GPUShader: Add meaningful debug names to builtin shaders

This makes the debugging easier.
This commit is contained in:
Clément Foucault 2020-09-16 01:40:04 +02:00
parent 0dd44f4647
commit 1858535a10
2 changed files with 76 additions and 12 deletions

View File

@ -72,6 +72,10 @@ struct GPUShader *GPU_shader_create_from_arrays_impl(
GPU_shader_create_from_arrays_impl( \
&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, __func__, __LINE__)
#define GPU_shader_create_from_arrays_named(name, ...) \
GPU_shader_create_from_arrays_impl( \
&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, name, 0)
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);

View File

@ -152,6 +152,7 @@ const struct GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN] = {
static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{NULL}};
typedef struct {
const char *name;
const char *vert;
/** Optional. */
const char *geom;
@ -163,116 +164,138 @@ typedef struct {
static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_TEXT] =
{
.name = "GPU_SHADER_TEXT",
.vert = datatoc_gpu_shader_text_vert_glsl,
.frag = datatoc_gpu_shader_text_frag_glsl,
},
[GPU_SHADER_KEYFRAME_DIAMOND] =
{
.name = "GPU_SHADER_KEYFRAME_DIAMOND",
.vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
.frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
},
[GPU_SHADER_SIMPLE_LIGHTING] =
{
.name = "GPU_SHADER_SIMPLE_LIGHTING",
.vert = datatoc_gpu_shader_3D_normal_vert_glsl,
.frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
},
[GPU_SHADER_2D_CHECKER] =
{
.name = "GPU_SHADER_2D_CHECKER",
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_checker_frag_glsl,
},
[GPU_SHADER_2D_DIAG_STRIPES] =
{
.name = "GPU_SHADER_2D_DIAG_STRIPES",
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_diag_stripes_frag_glsl,
},
[GPU_SHADER_2D_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_2D_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_2D_FLAT_COLOR] =
{
.name = "GPU_SHADER_2D_FLAT_COLOR",
.vert = datatoc_gpu_shader_2D_flat_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_2D_SMOOTH_COLOR] =
{
.name = "GPU_SHADER_2D_SMOOTH_COLOR",
.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
{
.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE",
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_overlays_merge_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE] =
{
.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl,
},
[GPU_SHADER_2D_IMAGE] =
{
.name = "GPU_SHADER_2D_IMAGE",
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_COLOR",
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_color_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_DESATURATE_COLOR",
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR",
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_RECT_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_RECT_COLOR",
.vert = datatoc_gpu_shader_2D_image_rect_vert_glsl,
.frag = datatoc_gpu_shader_image_color_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR",
.vert = datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
.frag = datatoc_gpu_shader_image_varying_color_frag_glsl,
},
[GPU_SHADER_3D_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_FLAT_COLOR] =
{
.name = "GPU_SHADER_3D_FLAT_COLOR",
.vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_3D_SMOOTH_COLOR] =
{
.name = "GPU_SHADER_3D_SMOOTH_COLOR",
.vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl,
},
[GPU_SHADER_3D_DEPTH_ONLY] =
{
.name = "GPU_SHADER_3D_DEPTH_ONLY",
.vert = datatoc_gpu_shader_3D_vert_glsl,
.frag = datatoc_gpu_shader_depth_only_frag_glsl,
},
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
.geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
.frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
@ -280,6 +303,7 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
},
[GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
.geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
.frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
@ -288,6 +312,7 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
},
[GPU_SHADER_3D_POLYLINE_FLAT_COLOR] =
{
.name = "GPU_SHADER_3D_POLYLINE_FLAT_COLOR",
.vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
.geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
.frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
@ -295,6 +320,7 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
},
[GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR] =
{
.name = "GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR",
.vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
.geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
.frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
@ -303,73 +329,87 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
},
[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
},
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
},
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
{
.name = "GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR",
.vert = datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
.vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
.vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA",
.vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl,
},
[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
{
.name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
.vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
{
.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
.vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{
.name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
.vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
},
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{
.name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
.vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
},
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{
.name = "GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE",
.vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
.defs = "#define UNIFORM_SCALE\n",
@ -377,32 +417,38 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_2D_AREA_EDGES] =
{
.name = "GPU_SHADER_2D_AREA_EDGES",
.vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
.frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
},
[GPU_SHADER_2D_WIDGET_BASE] =
{
.name = "GPU_SHADER_2D_WIDGET_BASE",
.vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
.frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
},
[GPU_SHADER_2D_WIDGET_BASE_INST] =
{
.name = "GPU_SHADER_2D_WIDGET_BASE_INST",
.vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
.frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
.defs = "#define USE_INSTANCE\n",
},
[GPU_SHADER_2D_WIDGET_SHADOW] =
{
.name = "GPU_SHADER_2D_WIDGET_SHADOW",
.vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
.frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
},
[GPU_SHADER_2D_NODELINK] =
{
.name = "GPU_SHADER_2D_NODELINK",
.vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
.frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
},
[GPU_SHADER_2D_NODELINK_INST] =
{
.name = "GPU_SHADER_2D_NODELINK_INST",
.vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
.frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
.defs = "#define USE_INSTANCE\n",
@ -410,43 +456,51 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_2D_UV_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_2D_UV_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_2D_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
.defs = "#define UV_POS\n",
},
[GPU_SHADER_2D_UV_VERTS] =
{
.name = "GPU_SHADER_2D_UV_VERTS",
.vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
},
[GPU_SHADER_2D_UV_FACEDOTS] =
{
.name = "GPU_SHADER_2D_UV_FACEDOTS",
.vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
},
[GPU_SHADER_2D_UV_EDGES] =
{
.name = "GPU_SHADER_2D_UV_EDGES",
.vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
.frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl,
},
[GPU_SHADER_2D_UV_EDGES_SMOOTH] =
{
.name = "GPU_SHADER_2D_UV_EDGES_SMOOTH",
.vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
.frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl,
.defs = "#define SMOOTH_COLOR\n",
},
[GPU_SHADER_2D_UV_FACES] =
{
.name = "GPU_SHADER_2D_UV_FACES",
.vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
},
[GPU_SHADER_2D_UV_FACES_STRETCH_AREA] =
{
.name = "GPU_SHADER_2D_UV_FACES_STRETCH_AREA",
.vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
},
[GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] =
{
.name = "GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE",
.vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
.defs = "#define STRETCH_ANGLE\n",
@ -454,6 +508,7 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_GPENCIL_STROKE] =
{
.name = "GPU_SHADER_GPENCIL_STROKE",
.vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl,
.geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
.frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
@ -461,6 +516,7 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_GPENCIL_FILL] =
{
.name = "GPU_SHADER_GPENCIL_FILL",
.vert = datatoc_gpu_shader_gpencil_fill_vert_glsl,
.frag = datatoc_gpu_shader_gpencil_fill_frag_glsl,
},
@ -478,12 +534,14 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
/* common case */
if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
*sh_p = GPU_shader_create_from_arrays({
.vert = (const char *[]){stages->vert, NULL},
.geom = (const char *[]){stages->geom, NULL},
.frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
.defs = (const char *[]){stages->defs, NULL},
});
*sh_p = GPU_shader_create_from_arrays_named(
stages->name,
{
.vert = (const char *[]){stages->vert, NULL},
.geom = (const char *[]){stages->geom, NULL},
.frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
.defs = (const char *[]){stages->defs, NULL},
});
}
else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
/* Remove eventually, for now ensure support for each shader has been added. */
@ -499,12 +557,14 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
/* In rare cases geometry shaders calculate clipping themselves. */
*sh_p = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib, stages->vert, NULL},
.geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
.frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
.defs = (const char *[]){world_clip_def, stages->defs, NULL},
});
*sh_p = GPU_shader_create_from_arrays_named(
stages->name,
{
.vert = (const char *[]){world_clip_lib, stages->vert, NULL},
.geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
.frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
.defs = (const char *[]){world_clip_def, stages->defs, NULL},
});
}
else {
BLI_assert(0);