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"
31 #include "BLI_string_utils.h"
33 #include "BKE_appdir.h"
34 #include "BKE_global.h"
36 #include "DNA_space_types.h"
38 #include "GPU_extensions.h"
39 #include "GPU_context.h"
40 #include "GPU_matrix.h"
41 #include "GPU_shader.h"
42 #include "GPU_texture.h"
43 #include "GPU_uniformbuffer.h"
45 #include "gpu_shader_private.h"
47 /* Adjust these constants as needed. */
48 #define MAX_DEFINE_LENGTH 256
49 #define MAX_EXT_DEFINE_LENGTH 256
51 /* Non-generated shaders */
52 extern char datatoc_gpu_shader_depth_only_frag_glsl[];
53 extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
54 extern char datatoc_gpu_shader_checker_frag_glsl[];
55 extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
56 extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
57 extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
58 extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
59 extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
60 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
61 extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
62 extern char datatoc_gpu_shader_flat_id_frag_glsl[];
63 extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
64 extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
65 extern char datatoc_gpu_shader_2D_vert_glsl[];
66 extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
67 extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
68 extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
69 extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
70 extern char datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl[];
71 extern char datatoc_gpu_shader_2D_image_vert_glsl[];
72 extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
73 extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
74 extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
75 extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[];
76 extern char datatoc_gpu_shader_2D_widget_shadow_vert_glsl[];
77 extern char datatoc_gpu_shader_2D_widget_shadow_frag_glsl[];
78 extern char datatoc_gpu_shader_2D_nodelink_frag_glsl[];
79 extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[];
81 extern char datatoc_gpu_shader_3D_image_vert_glsl[];
82 extern char datatoc_gpu_shader_image_frag_glsl[];
83 extern char datatoc_gpu_shader_image_linear_frag_glsl[];
84 extern char datatoc_gpu_shader_image_color_frag_glsl[];
85 extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
86 extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
87 extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
88 extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
89 extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
90 extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
91 extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
92 extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
93 extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
94 extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
95 extern char datatoc_gpu_shader_3D_vert_glsl[];
96 extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
97 extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
98 extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
99 extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
100 extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
101 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
102 extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
103 extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
105 extern char datatoc_gpu_shader_instance_vert_glsl[];
106 extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
107 extern char datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl[];
108 extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[];
109 extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[];
110 extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[];
111 extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
112 extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
113 extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
114 extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
115 extern char datatoc_gpu_shader_instance_mball_handles_vert_glsl[];
117 extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
118 extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
120 extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
121 extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
122 extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
123 extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
124 extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
125 extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
126 extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
127 extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
128 extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
129 extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
130 extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
131 extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
132 extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
133 extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
134 extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
136 extern char datatoc_gpu_shader_2D_edituvs_points_vert_glsl[];
137 extern char datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl[];
138 extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[];
139 extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[];
140 extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[];
142 extern char datatoc_gpu_shader_3D_selection_id_vert_glsl[];
143 extern char datatoc_gpu_shader_selection_id_frag_glsl[];
145 extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
146 extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
147 extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
148 extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[];
149 extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
151 extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
152 extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
153 extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
154 extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
155 extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
156 extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
157 extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
158 extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
159 extern char datatoc_gpu_shader_text_vert_glsl[];
160 extern char datatoc_gpu_shader_text_geom_glsl[];
161 extern char datatoc_gpu_shader_text_frag_glsl[];
162 extern char datatoc_gpu_shader_text_simple_vert_glsl[];
163 extern char datatoc_gpu_shader_text_simple_geom_glsl[];
164 extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
165 extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
167 extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
168 extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
169 extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[];
171 extern char datatoc_gpu_shader_gpencil_fill_vert_glsl[];
172 extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[];
173 extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
175 /* cache of built-in shaders (each is created on first use) */
176 static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {NULL};
179 static uint g_shaderid = 0;
191 static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
195 fprintf(stderr, "GPUShader: %s error:\n", task);
197 for (int i = 0; i < totcode; i++) {
198 const char *c, *pos, *end = code[i] + strlen(code[i]);
200 if (G.debug & G_DEBUG) {
201 fprintf(stderr, "===== shader string %d ====\n", i + 1);
204 while ((c < end) && (pos = strchr(c, '\n'))) {
205 fprintf(stderr, "%2d ", line);
206 fwrite(c, (pos + 1) - c, 1, stderr);
211 fprintf(stderr, "%s", c);
215 fprintf(stderr, "%s\n", log);
218 static const char *gpu_shader_version(void)
220 return "#version 330\n";
223 static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
225 /* enable extensions for features that are not part of our base GLSL version
226 * don't use an extension for something already available!
