Welcome to mirror list, hosted at ThFree Co, Russian Federation.

basic_shader.c « basic « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 3d40c627fff8b40352cb3065d2c9d8c515da59dc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2019 Blender Foundation. */

/** \file
 * \ingroup draw_engine
 */

#include "DRW_render.h"

#include "GPU_shader.h"

#include "basic_private.h"

extern char datatoc_basic_depth_frag_glsl[];
extern char datatoc_basic_depth_vert_glsl[];
extern char datatoc_basic_conservative_depth_geom_glsl[];

extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_pointcloud_lib_glsl[];

/* Shaders */

typedef struct BASIC_Shaders {
  /* Depth Pre Pass */
  struct GPUShader *depth;
  struct GPUShader *pointcloud_depth;
  struct GPUShader *depth_conservative;
  struct GPUShader *pointcloud_depth_conservative;
} BASIC_Shaders;

static struct {
  BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
} e_data = {{{NULL}}}; /* Engine data */

GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config)
{
  BASIC_Shaders *sh_data = &e_data.sh_data[config];
  if (sh_data->depth == NULL) {
    sh_data->depth = GPU_shader_create_from_info_name(
        config == GPU_SHADER_CFG_CLIPPED ? "basic_depth_mesh_clipped" : "basic_depth_mesh");
  }
  return sh_data->depth;
}

GPUShader *BASIC_shaders_pointcloud_depth_sh_get(eGPUShaderConfig config)
{
  BASIC_Shaders *sh_data = &e_data.sh_data[config];
  if (sh_data->pointcloud_depth == NULL) {
    sh_data->pointcloud_depth = GPU_shader_create_from_info_name(
        config == GPU_SHADER_CFG_CLIPPED ? "basic_depth_pointcloud_clipped" :
                                           "basic_depth_pointcloud");
  }
  return sh_data->pointcloud_depth;
}

GPUShader *BASIC_shaders_depth_conservative_sh_get(eGPUShaderConfig config)
{
  BASIC_Shaders *sh_data = &e_data.sh_data[config];
  if (sh_data->depth_conservative == NULL) {
    sh_data->depth_conservative = GPU_shader_create_from_info_name(
        config == GPU_SHADER_CFG_CLIPPED ? "basic_depth_mesh_conservative_clipped" :
                                           "basic_depth_mesh_conservative");
  }
  return sh_data->depth_conservative;
}

GPUShader *BASIC_shaders_pointcloud_depth_conservative_sh_get(eGPUShaderConfig config)
{
  BASIC_Shaders *sh_data = &e_data.sh_data[config];
  if (sh_data->pointcloud_depth_conservative == NULL) {
    sh_data->pointcloud_depth_conservative = GPU_shader_create_from_info_name(
        config == GPU_SHADER_CFG_CLIPPED ? "basic_depth_pointcloud_conservative_clipped" :
                                           "basic_depth_pointcloud_conservative");
  }
  return sh_data->pointcloud_depth_conservative;
}

void BASIC_shaders_free(void)
{
  for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
    GPUShader **sh_data_as_array = (GPUShader **)&e_data.sh_data[i];
    for (int j = 0; j < (sizeof(BASIC_Shaders) / sizeof(GPUShader *)); j++) {
      DRW_SHADER_FREE_SAFE(sh_data_as_array[j]);
    }
  }
}