2 * ***** BEGIN GPL LICENSE BLOCK *****
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software Foundation,
16 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
18 * The Original Code is Copyright (C) 2005 Blender Foundation.
19 * All rights reserved.
21 * The Original Code is: all of this file.
23 * Contributor(s): Brecht Van Lommel.
25 * ***** END GPL LICENSE BLOCK *****
28 /** \file blender/gpu/intern/gpu_shader.c
32 #include "MEM_guardedalloc.h"
34 #include "BLI_utildefines.h"
35 #include "BLI_math_base.h"
36 #include "BLI_math_vector.h"
37 #include "BLI_path_util.h"
38 #include "BLI_string.h"
40 #include "BKE_appdir.h"
41 #include "BKE_global.h"
43 #include "DNA_space_types.h"
45 #include "GPU_extensions.h"
46 #include "GPU_context.h"
47 #include "GPU_matrix.h"
48 #include "GPU_shader.h"
49 #include "GPU_texture.h"
50 #include "GPU_uniformbuffer.h"
52 #include "gpu_shader_private.h"
54 /* Adjust these constants as needed. */
55 #define MAX_DEFINE_LENGTH 256
56 #define MAX_EXT_DEFINE_LENGTH 256
58 /* Non-generated shaders */
59 extern char datatoc_gpu_shader_depth_only_frag_glsl[];
60 extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
61 extern char datatoc_gpu_shader_checker_frag_glsl[];
62 extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
63 extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
64 extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
65 extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
66 extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
67 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
68 extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
69 extern char datatoc_gpu_shader_flat_id_frag_glsl[];
70 extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
71 extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
72 extern char datatoc_gpu_shader_2D_vert_glsl[];
73 extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
74 extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
75 extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
76 extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
77 extern char datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl[];
78 extern char datatoc_gpu_shader_2D_image_vert_glsl[];
79 extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
80 extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
81 extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
82 extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[];
83 extern char datatoc_gpu_shader_2D_widget_shadow_vert_glsl[];
84 extern char datatoc_gpu_shader_2D_widget_shadow_frag_glsl[];
85 extern char datatoc_gpu_shader_2D_nodelink_frag_glsl[];
86 extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[];
88 extern char datatoc_gpu_shader_3D_image_vert_glsl[];
89 extern char datatoc_gpu_shader_image_frag_glsl[];
90 extern char datatoc_gpu_shader_image_linear_frag_glsl[];
91 extern char datatoc_gpu_shader_image_color_frag_glsl[];
92 extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
93 extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
94 extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
95 extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
96 extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
97 extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
98 extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
99 extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
100 extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
101 extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
102 extern char datatoc_gpu_shader_3D_vert_glsl[];
103 extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
104 extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
105 extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
106 extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
107 extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
108 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
109 extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
110 extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
112 extern char datatoc_gpu_shader_instance_vert_glsl[];
113 extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
114 extern char datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl[];
115 extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
116 extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
117 extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[];
118 extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
119 extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
120 extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
121 extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
122 extern char datatoc_gpu_shader_instance_mball_handles_vert_glsl[];
124 extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
125 extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
127 extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
128 extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
129 extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
130 extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
131 extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
132 extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
133 extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
134 extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
