/* * 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 2020, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "BLI_dynstr.h" #include "GPU_batch.h" #include "image_engine.h" #include "image_private.hh" extern "C" { extern char datatoc_common_colormanagement_lib_glsl[]; extern char datatoc_common_globals_lib_glsl[]; extern char datatoc_common_view_lib_glsl[]; extern char datatoc_engine_image_frag_glsl[]; extern char datatoc_engine_image_vert_glsl[]; } namespace blender::draw::image_engine { struct IMAGE_Shaders { GPUShader *image_sh[2]; }; static struct { IMAGE_Shaders shaders; DRWShaderLibrary *lib; } e_data = {{{nullptr}}}; /* Engine data */ void IMAGE_shader_library_ensure() { if (e_data.lib == nullptr) { e_data.lib = DRW_shader_library_create(); /* NOTE: These need to be ordered by dependencies. */ DRW_SHADER_LIB_ADD(e_data.lib, common_colormanagement_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib); } } GPUShader *IMAGE_shader_image_get(bool is_tiled_image) { const int index = is_tiled_image ? 1 : 0; IMAGE_Shaders *sh_data = &e_data.shaders; if (sh_data->image_sh[index] == nullptr) { sh_data->image_sh[index] = DRW_shader_create_with_shaderlib( datatoc_engine_image_vert_glsl, nullptr, datatoc_engine_image_frag_glsl, e_data.lib, is_tiled_image ? "#define TILED_IMAGE\n" : nullptr); } return sh_data->image_sh[index]; } void IMAGE_shader_free() { GPUShader **sh_data_as_array = (GPUShader **)&e_data.shaders; for (int i = 0; i < (sizeof(IMAGE_Shaders) / sizeof(GPUShader *)); i++) { DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); } DRW_SHADER_LIB_FREE_SAFE(e_data.lib); } } // namespace blender::draw::image_engine