229 if (GLEW_ARB_texture_gather) {
230 /* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
231 * is reported to be supported but yield a compile error (see T55802). */
232 if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
233 strcat(defines, "#extension GL_ARB_texture_gather: enable\n");
235 /* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
236 * shader so double check the preprocessor define (see T56544). */
237 if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
238 strcat(defines, "#ifdef GL_ARB_texture_gather\n");
239 strcat(defines, "# define GPU_ARB_texture_gather\n");
240 strcat(defines, "#endif\n");
243 strcat(defines, "#define GPU_ARB_texture_gather\n");
247 if (GLEW_ARB_texture_query_lod) {
248 /* a #version 400 feature, but we use #version 330 maximum so use extension */
249 strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
253 static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
255 /* some useful defines to detect GPU type */
256 if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))
257 strcat(defines, "#define GPU_ATI\n");
258 else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
259 strcat(defines, "#define GPU_NVIDIA\n");
260 else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
261 strcat(defines, "#define GPU_INTEL\n");
266 GPUShader *GPU_shader_create(
267 const char *vertexcode,
268 const char *fragcode,
274 return GPU_shader_create_ex(
286 #define DEBUG_SHADER_NONE ""
287 #define DEBUG_SHADER_VERTEX "vert"
288 #define DEBUG_SHADER_FRAGMENT "frag"
289 #define DEBUG_SHADER_GEOMETRY "geom"
292 * Dump GLSL shaders to disk
294 * This is used for profiling shader performance externally and debug if shader code is correct.
295 * If called with no code, it simply bumps the shader index, so different shaders for the same
296 * program share the same index.
298 static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension)
300 if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) {
304 /* We use the same shader index for shaders in the same program.
305 * So we call this function once before calling for the individual shaders. */
306 static int shader_index = 0;
309 BLI_assert(STREQ(DEBUG_SHADER_NONE, extension));
313 /* Determine the full path of the new shader. */
314 char shader_path[FILE_MAX];
316 char file_name[512] = {'\0'};
317 sprintf(file_name, "%04d.%s", shader_index, extension);
319 BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name);
321 /* Write shader to disk. */
322 FILE *f = fopen(shader_path, "w");
324 printf("Error writing to file: %s\n", shader_path);
326 for (int j = 0; j < num_shaders; j++) {
327 fprintf(f, "%s", code[j]);
330 printf("Shader file written to disk: %s\n", shader_path);
333 GPUShader *GPU_shader_create_ex(
334 const char *vertexcode,
335 const char *fragcode,
339 const eGPUShaderTFBType tf_type,
340 const char **tf_names,
348 char standard_defines[MAX_DEFINE_LENGTH] = "";
349 char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
351 shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
352 gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE);
355 BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++);
360 /* At least a vertex shader and a fragment shader are required. */
361 BLI_assert((fragcode != NULL) && (vertexcode != NULL));
364 shader->vertex = glCreateShader(GL_VERTEX_SHADER);
366 shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
368 shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
370 shader->program = glCreateProgram();
372 if (!shader->program ||
373 (vertexcode && !shader->vertex) ||
374 (fragcode && !shader->fragment) ||
375 (geocode && !shader->geometry))
377 fprintf(stderr, "GPUShader, object creation failed.\n");
378 GPU_shader_free(shader);
382 gpu_shader_standard_defines(standard_defines);
383 gpu_shader_standard_extensions(standard_extensions);
386 const char *source[6];
387 /* custom limit, may be too small, beware */
390 source[num_source++] = gpu_shader_version();
391 source[num_source++] = "#define GPU_VERTEX_SHADER\n";
392 source[num_source++] = standard_extensions;
393 source[num_source++] = standard_defines;
395 if (defines) source[num_source++] = defines;
396 source[num_source++] = vertexcode;
398 gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX);
400 glAttachShader(shader->program, shader->vertex);
401 glShaderSource(shader->vertex, num_source, source, NULL);
403 glCompileShader(shader->vertex);
404 glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
407 glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
408 shader_print_errors("compile", log, source, num_source);
410 GPU_shader_free(shader);
416 const char *source[7];
419 source[num_source++] = gpu_shader_version();
420 source[num_source++] = "#define GPU_FRAGMENT_SHADER\n";
421 source[num_source++] = standard_extensions;
422 source[num_source++] = standard_defines;
424 if (defines) source[num_source++] = defines;
425 if (libcode) source[num_source++] = libcode;
426 source[num_source++] = fragcode;
428 gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT);
430 glAttachShader(shader->program, shader->fragment);
431 glShaderSource(shader->fragment, num_source, source, NULL);
