/* * 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 * * GPU material library parsing and code generation. */ #include #include #include "MEM_guardedalloc.h" #include "BLI_dynstr.h" #include "BLI_ghash.h" #include "BLI_string.h" #include "BLI_utildefines.h" #include "gpu_material_library.h" /* List of all gpu_shader_material_*.glsl files used by GLSL materials. These * will be parsed to make all functions in them available to use for GPU_link(). * * If a file uses functions from another file, it must be added to the list of * dependencies, and be placed after that file in the list. */ extern char datatoc_gpu_shader_material_add_shader_glsl[]; extern char datatoc_gpu_shader_material_ambient_occlusion_glsl[]; extern char datatoc_gpu_shader_material_anisotropic_glsl[]; extern char datatoc_gpu_shader_material_attribute_glsl[]; extern char datatoc_gpu_shader_material_background_glsl[]; extern char datatoc_gpu_shader_material_bevel_glsl[]; extern char datatoc_gpu_shader_material_wavelength_glsl[]; extern char datatoc_gpu_shader_material_blackbody_glsl[]; extern char datatoc_gpu_shader_material_bright_contrast_glsl[]; extern char datatoc_gpu_shader_material_bump_glsl[]; extern char datatoc_gpu_shader_material_camera_glsl[]; extern char datatoc_gpu_shader_material_clamp_glsl[]; extern char datatoc_gpu_shader_material_color_ramp_glsl[]; extern char datatoc_gpu_shader_material_color_util_glsl[]; extern char datatoc_gpu_shader_material_combine_hsv_glsl[]; extern char datatoc_gpu_shader_material_combine_rgb_glsl[]; extern char datatoc_gpu_shader_material_combine_xyz_glsl[]; extern char datatoc_gpu_shader_material_diffuse_glsl[]; extern char datatoc_gpu_shader_material_displacement_glsl[]; extern char datatoc_gpu_shader_material_eevee_specular_glsl[]; extern char datatoc_gpu_shader_material_emission_glsl[]; extern char datatoc_gpu_shader_material_fractal_noise_glsl[]; extern char datatoc_gpu_shader_material_fresnel_glsl[]; extern char datatoc_gpu_shader_material_gamma_glsl[]; extern char datatoc_gpu_shader_material_geometry_glsl[]; extern char datatoc_gpu_shader_material_glass_glsl[]; extern char datatoc_gpu_shader_material_glossy_glsl[]; extern char datatoc_gpu_shader_material_hair_info_glsl[]; extern char datatoc_gpu_shader_material_hash_glsl[]; extern char datatoc_gpu_shader_material_holdout_glsl[]; extern char datatoc_gpu_shader_material_hue_sat_val_glsl[]; extern char datatoc_gpu_shader_material_invert_glsl[]; extern char datatoc_gpu_shader_material_layer_weight_glsl[]; extern char datatoc_gpu_shader_material_light_falloff_glsl[]; extern char datatoc_gpu_shader_material_light_path_glsl[]; extern char datatoc_gpu_shader_material_mapping_glsl[]; extern char datatoc_gpu_shader_material_map_range_glsl[]; extern char datatoc_gpu_shader_material_math_glsl[]; extern char datatoc_gpu_shader_material_math_util_glsl[]; extern char datatoc_gpu_shader_material_mix_rgb_glsl[]; extern char datatoc_gpu_shader_material_mix_shader_glsl[]; extern char datatoc_gpu_shader_material_noise_glsl[]; extern char datatoc_gpu_shader_material_normal_glsl[]; extern char datatoc_gpu_shader_material_normal_map_glsl[]; extern char datatoc_gpu_shader_material_object_info_glsl[]; extern char datatoc_gpu_shader_material_output_aov_glsl[]; extern char datatoc_gpu_shader_material_output_material_glsl[]; extern char datatoc_gpu_shader_material_output_world_glsl[]; extern char datatoc_gpu_shader_material_particle_info_glsl[]; extern char datatoc_gpu_shader_material_principled_glsl[]; extern char datatoc_gpu_shader_material_refraction_glsl[]; extern char datatoc_gpu_shader_material_rgb_curves_glsl[]; extern char datatoc_gpu_shader_material_rgb_to_bw_glsl[]; extern char datatoc_gpu_shader_material_separate_hsv_glsl[]; extern char datatoc_gpu_shader_material_separate_rgb_glsl[]; extern char datatoc_gpu_shader_material_separate_xyz_glsl[]; extern char datatoc_gpu_shader_material_set_glsl[]; extern char datatoc_gpu_shader_material_shader_to_rgba_glsl[]; extern char datatoc_gpu_shader_material_squeeze_glsl[]; extern char datatoc_gpu_shader_material_subsurface_scattering_glsl[]; extern char datatoc_gpu_shader_material_tangent_glsl[]; extern char datatoc_gpu_shader_material_tex_brick_glsl[]; extern char datatoc_gpu_shader_material_tex_checker_glsl[]; extern char datatoc_gpu_shader_material_tex_environment_glsl[]; extern char datatoc_gpu_shader_material_tex_gradient_glsl[]; extern char datatoc_gpu_shader_material_tex_image_glsl[]; extern char datatoc_gpu_shader_material_tex_magic_glsl[]; extern