135 extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
136 extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
137 extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
138 extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
139 extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
140 extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
141 extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
143 extern char datatoc_gpu_shader_2D_edituvs_points_vert_glsl[];
144 extern char datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl[];
145 extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[];
146 extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[];
147 extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[];
149 extern char datatoc_gpu_shader_3D_selection_id_vert_glsl[];
150 extern char datatoc_gpu_shader_selection_id_frag_glsl[];
152 extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
153 extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
154 extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
155 extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[];
156 extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
158 extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
159 extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
160 extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
161 extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
162 extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
163 extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
164 extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
165 extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
166 extern char datatoc_gpu_shader_text_vert_glsl[];
167 extern char datatoc_gpu_shader_text_geom_glsl[];
168 extern char datatoc_gpu_shader_text_frag_glsl[];
169 extern char datatoc_gpu_shader_text_simple_vert_glsl[];
170 extern char datatoc_gpu_shader_text_simple_geom_glsl[];
171 extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
172 extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
174 extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
175 extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
176 extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[];
178 extern char datatoc_gpu_shader_gpencil_fill_vert_glsl[];
179 extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[];
181 /* cache of built-in shaders (each is created on first use) */
182 static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
185 static uint g_shaderid = 0;
191 const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */
194 static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
198 fprintf(stderr, "GPUShader: %s error:\n", task);
200 for (int i = 0; i < totcode; i++) {
201 const char *c, *pos, *end = code[i] + strlen(code[i]);
203 if (G.debug & G_DEBUG) {
204 fprintf(stderr, "===== shader string %d ====\n", i + 1);
207 while ((c < end) && (pos = strchr(c, '\n'))) {
208 fprintf(stderr, "%2d ", line);
209 fwrite(c, (pos + 1) - c, 1, stderr);
214 fprintf(stderr, "%s", c);
218 fprintf(stderr, "%s\n", log);
221 static const char *gpu_shader_version(void)
223 return "#version 330\n";
226 static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
228 /* enable extensions for features that are not part of our base GLSL version
229 * don't use an extension for something already available!
232 if (GLEW_ARB_texture_gather) {
233 /* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
234 * is reported to be supported but yield a compile error (see T55802). */
235 if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
236 strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
238 /* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
239 * shader so double check the preprocessor define (see T56544). */
240 if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
241 strcat(defines, "#ifdef GL_ARB_texture_gather\n");
242 strcat(defines, "# define GPU_ARB_texture_gather\n");
243 strcat(defines, "#endif\n");
246 strcat(defines, "#define GPU_ARB_texture_gather\n");
250 if (GLEW_ARB_texture_query_lod) {
251 /* a #version 400 feature, but we use #version 330 maximum so use extension */
252 strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
256 static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
258 /* some useful defines to detect GPU type */
259 if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))
260 strcat(defines, "#define GPU_ATI\n");
261 else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
262 strcat(defines, "#define GPU_NVIDIA\n");
263 else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
264 strcat(defines, "#define GPU_INTEL\n");
269 GPUShader *GPU_shader_create(
270 const char *vertexcode,
271 const char *fragcode,
277 return GPU_shader_create_ex(
289 #define DEBUG_SHADER_NONE ""
290 #define DEBUG_SHADER_VERTEX "vert"
291 #define DEBUG_SHADER_FRAGMENT "frag"
292 #define DEBUG_SHADER_GEOMETRY "geom"
295 * Dump GLSL shaders to disk
297 * This is used for profiling shader performance externally and debug if shader code is correct.
298 * If called with no code, it simply bumps the shader index, so different shaders for the same
299 * program share the same index.
301 static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
303 if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
307 /* We use the same shader index for shaders in the same program.
