ if (derivatives_factors[0] == 1.0f) {
+ strcat(defines, "#define DFDX_SIGN 1.0\n");
+ }
+ else {
+ strcat(defines, "#define DFDX_SIGN -1.0\n");
+ }
+
+ if (derivatives_factors[1] == 1.0f) {
+ strcat(defines, "#define DFDY_SIGN 1.0\n");
+ }
+ else {
+ strcat(defines, "#define DFDY_SIGN -1.0\n");
+ }
+}
+
+#define DEBUG_SHADER_NONE ""
+#define DEBUG_SHADER_VERTEX "vert"
+#define DEBUG_SHADER_FRAGMENT "frag"
+#define DEBUG_SHADER_GEOMETRY "geom"
+
+/**
+ * Dump GLSL shaders to disk
+ *
+ * This is used for profiling shader performance externally and debug if shader code is correct.
+ * If called with no code, it simply bumps the shader index, so different shaders for the same
+ * program share the same index.
+ */
+static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
+{
+ if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
+ return;
+ }
+
+ /* We use the same shader index for shaders in the same program.
+ * So we call this function once before calling for the individual shaders. */
+ static int shader_index = 0;
+ if (code == NULL) {
+ shader_index++;
+ BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
+ return;
+ }
+
+ /* Determine the full path of the new shader. */
+ char shader_path[FILE_MAX];
+
+ char file_name[512] = {'\0'};
+ sprintf(file_name, "%04d.%s", shader_index, extension);
+
+ BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
+
+ /* Write shader to disk. */
+ FILE *f = fopen(shader_path, "w");
+ if (f == NULL) {
+ printf("Error writing to file: %s\n", shader_path);
+ }
+ for (int j = 0; j < num_shaders; j++) {
+ fprintf(f, "%s", code[j]);
+ }
+ fclose(f);
+ printf("Shader file written to disk: %s\n", shader_path);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Creation / Destruction
+ * \{ */
+
+GPUShader *GPU_shader_create(const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines,
+ const char *shname)
+{
+ return GPU_shader_create_ex(
+ vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, shname);
+}
+
+GPUShader *GPU_shader_create_from_python(const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines)
+{
+ char *libcodecat = NULL;
+
+ if (libcode == NULL) {
+ libcode = datatoc_gpu_shader_colorspace_lib_glsl;
+ }
+ else {
+ libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
+ }
+
+ GPUShader *sh = GPU_shader_create_ex(
+ vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, NULL);
+
+ MEM_SAFE_FREE(libcodecat);
+ return sh;
+}
+
+GPUShader *GPU_shader_load_from_binary(const char *binary,
+ const int binary_format,
+ const int binary_len,
+ const char *shname)
+{
+ BLI_assert(GL_ARB_get_program_binary);
+ int success;
+ int program = glCreateProgram();
+
+ glProgramBinary(program, binary_format, binary, binary_len);
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success) {
+ glUseProgram(program);
+
+ GPUShader *shader = (GPUShader *)MEM_callocN(sizeof(*shader), __func__);
+ shader->interface = GPU_shaderinterface_create(program);
+ shader->program = program;
+
+#ifndef NDEBUG
+ BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
+#else
+ UNUSED_VARS(shname);
+#endif
+
+ return shader;
+ }
+
+ glDeleteProgram(program);
+ return NULL;
+}
+
+GPUShader *GPU_shader_create_ex(const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines,
+ const eGPUShaderTFBType tf_type,
+ const char **tf_names,
+ const int tf_count,
+ const char *shname)
+{
+ GLint status;
+ GLchar log[5000];
+ GLsizei length = 0;
+ GPUShader *shader;
+ char standard_defines[MAX_DEFINE_LENGTH] = "";
+ char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
+
+ shader = (GPUShader *)MEM_callocN(sizeof(GPUShader), "GPUShader");
+ gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
+
+#ifndef NDEBUG
+ BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
+#else
+ UNUSED_VARS(shname);
+#endif
+
+ /* At least a vertex shader and a fragment shader are required. */