char datatoc_gpu_shader_material_tex_musgrave_glsl[]; extern char datatoc_gpu_shader_material_tex_noise_glsl[]; extern char datatoc_gpu_shader_material_tex_sky_glsl[]; extern char datatoc_gpu_shader_material_texture_coordinates_glsl[]; extern char datatoc_gpu_shader_material_tex_voronoi_glsl[]; extern char datatoc_gpu_shader_material_tex_wave_glsl[]; extern char datatoc_gpu_shader_material_tex_white_noise_glsl[]; extern char datatoc_gpu_shader_material_toon_glsl[]; extern char datatoc_gpu_shader_material_translucent_glsl[]; extern char datatoc_gpu_shader_material_transparent_glsl[]; extern char datatoc_gpu_shader_material_uv_map_glsl[]; extern char datatoc_gpu_shader_material_vector_curves_glsl[]; extern char datatoc_gpu_shader_material_vector_displacement_glsl[]; extern char datatoc_gpu_shader_material_vector_math_glsl[]; extern char datatoc_gpu_shader_material_vector_rotate_glsl[]; extern char datatoc_gpu_shader_material_velvet_glsl[]; extern char datatoc_gpu_shader_material_vertex_color_glsl[]; extern char datatoc_gpu_shader_material_volume_absorption_glsl[]; extern char datatoc_gpu_shader_material_volume_info_glsl[]; extern char datatoc_gpu_shader_material_volume_principled_glsl[]; extern char datatoc_gpu_shader_material_volume_scatter_glsl[]; extern char datatoc_gpu_shader_material_wireframe_glsl[]; extern char datatoc_gpu_shader_material_world_normals_glsl[]; static GPUMaterialLibrary gpu_shader_material_math_util_library = { .code = datatoc_gpu_shader_material_math_util_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_color_util_library = { .code = datatoc_gpu_shader_material_color_util_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_hash_library = { .code = datatoc_gpu_shader_material_hash_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_noise_library = { .code = datatoc_gpu_shader_material_noise_glsl, .dependencies = {&gpu_shader_material_hash_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_fractal_noise_library = { .code = datatoc_gpu_shader_material_fractal_noise_glsl, .dependencies = {&gpu_shader_material_noise_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_add_shader_library = { .code = datatoc_gpu_shader_material_add_shader_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_ambient_occlusion_library = { .code = datatoc_gpu_shader_material_ambient_occlusion_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_glossy_library = { .code = datatoc_gpu_shader_material_glossy_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_anisotropic_library = { .code = datatoc_gpu_shader_material_anisotropic_glsl, .dependencies = {&gpu_shader_material_glossy_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_attribute_library = { .code = datatoc_gpu_shader_material_attribute_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_background_library = { .code = datatoc_gpu_shader_material_background_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_bevel_library = { .code = datatoc_gpu_shader_material_bevel_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_wavelength_library = { .code = datatoc_gpu_shader_material_wavelength_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_blackbody_library = { .code = datatoc_gpu_shader_material_blackbody_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_bright_contrast_library = { .code = datatoc_gpu_shader_material_bright_contrast_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_bump_library = { .code = datatoc_gpu_shader_material_bump_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_camera_library = { .code = datatoc_gpu_shader_material_camera_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_clamp_library = { .code = datatoc_gpu_shader_material_clamp_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_color_ramp_library = { .code = datatoc_gpu_shader_material_color_ramp_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_combine_hsv_library = { .code = datatoc_gpu_shader_material_combine_hsv_glsl, .dependencies = {&gpu_shader_material_color_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_combine_rgb_library = { .code = datatoc_gpu_shader_material_combine_rgb_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_combine_xyz_library = { .code = datatoc_gpu_shader_material_combine_xyz_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_diffuse_library = { .code = datatoc_gpu_shader_material_diffuse_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_displacement_library = { .code = datatoc_gpu_shader_material_displacement_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_eevee_specular_library = { .code = datatoc_gpu_shader_material_eevee_specular_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_emission_library = { .code = datatoc_gpu_shader_material_emission_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_fresnel_library = { .code = datatoc_gpu_shader_material_fresnel_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_gamma_library = { .code = datatoc_gpu_shader_material_gamma_glsl, .dependencies = {&gpu_shader_material_math_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_tangent_library = { .code = datatoc_gpu_shader_material_tangent_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_geometry_library = { .code = datatoc_gpu_shader_material_geometry_glsl, .dependencies = {&gpu_shader_material_tangent_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_glass_library = { .code = datatoc_gpu_shader_material_glass_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_hair_info_library = { .code = datatoc_gpu_shader_material_hair_info_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_holdout_library = { .code = datatoc_gpu_shader_material_holdout_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_hue_sat_val_library = { .code = datatoc_gpu_shader_material_hue_sat_val_glsl, .dependencies = {&gpu_shader_material_color_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_invert_library = { .code = datatoc_gpu_shader_material_invert_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_layer_weight_library = { .code = datatoc_gpu_shader_material_layer_weight_glsl, .dependencies = {&gpu_shader_material_fresnel_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_light_falloff_library = { .code = datatoc_gpu_shader_material_light_falloff_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_light_path_library = { .code = datatoc_gpu_shader_material_light_path_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_mapping_library = { .code = datatoc_gpu_shader_material_mapping_glsl, .dependencies = {&gpu_shader_material_math_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_map_range_library = { .code = datatoc_gpu_shader_material_map_range_glsl, .dependencies = {&gpu_shader_material_math_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_math_library = { .code = datatoc_gpu_shader_material_math_glsl, .dependencies = {&gpu_shader_material_math_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_mix_rgb_library = { .code = datatoc_gpu_shader_material_mix_rgb_glsl, .dependencies = {&gpu_shader_material_color_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_mix_shader_library = { .code = datatoc_gpu_shader_material_mix_shader_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_normal_library = { .code = datatoc_gpu_shader_material_normal_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_normal_map_library = { .code = datatoc_gpu_shader_material_normal_map_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_object_info_library = { .code = datatoc_gpu_shader_material_object_info_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_output_aov_library = { .code = datatoc_gpu_shader_material_output_aov_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_output_material_library = { .code = datatoc_gpu_shader_material_output_material_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_output_world_library = { .code = datatoc_gpu_shader_material_output_world_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_particle_info_library = { .code = datatoc_gpu_shader_material_particle_info_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_principled_library = { .code = datatoc_gpu_shader_material_principled_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_refraction_library = { .code = datatoc_gpu_shader_material_refraction_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_rgb_curves_library = { .code = datatoc_gpu_shader_material_rgb_curves_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_rgb_to_bw_library = { .code = datatoc_gpu_shader_material_rgb_to_bw_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_separate_hsv_library = { .code = datatoc_gpu_shader_material_separate_hsv_glsl, .dependencies = {&gpu_shader_material_color_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_separate_rgb_library = { .code = datatoc_gpu_shader_material_separate_rgb_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_separate_xyz_library = { .code = datatoc_gpu_shader_material_separate_xyz_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_set_library = { .code = datatoc_gpu_shader_material_set_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_shader_to_rgba_library = { .code = datatoc_gpu_shader_material_shader_to_rgba_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_squeeze_library = { .code = datatoc_gpu_shader_material_squeeze_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_subsurface_scattering_library = { .code = datatoc_gpu_shader_material_subsurface_scattering_glsl, .dependencies = {&gpu_shader_material_diffuse_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_brick_library = { .code = datatoc_gpu_shader_material_tex_brick_glsl, .dependencies = {&gpu_shader_material_math_util_library, &gpu_shader_material_hash_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_checker_library = { .code = datatoc_gpu_shader_material_tex_checker_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_environment_library = { .code = datatoc_gpu_shader_material_tex_environment_glsl, .dependencies = {&gpu_shader_material_math_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_gradient_library = { .code = datatoc_gpu_shader_material_tex_gradient_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_image_library = { .code = datatoc_gpu_shader_material_tex_image_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_magic_library = { .code = datatoc_gpu_shader_material_tex_magic_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_musgrave_library = { .code = datatoc_gpu_shader_material_tex_musgrave_glsl, .dependencies = {&gpu_shader_material_noise_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_noise_library = { .code = datatoc_gpu_shader_material_tex_noise_glsl, .dependencies = {&gpu_shader_material_fractal_noise_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_sky_library = { .code = datatoc_gpu_shader_material_tex_sky_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_texture_coordinates_library = { .code = datatoc_gpu_shader_material_texture_coordinates_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_voronoi_library = { .code = datatoc_gpu_shader_material_tex_voronoi_glsl, .dependencies = {&gpu_shader_material_math_util_library, &gpu_shader_material_hash_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_wave_library = { .code = datatoc_gpu_shader_material_tex_wave_glsl, .dependencies = {&gpu_shader_material_fractal_noise_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_tex_white_noise_library = { .code = datatoc_gpu_shader_material_tex_white_noise_glsl, .dependencies = {&gpu_shader_material_hash_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_toon_library = { .code = datatoc_gpu_shader_material_toon_glsl, .dependencies = {&gpu_shader_material_diffuse_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_translucent_library = { .code = datatoc_gpu_shader_material_translucent_glsl, .dependencies = {&gpu_shader_material_diffuse_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_transparent_library = { .code = datatoc_gpu_shader_material_transparent_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_uv_map_library = { .code = datatoc_gpu_shader_material_uv_map_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_vector_curves_library = { .code = datatoc_gpu_shader_material_vector_curves_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_vector_displacement_library = { .code = datatoc_gpu_shader_material_vector_displacement_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_vector_math_library = { .code = datatoc_gpu_shader_material_vector_math_glsl, .dependencies = {&gpu_shader_material_math_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_vector_rotate_library = { .code = datatoc_gpu_shader_material_vector_rotate_glsl, .dependencies = {&gpu_shader_material_math_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_velvet_library = { .code = datatoc_gpu_shader_material_velvet_glsl, .dependencies = {&gpu_shader_material_diffuse_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_vertex_color_library = { .code = datatoc_gpu_shader_material_vertex_color_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_volume_absorption_library = { .code = datatoc_gpu_shader_material_volume_absorption_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_volume_info_library = { .code = datatoc_gpu_shader_material_volume_info_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_volume_principled_library = { .code = datatoc_gpu_shader_material_volume_principled_glsl, .dependencies = {&gpu_shader_material_blackbody_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_volume_scatter_library = { .code = datatoc_gpu_shader_material_volume_scatter_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_wireframe_library = { .code = datatoc_gpu_shader_material_wireframe_glsl, .dependencies = {NULL}, }; static GPUMaterialLibrary gpu_shader_material_world_normals_library = { .code = datatoc_gpu_shader_material_world_normals_glsl, .dependencies = {&gpu_shader_material_texture_coordinates_library, NULL}, }; static GPUMaterialLibrary *gpu_material_libraries[] = { &gpu_shader_material_math_util_library, &gpu_shader_material_color_util_library, &gpu_shader_material_hash_library, &gpu_shader_material_noise_library, &gpu_shader_material_fractal_noise_library, &gpu_shader_material_add_shader_library, &gpu_shader_material_ambient_occlusion_library, &gpu_shader_material_glossy_library, &gpu_shader_material_anisotropic_library, &gpu_shader_material_attribute_library, &gpu_shader_material_background_library, &gpu_shader_material_bevel_library, &gpu_shader_material_wavelength_library, &gpu_shader_material_blackbody_library, &gpu_shader_material_bright_contrast_library, &gpu_shader_material_bump_library, &gpu_shader_material_camera_library, &gpu_shader_material_clamp_library, &gpu_shader_material_color_ramp_library, &gpu_shader_material_combine_hsv_library, &gpu_shader_material_combine_rgb_library, &gpu_shader_material_combine_xyz_library, &gpu_shader_material_diffuse_library, &gpu_shader_material_displacement_library, &gpu_shader_material_eevee_specular_library, &gpu_shader_material_emission_library, &gpu_shader_material_fresnel_library, &gpu_shader_material_gamma_library, &gpu_shader_material_tangent_library, &gpu_shader_material_geometry_library, &gpu_shader_material_glass_library, &gpu_shader_material_hair_info_library, &gpu_shader_material_holdout_library, &gpu_shader_material_hue_sat_val_library, &gpu_shader_material_invert_library, &gpu_shader_material_layer_weight_library, &gpu_shader_material_light_falloff_library, &gpu_shader_material_light_path_library, &gpu_shader_material_mapping_library, &gpu_shader_material_map_range_library, &gpu_shader_material_math_library, &gpu_shader_material_mix_rgb_library, &gpu_shader_material_mix_shader_library, &gpu_shader_material_normal_library, &gpu_shader_material_normal_map_library, &gpu_shader_material_object_info_library, &gpu_shader_material_output_aov_library, &gpu_shader_material_output_material_library, &gpu_shader_material_output_world_library, &gpu_shader_material_particle_info_library, &gpu_shader_material_principled_library, &gpu_shader_material_refraction_library, &gpu_shader_material_rgb_curves_library, &gpu_shader_material_rgb_to_bw_library, &gpu_shader_material_separate_hsv_library, &gpu_shader_material_separate_rgb_library, &gpu_shader_material_separate_xyz_library, &gpu_shader_material_set_library, &gpu_shader_material_shader_to_rgba_library, &gpu_shader_material_squeeze_library, &gpu_shader_material_subsurface_scattering_library, &gpu_shader_material_tex_brick_library, &gpu_shader_material_tex_checker_library, &gpu_shader_material_tex_environment_library, &gpu_shader_material_tex_gradient_library, &gpu_shader_material_tex_image_library, &gpu_shader_material_tex_magic_library, &gpu_shader_material_tex_musgrave_library, &gpu_shader_material_tex_noise_library, &gpu_shader_material_tex_sky_library, &gpu_shader_material_texture_coordinates_library, &gpu_shader_material_tex_voronoi_library, &gpu_shader_material_tex_wave_library, &gpu_shader_material_tex_white_noise_library, &gpu_shader_material_toon_library, &gpu_shader_material_translucent_library, &gpu_shader_material_transparent_library, &gpu_shader_material_uv_map_library, &gpu_shader_material_vector_curves_library, &gpu_shader_material_vector_displacement_library, &gpu_shader_material_vector_math_library, &gpu_shader_material_vector_rotate_library, &gpu_shader_material_velvet_library, &gpu_shader_material_vertex_color_library, &gpu_shader_material_volume_absorption_library, &gpu_shader_material_volume_info_library, &gpu_shader_material_volume_principled_library, &gpu_shader_material_volume_scatter_library, &gpu_shader_material_wireframe_library, &gpu_shader_material_world_normals_library, NULL}; /* GLSL code parsing for finding function definitions. * These are stored in a hash for lookup when creating a material. */ static GHash *FUNCTION_HASH = NULL; const char *gpu_str_skip_token(const char *str, char *token, int max) { int len = 0; /* skip a