2 * This program is free software; you can redistribute it and/or
3 * modify it under the terms of the GNU General Public License
4 * as published by the Free Software Foundation; either version 2
5 * of the License, or (at your option) any later version.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program; if not, write to the Free Software Foundation,
14 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 * The Original Code is Copyright (C) 2005 Blender Foundation.
17 * All rights reserved.
20 /** \file blender/gpu/intern/gpu_shader.c
24 #include "MEM_guardedalloc.h"
26 #include "BLI_utildefines.h"
27 #include "BLI_math_base.h"
28 #include "BLI_math_vector.h"
29 #include "BLI_path_util.h"
30 #include "BLI_string.h"
32 #include "BKE_appdir.h"
33 #include "BKE_global.h"
35 #include "DNA_space_types.h"
37 #include "GPU_extensions.h"
38 #include "GPU_context.h"
39 #include "GPU_matrix.h"
40 #include "GPU_shader.h"
41 #include "GPU_texture.h"
42 #include "GPU_uniformbuffer.h"
44 #include "gpu_shader_private.h"
46 /* Adjust these constants as needed. */
47 #define MAX_DEFINE_LENGTH 256
48 #define MAX_EXT_DEFINE_LENGTH 256
50 /* Non-generated shaders */
51 extern char datatoc_gpu_shader_depth_only_frag_glsl[];
52 extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
53 extern char datatoc_gpu_shader_checker_frag_glsl[];
54 extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
55 extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
56 extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
57 extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
58 extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
59 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
60 extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
61 extern char datatoc_gpu_shader_flat_id_frag_glsl[];
62 extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
63 extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
64 extern char datatoc_gpu_shader_2D_vert_glsl[];
65 extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
66 extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
67 extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
68 extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
69 extern char datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl[];
70 extern char datatoc_gpu_shader_2D_image_vert_glsl[];
71 extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
72 extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
73 extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
74 extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[];
75 extern char datatoc_gpu_shader_2D_widget_shadow_vert_glsl[];
76 extern char datatoc_gpu_shader_2D_widget_shadow_frag_glsl[];
77 extern char datatoc_gpu_shader_2D_nodelink_frag_glsl[];
78 extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[];
80 extern char datatoc_gpu_shader_3D_image_vert_glsl[];
81 extern char datatoc_gpu_shader_image_frag_glsl[];
82 extern char datatoc_gpu_shader_image_linear_frag_glsl[];
83 extern char datatoc_gpu_shader_image_color_frag_glsl[];
84 extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
85 extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
86 extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
87 extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
88 extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
89 extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
90 extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
91 extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
92 extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
93 extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
94 extern char datatoc_gpu_shader_3D_vert_glsl[];
95 extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
96 extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
97 extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
98 extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
99 extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
100 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
101 extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
102 extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
104 extern char datatoc_gpu_shader_instance_vert_glsl[];
105 extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
106 extern char datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl[];
107 extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
108 extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
109 extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[];
110 extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
111 extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
112 extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
113 extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
114 extern char datatoc_gpu_shader_instance_mball_handles_vert_glsl[];
116 extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
117 extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
119 extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
120 extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
121 extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
122 extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
123 extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
124 extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
125 extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
