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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "gpu_interface_info.hh"
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(gpu_widget_iface, "")
.flat(Type::FLOAT, "discardFac")
.flat(Type::FLOAT, "lineWidth")
.flat(Type::VEC2, "outRectSize")
.flat(Type::VEC4, "borderColor")
.flat(Type::VEC4, "embossColor")
.flat(Type::VEC4, "outRoundCorners")
.no_perspective(Type::FLOAT, "butCo")
.no_perspective(Type::VEC2, "uvInterp")
.no_perspective(Type::VEC4, "innerColor");
/* TODO(fclem): Share with C code. */
#define MAX_PARAM 12
#define MAX_INSTANCE 6
GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_shared)
.define("MAX_PARAM", STRINGIFY(MAX_PARAM))
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(Type::VEC3, "checkerColorAndSize")
.vertex_out(gpu_widget_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("gpu_shader_2D_widget_base_vert.glsl")
.fragment_source("gpu_shader_2D_widget_base_frag.glsl")
.additional_info("gpu_srgb_to_framebuffer_space");
GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_base)
.do_static_compilation(true)
/* gl_InstanceID is supposed to be 0 if not drawing instances, but this seems
* to be violated in some drivers. For example, macOS 10.15.4 and Intel Iris
* causes T78307 when using gl_InstanceID outside of instance. */
.define("widgetID", "0")
.push_constant(Type::VEC4, "parameters", MAX_PARAM)
.additional_info("gpu_shader_2D_widget_shared");
GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_base_inst)
.do_static_compilation(true)
.define("widgetID", "gl_InstanceID")
.push_constant(Type::VEC4, "parameters", (MAX_PARAM * MAX_INSTANCE))
.additional_info("gpu_shader_2D_widget_shared");
GPU_SHADER_INTERFACE_INFO(gpu_widget_shadow_iface, "").smooth(Type::FLOAT, "shadowFalloff");
GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_shadow)
.do_static_compilation(true)
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(Type::VEC4, "parameters", 4)
.push_constant(Type::FLOAT, "alpha")
.vertex_in(0, Type::UINT, "vflag")
.vertex_out(gpu_widget_shadow_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("gpu_shader_2D_widget_shadow_vert.glsl")
.fragment_source("gpu_shader_2D_widget_shadow_frag.glsl");
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