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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_private.hh')
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diff --git a/source/blender/gpu/intern/gpu_shader_private.hh b/source/blender/gpu/intern/gpu_shader_private.hh
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+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#pragma once
+
+#include "BLI_span.hh"
+
+#include "GPU_shader.h"
+#include "GPU_vertex_buffer.h"
+#include "gpu_shader_interface.hh"
+
+namespace blender {
+namespace gpu {
+
+/**
+ * Implementation of shader compilation and uniforms handling.
+ * Base class which is then specialized for each implementation (GL, VK, ...).
+ **/
+class Shader {
+ public:
+ /** Uniform & attribute locations for shader. */
+ ShaderInterface *interface = nullptr;
+
+ protected:
+ /** For debugging purpose. */
+ char name[64];
+
+ public:
+ Shader(const char *name);
+ virtual ~Shader();
+
+ virtual void vertex_shader_from_glsl(MutableSpan<const char *> sources) = 0;
+ virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
+ virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
+ virtual bool finalize(void) = 0;
+
+ virtual void transform_feedback_names_set(Span<const char *> name_list,
+ const eGPUShaderTFBType geom_type) = 0;
+ virtual bool transform_feedback_enable(GPUVertBuf *) = 0;
+ virtual void transform_feedback_disable(void) = 0;
+
+ virtual void bind(void) = 0;
+ virtual void unbind(void) = 0;
+
+ virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0;
+ virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0;
+
+ virtual void vertformat_from_shader(GPUVertFormat *) const = 0;
+
+ inline const char *const name_get(void) const
+ {
+ return name;
+ };
+
+ protected:
+ void print_errors(Span<const char *> sources, char *log, const char *stage);
+};
+
+} // namespace gpu
+} // namespace blender
+
+/* XXX do not use it. Special hack to use OCIO with batch API. */
+GPUShader *immGetShader(void);