/* * 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" /* Adjust these constants as needed. */ #define MAX_DEFINE_LENGTH 256 #define MAX_EXT_DEFINE_LENGTH 512 /* Non-generated shaders */ extern char datatoc_gpu_shader_depth_only_frag_glsl[]; extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_checker_frag_glsl[]; extern char datatoc_gpu_shader_diag_stripes_frag_glsl[]; extern char datatoc_gpu_shader_simple_lighting_frag_glsl[]; extern char datatoc_gpu_shader_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[]; extern char datatoc_gpu_shader_flat_id_frag_glsl[]; extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[]; extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[]; extern char datatoc_gpu_shader_2D_vert_glsl[]; extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[]; extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_2D_image_vert_glsl[]; extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[]; extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[]; extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[]; extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[]; extern char datatoc_gpu_shader_2D_widget_shadow_vert_glsl[]; extern char datatoc_gpu_shader_2D_widget_shadow_frag_glsl[]; extern char datatoc_gpu_shader_2D_nodelink_frag_glsl[]; extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[]; extern char datatoc_gpu_shader_3D_image_vert_glsl[]; extern char datatoc_gpu_shader_image_frag_glsl[]; extern char datatoc_gpu_shader_image_overlays_merge_frag_glsl[]; extern char datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl[]; extern char datatoc_gpu_shader_image_color_frag_glsl[]; extern char datatoc_gpu_shader_image_desaturate_frag_glsl[]; extern char datatoc_gpu_shader_image_varying_color_frag_glsl[]; extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_vert_glsl[]; extern char datatoc_gpu_shader_3D_normal_vert_glsl[]; extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_polyline_frag_glsl[]; extern char datatoc_gpu_shader_3D_polyline_geom_glsl[]; extern char datatoc_gpu_shader_3D_polyline_vert_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[]; extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[]; extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[]; extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[]; extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[]; extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[]; extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[]; extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_points_vert_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_edges_frag_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[]; extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[]; extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[]; extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[]; extern char datatoc_gpu_shader_text_vert_glsl[]; extern char datatoc_gpu_shader_text_frag_glsl[]; extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[]; extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[]; extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[]; extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[]; extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[]; extern char datatoc_gpu_shader_gpencil_fill_vert_glsl[]; extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[]; extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[]; extern char datatoc_gpu_shader_colorspace_lib_glsl[]; const struct GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN] = { [GPU_SHADER_CFG_DEFAULT] = { .lib = "", .def = "#define blender_srgb_to_framebuffer_space(a) a\n", }, [GPU_SHADER_CFG_CLIPPED] = { .lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl, .def = "#define USE_WORLD_CLIP_PLANES\n" "#define blender_srgb_to_framebuffer_space(a) a\n", }, }; /* cache of built-in shaders (each is created on first use) */ static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{NULL}}; typedef struct { const char *vert; /** Optional. */ const char *geom; const char *frag; /** Optional. */ const char *defs; } GPUShaderStages; static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { [GPU_SHADER_TEXT] = { .vert = datatoc_gpu_shader_text_vert_glsl, .frag = datatoc_gpu_shader_text_frag_glsl, }, [GPU_SHADER_KEYFRAME_DIAMOND] = { .vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl, .frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl, }, [GPU_SHADER_SIMPLE_LIGHTING] = { .vert = datatoc_gpu_shader_3D_normal_vert_glsl, .frag = datatoc_gpu_shader_simple_lighting_frag_glsl, }, [GPU_SHADER_2D_CHECKER] = { .vert = datatoc_gpu_shader_2D_vert_glsl, .frag = datatoc_gpu_shader_checker_frag_glsl, }, [GPU_SHADER_2D_DIAG_STRIPES] = { .vert = datatoc_gpu_shader_2D_vert_glsl, .frag = datatoc_gpu_shader_diag_stripes_frag_glsl, }, [GPU_SHADER_2D_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_2D_vert_glsl, .frag = datatoc_gpu_shader_uniform_color_frag_glsl, }, [GPU_SHADER_2D_FLAT_COLOR] = { .vert = datatoc_gpu_shader_2D_flat_color_vert_glsl, .frag = datatoc_gpu_shader_flat_color_frag_glsl, }, [GPU_SHADER_2D_SMOOTH_COLOR] = { .vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl, .