126 extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
127 extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
128 extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
129 extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
130 extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
131 extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
132 extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
133 extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
135 extern char datatoc_gpu_shader_2D_edituvs_points_vert_glsl[];
136 extern char datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl[];
137 extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[];
138 extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[];
139 extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[];
141 extern char datatoc_gpu_shader_3D_selection_id_vert_glsl[];
142 extern char datatoc_gpu_shader_selection_id_frag_glsl[];
144 extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
145 extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
146 extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
147 extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[];
148 extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
150 extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
151 extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
152 extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
153 extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
154 extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
155 extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
156 extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
157 extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
158 extern char datatoc_gpu_shader_text_vert_glsl[];
159 extern char datatoc_gpu_shader_text_geom_glsl[];
160 extern char datatoc_gpu_shader_text_frag_glsl[];
161 extern char datatoc_gpu_shader_text_simple_vert_glsl[];
162 extern char datatoc_gpu_shader_text_simple_geom_glsl[];
163 extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
164 extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
166 extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
167 extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
168 extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[];
170 extern char datatoc_gpu_shader_gpencil_fill_vert_glsl[];
171 extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[];
173 /* cache of built-in shaders (each is created on first use) */
174 static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
177 static uint g_shaderid = 0;
189 static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
193 fprintf(stderr, "GPUShader: %s error:\n", task);
195 for (int i = 0; i < totcode; i++) {
196 const char *c, *pos, *end = code[i] + strlen(code[i]);
198 if (G.debug & G_DEBUG) {
199 fprintf(stderr, "===== shader string %d ====\n", i + 1);
202 while ((c < end) && (pos = strchr(c, '\n'))) {
203 fprintf(stderr, "%2d ", line);
204 fwrite(c, (pos + 1) - c, 1, stderr);
209 fprintf(stderr, "%s", c);
213 fprintf(stderr, "%s\n", log);
216 static const char *gpu_shader_version(void)
218 return "#version 330\n";
221 static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
223 /* enable extensions for features that are not part of our base GLSL version
224 * don't use an extension for something already available!
227 if (GLEW_ARB_texture_gather) {
228 /* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
229 * is reported to be supported but yield a compile error (see T55802). */
230 if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
231 strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
233 /* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
234 * shader so double check the preprocessor define (see T56544). */
235 if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
236 strcat(defines, "#ifdef GL_ARB_texture_gather\n");
237 strcat(defines, "# define GPU_ARB_texture_gather\n");
238 strcat(defines, "#endif\n");
241 strcat(defines, "#define GPU_ARB_texture_gather\n");
245 if (GLEW_ARB_texture_query_lod) {
246 /* a #version 400 feature, but we use #version 330 maximum so use extension */
247 strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
251 static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
253 /* some useful defines to detect GPU type */
254 if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))
255 strcat(defines, "#define GPU_ATI\n");
256 else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
257 strcat(defines, "#define GPU_NVIDIA\n");
258 else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
259 strcat(defines, "#define GPU_INTEL\n");
264 GPUShader *GPU_shader_create(
265 const char *vertexcode,
266 const char *fragcode,
272 return GPU_shader_create_ex(
284 #define DEBUG_SHADER_NONE ""
285 #define DEBUG_SHADER_VERTEX "vert"
286 #define DEBUG_SHADER_FRAGMENT "frag"
287 #define DEBUG_SHADER_GEOMETRY "geom"
290 * Dump GLSL shaders to disk
292 * This is used for profiling shader performance externally and debug if shader code is correct.
293 * If called with no code, it simply bumps the shader index, so different shaders for the same
294 * program share the same index.
296 static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
298 if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
302 /* We use the same shader index for shaders in the same program.
