
When WITH_LEGACY_OPENGL = OFF. This is our final target for Blender 2.8, all previous versions will be dropped in the future. GLSL 3.3 is richer so we don't require as many extensions.
914 lines
35 KiB
C
914 lines
35 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "BLI_math_base.h"
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#include "BLI_math_vector.h"
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#include "BKE_global.h"
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#include "GPU_compositing.h"
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#include "GPU_extensions.h"
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#include "GPU_shader.h"
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#include "GPU_uniformbuffer.h"
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#include "GPU_texture.h"
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#include "GPU_matrix.h"
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#include "gpu_shader_private.h"
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/* TODO(sergey): Find better default values for this constants. */
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#define MAX_DEFINE_LENGTH 1024
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#define MAX_EXT_DEFINE_LENGTH 1024
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/* Non-generated shaders */
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extern char datatoc_gpu_shader_depth_only_frag_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_checker_frag_glsl[];
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extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
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extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
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extern char datatoc_gpu_shader_2D_vert_glsl[];
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extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_2D_image_vert_glsl[];
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extern char datatoc_gpu_shader_3D_image_vert_glsl[];
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extern char datatoc_gpu_shader_image_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
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extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
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extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
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extern char datatoc_gpu_shader_instance_vert_glsl[];
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extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
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extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
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extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
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extern char datatoc_gpu_shader_instance_screen_aligned_axis_name_vert_glsl[];
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extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
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extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
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extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
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extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
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extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_vert_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
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extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
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extern char datatoc_gpu_shader_fire_frag_glsl[];
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extern char datatoc_gpu_shader_smoke_vert_glsl[];
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extern char datatoc_gpu_shader_smoke_frag_glsl[];
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extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
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extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
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extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
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extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
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extern char datatoc_gpu_shader_fx_dof_hq_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_hq_vert_glsl[];
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extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
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extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
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extern char datatoc_gpu_shader_fx_lib_glsl[];
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/* cache of built-in shaders (each is created on first use) */
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static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
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/* cache for shader fx. Those can exist in combinations so store them here */
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static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
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typedef struct {
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const char *vert;
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const char *frag;
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const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */
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} GPUShaderStages;
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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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#ifdef WITH_LEGACY_OPENGL
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if (GLEW_VERSION_3_3) {
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if (GPU_legacy_support()) {
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return "#version 330 compatibility\n";
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/* highest version that is widely supported
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* gives us native geometry shaders!
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* use compatibility profile so we can continue using builtin shader input/output names
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*/
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}
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else {
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return "#version 130\n";
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/* latest version that is compatible with existing shaders */
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}
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}
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else if (GLEW_VERSION_3_0) {
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return "#version 130\n";
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/* GLSL 1.3 has modern syntax/keywords/datatypes so use if available
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* older features are deprecated but still available without compatibility extension or profile
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*/
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}
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else {
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return "#version 120\n";
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/* minimum supported */
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}
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#else
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return "#version 330\n";
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#endif
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}
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static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH], bool use_geometry_shader)
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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_query_lod) {
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/* a #version 400 feature, but we use #version 150 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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#ifdef WITH_LEGACY_OPENGL
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if (use_geometry_shader && GPU_geometry_shader_support_via_extension()) {
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strcat(defines, "#extension GL_EXT_geometry_shader4: enable\n");
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}
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if (GLEW_VERSION_3_1 && !GLEW_VERSION_3_2 && GLEW_ARB_compatibility) {
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strcat(defines, "#extension GL_ARB_compatibility: enable\n");
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}
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if (!GLEW_VERSION_3_1) {
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if (GLEW_ARB_draw_instanced) {
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strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
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}
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if (!GLEW_VERSION_3_0) {
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strcat(defines, "#extension GL_EXT_gpu_shader4: require\n");
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}
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}
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#else
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(void)use_geometry_shader;
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#endif
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}
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static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
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bool use_opensubdiv,
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bool use_new_shading)
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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 (GLEW_VERSION_3_0) {
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/* TODO(merwin): revisit this version check; GLEW_VERSION_3_0 means GL 3.0 or newer */
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strcat(defines, "#define CLIP_WORKAROUND\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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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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if (GPU_bicubic_bump_support())
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strcat(defines, "#define BUMP_BICUBIC\n");
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if (GLEW_VERSION_3_0) {
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strcat(defines, "#define BIT_OPERATIONS\n");
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}
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#ifdef WITH_OPENSUBDIV
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/* TODO(sergey): Check whether we actually compiling shader for
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* the OpenSubdiv mesh.
