/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 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_matrix.h" #include "GPU_platform.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "GPU_uniform_buffer.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_modulate_alpha_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_aa_frag_glsl[]; extern char datatoc_gpu_shader_point_uniform_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_varying_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_uniform_size_aa_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_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_shape_vert_glsl[]; extern char datatoc_gpu_shader_keyframe_shape_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_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 *name; const char *vert; /** Optional. */ const char *geom; const char *frag; /** Optional. */ const char *defs; const char *create_info; const char *clipped_create_info; } GPUShaderStages; static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { [GPU_SHADER_TEXT] = { .name = "GPU_SHADER_TEXT", .create_info = "gpu_shader_text", }, [GPU_SHADER_KEYFRAME_SHAPE] = { .name = "GPU_SHADER_KEYFRAME_SHAPE", .create_info = "gpu_shader_keyframe_shape", }, [GPU_SHADER_SIMPLE_LIGHTING] = { .name = "GPU_SHADER_SIMPLE_LIGHTING", .create_info = "gpu_shader_simple_lighting", }, [GPU_SHADER_3D_IMAGE] = { .name = "GPU_SHADER_3D_IMAGE", .create_info = "gpu_shader_3D_image", }, [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { .name = "GPU_SHADER_3D_IMAGE_MODULATE_ALPHA", .create_info = "gpu_shader_3D_image_modulate_alpha", }, [GPU_SHADER_2D_CHECKER] = { .name = "GPU_SHADER_2D_CHECKER", .create_info = "gpu_shader_2D_checker", }, [GPU_SHADER_2D_DIAG_STRIPES] = { .name = "GPU_SHADER_2D_DIAG_STRIPES", .create_info = "gpu_shader_2D_diag_stripes", }, [GPU_SHADER_2D_UNIFORM_COLOR] = { .name = "GPU_SHADER_2D_UNIFORM_COLOR", .create_info = "gpu_shader_2D_uniform_color", }, [GPU_SHADER_2D_FLAT_COLOR] = { .name = "GPU_SHADER_2D_FLAT_COLOR", .create_info = "gpu_shader_2D_flat_color", }, [GPU_SHADER_2D_SMOOTH_COLOR] = { .name = "GPU_SHADER_2D_SMOOTH_COLOR", .create_info = "gpu_shader_2D_smooth_color", }, [GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] = { .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE", .create_info = "gpu_shader_2D_image_overlays_merge", }, [GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE] = { .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE", .create_info = "gpu_shader_2D_image_overlays_stereo_merge", }, [GPU_SHADER_2D_IMAGE] = { .name = "GPU_SHADER_2D_IMAGE", .create_info = "gpu_shader_2D_image", }, [GPU_SHADER_2D_IMAGE_COLOR] = { .name = "GPU_SHADER_2D_IMAGE_COLOR", .create_info = "gpu_shader_2D_image_color", }, [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = { .name = "GPU_SHADER_2D_IMAGE_DESATURATE_COLOR", .create_info = "gpu_shader_2D_image_desaturate_color", }, [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { .name = "GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR", .create_info = "gpu_shader_2D_image_shuffle_color", }, [GPU_SHADER_2D_IMAGE_RECT_COLOR] = { .name = "GPU_SHADER_2D_IMAGE_RECT_COLOR", .create_info = "gpu_shader_2D_image_rect_color", }, [GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = { .name = "GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR", .create_info = "gpu_shader_2D_image_multi_rect_color", }, [GPU_SHADER_3D_UNIFORM_COLOR] = { .name = "GPU_SHADER_3D_UNIFORM_COLOR", .create_info = "gpu_shader_3D_uniform_color", .clipped_create_info = "gpu_shader_3D_uniform_color_clipped", }, [GPU_SHADER_3D_FLAT_COLOR] = { .name = "GPU_SHADER_3D_FLAT_COLOR", .create_info = "gpu_shader_3D_flat_color", .clipped_create_info = "gpu_shader_3D_flat_color_clipped", }, [GPU_SHADER_3D_SMOOTH_COLOR] = { .name = "GPU_SHADER_3D_SMOOTH_COLOR", .create_info = "gpu_shader_3D_smooth_color", .clipped_create_info = "gpu_shader_3D_smooth_color_clipped", }, [GPU_SHADER_3D_DEPTH_ONLY] = { .name = "GPU_SHADER_3D_DEPTH_ONLY", .create_info = "gpu_shader_3D_depth_only", .clipped_create_info = "gpu_shader_3D_depth_only_clipped", }, [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { .name = "GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR", .create_info = "gpu_shader_3D_clipped_uniform_color", }, [GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR] = { .name = "GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR", .create_info = "gpu_shader_3D_polyline_uniform_color", }, [GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR] = { .name = "GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR", .create_info = "gpu_shader_3D_polyline_uniform_color_clipped", }, [GPU_SHADER_3D_POLYLINE_FLAT_COLOR] = { .name = "GPU_SHADER_3D_POLYLINE_FLAT_COLOR", .create_info = "gpu_shader_3D_polyline_flat_color", }, [GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR] = { .name = "GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR", .create_info = "gpu_shader_3D_polyline_smooth_color", }, [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = { .name = "GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR", .create_info = "gpu_shader_2D_line_dashed_uniform_color", }, [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = { .name = "GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR", .create_info = "gpu_shader_3D_line_dashed_uniform_color", .clipped_create_info = "gpu_shader_3D_line_dashed_uniform_color_clipped", }, [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = { .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA", .create_info = "gpu_shader_2D_point_uniform_size_uniform_color_aa", }, [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = { .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA", .create_info = "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa", }, [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { .name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR", .create_info = "gpu_shader_3D_point_fixed_size_varying_color", }, [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] = { .name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR", .create_info = "gpu_shader_3D_point_varying_size_varying_color", }, [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = { .name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA", .create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa", .clipped_create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped", }, [GPU_SHADER_2D_AREA_BORDERS] = { .name = "GPU_SHADER_2D_AREA_BORDERS", .create_info = "gpu_shader_2D_area_borders", }, [GPU_SHADER_2D_WIDGET_BASE] = { .name = "GPU_SHADER_2D_WIDGET_BASE", .create_info = "gpu_shader_2D_widget_base", }, [GPU_SHADER_2D_WIDGET_BASE_INST] = { .name = "GPU_SHADER_2D_WIDGET_BASE_INST", .defs = "#define USE_INSTANCE\n", .create_info = "gpu_shader_2D_widget_base_inst", }, [GPU_SHADER_2D_WIDGET_SHADOW] = { .name = "GPU_SHADER_2D_WIDGET_SHADOW", .create_info = "gpu_shader_2D_widget_shadow", }, [GPU_SHADER_2D_NODELINK] = { .name = "GPU_SHADER_2D_NODELINK", .create_info = "gpu_shader_2D_nodelink", }, [GPU_SHADER_2D_NODELINK_INST] = { .name = "GPU_SHADER_2D_NODELINK_INST", .create_info = "gpu_shader_2D_nodelink_inst", }, [GPU_SHADER_GPENCIL_STROKE] = { .name = "GPU_SHADER_GPENCIL_STROKE", .create_info = "gpu_shader_gpencil_stroke", }, }; 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) { if (stages->create_info != NULL) { *sh_p = GPU_shader_create_from_info_name(stages->create_info); if (ELEM(shader, GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR, GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR, GPU_SHADER_3D_POLYLINE_FLAT_COLOR, GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR)) { /* Set a default value for `lineSmooth`. * Ideally this value should be set by the caller. */ GPU_shader_bind(*sh_p); GPU_shader_uniform_1i(*sh_p, "lineSmooth", 1); } } else { *sh_p = GPU_shader_create_from_arrays_named( stages->name, { .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_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, GPU_SHADER_3D_FLAT_COLOR, GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR)); /* In rare cases geometry shaders calculate clipping themselves. */ if (stages->clipped_create_info != NULL) { *sh_p = GPU_shader_create_from_info_name(stages->clipped_create_info); } else { const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl; const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n"; *sh_p = GPU_shader_create_from_arrays_named( stages->name, { .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_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; } } } }