433 glCompileShader(shader->fragment);
434 glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
437 glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
438 shader_print_errors("compile", log, source, num_source);
440 GPU_shader_free(shader);
446 const char *source[6];
449 source[num_source++] = gpu_shader_version();
450 source[num_source++] = "#define GPU_GEOMETRY_SHADER\n";
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 static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
507 bool is_alloc = false;
508 if (str_arr == NULL) {
512 /* Skip empty strings (avoid alloc if we can). */
513 while (str_arr[0] && str_arr[0][0] == '\0') {
517 for (i = 0; str_arr[i]; i++) {
518 if (i != 0 && str_arr[i][0] != '\0') {
522 *r_is_alloc = is_alloc;
524 return BLI_string_join_arrayN(str_arr, i);
532 * Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
534 * Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
536 * It has the advantage that each item can be conditionally included
537 * without having to build the string inline, then free it.
539 * \param params: NULL terminated arrays of strings.
543 * sh = GPU_shader_create_from_arrays({
544 * .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
545 * .geom = (const char *[]){shader_geom_glsl, NULL},
546 * .frag = (const char *[]){shader_frag_glsl, NULL},
547 * .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
551 struct GPUShader *GPU_shader_create_from_arrays_impl(
552 const struct GPU_ShaderCreateFromArray_Params *params)
554 struct { const char *str; bool is_alloc;} str_dst[4] = {0};
555 const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
557 for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
558 str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
561 GPUShader *sh = GPU_shader_create(
562 str_dst[0].str, str_dst[1].str, str_dst[2].str, NULL, str_dst[3].str, __func__);
564 for (int i = 0; i < ARRAY_SIZE(str_dst); i++) {
565 if (str_dst[i].is_alloc) {
566 MEM_freeN((void *)str_dst[i].str);
572 void GPU_shader_bind(GPUShader *shader)
574 BLI_assert(shader && shader->program);
576 glUseProgram(shader->program);
577 GPU_matrix_bind(shader->interface);
580 void GPU_shader_unbind(void)
585 bool GPU_shader_transform_feedback_enable(GPUShader *shader, uint vbo_id)
587 if (shader->feedback_transform_type == GPU_SHADER_TFB_NONE) {
591 glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbo_id);
593 switch (shader->feedback_transform_type) {
594 case GPU_SHADER_TFB_POINTS: glBeginTransformFeedback(GL_POINTS); return true;
595 case GPU_SHADER_TFB_LINES: glBeginTransformFeedback(GL_LINES); return true;
596 case GPU_SHADER_TFB_TRIANGLES: glBeginTransformFeedback(GL_TRIANGLES); return true;
597 default: return false;
601 void GPU_shader_transform_feedback_disable(GPUShader *UNUSED(shader))
603 glEndTransformFeedback();
606 void GPU_shader_free(GPUShader *shader)
608 #if 0 /* Would be nice to have, but for now the Deferred compilation
609 * does not have a GPUContext. */
610 BLI_assert(GPU_context_active_get() != NULL);
615 glDeleteShader(shader->vertex);
616 if (shader->geometry)
617 glDeleteShader(shader->geometry);
618 if (shader->fragment)
619 glDeleteShader(shader->fragment);
621 glDeleteProgram(shader->program);
623 if (shader->interface)
624 GPU_shaderinterface_discard(shader->interface);
629 int GPU_shader_get_uniform(GPUShader *shader, const char *name)
631 BLI_assert(shader && shader->program);
632 const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
633 return uniform ? uniform->location : -2;
636 int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name)
638 BLI_assert(shader && shader->program);
639 const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(shader->interface, name);
640 return uniform ? uniform->location : -1;
643 int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
645 BLI_assert(shader && shader->program);
646 const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(shader->interface, builtin);
647 return uniform ? uniform->location : -1;
650 int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
652 BLI_assert(shader && shader->program);
653 const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
654 return ubo ? ubo->location : -1;
657 void *GPU_shader_get_interface(GPUShader *shader)
659 return shader->interface;
663 int GPU_shader_get_program(GPUShader *shader)
665 return (int)shader->program;
668 void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value)
673 glUniform1f(location, value);
676 void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
678 if (location == -1 || value == NULL)
681 if (length == 1) glUniform1fv(location, arraysize, value);
682 else if (length == 2) glUniform2fv(location, arraysize, value);
683 else if (length == 3) glUniform3fv(location, arraysize, value);
684 else if (length == 4) glUniform4fv(location, arraysize, value);
685 else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
686 else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
689 void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
694 if (length == 1) glUniform1iv(location, arraysize, value);
