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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.
*
* The Original Code is Copyright (C) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPUDrawList is an API to do lots of similar draw-calls very fast using
* multi-draw-indirect. There is a fallback if the feature is not supported.
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "glew-mx.h"
#include "gpu_shader_private.hh"
namespace blender {
namespace gpu {
class GLShader : public Shader {
private:
/** Handle for full program (links shader stages below). */
GLuint shader_program_ = 0;
GLuint vert_shader_ = 0;
GLuint geom_shader_ = 0;
GLuint frag_shader_ = 0;
eGPUShaderTFBType transform_feedback_type_ = GPU_SHADER_TFB_NONE;
public:
GLShader(const char *name);
~GLShader();
/* Return true on success. */
void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
bool finalize(void) override;
void transform_feedback_names_set(Span<const char *> name_list,
const eGPUShaderTFBType geom_type) override;
bool transform_feedback_enable(GPUVertBuf *buf) override;
void transform_feedback_disable(void) override;
void bind(void) override;
void unbind(void) override;
void uniform_float(int location, int comp_len, int array_size, const float *data) override;
void uniform_int(int location, int comp_len, int array_size, const int *data) override;
void vertformat_from_shader(GPUVertFormat *format) const override;
private:
char *glsl_patch_get(void);
GLuint create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources);
MEM_CXX_CLASS_ALLOC_FUNCS("GLShader");
};
} // namespace gpu
} // namespace blender
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