GPU: Move gpu_shader.c to C++
We split builtin shader support to its own file to avoid converting code (lack of designated initializer in C++) and to reduce file size.
This commit is contained in:
parent
18d2db22ff
commit
e4ee9de638
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@ -75,7 +75,8 @@ set(SRC
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intern/gpu_select.c
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intern/gpu_select_pick.c
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intern/gpu_select_sample_query.c
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intern/gpu_shader.c
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intern/gpu_shader.cc
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intern/gpu_shader_builtin.c
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intern/gpu_shader_interface.c
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intern/gpu_state.cc
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intern/gpu_texture.cc
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@ -0,0 +1,835 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_math_base.h"
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#include "BLI_math_vector.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BLI_string_utils.h"
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#include "BLI_utildefines.h"
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#include "BKE_appdir.h"
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#include "BKE_global.h"
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#include "DNA_space_types.h"
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#include "GPU_extensions.h"
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#include "GPU_matrix.h"
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#include "GPU_platform.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "GPU_uniformbuffer.h"
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#include "gpu_shader_private.h"
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extern char datatoc_gpu_shader_colorspace_lib_glsl[];
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/* Adjust these constants as needed. */
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#define MAX_DEFINE_LENGTH 256
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#define MAX_EXT_DEFINE_LENGTH 512
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#ifndef NDEBUG
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static uint g_shaderid = 0;
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#endif
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/* -------------------------------------------------------------------- */
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/** \name Convenience functions
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* \{ */
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static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
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{
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int line = 1;
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fprintf(stderr, "GPUShader: %s error:\n", task);
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for (int i = 0; i < totcode; i++) {
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const char *c, *pos, *end = code[i] + strlen(code[i]);
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if (G.debug & G_DEBUG) {
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fprintf(stderr, "===== shader string %d ====\n", i + 1);
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c = code[i];
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while ((c < end) && (pos = strchr(c, '\n'))) {
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fprintf(stderr, "%2d ", line);
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fwrite(c, (pos + 1) - c, 1, stderr);
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c = pos + 1;
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line++;
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}
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fprintf(stderr, "%s", c);
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}
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}
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fprintf(stderr, "%s\n", log);
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}
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static const char *gpu_shader_version(void)
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{
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return "#version 330\n";
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}
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static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
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{
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/* enable extensions for features that are not part of our base GLSL version
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* don't use an extension for something already available!
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*/
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if (GLEW_ARB_texture_gather) {
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/* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
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* is reported to be supported but yield a compile error (see T55802). */
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if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
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strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
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/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
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* shader so double check the preprocessor define (see T56544). */
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if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
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strcat(defines, "#ifdef GL_ARB_texture_gather\n");
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strcat(defines, "# define GPU_ARB_texture_gather\n");
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strcat(defines, "#endif\n");
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}
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else {
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strcat(defines, "#define GPU_ARB_texture_gather\n");
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}
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}
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}
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if (GLEW_ARB_texture_query_lod) {
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/* a #version 400 feature, but we use #version 330 maximum so use extension */
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strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
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}
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if (GLEW_ARB_shader_draw_parameters) {
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strcat(defines, "#extension GL_ARB_shader_draw_parameters : enable\n");
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}
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if (GPU_arb_texture_cube_map_array_is_supported()) {
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strcat(defines, "#extension GL_ARB_texture_cube_map_array : enable\n");
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strcat(defines, "#define GPU_ARB_texture_cube_map_array\n");
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}
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}
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static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
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{
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/* some useful defines to detect GPU type */
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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strcat(defines, "#define GPU_ATI\n");
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if (GPU_crappy_amd_driver()) {
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strcat(defines, "#define GPU_DEPRECATED_AMD_DRIVER\n");
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}
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}
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else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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strcat(defines, "#define GPU_NVIDIA\n");
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}
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else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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strcat(defines, "#define GPU_INTEL\n");
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}
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/* some useful defines to detect OS type */
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if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
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strcat(defines, "#define OS_WIN\n");
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}
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else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
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strcat(defines, "#define OS_MAC\n");
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}
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else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
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strcat(defines, "#define OS_UNIX\n");
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}
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float derivatives_factors[2];
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GPU_get_dfdy_factors(derivatives_factors);
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if (derivatives_factors[0] == 1.0f) {
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strcat(defines, "#define DFDX_SIGN 1.0\n");
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}
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else {
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strcat(defines, "#define DFDX_SIGN -1.0\n");
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}
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if (derivatives_factors[1] == 1.0f) {
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strcat(defines, "#define DFDY_SIGN 1.0\n");
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}
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else {
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strcat(defines, "#define DFDY_SIGN -1.0\n");
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}
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}
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#define DEBUG_SHADER_NONE ""
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#define DEBUG_SHADER_VERTEX "vert"
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#define DEBUG_SHADER_FRAGMENT "frag"
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#define DEBUG_SHADER_GEOMETRY "geom"
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/**
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* Dump GLSL shaders to disk
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*
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* This is used for profiling shader performance externally and debug if shader code is correct.
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* If called with no code, it simply bumps the shader index, so different shaders for the same
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* program share the same index.
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*/
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static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
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{
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if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
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return;
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}
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/* We use the same shader index for shaders in the same program.