695 else if (length == 2) glUniform2iv(location, arraysize, value);
696 else if (length == 3) glUniform3iv(location, arraysize, value);
697 else if (length == 4) glUniform4iv(location, arraysize, value);
700 void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
705 glUniform1i(location, value);
708 void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo)
710 int bindpoint = GPU_uniformbuffer_bindpoint(ubo);
712 if (location == -1) {
716 glUniformBlockBinding(shader->program, location, bindpoint);
719 void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
721 int number = GPU_texture_bound_number(tex);
724 fprintf(stderr, "Texture is not bound.\n");
732 glUniform1i(location, number);
735 int GPU_shader_get_attribute(GPUShader *shader, const char *name)
737 BLI_assert(shader && shader->program);
738 const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
739 return attr ? attr->location : -1;
742 static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
743 [GPU_SHADER_TEXT] = {
744 .vert = datatoc_gpu_shader_text_vert_glsl,
745 .geom = datatoc_gpu_shader_text_geom_glsl,
746 .frag = datatoc_gpu_shader_text_frag_glsl,
748 [GPU_SHADER_TEXT_SIMPLE] = {
749 .vert = datatoc_gpu_shader_text_simple_vert_glsl,
750 .geom = datatoc_gpu_shader_text_simple_geom_glsl,
751 .frag = datatoc_gpu_shader_text_frag_glsl,
753 [GPU_SHADER_KEYFRAME_DIAMOND] = {
754 .vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
755 .frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
757 /* This version is magical but slow! */
758 [GPU_SHADER_EDGES_FRONT_BACK_PERSP] = {
759 .vert = datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
760 .geom = datatoc_gpu_shader_edges_front_back_persp_geom_glsl,
761 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
763 [GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = {
764 .vert = datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
765 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
767 [GPU_SHADER_EDGES_OVERLAY_SIMPLE] = {
768 .vert = datatoc_gpu_shader_3D_vert_glsl,
769 .geom = datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
770 .frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
772 [GPU_SHADER_EDGES_OVERLAY] = {
773 .vert = datatoc_gpu_shader_edges_overlay_vert_glsl,
774 .geom = datatoc_gpu_shader_edges_overlay_geom_glsl,
775 .frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
777 [GPU_SHADER_SIMPLE_LIGHTING] = {
778 .vert = datatoc_gpu_shader_3D_normal_vert_glsl,
779 .frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
781 /* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
782 [GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = {
783 .vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
784 .frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
786 "#define USE_FLAT_NORMAL\n",
788 [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = {
789 .vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
790 .frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
792 [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = {
793 .vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
794 .frag = datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl,
797 [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = {
798 .vert = datatoc_gpu_shader_3D_image_vert_glsl,
799 .frag = datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
801 [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = {
802 .vert = datatoc_gpu_shader_3D_image_vert_glsl,
803 .frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
805 [GPU_SHADER_3D_IMAGE_DEPTH] = {
806 .vert = datatoc_gpu_shader_3D_image_vert_glsl,
807 .frag = datatoc_gpu_shader_image_depth_linear_frag_glsl,
809 [GPU_SHADER_3D_IMAGE_DEPTH_COPY] = {
810 .vert = datatoc_gpu_shader_3D_image_vert_glsl,
811 .frag = datatoc_gpu_shader_image_depth_copy_frag_glsl,
813 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] = {
814 .vert = datatoc_gpu_shader_2D_vert_glsl,
815 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
817 "#define SAMPLES 2\n",
819 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = {
820 .vert = datatoc_gpu_shader_2D_vert_glsl,
821 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
823 "#define SAMPLES 4\n",
825 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = {
826 .vert = datatoc_gpu_shader_2D_vert_glsl,
827 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
829 "#define SAMPLES 8\n",
831 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = {
832 .vert = datatoc_gpu_shader_2D_vert_glsl,
833 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
835 "#define SAMPLES 16\n",
837 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] = {
838 .vert = datatoc_gpu_shader_2D_vert_glsl,
839 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
841 "#define SAMPLES 2\n"
842 "#define USE_DEPTH\n",
844 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] = {
845 .vert = datatoc_gpu_shader_2D_vert_glsl,
846 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
848 "#define SAMPLES 4\n"
849 "#define USE_DEPTH\n",
851 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] = {
852 .vert = datatoc_gpu_shader_2D_vert_glsl,
853 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