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl, }, [GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] = { .vert = datatoc_gpu_shader_2D_image_vert_glsl, .frag = datatoc_gpu_shader_image_overlays_merge_frag_glsl, }, [GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE] = { .vert = datatoc_gpu_shader_2D_vert_glsl, .frag = datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl, }, [GPU_SHADER_2D_IMAGE] = { .vert = datatoc_gpu_shader_2D_image_vert_glsl, .frag = datatoc_gpu_shader_image_frag_glsl, }, [GPU_SHADER_2D_IMAGE_COLOR] = { .vert = datatoc_gpu_shader_2D_image_vert_glsl, .frag = datatoc_gpu_shader_image_color_frag_glsl, }, [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = { .vert = datatoc_gpu_shader_2D_image_vert_glsl, .frag = datatoc_gpu_shader_image_desaturate_frag_glsl, }, [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { .vert = datatoc_gpu_shader_2D_image_vert_glsl, .frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl, }, [GPU_SHADER_2D_IMAGE_RECT_COLOR] = { .vert = datatoc_gpu_shader_2D_image_rect_vert_glsl, .frag = datatoc_gpu_shader_image_color_frag_glsl, }, [GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = { .vert = datatoc_gpu_shader_2D_image_multi_rect_vert_glsl, .frag = datatoc_gpu_shader_image_varying_color_frag_glsl, }, [GPU_SHADER_3D_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_3D_vert_glsl, .frag = datatoc_gpu_shader_uniform_color_frag_glsl, }, [GPU_SHADER_3D_FLAT_COLOR] = { .vert = datatoc_gpu_shader_3D_flat_color_vert_glsl, .frag = datatoc_gpu_shader_flat_color_frag_glsl, }, [GPU_SHADER_3D_SMOOTH_COLOR] = { .vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl, .frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl, }, [GPU_SHADER_3D_DEPTH_ONLY] = { .vert = datatoc_gpu_shader_3D_vert_glsl, .frag = datatoc_gpu_shader_depth_only_frag_glsl, }, [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl, .frag = datatoc_gpu_shader_uniform_color_frag_glsl, }, [GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_3D_polyline_vert_glsl, .geom = datatoc_gpu_shader_3D_polyline_geom_glsl, .frag = datatoc_gpu_shader_3D_polyline_frag_glsl, .defs = "#define UNIFORM\n", }, [GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_3D_polyline_vert_glsl, .geom = datatoc_gpu_shader_3D_polyline_geom_glsl, .frag = datatoc_gpu_shader_3D_polyline_frag_glsl, .defs = "#define UNIFORM\n" "#define CLIP\n", }, [GPU_SHADER_3D_POLYLINE_FLAT_COLOR] = { .vert = datatoc_gpu_shader_3D_polyline_vert_glsl, .geom = datatoc_gpu_shader_3D_polyline_geom_glsl, .frag = datatoc_gpu_shader_3D_polyline_frag_glsl, .defs = "#define FLAT\n", }, [GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR] = { .vert = datatoc_gpu_shader_3D_polyline_vert_glsl, .geom = datatoc_gpu_shader_3D_polyline_geom_glsl, .frag = datatoc_gpu_shader_3D_polyline_frag_glsl, .defs = "#define SMOOTH\n", }, [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl, .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl, }, [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl, .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl, }, [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_2D_vert_glsl, .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl, }, [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] = { .vert = datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl, .frag = datatoc_gpu_shader_point_varying_color_frag_glsl, }, [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = { .vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl, .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl, }, [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = { .vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl, .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl, }, [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] = { .vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl, .frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl, }, [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_3D_vert_glsl, .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl, }, [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { .vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl, .frag = datatoc_gpu_shader_point_varying_color_frag_glsl, }, [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl, .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl, }, [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] = { .vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl, .frag = datatoc_gpu_shader_point_varying_color_frag_glsl, }, [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = { .vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl, .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl, }, [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = { .vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl, .