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* So we call this function once before calling for the individual shaders. */
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static int shader_index = 0;
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if (code == NULL) {
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shader_index++;
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BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
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return;
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}
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/* Determine the full path of the new shader. */
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char shader_path[FILE_MAX];
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char file_name[512] = {'\0'};
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sprintf(file_name, "%04d.%s", shader_index, extension);
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BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
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/* Write shader to disk. */
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FILE *f = fopen(shader_path, "w");
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if (f == NULL) {
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printf("Error writing to file: %s\n", shader_path);
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}
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for (int j = 0; j < num_shaders; j++) {
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fprintf(f, "%s", code[j]);
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}
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fclose(f);
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printf("Shader file written to disk: %s\n", shader_path);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Creation / Destruction
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* \{ */
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GPUShader *GPU_shader_create(const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines,
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const char *shname)
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{
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return GPU_shader_create_ex(
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vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, shname);
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}
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GPUShader *GPU_shader_create_from_python(const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines)
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{
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char *libcodecat = NULL;
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if (libcode == NULL) {
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libcode = datatoc_gpu_shader_colorspace_lib_glsl;
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}
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else {
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libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
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}
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GPUShader *sh = GPU_shader_create_ex(
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vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, NULL);
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MEM_SAFE_FREE(libcodecat);
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return sh;
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}
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GPUShader *GPU_shader_load_from_binary(const char *binary,
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const int binary_format,
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const int binary_len,
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const char *shname)
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{
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BLI_assert(GL_ARB_get_program_binary);
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int success;
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int program = glCreateProgram();
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glProgramBinary(program, binary_format, binary, binary_len);
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (success) {
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glUseProgram(program);
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GPUShader *shader = (GPUShader *)MEM_callocN(sizeof(*shader), __func__);
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shader->interface = GPU_shaderinterface_create(program);
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shader->program = program;
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#ifndef NDEBUG
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BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
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#else
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UNUSED_VARS(shname);
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#endif
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return shader;
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}
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glDeleteProgram(program);
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return NULL;
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}
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GPUShader *GPU_shader_create_ex(const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines,
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const eGPUShaderTFBType tf_type,
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const char **tf_names,
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const int tf_count,
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const char *shname)
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{
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GLint status;
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GLchar log[5000];
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GLsizei length = 0;
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GPUShader *shader;
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char standard_defines[MAX_DEFINE_LENGTH] = "";
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char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
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shader = (GPUShader *)MEM_callocN(sizeof(GPUShader), "GPUShader");
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gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
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#ifndef NDEBUG
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BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
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#else
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UNUSED_VARS(shname);
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#endif
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/* At least a vertex shader and a fragment shader are required. */
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BLI_assert((fragcode != NULL) && (vertexcode != NULL));
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if (vertexcode) {
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shader->vertex = glCreateShader(GL_VERTEX_SHADER);
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}
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if (fragcode) {
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shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
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}
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if (geocode) {
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shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
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}
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shader->program = glCreateProgram();
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if (!shader->program || (vertexcode && !shader->vertex) || (fragcode && !shader->fragment) ||
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(geocode && !shader->geometry)) {
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fprintf(stderr, "GPUShader, object creation failed.\n");
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GPU_shader_free(shader);
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return NULL;
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}
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gpu_shader_standard_defines(standard_defines);
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gpu_shader_standard_extensions(standard_extensions);