308 * So we call this function once before calling for the individual shaders. */
309 static int shader_index = 0;
312 BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
316 /* Determine the full path of the new shader. */
317 char shader_path[FILE_MAX];
319 char file_name[512] = {'\0'};
320 sprintf(file_name, "%04d.%s", shader_index, extension);
322 BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
324 /* Write shader to disk. */
325 FILE *f = fopen(shader_path, "w");
327 printf("Error writing to file: %s\n", shader_path);
329 for (int j = 0; j < num_shaders; j++) {
330 fprintf(f, "%s", code[j]);
333 printf("Shader file written to disk: %s\n", shader_path);
336 GPUShader *GPU_shader_create_ex(
337 const char *vertexcode,
338 const char *fragcode,
342 const GPUShaderTFBType tf_type,
343 const char **tf_names,
351 char standard_defines[MAX_DEFINE_LENGTH] = "";
352 char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
354 shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
355 gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
358 BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
363 /* At least a vertex shader and a fragment shader are required. */
364 // BLI_assert((fragcode != NULL) && (vertexcode != NULL));
367 shader->vertex = glCreateShader(GL_VERTEX_SHADER);
369 shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
371 shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
373 shader->program = glCreateProgram();
375 if (!shader->program ||
376 (vertexcode && !shader->vertex) ||
377 (fragcode && !shader->fragment) ||
378 (geocode && !shader->geometry))
380 fprintf(stderr, "GPUShader, object creation failed.\n");
381 GPU_shader_free(shader);
385 gpu_shader_standard_defines(standard_defines);
386 gpu_shader_standard_extensions(standard_extensions);
389 const char *source[5];
390 /* custom limit, may be too small, beware */
393 source[num_source++] = gpu_shader_version();
394 source[num_source++] = standard_extensions;
395 source[num_source++] = standard_defines;
397 if (defines) source[num_source++] = defines;
398 source[num_source++] = vertexcode;
400 gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
402 glAttachShader(shader->program, shader->vertex);
403 glShaderSource(shader->vertex, num_source, source, NULL);
405 glCompileShader(shader->vertex);
406 glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
409 glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
410 shader_print_errors("compile", log, source, num_source);
412 GPU_shader_free(shader);
418 const char *source[7];
421 source[num_source++] = gpu_shader_version();
422 source[num_source++] = standard_extensions;
423 source[num_source++] = standard_defines;
425 if (defines) source[num_source++] = defines;
426 if (libcode) source[num_source++] = libcode;
427 source[num_source++] = fragcode;
429 gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
431 glAttachShader(shader->program, shader->fragment);
432 glShaderSource(shader->fragment, num_source, source, NULL);
434 glCompileShader(shader->fragment);
435 glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
438 glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
439 shader_print_errors("compile", log, source, num_source);
441 GPU_shader_free(shader);
447 const char *source[6];
450 source[num_source++] = gpu_shader_version();
451 source[num_source++] = standard_extensions;
452 source[num_source++] = standard_defines;
454 if (defines) source[num_source++] = defines;
455 source[num_source++] = geocode;
457 gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
459 glAttachShader(shader->program, shader->geometry);
460 glShaderSource(shader->geometry, num_source, source, NULL);
462 glCompileShader(shader->geometry);
463 glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
466 glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
467 shader_print_errors("compile", log, source, num_source);
469 GPU_shader_free(shader);
474 if (tf_names != NULL) {
475 glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
476 /* Primitive type must be setup */
477 BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
478 shader->feedback_transform_type = tf_type;
481 glLinkProgram(shader->program);
482 glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
484 glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
485 /* print attached shaders in pipeline order */