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*/
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if (use_opensubdiv) {
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strcat(defines, "#define USE_OPENSUBDIV\n");
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/* TODO(sergey): not strictly speaking a define, but this is
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* a global typedef which we don't have better place to define
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* in yet.
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*/
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strcat(defines, "struct VertexData {\n"
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" vec4 position;\n"
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" vec3 normal;\n"
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" vec2 uv;"
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"};\n");
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}
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#else
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UNUSED_VARS(use_opensubdiv);
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#endif
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if (use_new_shading) {
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strcat(defines, "#define USE_NEW_SHADING\n");
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}
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return;
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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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int input,
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int output,
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int number)
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{
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return GPU_shader_create_ex(vertexcode,
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fragcode,
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geocode,
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libcode,
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defines,
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input,
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output,
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number,
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GPU_SHADER_FLAGS_NONE);
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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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int input,
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int output,
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int number,
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const int flags)
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{
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#ifdef WITH_OPENSUBDIV
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/* TODO(sergey): used to add #version 150 to the geometry shader.
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* Could safely be renamed to "use_geometry_code" since it's very
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* likely any of geometry code will want to use GLSL 1.5.
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*/
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bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
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#else
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UNUSED_VARS(flags);
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bool use_opensubdiv = false;
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#endif
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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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if (geocode && !GPU_geometry_shader_support())
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return NULL;
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shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
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if (vertexcode)
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shader->vertex = glCreateShader(GL_VERTEX_SHADER);
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if (fragcode)
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shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
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if (geocode)
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shader->geometry = glCreateShader(GL_GEOMETRY_SHADER_EXT);
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shader->program = glCreateProgram();
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if (!shader->program ||
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(vertexcode && !shader->vertex) ||
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(fragcode && !shader->fragment) ||
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(geocode && !shader->geometry))
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{
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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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use_opensubdiv,
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(flags & GPU_SHADER_FLAGS_NEW_SHADING) != 0);
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gpu_shader_standard_extensions(standard_extensions, geocode != NULL);
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if (vertexcode) {
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const char *source[5];
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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++] = standard_extensions;
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source[num_source++] = standard_defines;