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if (vertexcode) {
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const char *source[6];
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/* custom limit, may be too small, beware */
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int num_source = 0;
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source[num_source++] = gpu_shader_version();
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source[num_source++] =
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"#define GPU_VERTEX_SHADER\n"
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"#define IN_OUT out\n";
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source[num_source++] = standard_extensions;
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source[num_source++] = standard_defines;
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if (defines) {
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source[num_source++] = defines;
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}
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source[num_source++] = vertexcode;
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gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
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glAttachShader(shader->program, shader->vertex);
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glShaderSource(shader->vertex, num_source, source, NULL);
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glCompileShader(shader->vertex);
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glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
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shader_print_errors("compile", log, source, num_source);
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GPU_shader_free(shader);
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return NULL;
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}
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}
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if (fragcode) {
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const char *source[7];
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int num_source = 0;
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source[num_source++] = gpu_shader_version();
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source[num_source++] =
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"#define GPU_FRAGMENT_SHADER\n"
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"#define IN_OUT in\n";
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source[num_source++] = standard_extensions;
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source[num_source++] = standard_defines;
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if (defines) {
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source[num_source++] = defines;
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}
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if (libcode) {
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source[num_source++] = libcode;
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}
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source[num_source++] = fragcode;
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gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
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glAttachShader(shader->program, shader->fragment);
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glShaderSource(shader->fragment, num_source, source, NULL);
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glCompileShader(shader->fragment);
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glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
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shader_print_errors("compile", log, source, num_source);
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GPU_shader_free(shader);
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return NULL;
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}
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}
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if (geocode) {
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const char *source[6];
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int num_source = 0;
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source[num_source++] = gpu_shader_version();
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source[num_source++] = "#define GPU_GEOMETRY_SHADER\n";
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source[num_source++] = standard_extensions;
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source[num_source++] = standard_defines;
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if (defines) {
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source[num_source++] = defines;
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}
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source[num_source++] = geocode;
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gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
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glAttachShader(shader->program, shader->geometry);
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glShaderSource(shader->geometry, num_source, source, NULL);
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glCompileShader(shader->geometry);
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glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
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shader_print_errors("compile", log, source, num_source);
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GPU_shader_free(shader);
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return NULL;
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}
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}
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if (tf_names != NULL) {
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glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
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/* Primitive type must be setup */
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BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
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shader->feedback_transform_type = tf_type;
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}
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glLinkProgram(shader->program);
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glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
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if (!status) {
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glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
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/* print attached shaders in pipeline order */
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if (vertexcode) {
|
||||
shader_print_errors("linking", log, &vertexcode, 1);
|
||||
}
|
||||
if (geocode) {
|
||||
shader_print_errors("linking", log, &geocode, 1);
|
||||
}
|
||||
if (libcode) {
|
||||
shader_print_errors("linking", log, &libcode, 1);
|
||||
}
|
||||
if (fragcode) {
|
||||
shader_print_errors("linking", log, &fragcode, 1);
|
||||
}
|
||||
|
||||
GPU_shader_free(shader);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
glUseProgram(shader->program);
|
||||
shader->interface = GPU_shaderinterface_create(shader->program);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
#undef DEBUG_SHADER_GEOMETRY
|
||||
#undef DEBUG_SHADER_FRAGMENT
|
||||
#undef DEBUG_SHADER_VERTEX
|
||||
#undef DEBUG_SHADER_NONE
|
||||
|
||||
void GPU_shader_free(GPUShader *shader)
|
||||
{
|
||||
#if 0 /* Would be nice to have, but for now the Deferred compilation \
|
||||
* does not have a GPUContext. */
|
||||
BLI_assert(GPU_context_active_get() != NULL);
|
||||
#endif
|
||||
BLI_assert(shader);
|
||||
|
||||
if (shader->vertex) {
|
||||
glDeleteShader(shader->vertex);
|
||||
}
|
||||
if (shader->geometry) {
|
||||
glDeleteShader(shader->geometry);
|
||||
}
|
||||
if (shader->fragment) {
|
||||
glDeleteShader(shader->fragment);
|
||||
}
|
||||
if (shader->program) {
|
||||
glDeleteProgram(shader->program);
|
||||
}
|
||||
|
||||
if (shader->interface) {
|
||||
GPU_shaderinterface_discard(shader->interface);
|
||||
}
|
||||
|
||||
MEM_freeN(shader);
|
||||
}
|
||||
|
||||
static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
|
||||
{
|
||||
bool is_alloc = false;
|
||||
if (str_arr == NULL) {
|
||||
*r_is_alloc = false;
|
||||
return NULL;
|
||||
}
|
||||
/* Skip empty strings (avoid alloc if we can). */
|
||||
while (str_arr[0] && str_arr[0][0] == '\0') {
|
||||
str_arr++;
|
||||
}
|
||||
int i;
|
||||
for (i = 0; str_arr[i]; i++) {
|
||||
if (i != 0 && str_arr[i][0] != '\0') {