486 if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
487 if (geocode) shader_print_errors("linking", log, &geocode, 1);
488 if (libcode) shader_print_errors("linking", log, &libcode, 1);
489 if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
491 GPU_shader_free(shader);
495 shader->interface = GPU_shaderinterface_create(shader->program);
500 #undef DEBUG_SHADER_GEOMETRY
501 #undef DEBUG_SHADER_FRAGMENT
502 #undef DEBUG_SHADER_VERTEX
503 #undef DEBUG_SHADER_NONE
505 void GPU_shader_bind(GPUShader *shader)
507 BLI_assert(shader && shader->program);
509 glUseProgram(shader->program);
510 GPU_matrix_bind(shader->interface);
513 void GPU_shader_unbind(void)
518 bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
520 if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
524 glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
526 switch (shader->feedback_transform_type) {
527 case GPU_SHADER_TFB_POINTS: glBeginTransformFeedback(GL_POINTS); return true;
528 case GPU_SHADER_TFB_LINES: glBeginTransformFeedback(GL_LINES); return true;
529 case GPU_SHADER_TFB_TRIANGLES: glBeginTransformFeedback(GL_TRIANGLES); return true;
530 default: return false;
534 void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
536 glEndTransformFeedback();
539 void GPU_shader_free(GPUShader *shader)
541 #if 0 /* Would be nice to have, but for now the Deferred compilation
542 * does not have a GPUContext. */
543 BLI_assert(GPU_context_active_get() != NULL);
548 glDeleteShader(shader->vertex);
549 if (shader->geometry)
550 glDeleteShader(shader->geometry);
551 if (shader->fragment)
552 glDeleteShader(shader->fragment);
554 glDeleteProgram(shader->program);
556 if (shader->interface)
557 GPU_shaderinterface_discard(shader->interface);
562 int GPU_shader_get_uniform(GPUShader *shader, const char *name)
564 BLI_assert(shader && shader->program);
565 const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
566 return uniform ? uniform->location : -1;
569 int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
571 BLI_assert(shader && shader->program);
572 const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(shader->interface, builtin);
573 return uniform ? uniform->location : -1;
576 int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
578 BLI_assert(shader && shader->program);
580 const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
581 return ubo ? ubo->location : -1;
584 void *GPU_shader_get_interface(GPUShader *shader)
586 return shader->interface;
590 int GPU_shader_get_program(GPUShader *shader)
592 return (int)shader->program;
595 void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
600 glUniform1f(location, value);
603 void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
605 if (location == -1 || value == NULL)
608 if (length == 1) glUniform1fv(location, arraysize, value);
609 else if (length == 2) glUniform2fv(location, arraysize, value);
610 else if (length == 3) glUniform3fv(location, arraysize, value);
611 else if (length == 4) glUniform4fv(location, arraysize, value);
612 else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
613 else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
616 void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
621 if (length == 1) glUniform1iv(location, arraysize, value);
622 else if (length == 2) glUniform2iv(location, arraysize, value);
623 else if (length == 3) glUniform3iv(location, arraysize, value);
624 else if (length == 4) glUniform4iv(location, arraysize, value);
627 void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
632 glUniform1i(location, value);
635 void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
637 int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
639 if (location == -1) {
643 glUniformBlockBinding(shader->program, location, bindpoint);
646 void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
648 int number = GPU_texture_bound_number(tex);
651 fprintf(stderr, "Texture is not bound.\n");
659 glUniform1i(location, number);
662 int GPU_shader_get_attribute(GPUShader *shader, const char *name)
664 BLI_assert(shader && shader->program);
665 const GPUShaderInput *attrib = GPU_shaderinterface_attr(shader->interface, name);
666 return attrib ? attrib->location : -1;
669 static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
671 { datatoc_gpu_shader_text_vert_glsl,