+ BLI_assert((fragcode != NULL) && (vertexcode != NULL));
+
+ if (vertexcode) {
+ shader->vertex = glCreateShader(GL_VERTEX_SHADER);
+ }
+ if (fragcode) {
+ shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
+ }
+ if (geocode) {
+ shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
+ }
+
+ 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);
+ gpu_shader_standard_extensions(standard_extensions);
+
+ if (vertexcode) {
+ const char *source[7];
+ /* custom limit, may be too small, beware */
+ int num_source = 0;
+
+ source[num_source++] = gpu_shader_version();
+ source[num_source++] =
+ "#define GPU_VERTEX_SHADER\n"
+ "#define IN_OUT out\n";
+ source[num_source++] = standard_extensions;
+ source[num_source++] = standard_defines;
+
+ if (geocode) {
+ source[num_source++] = "#define USE_GEOMETRY_SHADER\n";
+ }
+ if (defines) {
+ source[num_source++] = defines;
+ }
+ source[num_source++] = vertexcode;
+
+ gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
+
+ 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[8];
+ int num_source = 0;
+
+ source[num_source++] = gpu_shader_version();
+ source[num_source++] =
+ "#define GPU_FRAGMENT_SHADER\n"
+ "#define IN_OUT in\n";
+ source[num_source++] = standard_extensions;
+ source[num_source++] = standard_defines;
+
+ if (geocode) {
+ source[num_source++] = "#define USE_GEOMETRY_SHADER\n";
+ }
+ if (defines) {
+ source[num_source++] = defines;
+ }
+ if (libcode) {
+ source[num_source++] = libcode;
+ }
+ source[num_source++] = fragcode;
+
+ gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
+
+ 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++] = "#define GPU_GEOMETRY_SHADER\n";
+ source[num_source++] = standard_extensions;
+ source[num_source++] = standard_defines;
+
+ if (defines) {
+ source[num_source++] = defines;
+ }
+ source[num_source++] = geocode;
+
+ gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
+
+ 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 (tf_names != NULL) {
+ glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
+ /* Primitive type must be setup */
+ BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
+ shader->feedback_transform_type = tf_type;
+ }
+
+ 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 (defines) {
+ shader_print_errors("linking", log, &defines, 1);
+ }
+ 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;
+ }
+
+ glUseProgram(shader->program);
+ shader->interface = GPU_shaderinterface_create(shader->program);
+
+ return shader;
+}
+
+#undef DEBUG_SHADER_GEOMETRY
+#undef DEBUG_SHADER_FRAGMENT
+#undef DEBUG_SHADER_VERTEX
+#undef DEBUG_SHADER_NONE
+
+void GPU_shader_free(GPUShader *shader)
+{
+#if 0 /* Would be nice to have, but for now the Deferred compilation \
+ * does not have a GPUContext. */
+ BLI_assert(GPU_context_active_get() != NULL);
+#endif
+ BLI_assert(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);
+ }
+
+ if (shader->interface) {
+ GPU_shaderinterface_discard(shader->interface);
+ }
+
+ MEM_freeN(shader);
+}
+
+static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
+{
+ bool is_alloc = false;
+ if (str_arr == NULL) {
+ *r_is_alloc = false;
+ return NULL;
+ }
+ /* Skip empty strings (avoid alloc if we can). */
+ while (str_arr[0] && str_arr[0][0] == '\0') {
+ str_arr++;
+ }
+ int i;
+ for (i = 0; str_arr[i]; i++) {
+ if (i != 0 && str_arr[i][0] != '\0') {
+ is_alloc = true;
+ }
+ }
+ *r_is_alloc = is_alloc;
+ if (is_alloc) {
+ return BLI_string_join_arrayN(str_arr, i);
+ }
+ else {
+ return str_arr[0];
+ }
+}
+
+/**
+ * Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
+ *
+ * Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
+ *
+ * It has the advantage that each item can be conditionally included
+ * without having to build the string inline, then free it.
+ *
+ * \param params: NULL terminated arrays of strings.