|
||||
is_alloc = true;
|
||||
}
|
||||
}
|
||||
*r_is_alloc = is_alloc;
|
||||
if (is_alloc) {
|
||||
return BLI_string_join_arrayN(str_arr, i);
|
||||
}
|
||||
else {
|
||||
return str_arr[0];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
|
||||
*
|
||||
* Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
|
||||
*
|
||||
* It has the advantage that each item can be conditionally included
|
||||
* without having to build the string inline, then free it.
|
||||
*
|
||||
* \param params: NULL terminated arrays of strings.
|
||||
*
|
||||
* Example:
|
||||
* \code{.c}
|
||||
* sh = GPU_shader_create_from_arrays({
|
||||
* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
|
||||
* .geom = (const char *[]){shader_geom_glsl, NULL},
|
||||
* .frag = (const char *[]){shader_frag_glsl, NULL},
|
||||
* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
|
||||
* });
|
||||
* \endcode
|
||||
*/
|
||||
struct GPUShader *GPU_shader_create_from_arrays_impl(
|
||||
const struct GPU_ShaderCreateFromArray_Params *params)
|
||||
{
|
||||
struct {
|
||||
const char *str;
|
||||
bool is_alloc;
|
||||
} str_dst[4] = {{0}};
|
||||
const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
|
||||
|
||||
for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
|
||||
str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
|
||||
}
|
||||
|
||||
GPUShader *sh = GPU_shader_create(
|
||||
str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, __func__);
|
||||
|
||||
for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
|
||||
if (str_dst[i].is_alloc) {
|
||||
MEM_freeN((void *)str_dst[i].str);
|
||||
}
|
||||
}
|
||||
return sh;
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Binding
|
||||
* \{ */
|
||||
|
||||
void GPU_shader_bind(GPUShader *shader)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
|
||||
glUseProgram(shader->program);
|
||||
GPU_matrix_bind(shader->interface);
|
||||
GPU_shader_set_srgb_uniform(shader->interface);
|
||||
}
|
||||
|
||||
void GPU_shader_unbind(void)
|
||||
{
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Transform feedback
|
||||
* \{ */
|
||||
|
||||
bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
|
||||
{
|
||||
if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
|
||||
|
||||
switch (shader->feedback_transform_type) {
|
||||
case GPU_SHADER_TFB_POINTS:
|
||||
glBeginTransformFeedback(GL_POINTS);
|
||||
return true;
|
||||
case GPU_SHADER_TFB_LINES:
|
||||
glBeginTransformFeedback(GL_LINES);
|
||||
return true;
|
||||
case GPU_SHADER_TFB_TRIANGLES:
|
||||
glBeginTransformFeedback(GL_TRIANGLES);
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
|
||||
{
|
||||
glEndTransformFeedback();
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Uniforms / Resource location
|
||||
* \{ */
|
||||
|
||||
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
|
||||
return uniform ? uniform->location : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
return GPU_shaderinterface_uniform_builtin(shader->interface,
|
||||
static_cast<GPUUniformBuiltin>(builtin));
|
||||
}
|
||||
|
||||
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
return GPU_shaderinterface_block_builtin(shader->interface,
|
||||
static_cast<GPUUniformBlockBuiltin>(builtin));
|
||||
}
|
||||
|
||||
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
|
||||
return ubo ? ubo->location : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
|
||||
return ubo ? ubo->binding : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *tex = GPU_shaderinterface_uniform(shader->interface, name);
|
||||
return tex ? tex->binding : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
|
||||
return attr ? attr->location : -1;
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Getters
|
||||
* \{ */
|
||||
|
||||
void *GPU_shader_get_interface(GPUShader *shader)
|
||||
{
|
||||
return shader->interface;
|
||||
}
|
||||
|
||||
/* Clement : Temp */
|
||||
int GPU_shader_get_program(GPUShader *shader)
|
||||
{
|
||||
return (int)shader->program;
|
||||
}
|
||||
|
||||
char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len)
|
||||
{
|
||||
BLI_assert(GLEW_ARB_get_program_binary);
|
||||
char *r_binary;
|
||||
int binary_len = 0;
|
||||
|
||||
glGetProgramiv(shader->program, GL_PROGRAM_BINARY_LENGTH, &binary_len);
|
||||
r_binary = (char *)MEM_mallocN(binary_len, __func__);
|
||||
glGetProgramBinary(shader->program, binary_len, NULL, r_binary_format, r_binary);
|
||||
|
||||
if (r_binary_len) {
|
||||
*r_binary_len = binary_len;
|
||||
}
|
||||
|
||||
return r_binary;
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Uniforms setters
|
||||
* \{ */
|
||||
|
||||
void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
|
||||
{
|
||||
if (location == -1) {
|
||||
return;
|
||||
}
|
||||
|
||||
glUniform1f(location, value);
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_vector(
|
||||
GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
|
||||
{
|
||||
if (location == -1 || value == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (length) {
|
||||
case 1:
|
||||
glUniform1fv(location, arraysize, value);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2fv(location, arraysize, value);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3fv(location, arraysize, value);
|
||||
break;
|
||||
case 4:
|
||||
glUniform4fv(location, arraysize, value);
|
||||
break;
|
||||
case 9:
|
||||
glUniformMatrix3fv(location, arraysize, 0, value);
|
||||
break;
|
||||
case 16:
|
||||
glUniformMatrix4fv(location, arraysize, 0, value);
|
||||
break;
|
||||
default:
|
||||
BLI_assert(0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
|
||||
{
|
||||
if (location == -1) {
|
||||
return;
|
||||
}
|
||||
|
||||
glUniform1i(location, value);
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_vector_int(
|
||||
GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
|
||||
{
|
||||
if (location == -1) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (length) {
|
||||
case 1:
|
||||
glUniform1iv(location, arraysize, value);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2iv(location, arraysize, value);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3iv(location, arraysize, value);
|
||||
break;
|
||||
case 4:
|
||||
glUniform4iv(location, arraysize, value);
|
||||
break;
|
||||
default:
|
||||
BLI_assert(0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name sRGB rendering workaround.
|
||||
*
|
||||
* The viewport overlay framebuffer is sRGB and will expect shaders to output display refered
|
||||
* Linear colors. But other framebuffers (i.e: the area framebuffers) are not sRGB and require the
|
||||
* shader output color to be in sRGB space (assumed display encoded colorspace as the time of
|
||||
* writting).
|
||||
* For this reason we have a uniform to switch the transform on and off depending on the current
|
||||
* framebuffer colorspace.
|
||||
* \{ */
|
||||
|
||||
static int g_shader_builtin_srgb_transform = 0;
|
||||
|
||||
void GPU_shader_set_srgb_uniform(const GPUShaderInterface *interface)
|
||||
{
|
||||
int32_t loc = GPU_shaderinterface_uniform_builtin(interface, GPU_UNIFORM_SRGB_TRANSFORM);
|
||||
if (loc != -1) {
|
||||
glUniform1i(loc, g_shader_builtin_srgb_transform);
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
|
||||
{
|
||||
g_shader_builtin_srgb_transform = use_srgb_to_linear;
|
||||
}
|
||||
|
||||
/** \} */
|
|
@ -155,10 +155,6 @@ const struct GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN] = {
|
|||
static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{NULL}};
|
||||
static int g_shader_builtin_srgb_transform = 0;
|
||||
|
||||
#ifndef NDEBUG
|
||||
static uint g_shaderid = 0;
|
||||
#endif
|
||||
|
||||
typedef struct {
|
||||
const char *vert;
|
||||
/** Optional. */
|
||||
|
@ -168,727 +164,6 @@ typedef struct {
|
|||
const char *defs;
|
||||
} GPUShaderStages;
|
||||
|
||||
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
|
||||
{
|
||||
int line = 1;
|
||||
|
||||
fprintf(stderr, "GPUShader: %s error:\n", task);
|
||||
|
||||
for (int i = 0; i < totcode; i++) {
|
||||
const char *c, *pos, *end = code[i] + strlen(code[i]);
|
||||
|
||||
if (G.debug & G_DEBUG) {
|
||||
fprintf(stderr, "===== shader string %d ====\n", i + 1);
|
||||
|
||||
c = code[i];
|
||||
while ((c < end) && (pos = strchr(c, '\n'))) {
|
||||
fprintf(stderr, "%2d ", line);
|
||||
fwrite(c, (pos + 1) - c, 1, stderr);
|
||||
c = pos + 1;
|
||||
line++;
|
||||
}
|
||||
|
||||
fprintf(stderr, "%s", c);
|
||||
}
|
||||
}
|
||||
|
||||
fprintf(stderr, "%s\n", log);
|
||||
}
|
||||
|
||||
static const char *gpu_shader_version(void)
|
||||
{
|
||||
return "#version 330\n";
|
||||
}
|
||||
|
||||
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
|
||||
{
|
||||
/* enable extensions for features that are not part of our base GLSL version
|
||||
* don't use an extension for something already available!