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if (defines) source[num_source++] = defines;
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source[num_source++] = vertexcode;
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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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|
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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++] = standard_extensions;
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source[num_source++] = standard_defines;
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#ifdef WITH_OPENSUBDIV
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/* TODO(sergey): Move to fragment shader source code generation. */
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if (use_opensubdiv) {
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source[num_source++] =
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"#ifdef USE_OPENSUBDIV\n"
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"in block {\n"
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" VertexData v;\n"
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"} inpt;\n"
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"#endif\n";
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}
|
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#endif
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|
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if (defines) source[num_source++] = defines;
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if (libcode) source[num_source++] = libcode;
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source[num_source++] = fragcode;
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|
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glAttachShader(shader->program, shader->fragment);
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glShaderSource(shader->fragment, num_source, source, NULL);
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|
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glCompileShader(shader->fragment);
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glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
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|
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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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|
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GPU_shader_free(shader);
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return NULL;
|
|
}
|
|
}
|
|
|
|
if (geocode) {
|
|
const char *source[6];
|
|
int num_source = 0;
|
|
|
|
source[num_source++] = gpu_shader_version();
|
|
source[num_source++] = standard_extensions;
|
|
source[num_source++] = standard_defines;
|
|
|
|
if (defines) source[num_source++] = defines;
|
|
source[num_source++] = geocode;
|
|
|
|
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 (!use_opensubdiv) {
|
|
GPU_shader_geometry_stage_primitive_io(shader, input, output, number);
|
|
}
|
|
}
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
if (use_opensubdiv) {
|
|
glBindAttribLocation(shader->program, 0, "position");
|
|
glBindAttribLocation(shader->program, 1, "normal");
|
|
GPU_shader_geometry_stage_primitive_io(shader,
|
|
GL_LINES_ADJACENCY_EXT,
|
|
GL_TRIANGLE_STRIP,
|
|
4);
|
|
}
|
|
#endif
|
|
|
|
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;
|
|
}
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
/* TODO(sergey): Find a better place for this. */
|
|
if (use_opensubdiv && GLEW_VERSION_4_1) {
|
|
glProgramUniform1i(shader->program,
|
|
glGetUniformLocation(shader->program, "FVarDataOffsetBuffer"),
|
|
30); /* GL_TEXTURE30 */
|
|
|
|
glProgramUniform1i(shader->program,
|
|
glGetUniformLocation(shader->program, "FVarDataBuffer"),
|
|
31); /* GL_TEXTURE31 */
|
|
}
|
|
#endif
|
|
|
|
shader->interface = ShaderInterface_create(shader->program);
|
|
|
|
return shader;
|
|
}
|
|
|
|
void GPU_shader_bind(GPUShader *shader)
|
|
{
|
|
BLI_assert(shader && shader->program);
|
|
|
|
glUseProgram(shader->program);
|
|
gpuBindMatrices(shader->program);
|
|
}
|
|
|
|
void GPU_shader_unbind(void)
|
|
{
|
|
glUseProgram(0);
|
|
}
|
|
|
|
void GPU_shader_free(GPUShader *shader)
|
|
{
|
|
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->uniform_interface)
|
|
MEM_freeN(shader->uniform_interface);
|
|
|
|
if (shader->interface)
|
|
ShaderInterface_discard(shader->interface);
|
|
|
|
MEM_freeN(shader);
|
|
}
|
|
|
|
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
|
|
{
|
|
BLI_assert(shader && shader->program);
|
|
|
|
return glGetUniformLocation(shader->program, name);
|
|
}
|
|
|
|
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
|
|
{
|
|
BLI_assert(shader && shader->program);
|
|
|
|
return glGetUniformBlockIndex(shader->program, name);
|
|
}
|
|
|
|
void *GPU_fx_shader_get_interface(GPUShader *shader)
|
|
{
|
|
return shader->uniform_interface;
|
|
}
|
|
|
|
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_fx_shader_set_interface(GPUShader *shader, void *interface)
|
|
{
|
|
shader->uniform_interface = interface;
|
|
}
|
|
|
|
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
|
|
{
|
|
if (location == -1 || value == NULL)
|
|
return;
|
|
|
|
if (length == 1) glUniform1fv(location, arraysize, value);
|
|
else if (length == 2) glUniform2fv(location, arraysize, value);
|
|
else if (length == 3) glUniform3fv(location, arraysize, value);
|
|
else if (length == 4) glUniform4fv(location, arraysize, value);
|
|
else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
|
|
else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
|
|
}
|
|
|
|
void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
|
|
{
|
|
if (location == -1)
|
|
return;
|
|
|
|