303 * So we call this function once before calling for the individual shaders. */
304 static int shader_index = 0;
307 BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
311 /* Determine the full path of the new shader. */
312 char shader_path[FILE_MAX];
314 char file_name[512] = {'\0'};
315 sprintf(file_name, "%04d.%s", shader_index, extension);
317 BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
319 /* Write shader to disk. */
320 FILE *f = fopen(shader_path, "w");
322 printf("Error writing to file: %s\n", shader_path);
324 for (int j = 0; j < num_shaders; j++) {
325 fprintf(f, "%s", code[j]);
328 printf("Shader file written to disk: %s\n", shader_path);
331 GPUShader *GPU_shader_create_ex(
332 const char *vertexcode,
333 const char *fragcode,
337 const eGPUShaderTFBType tf_type,
338 const char **tf_names,
346 char standard_defines[MAX_DEFINE_LENGTH] = "";
347 char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
349 shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
350 gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
353 BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
358 /* At least a vertex shader and a fragment shader are required. */
359 BLI_assert((fragcode != NULL) && (vertexcode != NULL));
362 shader->vertex = glCreateShader(GL_VERTEX_SHADER);
364 shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
366 shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
368 shader->program = glCreateProgram();
370 if (!shader->program ||
371 (vertexcode && !shader->vertex) ||
372 (fragcode && !shader->fragment) ||
373 (geocode && !shader->geometry))
375 fprintf(stderr, "GPUShader, object creation failed.\n");
376 GPU_shader_free(shader);
380 gpu_shader_standard_defines(standard_defines);
381 gpu_shader_standard_extensions(standard_extensions);
384 const char *source[6];
385 /* custom limit, may be too small, beware */
388 source[num_source++] = gpu_shader_version();
389 source[num_source++] = "#define GPU_VERTEX_SHADER\n";
390 source[num_source++] = standard_extensions;
391 source[num_source++] = standard_defines;
393 if (defines) source[num_source++] = defines;
394 source[num_source++] = vertexcode;
396 gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
398 glAttachShader(shader->program, shader->vertex);
399 glShaderSource(shader->vertex, num_source, source, NULL);
401 glCompileShader(shader->vertex);
402 glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
405 glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
406 shader_print_errors("compile", log, source, num_source);
408 GPU_shader_free(shader);
414 const char *source[7];
417 source[num_source++] = gpu_shader_version();
418 source[num_source++] = "#define GPU_FRAGMENT_SHADER\n";
419 source[num_source++] = standard_extensions;
420 source[num_source++] = standard_defines;
422 if (defines) source[num_source++] = defines;
423 if (libcode) source[num_source++] = libcode;
424 source[num_source++] = fragcode;
426 gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
428 glAttachShader(shader->program, shader->fragment);
429 glShaderSource(shader->fragment, num_source, source, NULL);
431 glCompileShader(shader->fragment);
432 glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
435 glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
436 shader_print_errors("compile", log, source, num_source);
438 GPU_shader_free(shader);
444 const char *source[6];
447 source[num_source++] = gpu_shader_version();
448 source[num_source++] = "#define GPU_GEOMETRY_SHADER\n";
449 source[num_source++] = standard_extensions;
450 source[num_source++] = standard_defines;
452 if (defines) source[num_source++] = defines;
453 source[num_source++] = geocode;
455 gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY);
457 glAttachShader(shader->program, shader->geometry);
458 glShaderSource(shader->geometry, num_source, source, NULL);
460 glCompileShader(shader->geometry);
461 glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
464 glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
465 shader_print_errors("compile", log, source, num_source);
467 GPU_shader_free(shader);
472 if (tf_names != NULL) {
473 glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
474 /* Primitive type must be setup */
475 BLI_assert(tf_type != GPU_SHADER_TFB_NONE);
476 shader->feedback_transform_type = tf_type;
479 glLinkProgram(shader->program);
480 glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
482 glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
483 /* print attached shaders in pipeline order */
484 if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
485 if (geocode) shader_print_errors("linking", log, &geocode, 1);
486 if (libcode) shader_print_errors("linking", log, &libcode, 1);
487 if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
489 GPU_shader_free(shader);
493 shader->interface = GPU_shaderinterface_create(shader->program);
498 #undef DEBUG_SHADER_GEOMETRY
499 #undef DEBUG_SHADER_FRAGMENT
500 #undef DEBUG_SHADER_VERTEX
501 #undef DEBUG_SHADER_NONE
503 void GPU_shader_bind(GPUShader *shader)
505 BLI_assert(shader && shader->program);
507 glUseProgram(shader->program);
508 GPU_matrix_bind(shader->interface);
511 void GPU_shader_unbind(void)
516 bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
518 if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
522 glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
