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Diffstat (limited to 'source/blender/gpu/opengl/gl_shader.cc')
-rw-r--r--source/blender/gpu/opengl/gl_shader.cc302
1 files changed, 302 insertions, 0 deletions
diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc
new file mode 100644
index 00000000000..ac2490e10ee
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+++ b/source/blender/gpu/opengl/gl_shader.cc
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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.
+ *
+ * The Original Code is Copyright (C) 2020 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "BLI_string.h"
+
+#include "GPU_extensions.h"
+#include "GPU_platform.h"
+
+#include "gl_shader.hh"
+
+using namespace blender;
+using namespace blender::gpu;
+
+/* -------------------------------------------------------------------- */
+/** \name Creation / Destruction
+ * \{ */
+
+GLShader::GLShader(const char *name) : Shader(name)
+{
+#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
+ shader_program_ = glCreateProgram();
+}
+
+GLShader::~GLShader(void)
+{
+#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
+ /* Invalid handles are silently ignored. */
+ glDeleteShader(vert_shader_);
+ glDeleteShader(geom_shader_);
+ glDeleteShader(frag_shader_);
+ glDeleteProgram(shader_program_);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Shader stage creation
+ * \{ */
+
+char *GLShader::glsl_patch_get(void)
+{
+ /** Used for shader patching. Init once. */
+ static char patch[512] = "\0";
+ if (patch[0] != '\0') {
+ return patch;
+ }
+
+ size_t slen = 0;
+ /* Version need to go first. */
+ STR_CONCAT(patch, slen, "#version 330\n");
+
+ /* 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) {
+ STR_CONCAT(patch, slen, "#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) {
+ STR_CONCAT(patch, slen, "#ifdef GL_ARB_texture_gather\n");
+ STR_CONCAT(patch, slen, "# define GPU_ARB_texture_gather\n");
+ STR_CONCAT(patch, slen, "#endif\n");
+ }
+ else {
+ STR_CONCAT(patch, slen, "#define GPU_ARB_texture_gather\n");
+ }
+ }
+ }
+ if (GLEW_ARB_shader_draw_parameters) {
+ STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
+ STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
+ }
+ if (GPU_arb_texture_cube_map_array_is_supported()) {
+ STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
+ STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
+ }
+
+ /* Derivative sign can change depending on implementation. */
+ float derivatives[2];
+ GPU_get_dfdy_factors(derivatives);
+ STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", derivatives[0]);
+ STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", derivatives[1]);
+
+ BLI_assert(slen < sizeof(patch));
+ return patch;
+}
+
+/* Create, compile and attach the shader stage to the shader program. */
+GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources)
+{
+ GLuint shader = glCreateShader(gl_stage);
+ if (shader == 0) {
+ fprintf(stderr, "GLShader: Error: Could not create shader object.");
+ return 0;
+ }
+
+ /* Patch the shader code using the first source slot. */
+ sources[0] = glsl_patch_get();
+
+ glShaderSource(shader, sources.size(), sources.data(), NULL);
+ glCompileShader(shader);
+
+ GLint status;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
+ if (!status) {
+ char log[5000];
+ glGetShaderInfoLog(shader, sizeof(log), NULL, log);
+ this->print_errors(sources, log);
+ glDeleteShader(shader);
+ return 0;
+ }
+ glAttachShader(shader_program_, shader);
+ return shader;
+}
+
+void GLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
+{
+ vert_shader_ = this->create_shader_stage(GL_VERTEX_SHADER, sources);
+}
+
+void GLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
+{
+ geom_shader_ = this->create_shader_stage(GL_GEOMETRY_SHADER, sources);
+}
+
+void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
+{
+ frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
+}
+
+bool GLShader::finalize(void)
+{
+ glLinkProgram(shader_program_);
+
+ GLint status;
+ glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
+ if (!status) {
+ char log[5000];
+ glGetProgramInfoLog(shader_program_, sizeof(log), NULL, log);
+ fprintf(stderr, "\nLinking Error:\n\n%s", log);
+ return false;
+ }
+
+ /* TODO(fclem) We need this to modify the image binding points using glUniform.
+ * This could be avoided using glProgramUniform in GL 4.1. */
+ glUseProgram(shader_program_);
+ interface = GPU_shaderinterface_create(shader_program_);
+
+ return true;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Binding
+ * \{ */
+
+void GLShader::bind(void)
+{
+ BLI_assert(shader_program_ != 0);
+ glUseProgram(shader_program_);
+}
+
+void GLShader::unbind(void)
+{
+#ifndef NDEBUG
+ glUseProgram(0);
+#endif
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Transform feedback
+ *
+ * TODO(fclem) Should be replaced by compute shaders.
+ * \{ */
+
+/* Should be called before linking. */
+void GLShader::transform_feedback_names_set(Span<const char *> name_list,
+ const eGPUShaderTFBType geom_type)
+{
+ glTransformFeedbackVaryings(
+ shader_program_, name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
+ transform_feedback_type_ = geom_type;
+}
+
+bool GLShader::transform_feedback_enable(GPUVertBuf *buf)
+{
+ if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
+ return false;
+ }
+
+ BLI_assert(buf->vbo_id != 0);
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buf->vbo_id);
+
+ switch (transform_feedback_type_) {
+ case GPU_SHADER_TFB_POINTS:
+ glBeginTransformFeedback(GL_POINTS);
+ break;
+ case GPU_SHADER_TFB_LINES:
+ glBeginTransformFeedback(GL_LINES);
+ break;
+ case GPU_SHADER_TFB_TRIANGLES:
+ glBeginTransformFeedback(GL_TRIANGLES);
+ break;
+ default:
+ return false;
+ }
+ return true;
+}
+
+void GLShader::transform_feedback_disable(void)
+{
+ glEndTransformFeedback();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Uniforms setters
+ * \{ */
+
+void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
+{
+ switch (comp_len) {
+ case 1:
+ glUniform1fv(location, array_size, data);
+ break;
+ case 2:
+ glUniform2fv(location, array_size, data);
+ break;
+ case 3:
+ glUniform3fv(location, array_size, data);
+ break;
+ case 4:
+ glUniform4fv(location, array_size, data);
+ break;
+ case 9:
+ glUniformMatrix3fv(location, array_size, 0, data);
+ break;
+ case 16:
+ glUniformMatrix4fv(location, array_size, 0, data);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+}
+
+void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
+{
+ switch (comp_len) {
+ case 1:
+ glUniform1iv(location, array_size, data);
+ break;
+ case 2:
+ glUniform2iv(location, array_size, data);
+ break;
+ case 3:
+ glUniform3iv(location, array_size, data);
+ break;
+ case 4:
+ glUniform4iv(location, array_size, data);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+}
+
+/** \} */