if (length == 1) glUniform1iv(location, arraysize, value);
|
|
else if (length == 2) glUniform2iv(location, arraysize, value);
|
|
else if (length == 3) glUniform3iv(location, arraysize, value);
|
|
else if (length == 4) glUniform4iv(location, arraysize, value);
|
|
}
|
|
|
|
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
|
|
{
|
|
if (location == -1)
|
|
return;
|
|
|
|
glUniform1i(location, value);
|
|
}
|
|
|
|
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number)
|
|
{
|
|
if (GPU_geometry_shader_support_via_extension()) {
|
|
/* geometry shaders must provide this info themselves for #version 150 and up */
|
|
glProgramParameteriEXT(shader->program, GL_GEOMETRY_INPUT_TYPE_EXT, input);
|
|
glProgramParameteriEXT(shader->program, GL_GEOMETRY_OUTPUT_TYPE_EXT, output);
|
|
glProgramParameteriEXT(shader->program, GL_GEOMETRY_VERTICES_OUT_EXT, number);
|
|
}
|
|
}
|
|
|
|
void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
|
|
{
|
|
int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
|
|
|
|
if (location == -1) {
|
|
return;
|
|
}
|
|
|
|
glUniformBlockBinding(shader->program, location, bindpoint);
|
|
}
|
|
|
|
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
|
|
{
|
|
int number = GPU_texture_bound_number(tex);
|
|
int bindcode = GPU_texture_opengl_bindcode(tex);
|
|
int target = GPU_texture_target(tex);
|
|
|
|
if (number >= GPU_max_textures()) {
|
|
fprintf(stderr, "Not enough texture slots.\n");
|
|
return;
|
|
}
|
|
|
|
if (number == -1)
|
|
return;
|
|
|
|
if (location == -1)
|
|
return;
|
|
|
|
if (number != 0)
|
|
glActiveTexture(GL_TEXTURE0 + number);
|
|
|
|
if (bindcode != 0)
|
|
glBindTexture(target, bindcode);
|
|
else
|
|
GPU_invalid_tex_bind(target);
|
|
|
|
glUniform1i(location, number);
|
|
|
|
if (number != 0)
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
|
|
{
|
|
BLI_assert(shader && shader->program);
|
|
|
|
return glGetAttribLocation(shader->program, name);
|
|
}
|
|
|
|
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
|
|
{
|
|
BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
|
|
|
|
static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
|
|
[GPU_SHADER_VSM_STORE] = { datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl },
|
|
[GPU_SHADER_SEP_GAUSSIAN_BLUR] = { datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
|
|
datatoc_gpu_shader_sep_gaussian_blur_frag_glsl },
|
|
[GPU_SHADER_SMOKE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
|
|
[GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
|
|
[GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
|
|
|
|
[GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
|
|
[GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
|
|
datatoc_gpu_shader_keyframe_diamond_frag_glsl },
|
|
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
|
|
/* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
|
|
/* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
|
|
[GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl },
|
|
[GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl,
|
|
datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
|
|
[GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
|
|
datatoc_gpu_shader_edges_overlay_frag_glsl,
|
|
datatoc_gpu_shader_edges_overlay_geom_glsl },
|
|
[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
|
|
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
|
|
|
|
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl,
|
|
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
|
|
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
|
|
datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
|
|
[GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
|
|
datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl },
|
|
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
|
|
datatoc_gpu_shader_image_depth_linear_frag_glsl },
|
|
|
|
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
|
|
datatoc_gpu_shader_image_interlace_frag_glsl },
|
|
[GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
|
|
|
|
[GPU_SHADER_2D_DIAG_STRIPES] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_diag_stripes_frag_glsl },
|
|
|
|
[GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
|
|
[GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl },
|
|
[GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
|
|
datatoc_gpu_shader_2D_smooth_color_frag_glsl },
|
|
[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
|
|
datatoc_gpu_shader_image_color_frag_glsl },
|
|
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
|
|
datatoc_gpu_shader_image_shuffle_color_frag_glsl },
|
|
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
|
|
[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl },
|
|
[GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
|
|
datatoc_gpu_shader_3D_smooth_color_frag_glsl },
|
|
[GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
|
|
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
|
|
datatoc_gpu_shader_uniform_color_frag_glsl },
|
|
|
|
[GPU_SHADER_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
|
|
[GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl,
|
|
datatoc_gpu_shader_uniform_color_frag_glsl,
|
|
datatoc_gpu_shader_3D_groundline_geom_glsl },
|
|
|
|
[GPU_SHADER_2D_LINE_DASHED_COLOR] = { datatoc_gpu_shader_2D_line_dashed_vert_glsl,
|
|
datatoc_gpu_shader_2D_line_dashed_frag_glsl },
|
|
|
|
[GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
|
|
{ datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
|
|
datatoc_gpu_shader_simple_lighting_frag_glsl},
|
|
[GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl},
|
|
[GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl},
|
|
[GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = { datatoc_gpu_shader_instance_screen_aligned_axis_name_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl},