524 switch (shader->feedback_transform_type) {
525 case GPU_SHADER_TFB_POINTS: glBeginTransformFeedback(GL_POINTS); return true;
526 case GPU_SHADER_TFB_LINES: glBeginTransformFeedback(GL_LINES); return true;
527 case GPU_SHADER_TFB_TRIANGLES: glBeginTransformFeedback(GL_TRIANGLES); return true;
528 default: return false;
532 void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
534 glEndTransformFeedback();
537 void GPU_shader_free(GPUShader *shader)
539 #if 0 /* Would be nice to have, but for now the Deferred compilation
540 * does not have a GPUContext. */
541 BLI_assert(GPU_context_active_get() != NULL);
546 glDeleteShader(shader->vertex);
547 if (shader->geometry)
548 glDeleteShader(shader->geometry);
549 if (shader->fragment)
550 glDeleteShader(shader->fragment);
552 glDeleteProgram(shader->program);
554 if (shader->interface)
555 GPU_shaderinterface_discard(shader->interface);
560 int GPU_shader_get_uniform(GPUShader *shader, const char *name)
562 BLI_assert(shader && shader->program);
563 const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
564 return uniform ? uniform->location : -2;
567 int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name)
569 BLI_assert(shader && shader->program);
570 const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(shader->interface, name);
571 return uniform ? uniform->location : -1;
574 int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
576 BLI_assert(shader && shader->program);
577 const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(shader->interface, builtin);
578 return uniform ? uniform->location : -1;
581 int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
583 BLI_assert(shader && shader->program);
584 const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
585 return ubo ? ubo->location : -1;
588 void *GPU_shader_get_interface(GPUShader *shader)
590 return shader->interface;
594 int GPU_shader_get_program(GPUShader *shader)
596 return (int)shader->program;
599 void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
604 glUniform1f(location, value);
607 void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
609 if (location == -1 || value == NULL)
612 if (length == 1) glUniform1fv(location, arraysize, value);
613 else if (length == 2) glUniform2fv(location, arraysize, value);
614 else if (length == 3) glUniform3fv(location, arraysize, value);
615 else if (length == 4) glUniform4fv(location, arraysize, value);
616 else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
617 else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
620 void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
625 if (length == 1) glUniform1iv(location, arraysize, value);
626 else if (length == 2) glUniform2iv(location, arraysize, value);
627 else if (length == 3) glUniform3iv(location, arraysize, value);
628 else if (length == 4) glUniform4iv(location, arraysize, value);
631 void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
636 glUniform1i(location, value);
639 void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
641 int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
643 if (location == -1) {
647 glUniformBlockBinding(shader->program, location, bindpoint);
650 void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
652 int number = GPU_texture_bound_number(tex);
655 fprintf(stderr, "Texture is not bound.\n");
663 glUniform1i(location, number);
666 int GPU_shader_get_attribute(GPUShader *shader, const char *name)
668 BLI_assert(shader && shader->program);
669 const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
670 return attr ? attr->location : -1;
673 static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
674 [GPU_SHADER_TEXT] = {
675 .vert = datatoc_gpu_shader_text_vert_glsl,
676 .geom = datatoc_gpu_shader_text_geom_glsl,
677 .frag = datatoc_gpu_shader_text_frag_glsl,
679 [GPU_SHADER_TEXT_SIMPLE] = {
680 .vert = datatoc_gpu_shader_text_simple_vert_glsl,
681 .geom = datatoc_gpu_shader_text_simple_geom_glsl,
682 .frag = datatoc_gpu_shader_text_frag_glsl,
684 [GPU_SHADER_KEYFRAME_DIAMOND] = {
685 .vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
686 .frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
688 /* This version is magical but slow! */
689 [GPU_SHADER_EDGES_FRONT_BACK_PERSP] = {
690 .vert = datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
691 .geom = datatoc_gpu_shader_edges_front_back_persp_geom_glsl,
692 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
694 [GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = {
695 .vert = datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
696 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
698 [GPU_SHADER_EDGES_OVERLAY_SIMPLE] = {
699 .vert = datatoc_gpu_shader_3D_vert_glsl,
700 .geom = datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
701 .frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
703 [GPU_SHADER_EDGES_OVERLAY] = {
704 .vert = datatoc_gpu_shader_edges_overlay_vert_glsl,
705 .geom = datatoc_gpu_shader_edges_overlay_geom_glsl,
706 .frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
708 [GPU_SHADER_SIMPLE_LIGHTING] = {
709 .vert = datatoc_gpu_shader_3D_normal_vert_glsl,
710 .frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
712 /* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
713 [GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = {
714 .vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
715 .frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
717 "#define USE_FLAT_NORMAL\n",
719 [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = {
720 .vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
721 .frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
723 [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = {
724 .vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
725 .frag = datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl,
728 [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = {
729 .vert = datatoc_gpu_shader_3D_image_vert_glsl,
730 .frag = datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
732 [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = {
733 .vert = datatoc_gpu_shader_3D_image_vert_glsl,
734 .frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
736 [GPU_SHADER_3D_IMAGE_DEPTH] = {
737 .vert = datatoc_gpu_shader_3D_image_vert_glsl,
738 .frag = datatoc_gpu_shader_image_depth_linear_frag_glsl,
740 [GPU_SHADER_3D_IMAGE_DEPTH_COPY] = {
741 .vert = datatoc_gpu_shader_3D_image_vert_glsl,
742 .frag = datatoc_gpu_shader_image_depth_copy_frag_glsl,
744 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] = {
745 .vert = datatoc_gpu_shader_2D_vert_glsl,
746 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
748 "#define SAMPLES 2\n",
750 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = {
751 .vert = datatoc_gpu_shader_2D_vert_glsl,
752 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
754 "#define SAMPLES 4\n",
756 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = {
757 .vert = datatoc_gpu_shader_2D_vert_glsl,
758 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
760 "#define SAMPLES 8\n",
762 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = {
763 .vert = datatoc_gpu_shader_2D_vert_glsl,
764 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
766 "#define SAMPLES 16\n",
768 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] = {
769 .vert = datatoc_gpu_shader_2D_vert_glsl,
770 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
772 "#define SAMPLES 2\n"
773 "#define USE_DEPTH\n",
775 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] = {
776 .vert = datatoc_gpu_shader_2D_vert_glsl,
777 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
779 "#define SAMPLES 4\n"
780 "#define USE_DEPTH\n",
782 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] = {
783 .vert = datatoc_gpu_shader_2D_vert_glsl,
784 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
786 "#define SAMPLES 8\n"
787 "#define USE_DEPTH\n",
789 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] = {
790 .vert = datatoc_gpu_shader_2D_vert_glsl,
791 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
793 "#define SAMPLES 16\n"
794 "#define USE_DEPTH\n",
797 [GPU_SHADER_2D_IMAGE_INTERLACE] = {
798 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
799 .frag = datatoc_gpu_shader_image_interlace_frag_glsl,
801 [GPU_SHADER_2D_CHECKER] = {
802 .vert = datatoc_gpu_shader_2D_vert_glsl,
803 .frag = datatoc_gpu_shader_checker_frag_glsl,
806 [GPU_SHADER_2D_DIAG_STRIPES] = {
807 .vert = datatoc_gpu_shader_2D_vert_glsl,
808 .frag = datatoc_gpu_shader_diag_stripes_frag_glsl,
811 [GPU_SHADER_2D_UNIFORM_COLOR] = {
812 .vert = datatoc_gpu_shader_2D_vert_glsl,
813 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
815 [GPU_SHADER_2D_FLAT_COLOR] = {
816 .vert = datatoc_gpu_shader_2D_flat_color_vert_glsl,
817 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
819 [GPU_SHADER_2D_SMOOTH_COLOR] = {
820 .vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
821 .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
823 [GPU_SHADER_2D_SMOOTH_COLOR_DITHER] = {
824 .vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
825 .frag = datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl,
827 [GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = {
828 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
829 .frag = datatoc_gpu_shader_image_linear_frag_glsl,
831 [GPU_SHADER_2D_IMAGE] = {
832 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
833 .frag = datatoc_gpu_shader_image_frag_glsl,
835 [GPU_SHADER_2D_IMAGE_COLOR] = {
836 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
837 .frag = datatoc_gpu_shader_image_color_frag_glsl,
839 [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = {
840 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
841 .frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
843 [GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = {
844 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
845 .frag = datatoc_gpu_shader_image_alpha_color_frag_glsl,
847 [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = {
848 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
849 .frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl,
851 [GPU_SHADER_2D_IMAGE_RECT_COLOR] = {
852 .vert = datatoc_gpu_shader_2D_image_rect_vert_glsl,
853 .frag = datatoc_gpu_shader_image_color_frag_glsl,
855 [GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = {
856 .vert = datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
857 .frag = datatoc_gpu_shader_image_varying_color_frag_glsl,
860 [GPU_SHADER_3D_UNIFORM_COLOR] = {
861 .vert = datatoc_gpu_shader_3D_vert_glsl,
862 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