+ *
+ * Example:
+ * \code{.c}
+ * sh = GPU_shader_create_from_arrays({
+ * .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
+ * .geom = (const char *[]){shader_geom_glsl, NULL},
+ * .frag = (const char *[]){shader_frag_glsl, NULL},
+ * .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
+ * });
+ * \endcode
+ */
+struct GPUShader *GPU_shader_create_from_arrays_impl(
+ const struct GPU_ShaderCreateFromArray_Params *params)
+{
+ struct {
+ const char *str;
+ bool is_alloc;
+ } str_dst[4] = {{0}};
+ const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
+
+ for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
+ str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
+ }
+
+ GPUShader *sh = GPU_shader_create(
+ str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, __func__);
+
+ for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
+ if (str_dst[i].is_alloc) {
+ MEM_freeN((void *)str_dst[i].str);
+ }
+ }
+ return sh;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Binding
+ * \{ */
+
+void GPU_shader_bind(GPUShader *shader)
+{
+ BLI_assert(shader && shader->program);
+
+ glUseProgram(shader->program);
+ GPU_matrix_bind(shader->interface);
+ GPU_shader_set_srgb_uniform(shader->interface);
+}
+
+void GPU_shader_unbind(void)
+{
+ glUseProgram(0);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Transform feedback
+ * \{ */
+
+bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
+{
+ if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
+ return false;
+ }
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
+
+ switch (shader->feedback_transform_type) {
+ case GPU_SHADER_TFB_POINTS:
+ glBeginTransformFeedback(GL_POINTS);
+ return true;
+ case GPU_SHADER_TFB_LINES:
+ glBeginTransformFeedback(GL_LINES);
+ return true;
+ case GPU_SHADER_TFB_TRIANGLES:
+ glBeginTransformFeedback(GL_TRIANGLES);
+ return true;
+ default:
+ return false;
+ }
+}
+
+void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
+{
+ glEndTransformFeedback();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Uniforms / Resource location
+ * \{ */
+
+int GPU_shader_get_uniform(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
+ return uniform ? uniform->location : -1;
+}
+
+int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
+{
+ BLI_assert(shader && shader->program);
+ return GPU_shaderinterface_uniform_builtin(shader->interface,
+ static_cast<GPUUniformBuiltin>(builtin));
+}
+
+int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
+{
+ BLI_assert(shader && shader->program);
+ return GPU_shaderinterface_block_builtin(shader->interface,
+ static_cast<GPUUniformBlockBuiltin>(builtin));
+}
+
+int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
+ return ubo ? ubo->location : -1;
+}
+
+int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
+ return ubo ? ubo->binding : -1;
+}
+
+int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *tex = GPU_shaderinterface_uniform(shader->interface, name);
+ return tex ? tex->binding : -1;
+}
+
+int GPU_shader_get_attribute(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
+ return attr ? attr->location : -1;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Getters
+ * \{ */
+
+/* Clement : Temp */
+int GPU_shader_get_program(GPUShader *shader)
+{
+ return (int)shader->program;
+}
+
+char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len)
+{
+ BLI_assert(GLEW_ARB_get_program_binary);
+ char *r_binary;
+ int binary_len = 0;
+
+ glGetProgramiv(shader->program, GL_PROGRAM_BINARY_LENGTH, &binary_len);
+ r_binary = (char *)MEM_mallocN(binary_len, __func__);
+ glGetProgramBinary(shader->program, binary_len, NULL, r_binary_format, r_binary);
+
+ if (r_binary_len) {
+ *r_binary_len = binary_len;
+ }
+
+ return r_binary;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Uniforms setters
+ * \{ */
+
+void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
+{
+ if (location == -1) {
+ return;
+ }
+
+ glUniform1f(location, value);
+}
+
+void GPU_shader_uniform_vector(
+ GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
+{
+ if (location == -1 || value == NULL) {
+ return;
+ }
+
+ switch (length) {
+ case 1:
+ glUniform1fv(location, arraysize, value);
+ break;
+ case 2:
+ glUniform2fv(location, arraysize, value);
+ break;
+ case 3:
+ glUniform3fv(location, arraysize, value);
+ break;
+ case 4:
+ glUniform4fv(location, arraysize, value);
+ break;
+ case 9:
+ glUniformMatrix3fv(location, arraysize, 0, value);
+ break;
+ case 16:
+ glUniformMatrix4fv(location, arraysize, 0, value);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+}
+
+void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
+{
+ if (location == -1) {
+ return;
+ }
+
+ glUniform1i(location, value);
+}
+
+void GPU_shader_uniform_vector_int(
+ GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
+{
+ if (location == -1) {
+ return;
+ }
+
+ switch (length) {
+ case 1:
+ glUniform1iv(location, arraysize, value);
+ break;
+ case 2:
+ glUniform2iv(location, arraysize, value);
+ break;
+ case 3:
+ glUniform3iv(location, arraysize, value);
+ break;
+ case 4:
+ glUniform4iv(location, arraysize, value);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name sRGB Rendering Workaround
+ *
+ * The viewport overlay frame-buffer is sRGB and will expect shaders to output display referred
+ * Linear colors. But other frame-buffers (i.e: the area frame-buffers) are not sRGB and require
+ * the shader output color to be in sRGB space
+ * (assumed display encoded color-space as the time of writing).
+ * For this reason we have a uniform to switch the transform on and off depending on the current
+ * frame-buffer color-space.
+ * \{ */
+
+static int g_shader_builtin_srgb_transform = 0;
+
+void GPU_shader_set_srgb_uniform(const GPUShaderInterface *interface)
+{
+ int32_t loc = GPU_shaderinterface_uniform_builtin(interface, GPU_UNIFORM_SRGB_TRANSFORM);
+ if (loc != -1) {
+ glUniform1i(loc, g_shader_builtin_srgb_transform);
+ }
+}
+
+void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
+{
+ g_shader_builtin_srgb_transform = use_srgb_to_linear;
+}
+
+/** \} */