|
|
|
|
[GPU_SHADER_CAMERA] = { datatoc_gpu_shader_instance_camera_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl},
|
|
[GPU_SHADER_DISTANCE_LINES] = { datatoc_gpu_shader_instance_distance_line_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl},
|
|
|
|
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
|
|
{ datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
|
|
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
|
|
{ datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
|
|
datatoc_gpu_shader_point_varying_color_frag_glsl },
|
|
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
|
|
{ datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
|
|
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
|
|
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
|
|
{ datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
|
|
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
|
|
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
|
|
{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
|
|
datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
|
|
[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
|
|
datatoc_gpu_shader_point_uniform_color_frag_glsl },
|
|
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
|
|
datatoc_gpu_shader_point_varying_color_frag_glsl },
|
|
[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
|
|
datatoc_gpu_shader_point_uniform_color_frag_glsl },
|
|
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
|
|
{ datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
|
|
datatoc_gpu_shader_point_varying_color_frag_glsl },
|
|
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
|
|
{ datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
|
|
datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
|
|
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
|
|
{ datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
|
|
datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
|
|
|
|
[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
|
|
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
|
|
{ datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl },
|
|
[GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = { datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_frag_glsl,
|
|
datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
|
|
};
|
|
|
|
if (builtin_shaders[shader] == NULL) {
|
|
/* just a few special cases */
|
|
const char *defines = (shader == GPU_SHADER_SMOKE_COBA) ? "#define USE_COBA;\n" :
|
|
(shader == GPU_SHADER_SIMPLE_LIGHTING) ? "#define USE_NORMALS;\n" :
|
|
(shader == GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR) ? "#define USE_INSTANCE_COLOR;\n" : NULL;
|
|
|
|
const GPUShaderStages *stages = builtin_shader_stages + shader;
|
|
|
|
if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) {
|
|
/* TODO: remove after switch to core profile (maybe) */
|
|
static const GPUShaderStages legacy_fancy_edges =
|
|
{ datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
|
|
datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl };
|
|
stages = &legacy_fancy_edges;
|
|
}
|
|
|
|
/* common case */
|
|
builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom,
|
|
NULL, defines, 0, 0, 0);
|
|
}
|
|
|
|
return builtin_shaders[shader];
|
|
}
|
|
|
|
#define MAX_DEFINES 100
|
|
|
|
GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
|
|
{
|
|
int offset;
|
|
char defines[MAX_DEFINES] = "";
|
|
/* avoid shaders out of range */
|
|
if (effect >= MAX_FX_SHADERS)
|
|
return NULL;
|
|
|
|
offset = 2 * effect;
|
|
|
|
if (persp) {
|
|
offset += 1;
|
|
strcat(defines, "#define PERSP_MATRIX\n");
|
|
}
|
|
|
|
if (!fx_shaders[offset]) {
|
|
GPUShader *shader = NULL;
|
|
|
|
switch (effect) {
|
|
case GPU_SHADER_FX_SSAO:
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
|
break;
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
|
|
strcat(defines, "#define FIRST_PASS\n");
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
|
break;
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
|
|
strcat(defines, "#define SECOND_PASS\n");
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
|
break;
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
|
|
strcat(defines, "#define THIRD_PASS\n");
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
|
break;
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
|
|
strcat(defines, "#define FOURTH_PASS\n");
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
|
break;
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
|
|
strcat(defines, "#define FIFTH_PASS\n");
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
|
break;
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
|
|
strcat(defines, "#define FIRST_PASS\n");
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
|
break;
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
|
|
strcat(defines, "#define SECOND_PASS\n");
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl,
|
|
defines, GL_POINTS, GL_TRIANGLE_STRIP, 4);
|
|
break;
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
|
|
strcat(defines, "#define THIRD_PASS\n");
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
|
|
break;
|
|
|
|
case GPU_SHADER_FX_DEPTH_RESOLVE:
|
|
shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
|
|
break;
|
|
}
|
|
|
|
fx_shaders[offset] = shader;
|
|
GPU_fx_shader_init_interface(shader, effect);
|
|
}
|
|
|
|
return fx_shaders[offset];
|
|
}
|
|
|
|
|
|
void GPU_shader_free_builtin_shaders(void)
|
|
{
|
|
for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
|
|
if (builtin_shaders[i]) {
|
|
GPU_shader_free(builtin_shaders[i]);
|
|
builtin_shaders[i] = NULL;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
|
|
if (fx_shaders[i]) {
|
|
GPU_shader_free(fx_shaders[i]);
|
|
fx_shaders[i] = NULL;
|
|
}
|
|
}
|
|
}
|