|
||||
*/
|
||||
|
||||
if (GLEW_ARB_texture_gather) {
|
||||
/* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
|
||||
* is reported to be supported but yield a compile error (see T55802). */
|
||||
if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
|
||||
strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
|
||||
|
||||
/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
|
||||
* shader so double check the preprocessor define (see T56544). */
|
||||
if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
|
||||
strcat(defines, "#ifdef GL_ARB_texture_gather\n");
|
||||
strcat(defines, "# define GPU_ARB_texture_gather\n");
|
||||
strcat(defines, "#endif\n");
|
||||
}
|
||||
else {
|
||||
strcat(defines, "#define GPU_ARB_texture_gather\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
if (GLEW_ARB_texture_query_lod) {
|
||||
/* a #version 400 feature, but we use #version 330 maximum so use extension */
|
||||
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
|
||||
}
|
||||
if (GLEW_ARB_shader_draw_parameters) {
|
||||
strcat(defines, "#extension GL_ARB_shader_draw_parameters : enable\n");
|
||||
}
|
||||
if (GPU_arb_texture_cube_map_array_is_supported()) {
|
||||
strcat(defines, "#extension GL_ARB_texture_cube_map_array : enable\n");
|
||||
strcat(defines, "#define GPU_ARB_texture_cube_map_array\n");
|
||||
}
|
||||
}
|
||||
|
||||
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
|
||||
{
|
||||
/* some useful defines to detect GPU type */
|
||||
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
|
||||
strcat(defines, "#define GPU_ATI\n");
|
||||
if (GPU_crappy_amd_driver()) {
|
||||
strcat(defines, "#define GPU_DEPRECATED_AMD_DRIVER\n");
|
||||
}
|
||||
}
|
||||
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
|
||||
strcat(defines, "#define GPU_NVIDIA\n");
|
||||
}
|
||||
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
|
||||
strcat(defines, "#define GPU_INTEL\n");
|
||||
}
|
||||
|
||||
/* some useful defines to detect OS type */
|
||||
if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_WIN, GPU_DRIVER_ANY)) {
|
||||
strcat(defines, "#define OS_WIN\n");
|
||||
}
|
||||
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
|
||||
strcat(defines, "#define OS_MAC\n");
|
||||
}
|
||||
else if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
|
||||
strcat(defines, "#define OS_UNIX\n");
|
||||
}
|
||||
|
||||
float derivatives_factors[2];
|
||||
GPU_get_dfdy_factors(derivatives_factors);
|
||||
if (derivatives_factors[0] == 1.0f) {
|
||||
strcat(defines, "#define DFDX_SIGN 1.0\n");
|
||||
}
|
||||
else {
|
||||
strcat(defines, "#define DFDX_SIGN -1.0\n");
|
||||
}
|
||||
|
||||
if (derivatives_factors[1] == 1.0f) {
|
||||
strcat(defines, "#define DFDY_SIGN 1.0\n");
|
||||
}
|
||||
else {
|
||||
strcat(defines, "#define DFDY_SIGN -1.0\n");
|
||||
}
|
||||
}
|
||||
|
||||
GPUShader *GPU_shader_create(const char *vertexcode,
|
||||
const char *fragcode,
|
||||
const char *geocode,
|
||||
const char *libcode,
|
||||
const char *defines,
|
||||
const char *shname)
|
||||
{
|
||||
return GPU_shader_create_ex(
|
||||
vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, shname);
|
||||
}
|
||||
|
||||
GPUShader *GPU_shader_create_from_python(const char *vertexcode,
|
||||
const char *fragcode,
|
||||
const char *geocode,
|
||||
const char *libcode,
|
||||
const char *defines)
|
||||
{
|
||||
char *libcodecat = NULL;
|
||||
|
||||
if (libcode == NULL) {
|
||||
libcode = datatoc_gpu_shader_colorspace_lib_glsl;
|
||||
}
|
||||
else {
|
||||
libcode = libcodecat = BLI_strdupcat(libcode, datatoc_gpu_shader_colorspace_lib_glsl);
|
||||
}
|
||||
|
||||
GPUShader *sh = GPU_shader_create_ex(
|
||||
vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_TFB_NONE, NULL, 0, NULL);
|
||||
|
||||
MEM_SAFE_FREE(libcodecat);
|
||||
return sh;
|
||||
}
|
||||
|
||||
GPUShader *GPU_shader_load_from_binary(const char *binary,
|
||||
const int binary_format,
|
||||
const int binary_len,
|
||||
const char *shname)
|
||||
{
|
||||
BLI_assert(GL_ARB_get_program_binary);
|
||||
int success;
|
||||
int program = glCreateProgram();
|
||||
|
||||
glProgramBinary(program, binary_format, binary, binary_len);
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (success) {
|
||||
glUseProgram(program);
|
||||
|
||||
GPUShader *shader = MEM_callocN(sizeof(*shader), __func__);
|
||||
shader->interface = GPU_shaderinterface_create(program);
|
||||
shader->program = program;
|
||||
|
||||
#ifndef NDEBUG
|
||||
BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
|
||||
#else
|
||||
UNUSED_VARS(shname);
|
||||
#endif
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
glDeleteProgram(program);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
#define DEBUG_SHADER_NONE ""
|
||||
#define DEBUG_SHADER_VERTEX "vert"
|
||||
#define DEBUG_SHADER_FRAGMENT "frag"
|
||||
#define DEBUG_SHADER_GEOMETRY "geom"
|
||||
|
||||
/**
|
||||
* Dump GLSL shaders to disk
|
||||
*
|
||||
* This is used for profiling shader performance externally and debug if shader code is correct.