variable/function name */ while (*str) { if (ELEM(*str, ' ', '(', ')', ',', ';', '\t', '\n', '\r')) { break; } if (token && len < max - 1) { *token = *str; token++; len++; } str++; } if (token) { *token = '\0'; } /* skip the next special characters: * note the missing ')' */ while (*str) { if (ELEM(*str, ' ', '(', ',', ';', '\t', '\n', '\r')) { str++; } else { break; } } return str; } /* Indices match the eGPUType enum */ static const char *GPU_DATATYPE_STR[17] = { "", "float", "vec2", "vec3", "vec4", NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4", }; const char *gpu_data_type_to_string(const eGPUType type) { return GPU_DATATYPE_STR[type]; } static void gpu_parse_material_library(GHash *hash, GPUMaterialLibrary *library) { GPUFunction *function; eGPUType type; GPUFunctionQual qual; int i; const char *code = library->code; while ((code = strstr(code, "void "))) { function = MEM_callocN(sizeof(GPUFunction), "GPUFunction"); function->library = library; code = gpu_str_skip_token(code, NULL, 0); code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME); /* get parameters */ while (*code && *code != ')') { if (BLI_str_startswith(code, "const ")) { code = gpu_str_skip_token(code, NULL, 0); } /* test if it's an input or output */ qual = FUNCTION_QUAL_IN; if (BLI_str_startswith(code, "out ")) { qual = FUNCTION_QUAL_OUT; } if (BLI_str_startswith(code, "inout ")) { qual = FUNCTION_QUAL_INOUT; } if ((qual != FUNCTION_QUAL_IN) || BLI_str_startswith(code, "in ")) { code = gpu_str_skip_token(code, NULL, 0); } /* test for type */ type = GPU_NONE; for (i = 1; i < ARRAY_SIZE(GPU_DATATYPE_STR); i++) { if (GPU_DATATYPE_STR[i] && BLI_str_startswith(code, GPU_DATATYPE_STR[i])) { type = i; break; } } if (!type && BLI_str_startswith(code, "samplerCube")) { type = GPU_TEXCUBE; } if (!type && BLI_str_startswith(code, "sampler2DShadow")) { type = GPU_SHADOW2D; } if (!type && BLI_str_startswith(code, "sampler1DArray")) { type = GPU_TEX1D_ARRAY; } if (!type && BLI_str_startswith(code, "sampler2DArray")) { type = GPU_TEX2D_ARRAY; } if (!type && BLI_str_startswith(code, "sampler2D")) { type = GPU_TEX2D; } if (!type && BLI_str_startswith(code, "sampler3D")) { type = GPU_TEX3D; } if (!type && BLI_str_startswith(code, "Closure")) { type = GPU_CLOSURE; } if (type) { /* add parameter */ code = gpu_str_skip_token(code, NULL, 0); code = gpu_str_skip_token(code, NULL, 0); function->paramqual[function->totparam] = qual; function->paramtype[function->totparam] = type; function->totparam++; } else { fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name); break; } } if (function->name[0] == '\0' || function->totparam == 0) { fprintf(stderr, "GPU functions parse error.\n"); MEM_freeN(function); break; } BLI_ghash_insert(hash, function->name, function); } } /* Module */ void gpu_material_library_init(void) { /* Only parse GLSL shader files once. */ if (FUNCTION_HASH) { return; } FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh"); for (int i = 0; gpu_material_libraries[i]; i++) { gpu_parse_material_library(FUNCTION_HASH, gpu_material_libraries[i]); } } void gpu_material_library_exit(void) { if (FUNCTION_HASH) { BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN); FUNCTION_HASH = NULL; } } /* Code Generation */ static void gpu_material_use_library_with_dependencies(GSet *used_libraries, GPUMaterialLibrary *library) { if (BLI_gset_add(used_libraries, library->code)) { for (int i = 0; library->dependencies[i]; i++) { gpu_material_use_library_with_dependencies(used_libraries, library->dependencies[i]); } } } GPUFunction *gpu_material_library_use_function(GSet *used_libraries, const char *name) { GPUFunction *function = BLI_ghash_lookup(FUNCTION_HASH, (const void *)name); if (function) { gpu_material_use_library_with_dependencies(used_libraries, function->library); } return function; } char *gpu_material_library_generate_code(GSet *used_libraries, const char *frag_lib) { DynStr *ds = BLI_dynstr_new(); if (frag_lib) { BLI_dynstr_append(ds, frag_lib); } /* Always include those because they may be needed by the execution function. */ gpu_material_use_library_with_dependencies(used_libraries, &gpu_shader_material_world_normals_library); /* Add library code in order, for dependencies. */ for (int i = 0; gpu_material_libraries[i]; i++) { GPUMaterialLibrary *library = gpu_material_libraries[i]; if (BLI_gset_haskey(used_libraries, library->code)) { BLI_dynstr_append(ds, library->code); } } char *result = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return result; }