672 datatoc_gpu_shader_text_frag_glsl,
673 datatoc_gpu_shader_text_geom_glsl },
674 [GPU_SHADER_TEXT_SIMPLE] =
675 { datatoc_gpu_shader_text_simple_vert_glsl,
676 datatoc_gpu_shader_text_frag_glsl,
677 datatoc_gpu_shader_text_simple_geom_glsl },
678 [GPU_SHADER_KEYFRAME_DIAMOND] =
679 { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
680 datatoc_gpu_shader_keyframe_diamond_frag_glsl },
681 [GPU_SHADER_EDGES_FRONT_BACK_PERSP] =
682 { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
683 datatoc_gpu_shader_flat_color_frag_glsl, /* this version is */
684 datatoc_gpu_shader_edges_front_back_persp_geom_glsl }, /* magical but slooow */
685 [GPU_SHADER_EDGES_FRONT_BACK_ORTHO] =
686 { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
687 datatoc_gpu_shader_flat_color_frag_glsl },
688 [GPU_SHADER_EDGES_OVERLAY_SIMPLE] =
689 { datatoc_gpu_shader_3D_vert_glsl,
690 datatoc_gpu_shader_edges_overlay_frag_glsl,
691 datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
692 [GPU_SHADER_EDGES_OVERLAY] =
693 { datatoc_gpu_shader_edges_overlay_vert_glsl,
694 datatoc_gpu_shader_edges_overlay_frag_glsl,
695 datatoc_gpu_shader_edges_overlay_geom_glsl },
696 [GPU_SHADER_SIMPLE_LIGHTING] =
697 { datatoc_gpu_shader_3D_normal_vert_glsl,
698 datatoc_gpu_shader_simple_lighting_frag_glsl },
699 /* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
700 [GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] =
701 { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
702 datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
703 [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] =
704 { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
705 datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
706 [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] =
707 { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
708 datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
710 [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] =
711 { datatoc_gpu_shader_3D_image_vert_glsl,
712 datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
713 [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] =
714 { datatoc_gpu_shader_3D_image_vert_glsl,
715 datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
716 [GPU_SHADER_3D_IMAGE_DEPTH] =
717 { datatoc_gpu_shader_3D_image_vert_glsl,
718 datatoc_gpu_shader_image_depth_linear_frag_glsl },
719 [GPU_SHADER_3D_IMAGE_DEPTH_COPY] =
720 { datatoc_gpu_shader_3D_image_vert_glsl,
721 datatoc_gpu_shader_image_depth_copy_frag_glsl },
722 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] =
723 { datatoc_gpu_shader_2D_vert_glsl,
724 datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
725 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] =
726 { datatoc_gpu_shader_2D_vert_glsl,
727 datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
728 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] =
729 { datatoc_gpu_shader_2D_vert_glsl,
730 datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
731 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] =
732 { datatoc_gpu_shader_2D_vert_glsl,
733 datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
734 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] =
735 { datatoc_gpu_shader_2D_vert_glsl,
736 datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
737 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] =
738 { datatoc_gpu_shader_2D_vert_glsl,
739 datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
740 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] =
741 { datatoc_gpu_shader_2D_vert_glsl,
742 datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
743 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] =
744 { datatoc_gpu_shader_2D_vert_glsl,
745 datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
747 [GPU_SHADER_2D_IMAGE_INTERLACE] =
748 { datatoc_gpu_shader_2D_image_vert_glsl,
749 datatoc_gpu_shader_image_interlace_frag_glsl },
750 [GPU_SHADER_2D_CHECKER] =
751 { datatoc_gpu_shader_2D_vert_glsl,
752 datatoc_gpu_shader_checker_frag_glsl },
754 [GPU_SHADER_2D_DIAG_STRIPES] =
755 { datatoc_gpu_shader_2D_vert_glsl,
756 datatoc_gpu_shader_diag_stripes_frag_glsl },
758 [GPU_SHADER_2D_UNIFORM_COLOR] =
759 { datatoc_gpu_shader_2D_vert_glsl,
760 datatoc_gpu_shader_uniform_color_frag_glsl },
761 [GPU_SHADER_2D_FLAT_COLOR] =
762 { datatoc_gpu_shader_2D_flat_color_vert_glsl,