|
||||
* If called with no code, it simply bumps the shader index, so different shaders for the same
|
||||
* program share the same index.
|
||||
*/
|
||||
static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
|
||||
{
|
||||
if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* We use the same shader index for shaders in the same program.
|
||||
* So we call this function once before calling for the individual shaders. */
|
||||
static int shader_index = 0;
|
||||
if (code == NULL) {
|
||||
shader_index++;
|
||||
BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
|
||||
return;
|
||||
}
|
||||
|
||||
/* Determine the full path of the new shader. */
|
||||
char shader_path[FILE_MAX];
|
||||
|
||||
char file_name[512] = {'\0'};
|
||||
sprintf(file_name, "%04d.%s", shader_index, extension);
|
||||
|
||||
BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
|
||||
|
||||
/* Write shader to disk. */
|
||||
FILE *f = fopen(shader_path, "w");
|
||||
if (f == NULL) {
|
||||
printf("Error writing to file: %s\n", shader_path);
|
||||
}
|
||||
for (int j = 0; j < num_shaders; j++) {
|
||||
fprintf(f, "%s", code[j]);
|
||||
}
|
||||
fclose(f);
|
||||
printf("Shader file written to disk: %s\n", shader_path);
|
||||
}
|
||||
|
||||
GPUShader *GPU_shader_create_ex(const char *vertexcode,
|
||||
const char *fragcode,
|
||||
const char *geocode,
|
||||
const char *libcode,
|
||||
const char *defines,
|
||||
const eGPUShaderTFBType tf_type,
|
||||
const char **tf_names,
|
||||
const int tf_count,
|
||||
const char *shname)
|
||||
{
|
||||
GLint status;
|
||||
GLchar log[5000];
|
||||
GLsizei length = 0;
|
||||
GPUShader *shader;
|
||||
char standard_defines[MAX_DEFINE_LENGTH] = "";
|
||||
char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
|
||||
|
||||
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
|
||||
gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
|
||||
|
||||
#ifndef NDEBUG
|
||||
BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
|
||||
#else
|
||||
UNUSED_VARS(shname);
|
||||
#endif
|
||||
|
||||
/* At least a vertex shader and a fragment shader are required. */
|
||||
BLI_assert((fragcode != NULL) && (vertexcode != NULL));
|
||||
|
||||
if (vertexcode) {
|
||||
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
}
|
||||
if (fragcode) {
|
||||
shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
}
|
||||
if (geocode) {
|
||||
shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
}
|
||||
|
||||
shader->program = glCreateProgram();
|
||||
|
||||
if (!shader->program || (vertexcode && !shader->vertex) || (fragcode && !shader->fragment) ||
|
||||
(geocode && !shader->geometry)) {
|
||||
fprintf(stderr, "GPUShader, object creation failed.\n");
|
||||
GPU_shader_free(shader);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
gpu_shader_standard_defines(standard_defines);
|
||||
gpu_shader_standard_extensions(standard_extensions);
|
||||
|
||||
if (vertexcode) {
|
||||
const char *source[6];
|
||||
/* custom limit, may be too small, beware */
|
||||
int num_source = 0;
|
||||
|
||||
source[num_source++] = gpu_shader_version();
|
||||
source[num_source++] =
|
||||
"#define GPU_VERTEX_SHADER\n"
|
||||
"#define IN_OUT out\n";
|
||||
source[num_source++] = standard_extensions;
|
||||
source[num_source++] = standard_defines;
|
||||
|
||||
if (defines) {
|
||||
source[num_source++] = defines;
|
||||
}
|
||||
source[num_source++] = vertexcode;
|
||||
|
||||
gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
|
||||
|
||||
glAttachShader(shader->program, shader->vertex);
|
||||
glShaderSource(shader->vertex, num_source, source, NULL);
|
||||
|
||||
glCompileShader(shader->vertex);
|
||||
glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
|
||||
|
||||
if (!status) {
|
||||
glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
|
||||
shader_print_errors("compile", log, source, num_source);
|
||||
|
||||
GPU_shader_free(shader);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (fragcode) {
|
||||
const char *source[7];
|
||||
int num_source = 0;
|
||||
|
||||
source[num_source++] = gpu_shader_version();
|
||||
source[num_source++] =
|
||||
"#define GPU_FRAGMENT_SHADER\n"
|
||||
"#define IN_OUT in\n";
|
||||
source[num_source++] = standard_extensions;
|
||||
source[num_source++] = standard_defines;
|
||||
|
||||
if (defines) {
|
||||
source[num_source++] = defines;
|
||||
}
|
||||
if (libcode) {
|
||||
source[num_source++] = libcode;
|
||||
}
|
||||
source[num_source++] = fragcode;
|
||||
|
||||
gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
|
||||
|
||||
glAttachShader(shader->program, shader->fragment);
|
||||
glShaderSource(shader->fragment, num_source, source, NULL);
|
||||
|
||||
glCompileShader(shader->fragment);
|
||||
glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
|
||||
|
||||
if (!status) {
|
||||
glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
|
||||
shader_print_errors("compile", log, source, num_source);
|
||||
|
||||
GPU_shader_free(shader);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (geocode) {
|
||||
const char *source[6];