864 [GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND] = {
865 .vert = datatoc_gpu_shader_3D_vert_glsl,
866 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
868 "#define USE_BACKGROUND\n",
870 [GPU_SHADER_3D_FLAT_COLOR] = {
871 .vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
872 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
874 [GPU_SHADER_3D_SMOOTH_COLOR] = {
875 .vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl,
876 .frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl,
878 [GPU_SHADER_3D_DEPTH_ONLY] = {
879 .vert = datatoc_gpu_shader_3D_vert_glsl,
880 .frag = datatoc_gpu_shader_depth_only_frag_glsl,
882 [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = {
883 .vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
884 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
887 [GPU_SHADER_3D_GROUNDPOINT] = {
888 .vert = datatoc_gpu_shader_3D_groundpoint_vert_glsl,
889 .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
891 [GPU_SHADER_3D_GROUNDLINE] = {
892 .vert = datatoc_gpu_shader_3D_passthrough_vert_glsl,
893 .geom = datatoc_gpu_shader_3D_groundline_geom_glsl,
894 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
897 [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = {
898 .vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
899 .geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
900 .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
902 [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = {
903 .vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
904 .geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
905 .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
908 [GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] = {
909 .vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
910 .frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
912 "#define USE_INSTANCE_COLOR\n",
914 [GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = {
915 .vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
916 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
918 [GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = {
919 .vert = datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
920 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
922 [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = {
923 .vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
924 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
926 "#define AXIS_NAME\n",
928 [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = {
929 .vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
930 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
933 [GPU_SHADER_CAMERA] = {
934 .vert = datatoc_gpu_shader_instance_camera_vert_glsl,
935 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
937 [GPU_SHADER_DISTANCE_LINES] = {
938 .vert = datatoc_gpu_shader_instance_distance_line_vert_glsl,
939 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
942 [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
943 .vert = datatoc_gpu_shader_2D_vert_glsl,
944 .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
946 [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] = {
947 .vert = datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
948 .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
950 [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
951 .vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
952 .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
954 [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
955 .vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
956 .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
958 [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] = {
959 .vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
960 .frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl,
962 [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
963 .vert = datatoc_gpu_shader_3D_vert_glsl,
964 .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
966 [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = {
967 .vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
968 .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
970 [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = {
971 .vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
972 .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
974 [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] = {
975 .vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
976 .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
978 [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
979 .vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
980 .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
982 [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
983 .vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
984 .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
987 [GPU_SHADER_INSTANCE_UNIFORM_COLOR] = {
988 .vert = datatoc_gpu_shader_instance_vert_glsl,
989 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
991 [GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] = {
992 .vert = datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
993 .frag = datatoc_gpu_shader_flat_id_frag_glsl,
995 "#define UNIFORM_SCALE\n",
997 [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] = {
998 .vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