763 datatoc_gpu_shader_flat_color_frag_glsl },
764 [GPU_SHADER_2D_SMOOTH_COLOR] =
765 { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
766 datatoc_gpu_shader_2D_smooth_color_frag_glsl },
767 [GPU_SHADER_2D_SMOOTH_COLOR_DITHER] =
768 { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
769 datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl },
770 [GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] =
771 { datatoc_gpu_shader_2D_image_vert_glsl,
772 datatoc_gpu_shader_image_linear_frag_glsl },
773 [GPU_SHADER_2D_IMAGE] =
774 { datatoc_gpu_shader_2D_image_vert_glsl,
775 datatoc_gpu_shader_image_frag_glsl },
776 [GPU_SHADER_2D_IMAGE_COLOR] =
777 { datatoc_gpu_shader_2D_image_vert_glsl,
778 datatoc_gpu_shader_image_color_frag_glsl },
779 [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] =
780 { datatoc_gpu_shader_2D_image_vert_glsl,
781 datatoc_gpu_shader_image_desaturate_frag_glsl },
782 [GPU_SHADER_2D_IMAGE_ALPHA_COLOR] =
783 { datatoc_gpu_shader_2D_image_vert_glsl,
784 datatoc_gpu_shader_image_alpha_color_frag_glsl },
785 [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
786 { datatoc_gpu_shader_2D_image_vert_glsl,
787 datatoc_gpu_shader_image_shuffle_color_frag_glsl },
788 [GPU_SHADER_2D_IMAGE_RECT_COLOR] =
789 { datatoc_gpu_shader_2D_image_rect_vert_glsl,
790 datatoc_gpu_shader_image_color_frag_glsl },
791 [GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] =
792 { datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
793 datatoc_gpu_shader_image_varying_color_frag_glsl },
795 [GPU_SHADER_3D_UNIFORM_COLOR] =
796 { datatoc_gpu_shader_3D_vert_glsl,
797 datatoc_gpu_shader_uniform_color_frag_glsl },
798 [GPU_SHADER_3D_FLAT_COLOR] =
799 { datatoc_gpu_shader_3D_flat_color_vert_glsl,
800 datatoc_gpu_shader_flat_color_frag_glsl },
801 [GPU_SHADER_3D_SMOOTH_COLOR] =
802 { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
803 datatoc_gpu_shader_3D_smooth_color_frag_glsl },
804 [GPU_SHADER_3D_DEPTH_ONLY] =
805 { datatoc_gpu_shader_3D_vert_glsl,
806 datatoc_gpu_shader_depth_only_frag_glsl },
807 [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
808 { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
809 datatoc_gpu_shader_uniform_color_frag_glsl },
811 [GPU_SHADER_3D_GROUNDPOINT] =
812 { datatoc_gpu_shader_3D_groundpoint_vert_glsl,
813 datatoc_gpu_shader_point_uniform_color_frag_glsl },
814 [GPU_SHADER_3D_GROUNDLINE] =
815 { datatoc_gpu_shader_3D_passthrough_vert_glsl,
816 datatoc_gpu_shader_uniform_color_frag_glsl,
817 datatoc_gpu_shader_3D_groundline_geom_glsl },
819 [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] =
820 { datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
821 datatoc_gpu_shader_2D_line_dashed_frag_glsl,
822 datatoc_gpu_shader_2D_line_dashed_geom_glsl },
823 [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] =
824 { datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
825 datatoc_gpu_shader_2D_line_dashed_frag_glsl,
826 datatoc_gpu_shader_2D_line_dashed_geom_glsl },
828 [GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] =
829 { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
830 datatoc_gpu_shader_simple_lighting_frag_glsl},
831 [GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] =
832 { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
833 datatoc_gpu_shader_flat_color_frag_glsl},
834 [GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] =
835 { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
836 datatoc_gpu_shader_flat_color_frag_glsl},
837 [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] =
838 { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
839 datatoc_gpu_shader_flat_color_frag_glsl},
840 [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] =
841 { datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
842 datatoc_gpu_shader_flat_color_frag_glsl},
844 [GPU_SHADER_CAMERA] =
845 { datatoc_gpu_shader_instance_camera_vert_glsl,
846 datatoc_gpu_shader_flat_color_frag_glsl},
847 [GPU_SHADER_DISTANCE_LINES] =
848 { datatoc_gpu_shader_instance_distance_line_vert_glsl,
849 datatoc_gpu_shader_flat_color_frag_glsl},
851 [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
852 { datatoc_gpu_shader_2D_vert_glsl,
853 datatoc_gpu_shader_point_uniform_color_frag_glsl },
854 [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
855 { datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