|
||||
int num_source = 0;
|
||||
|
||||
source[num_source++] = gpu_shader_version();
|
||||
source[num_source++] = "#define GPU_GEOMETRY_SHADER\n";
|
||||
source[num_source++] = standard_extensions;
|
||||
source[num_source++] = standard_defines;
|
||||
|
||||
if (defines) {
|
||||
source[num_source++] = defines;
|
||||
}
|
||||
source[num_source++] = geocode;
|
||||
|
||||
gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
|
||||
|
||||
glAttachShader(shader->program, shader->geometry);
|
||||
glShaderSource(shader->geometry, num_source, source, NULL);
|
||||
|
||||
glCompileShader(shader->geometry);
|
||||
glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
|
||||
|
||||
if (!status) {
|
||||
glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
|
||||
shader_print_errors("compile", log, source, num_source);
|
||||
|
||||
GPU_shader_free(shader);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (tf_names != NULL) {
|
||||
glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
|
||||
/* Primitive type must be setup */
|
||||
BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
|
||||
shader->feedback_transform_type = tf_type;
|
||||
}
|
||||
|
||||
glLinkProgram(shader->program);
|
||||
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
|
||||
if (!status) {
|
||||
glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
|
||||
/* print attached shaders in pipeline order */
|
||||
if (vertexcode) {
|
||||
shader_print_errors("linking", log, &vertexcode, 1);
|
||||
}
|
||||
if (geocode) {
|
||||
shader_print_errors("linking", log, &geocode, 1);
|
||||
}
|
||||
if (libcode) {
|
||||
shader_print_errors("linking", log, &libcode, 1);
|
||||
}
|
||||
if (fragcode) {
|
||||
shader_print_errors("linking", log, &fragcode, 1);
|
||||
}
|
||||
|
||||
GPU_shader_free(shader);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
glUseProgram(shader->program);
|
||||
shader->interface = GPU_shaderinterface_create(shader->program);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
#undef DEBUG_SHADER_GEOMETRY
|
||||
#undef DEBUG_SHADER_FRAGMENT
|
||||
#undef DEBUG_SHADER_VERTEX
|
||||
#undef DEBUG_SHADER_NONE
|
||||
|
||||
static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
|
||||
{
|
||||
bool is_alloc = false;
|
||||
if (str_arr == NULL) {
|
||||
*r_is_alloc = false;
|
||||
return NULL;
|
||||
}
|
||||
/* Skip empty strings (avoid alloc if we can). */
|
||||
while (str_arr[0] && str_arr[0][0] == '\0') {
|
||||
str_arr++;
|
||||
}
|
||||
int i;
|
||||
for (i = 0; str_arr[i]; i++) {
|
||||
if (i != 0 && str_arr[i][0] != '\0') {
|
||||
is_alloc = true;
|
||||
}
|
||||
}
|
||||
*r_is_alloc = is_alloc;
|
||||
if (is_alloc) {
|
||||
return BLI_string_join_arrayN(str_arr, i);
|
||||
}
|
||||
else {
|
||||
return str_arr[0];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
|
||||
*
|
||||
* Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
|
||||
*
|
||||
* It has the advantage that each item can be conditionally included
|
||||
* without having to build the string inline, then free it.
|
||||
*
|
||||
* \param params: NULL terminated arrays of strings.
|
||||
*
|
||||
* Example:
|
||||
* \code{.c}
|
||||
* sh = GPU_shader_create_from_arrays({
|
||||
* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
|
||||
* .geom = (const char *[]){shader_geom_glsl, NULL},
|
||||
* .frag = (const char *[]){shader_frag_glsl, NULL},
|
||||
* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
|
||||
* });
|
||||
* \endcode
|
||||
*/
|
||||
struct GPUShader *GPU_shader_create_from_arrays_impl(
|
||||
const struct GPU_ShaderCreateFromArray_Params *params)
|
||||
{
|
||||
struct {
|
||||
const char *str;
|
||||
bool is_alloc;
|
||||
} str_dst[4] = {{0}};
|
||||
const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
|
||||
|
||||
for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
|
||||
str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
|
||||
}
|
||||
|
||||
GPUShader *sh = GPU_shader_create(
|
||||
str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, __func__);
|
||||
|
||||
for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
|
||||
if (str_dst[i].is_alloc) {
|
||||
MEM_freeN((void *)str_dst[i].str);
|
||||
}
|
||||
}
|
||||
return sh;
|
||||
}
|
||||
|
||||
void GPU_shader_bind(GPUShader *shader)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
|
||||
glUseProgram(shader->program);
|
||||
GPU_matrix_bind(shader->interface);
|
||||
GPU_shader_set_srgb_uniform(shader->interface);
|
||||
}
|
||||
|
||||
void GPU_shader_unbind(void)
|
||||
{
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
|
||||
{
|
||||
if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
|
||||
|
||||
switch (shader->feedback_transform_type) {
|
||||
case GPU_SHADER_TFB_POINTS:
|
||||
glBeginTransformFeedback(GL_POINTS);
|
||||
return true;
|
||||
case GPU_SHADER_TFB_LINES:
|
||||
glBeginTransformFeedback(GL_LINES);
|
||||
return true;
|
||||
case GPU_SHADER_TFB_TRIANGLES:
|
||||
glBeginTransformFeedback(GL_TRIANGLES);
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
|
||||
{
|
||||
glEndTransformFeedback();
