/* * 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. */ /** \file * \ingroup gpu */ #pragma once #include "BLI_span.hh" #include "GPU_shader.h" #include "gpu_shader_interface.hh" #include "gpu_vertex_buffer_private.hh" namespace blender { namespace gpu { /** * Implementation of shader compilation and uniforms handling. * Base class which is then specialized for each implementation (GL, VK, ...). */ class Shader { public: /** Uniform & attribute locations for shader. */ ShaderInterface *interface = nullptr; protected: /** For debugging purpose. */ char name[64]; public: Shader(const char *name); virtual ~Shader(); virtual void vertex_shader_from_glsl(MutableSpan sources) = 0; virtual void geometry_shader_from_glsl(MutableSpan sources) = 0; virtual void fragment_shader_from_glsl(MutableSpan sources) = 0; virtual bool finalize(void) = 0; virtual void transform_feedback_names_set(Span name_list, const eGPUShaderTFBType geom_type) = 0; virtual bool transform_feedback_enable(GPUVertBuf *) = 0; virtual void transform_feedback_disable(void) = 0; virtual void bind(void) = 0; virtual void unbind(void) = 0; virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0; virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0; virtual void vertformat_from_shader(GPUVertFormat *) const = 0; /* DEPRECATED: Kept only because of BGL API. */ virtual int program_handle_get(void) const = 0; inline const char *const name_get(void) const { return name; }; protected: void print_log(Span sources, char *log, const char *stage, const bool error); }; /* Syntacting suggar. */ static inline GPUShader *wrap(Shader *vert) { return reinterpret_cast(vert); } static inline Shader *unwrap(GPUShader *vert) { return reinterpret_cast(vert); } static inline const Shader *unwrap(const GPUShader *vert) { return reinterpret_cast(vert); } } // namespace gpu } // namespace blender /* XXX do not use it. Special hack to use OCIO with batch API. */ GPUShader *immGetShader(void);