856 datatoc_gpu_shader_point_varying_color_frag_glsl },
857 [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
858 { datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
859 datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
860 [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
861 { datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
862 datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
863 [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
864 { datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
865 datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
866 [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
867 { datatoc_gpu_shader_3D_vert_glsl,
868 datatoc_gpu_shader_point_uniform_color_frag_glsl },
869 [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
870 { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
871 datatoc_gpu_shader_point_varying_color_frag_glsl },
872 [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] =
873 { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
874 datatoc_gpu_shader_point_uniform_color_frag_glsl },
875 [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
876 { datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
877 datatoc_gpu_shader_point_varying_color_frag_glsl },
878 [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
879 { datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
880 datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
881 [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
882 { datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
883 datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
885 [GPU_SHADER_INSTANCE_UNIFORM_COLOR] =
886 { datatoc_gpu_shader_instance_vert_glsl,
887 datatoc_gpu_shader_uniform_color_frag_glsl },
888 [GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] =
889 { datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
890 datatoc_gpu_shader_flat_id_frag_glsl },
891 [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
892 { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
893 datatoc_gpu_shader_flat_color_frag_glsl },
894 [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] =
895 { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
896 datatoc_gpu_shader_flat_color_frag_glsl },
897 [GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] =
898 { datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
899 datatoc_gpu_shader_flat_color_frag_glsl,
900 datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
902 [GPU_SHADER_2D_AREA_EDGES] =
903 { datatoc_gpu_shader_2D_area_borders_vert_glsl,
904 datatoc_gpu_shader_2D_area_borders_frag_glsl},
905 [GPU_SHADER_2D_WIDGET_BASE] =
906 { datatoc_gpu_shader_2D_widget_base_vert_glsl,
907 datatoc_gpu_shader_2D_widget_base_frag_glsl},
908 [GPU_SHADER_2D_WIDGET_BASE_INST] =
909 { datatoc_gpu_shader_2D_widget_base_vert_glsl,
910 datatoc_gpu_shader_2D_widget_base_frag_glsl},
911 [GPU_SHADER_2D_WIDGET_SHADOW] =
912 { datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
913 datatoc_gpu_shader_2D_widget_shadow_frag_glsl },
914 [GPU_SHADER_2D_NODELINK] =
915 { datatoc_gpu_shader_2D_nodelink_vert_glsl,
916 datatoc_gpu_shader_2D_nodelink_frag_glsl },
917 [GPU_SHADER_2D_NODELINK_INST] =
918 { datatoc_gpu_shader_2D_nodelink_vert_glsl,
919 datatoc_gpu_shader_2D_nodelink_frag_glsl },
921 [GPU_SHADER_2D_UV_VERTS] =
922 { datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
923 datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl },
924 [GPU_SHADER_2D_UV_FACEDOTS] =
925 { datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
926 datatoc_gpu_shader_point_varying_color_frag_glsl },
927 [GPU_SHADER_2D_UV_EDGES] =
928 { datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
929 datatoc_gpu_shader_flat_color_frag_glsl },
930 [GPU_SHADER_2D_UV_EDGES_SMOOTH] =
931 { datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
932 datatoc_gpu_shader_2D_smooth_color_frag_glsl },
933 [GPU_SHADER_2D_UV_FACES] =
934 { datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
935 datatoc_gpu_shader_flat_color_frag_glsl },
936 [GPU_SHADER_2D_UV_FACES_STRETCH_AREA] =
937 { datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
938 datatoc_gpu_shader_2D_smooth_color_frag_glsl },
939 [GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] =
940 { datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