|
||||
}
|
||||
|
||||
void GPU_shader_free(GPUShader *shader)
|
||||
{
|
||||
#if 0 /* Would be nice to have, but for now the Deferred compilation \
|
||||
* does not have a GPUContext. */
|
||||
BLI_assert(GPU_context_active_get() != NULL);
|
||||
#endif
|
||||
BLI_assert(shader);
|
||||
|
||||
if (shader->vertex) {
|
||||
glDeleteShader(shader->vertex);
|
||||
}
|
||||
if (shader->geometry) {
|
||||
glDeleteShader(shader->geometry);
|
||||
}
|
||||
if (shader->fragment) {
|
||||
glDeleteShader(shader->fragment);
|
||||
}
|
||||
if (shader->program) {
|
||||
glDeleteProgram(shader->program);
|
||||
}
|
||||
|
||||
if (shader->interface) {
|
||||
GPU_shaderinterface_discard(shader->interface);
|
||||
}
|
||||
|
||||
MEM_freeN(shader);
|
||||
}
|
||||
|
||||
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
|
||||
return uniform ? uniform->location : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
return GPU_shaderinterface_uniform_builtin(shader->interface, builtin);
|
||||
}
|
||||
|
||||
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
return GPU_shaderinterface_block_builtin(shader->interface, builtin);
|
||||
}
|
||||
|
||||
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
|
||||
return ubo ? ubo->location : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
|
||||
return ubo ? ubo->binding : -1;
|
||||
}
|
||||
|
||||
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *tex = GPU_shaderinterface_uniform(shader->interface, name);
|
||||
return tex ? tex->binding : -1;
|
||||
}
|
||||
|
||||
void *GPU_shader_get_interface(GPUShader *shader)
|
||||
{
|
||||
return shader->interface;
|
||||
}
|
||||
|
||||
/* Clement : Temp */
|
||||
int GPU_shader_get_program(GPUShader *shader)
|
||||
{
|
||||
return (int)shader->program;
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
|
||||
{
|
||||
if (location == -1) {
|
||||
return;
|
||||
}
|
||||
|
||||
glUniform1f(location, value);
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_vector(
|
||||
GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
|
||||
{
|
||||
if (location == -1 || value == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (length) {
|
||||
case 1:
|
||||
glUniform1fv(location, arraysize, value);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2fv(location, arraysize, value);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3fv(location, arraysize, value);
|
||||
break;
|
||||
case 4:
|
||||
glUniform4fv(location, arraysize, value);
|
||||
break;
|
||||
case 9:
|
||||
glUniformMatrix3fv(location, arraysize, 0, value);
|
||||
break;
|
||||
case 16:
|
||||
glUniformMatrix4fv(location, arraysize, 0, value);
|
||||
break;
|
||||
default:
|
||||
BLI_assert(0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_vector_int(
|
||||
GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
|
||||
{
|
||||
if (location == -1) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (length) {
|
||||
case 1:
|
||||
glUniform1iv(location, arraysize, value);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2iv(location, arraysize, value);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3iv(location, arraysize, value);
|
||||
break;
|
||||
case 4:
|
||||
glUniform4iv(location, arraysize, value);
|
||||
break;
|
||||
default:
|
||||
BLI_assert(0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
|
||||
{
|
||||
if (location == -1) {
|
||||
return;
|
||||
}
|
||||
|
||||
glUniform1i(location, value);
|
||||
}
|
||||
|
||||
void GPU_shader_set_srgb_uniform(const GPUShaderInterface *interface)
|
||||
{
|
||||
int32_t loc = GPU_shaderinterface_uniform_builtin(interface, GPU_UNIFORM_SRGB_TRANSFORM);
|
||||
if (loc != -1) {
|
||||
glUniform1i(loc, g_shader_builtin_srgb_transform);
|
||||
}
|
||||
}
|
||||
|
||||
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
|
||||
{
|
||||
BLI_assert(shader && shader->program);
|
||||
const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
|
||||
return attr ? attr->location : -1;
|
||||
}
|
||||
|
||||
char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len)
|
||||
{
|
||||
BLI_assert(GLEW_ARB_get_program_binary);
|
||||
char *r_binary;
|
||||
int binary_len = 0;
|
||||
|
||||
glGetProgramiv(shader->program, GL_PROGRAM_BINARY_LENGTH, &binary_len);
|
||||
r_binary = MEM_mallocN(binary_len, __func__);
|
||||
glGetProgramBinary(shader->program, binary_len, NULL, r_binary_format, r_binary);
|
||||
|
||||
if (r_binary_len) {
|
||||
*r_binary_len = binary_len;
|
||||
}
|
||||
|
||||
return r_binary;
|
||||
}
|
||||
|
||||
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
|
||||
{
|
||||
g_shader_builtin_srgb_transform = use_srgb_to_linear;
|
||||
}
|
||||
|
||||
static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
|
||||
[GPU_SHADER_TEXT] =
|
||||
{
|
||||
|
@ -1242,6 +517,7 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
|
|||
|
||||
return *sh_p;
|
||||
}
|
||||
|
||||
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
|
||||
{
|
||||
return GPU_shader_get_builtin_shader_with_config(shader, GPU_SHADER_CFG_DEFAULT);
|
Loading…
Reference in New Issue