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl, }, [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] = { .vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl, .frag = datatoc_gpu_shader_flat_color_frag_glsl, .defs = "#define UNIFORM_SCALE\n", }, [GPU_SHADER_2D_AREA_EDGES] = { .vert = datatoc_gpu_shader_2D_area_borders_vert_glsl, .frag = datatoc_gpu_shader_2D_area_borders_frag_glsl, }, [GPU_SHADER_2D_WIDGET_BASE] = { .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl, .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl, }, [GPU_SHADER_2D_WIDGET_BASE_INST] = { .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl, .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl, .defs = "#define USE_INSTANCE\n", }, [GPU_SHADER_2D_WIDGET_SHADOW] = { .vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl, .frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl, }, [GPU_SHADER_2D_NODELINK] = { .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl, .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl, }, [GPU_SHADER_2D_NODELINK_INST] = { .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl, .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl, .defs = "#define USE_INSTANCE\n", }, [GPU_SHADER_2D_UV_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_2D_vert_glsl, .frag = datatoc_gpu_shader_uniform_color_frag_glsl, .defs = "#define UV_POS\n", }, [GPU_SHADER_2D_UV_VERTS] = { .vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl, .frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl, }, [GPU_SHADER_2D_UV_FACEDOTS] = { .vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl, .frag = datatoc_gpu_shader_point_varying_color_frag_glsl, }, [GPU_SHADER_2D_UV_EDGES] = { .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl, .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl, }, [GPU_SHADER_2D_UV_EDGES_SMOOTH] = { .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl, .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl, .defs = "#define SMOOTH_COLOR\n", }, [GPU_SHADER_2D_UV_FACES] = { .vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl, .frag = datatoc_gpu_shader_flat_color_frag_glsl, }, [GPU_SHADER_2D_UV_FACES_STRETCH_AREA] = { .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl, .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl, }, [GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] = { .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl, .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl, .defs = "#define STRETCH_ANGLE\n", }, [GPU_SHADER_GPENCIL_STROKE] = { .vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl, .geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl, .frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl, }, [GPU_SHADER_GPENCIL_FILL] = { .vert = datatoc_gpu_shader_gpencil_fill_vert_glsl, .frag = datatoc_gpu_shader_gpencil_fill_frag_glsl, }, }; GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader, eGPUShaderConfig sh_cfg) { BLI_assert(shader < GPU_SHADER_BUILTIN_LEN); BLI_assert(sh_cfg < GPU_SHADER_CFG_LEN); GPUShader **sh_p = &builtin_shaders[sh_cfg][shader]; if (*sh_p == NULL) { const GPUShaderStages *stages = &builtin_shader_stages[shader]; /* common case */ if (sh_cfg == GPU_SHADER_CFG_DEFAULT) { *sh_p = GPU_shader_create_from_arrays({ .vert = (const char *[]){stages->vert, NULL}, .geom = (const char *[]){stages->geom, NULL}, .frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL}, .defs = (const char *[]){stages->defs, NULL}, }); } else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { /* Remove eventually, for now ensure support for each shader has been added. */ BLI_assert(ELEM(shader, GPU_SHADER_3D_UNIFORM_COLOR, GPU_SHADER_3D_SMOOTH_COLOR, GPU_SHADER_3D_DEPTH_ONLY, GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, GPU_SHADER_3D_FLAT_COLOR, GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR)); const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl; const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n"; /* In rare cases geometry shaders calculate clipping themselves. */ *sh_p = GPU_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib, stages->vert, NULL}, .geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL}, .frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL}, .defs = (const char *[]){world_clip_def, stages->defs, NULL}, }); } else { BLI_assert(0); } } return *sh_p; } GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader) { return GPU_shader_get_builtin_shader_with_config(shader, GPU_SHADER_CFG_DEFAULT); } void GPU_shader_get_builtin_shader_code(eGPUBuiltinShader shader, const char **r_vert, const char **r_frag, const char **r_geom, const char **r_defines) { const GPUShaderStages *stages = &builtin_shader_stages[shader]; *r_vert = stages->vert; *r_frag = stages->frag; *r_geom = stages->geom; *r_defines = stages->defs; } void GPU_shader_free_builtin_shaders(void) { for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) { for (int j = 0; j < GPU_SHADER_BUILTIN_LEN; j++) { if (builtin_shaders[i][j]) { GPU_shader_free(builtin_shaders[i][j]); builtin_shaders[i][j] = NULL; } } } }