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/*
* 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_vertex_buffer.h"
#include "gpu_shader_interface.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<const char *> sources) = 0;
virtual void geometry_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual void fragment_shader_from_glsl(MutableSpan<const char *> sources) = 0;
virtual bool finalize(void) = 0;
virtual void transform_feedback_names_set(Span<const char *> 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;
inline const char *const name_get(void) const
{
return name;
};
protected:
void print_errors(Span<const char *> sources, char *log, const char *stage);
};
} // namespace gpu
} // namespace blender
/* XXX do not use it. Special hack to use OCIO with batch API. */
GPUShader *immGetShader(void);
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