941 datatoc_gpu_shader_2D_smooth_color_frag_glsl },
943 [GPU_SHADER_3D_FLAT_SELECT_ID] =
944 { datatoc_gpu_shader_3D_selection_id_vert_glsl,
945 datatoc_gpu_shader_selection_id_frag_glsl },
946 [GPU_SHADER_3D_UNIFORM_SELECT_ID] =
947 { datatoc_gpu_shader_3D_selection_id_vert_glsl,
948 datatoc_gpu_shader_selection_id_frag_glsl },
950 [GPU_SHADER_GPENCIL_STROKE] =
951 { datatoc_gpu_shader_gpencil_stroke_vert_glsl,
952 datatoc_gpu_shader_gpencil_stroke_frag_glsl,
953 datatoc_gpu_shader_gpencil_stroke_geom_glsl },
955 [GPU_SHADER_GPENCIL_FILL] =
956 { datatoc_gpu_shader_gpencil_fill_vert_glsl,
957 datatoc_gpu_shader_gpencil_fill_frag_glsl },
960 /* just a few special cases */
961 static const char *gpu_shader_get_builtin_shader_defines(
962 GPUBuiltinShader shader)
965 case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2:
966 return "#define SAMPLES 2\n";
968 case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST:
969 return "#define SAMPLES 2\n"
970 "#define USE_DEPTH\n";
972 case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4:
973 return "#define SAMPLES 4\n";
975 case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST:
976 return "#define SAMPLES 4\n"
977 "#define USE_DEPTH\n";
979 case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8:
980 return "#define SAMPLES 8\n";
982 case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST:
983 return "#define SAMPLES 8\n"
984 "#define USE_DEPTH\n";
986 case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16:
987 return "#define SAMPLES 16\n";
989 case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST:
990 return "#define SAMPLES 16\n"
991 "#define USE_DEPTH\n";
993 case GPU_SHADER_2D_WIDGET_BASE_INST:
994 case GPU_SHADER_2D_NODELINK_INST:
995 return "#define USE_INSTANCE\n";
997 case GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE:
998 case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE:
999 return "#define UNIFORM_SCALE\n";
1001 case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS:
1002 return "#define AXIS_NAME\n";
1004 case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
1005 return "#define USE_INSTANCE_COLOR\n";
1007 case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
1008 return "#define USE_FLAT_NORMAL\n";
1010 case GPU_SHADER_2D_UV_EDGES_SMOOTH:
1011 return "#define SMOOTH_COLOR\n";
1013 case GPU_SHADER_3D_UNIFORM_SELECT_ID:
1014 return "#define UNIFORM_ID\n";
1016 case GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE:
1017 return "#define STRETCH_ANGLE\n";
1024 GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
1026 BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
1028 if (builtin_shaders[shader] == NULL) {
1029 const char *defines = gpu_shader_get_builtin_shader_defines(shader);
1031 const GPUShaderStages *stages = builtin_shader_stages + shader;
1033 if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) {
1034 /* TODO: remove after switch to core profile (maybe) */
1035 static const GPUShaderStages legacy_fancy_edges = {
1036 datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
1037 datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl,
1039 stages = &legacy_fancy_edges;
1042 if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR && !GLEW_VERSION_3_2) {
1043 /* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
1044 /* TODO: remove after switch to core profile (maybe) */
1045 static const GPUShaderStages legacy_dashed_lines = {
1046 datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl,
1047 datatoc_gpu_shader_2D_line_dashed_frag_glsl,
1049 stages = &legacy_dashed_lines;
1053 builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, defines, __func__);
1056 return builtin_shaders[shader];
1059 void GPU_shader_get_builtin_shader_code(
1060 GPUBuiltinShader shader,
1061 const char **r_vert, const char **r_frag,
1062 const char **r_geom, const char **r_defines)
1064 const GPUShaderStages *stages = builtin_shader_stages + shader;
1065 *r_vert = stages->vert;
1066 *r_frag = stages->frag;
1067 *r_geom = stages->geom;
1068 *r_defines = gpu_shader_get_builtin_shader_defines(shader);
1071 #define MAX_DEFINES 100
1073 void GPU_shader_free_builtin_shaders(void)
1075 for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
1076 if (builtin_shaders[i]) {
1077 GPU_shader_free(builtin_shaders[i]);
1078 builtin_shaders[i] = NULL;