999 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1001 "#define UNIFORM_SCALE\n",
1003 [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] = {
1004 .vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
1005 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1007 [GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = {
1008 .vert = datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
1009 .geom = datatoc_gpu_shader_instance_edges_variying_color_geom_glsl,
1010 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1013 [GPU_SHADER_2D_AREA_EDGES] = {
1014 .vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
1015 .frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
1017 [GPU_SHADER_2D_WIDGET_BASE] = {
1018 .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
1019 .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
1021 [GPU_SHADER_2D_WIDGET_BASE_INST] = {
1022 .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
1023 .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
1025 "#define USE_INSTANCE\n",
1027 [GPU_SHADER_2D_WIDGET_SHADOW] = {
1028 .vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
1029 .frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
1031 [GPU_SHADER_2D_NODELINK] = {
1032 .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
1033 .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
1035 [GPU_SHADER_2D_NODELINK_INST] = {
1036 .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
1037 .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
1039 "#define USE_INSTANCE\n",
1042 [GPU_SHADER_2D_UV_UNIFORM_COLOR] = {
1043 .vert = datatoc_gpu_shader_2D_vert_glsl,
1044 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
1048 [GPU_SHADER_2D_UV_VERTS] = {
1049 .vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
1050 .frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
1052 [GPU_SHADER_2D_UV_FACEDOTS] = {
1053 .vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
1054 .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
1056 [GPU_SHADER_2D_UV_EDGES] = {
1057 .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
1058 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1060 [GPU_SHADER_2D_UV_EDGES_SMOOTH] = {
1061 .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
1062 .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
1064 "#define SMOOTH_COLOR\n",
1066 [GPU_SHADER_2D_UV_FACES] = {
1067 .vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
1068 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1070 [GPU_SHADER_2D_UV_FACES_STRETCH_AREA] = {
1071 .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
1072 .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
1074 [GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] = {
1075 .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
1076 .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
1078 "#define STRETCH_ANGLE\n",
1081 [GPU_SHADER_3D_FLAT_SELECT_ID] = {
1082 .vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
1083 .frag = datatoc_gpu_shader_selection_id_frag_glsl,
1085 [GPU_SHADER_3D_UNIFORM_SELECT_ID] = {
1086 .vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
1087 .frag = datatoc_gpu_shader_selection_id_frag_glsl,
1089 "#define UNIFORM_ID\n",
1092 [GPU_SHADER_GPENCIL_STROKE] = {
1093 .vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl,
1094 .geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
1095 .frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
1098 [GPU_SHADER_GPENCIL_FILL] = {
1099 .vert = datatoc_gpu_shader_gpencil_fill_vert_glsl,
1100 .frag = datatoc_gpu_shader_gpencil_fill_frag_glsl,
1104 GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
1106 BLI_assert(shader < GPU_NUM_BUILTIN_SHADERS);
1108 if (builtin_shaders[shader] == NULL) {
1109 GPUShaderStages stages_legacy = {NULL};
1110 const GPUShaderStages *stages = &builtin_shader_stages[shader];
1112 if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP) {
1113 /* TODO: remove after switch to core profile (maybe) */
1114 if (!GLEW_VERSION_3_2) {
1115 stages_legacy.vert = datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl;
1116 stages_legacy.frag = datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl;
1117 stages = &stages_legacy;
1120 else if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR) {
1121 /* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
1122 /* TODO: remove after switch to core profile (maybe) */
1123 if (!GLEW_VERSION_3_2) {
1124 stages_legacy.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl;
1125 stages_legacy.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl;
1126 stages = &stages_legacy;
1131 builtin_shaders[shader] = GPU_shader_create(
1132 stages->vert, stages->frag, stages->geom, NULL, stages->defs, __func__);
1135 return builtin_shaders[shader];
1138 void GPU_shader_get_builtin_shader_code(
1139 eGPUBuiltinShader shader,
1140 const char **r_vert, const char **r_frag,
1141 const char **r_geom, const char **r_defines)
1143 const GPUShaderStages *stages = &builtin_shader_stages[shader];
1144 *r_vert = stages->vert;
1145 *r_frag = stages->frag;
1146 *r_geom = stages->geom;
1147 *r_defines = stages->defs;
1150 void GPU_shader_free_builtin_shaders(void)
1152 for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
1153 if (builtin_shaders[i]) {
1154 GPU_shader_free(builtin_shaders[i]);
1155 builtin_shaders[i] = NULL;