855 "#define SAMPLES 8\n"
856 "#define USE_DEPTH\n",
858 [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] = {
859 .vert = datatoc_gpu_shader_2D_vert_glsl,
860 .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
862 "#define SAMPLES 16\n"
863 "#define USE_DEPTH\n",
866 [GPU_SHADER_2D_IMAGE_INTERLACE] = {
867 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
868 .frag = datatoc_gpu_shader_image_interlace_frag_glsl,
870 [GPU_SHADER_2D_CHECKER] = {
871 .vert = datatoc_gpu_shader_2D_vert_glsl,
872 .frag = datatoc_gpu_shader_checker_frag_glsl,
875 [GPU_SHADER_2D_DIAG_STRIPES] = {
876 .vert = datatoc_gpu_shader_2D_vert_glsl,
877 .frag = datatoc_gpu_shader_diag_stripes_frag_glsl,
880 [GPU_SHADER_2D_UNIFORM_COLOR] = {
881 .vert = datatoc_gpu_shader_2D_vert_glsl,
882 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
884 [GPU_SHADER_2D_FLAT_COLOR] = {
885 .vert = datatoc_gpu_shader_2D_flat_color_vert_glsl,
886 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
888 [GPU_SHADER_2D_SMOOTH_COLOR] = {
889 .vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
890 .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
892 [GPU_SHADER_2D_SMOOTH_COLOR_DITHER] = {
893 .vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
894 .frag = datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl,
896 [GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = {
897 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
898 .frag = datatoc_gpu_shader_image_linear_frag_glsl,
900 [GPU_SHADER_2D_IMAGE] = {
901 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
902 .frag = datatoc_gpu_shader_image_frag_glsl,
904 [GPU_SHADER_2D_IMAGE_COLOR] = {
905 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
906 .frag = datatoc_gpu_shader_image_color_frag_glsl,
908 [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = {
909 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
910 .frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
912 [GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = {
913 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
914 .frag = datatoc_gpu_shader_image_alpha_color_frag_glsl,
916 [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = {
917 .vert = datatoc_gpu_shader_2D_image_vert_glsl,
918 .frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl,
920 [GPU_SHADER_2D_IMAGE_RECT_COLOR] = {
921 .vert = datatoc_gpu_shader_2D_image_rect_vert_glsl,
922 .frag = datatoc_gpu_shader_image_color_frag_glsl,
924 [GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = {
925 .vert = datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
926 .frag = datatoc_gpu_shader_image_varying_color_frag_glsl,
929 [GPU_SHADER_3D_UNIFORM_COLOR] = {
930 .vert = datatoc_gpu_shader_3D_vert_glsl,
931 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
933 [GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND] = {
934 .vert = datatoc_gpu_shader_3D_vert_glsl,
935 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
937 "#define USE_BACKGROUND\n",
939 [GPU_SHADER_3D_FLAT_COLOR] = {
940 .vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
941 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
943 [GPU_SHADER_3D_SMOOTH_COLOR] = {
944 .vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl,
945 .frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl,
947 [GPU_SHADER_3D_DEPTH_ONLY] = {
948 .vert = datatoc_gpu_shader_3D_vert_glsl,
949 .frag = datatoc_gpu_shader_depth_only_frag_glsl,
951 [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = {
952 .vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
953 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
956 [GPU_SHADER_3D_GROUNDPOINT] = {
957 .vert = datatoc_gpu_shader_3D_groundpoint_vert_glsl,
958 .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
960 [GPU_SHADER_3D_GROUNDLINE] = {
961 .vert = datatoc_gpu_shader_3D_passthrough_vert_glsl,
962 .geom = datatoc_gpu_shader_3D_groundline_geom_glsl,
963 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
966 [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = {
967 .vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
968 .geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
969 .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
971 [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = {
972 .vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
973 .geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl,
974 .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
977 [GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] = {
978 .vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
979 .frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
981 "#define USE_INSTANCE_COLOR\n",
983 [GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = {
984 .vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl,
985 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
987 [GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = {
988 .vert = datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl,
989 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
991 [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = {
992 .vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
993 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
995 "#define AXIS_NAME\n",
997 [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = {
998 .vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl,
999 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1002 [GPU_SHADER_CAMERA] = {
1003 .vert = datatoc_gpu_shader_instance_camera_vert_glsl,
1004 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1006 [GPU_SHADER_DISTANCE_LINES] = {
1007 .vert = datatoc_gpu_shader_instance_distance_line_vert_glsl,
1008 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1011 [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
1012 .vert = datatoc_gpu_shader_2D_vert_glsl,
1013 .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
1015 [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] = {
1016 .vert = datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
1017 .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
1019 [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
1020 .vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
1021 .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
1023 [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
1024 .vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
1025 .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
1027 [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] = {
1028 .vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
1029 .frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl,
1031 [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = {
1032 .vert = datatoc_gpu_shader_3D_vert_glsl,
1033 .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
1035 [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = {
1036 .vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
1037 .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
1039 [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = {
1040 .vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
1041 .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
1043 [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] = {
1044 .vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
1045 .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
1047 [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = {
1048 .vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
1049 .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
1051 [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = {
1052 .vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
1053 .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
1056 [GPU_SHADER_INSTANCE_UNIFORM_COLOR] = {
1057 .vert = datatoc_gpu_shader_instance_vert_glsl,
1058 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
1060 [GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] = {
1061 .vert = datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl,
1062 .frag = datatoc_gpu_shader_flat_id_frag_glsl,
1064 "#define UNIFORM_SCALE\n",
1066 [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] = {
1067 .vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
1068 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1070 "#define UNIFORM_SCALE\n",
1072 [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] = {
1073 .vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
1074 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1076 [GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = {
1077 .vert = datatoc_gpu_shader_instance_edges_variying_color_vert_glsl,
1078 .geom = datatoc_gpu_shader_instance_edges_variying_color_geom_glsl,
1079 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1082 [GPU_SHADER_2D_AREA_EDGES] = {
1083 .vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
1084 .frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
1086 [GPU_SHADER_2D_WIDGET_BASE] = {
1087 .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
1088 .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
1090 [GPU_SHADER_2D_WIDGET_BASE_INST] = {
1091 .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
1092 .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
1094 "#define USE_INSTANCE\n",
1096 [GPU_SHADER_2D_WIDGET_SHADOW] = {
1097 .vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
1098 .frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
1100 [GPU_SHADER_2D_NODELINK] = {
1101 .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
1102 .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
1104 [GPU_SHADER_2D_NODELINK_INST] = {
1105 .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
1106 .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
1108 "#define USE_INSTANCE\n",
1111 [GPU_SHADER_2D_UV_UNIFORM_COLOR] = {
1112 .vert = datatoc_gpu_shader_2D_vert_glsl,
1113 .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
1117 [GPU_SHADER_2D_UV_VERTS] = {
1118 .vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
1119 .frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
1121 [GPU_SHADER_2D_UV_FACEDOTS] = {
1122 .vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
1123 .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
1125 [GPU_SHADER_2D_UV_EDGES] = {
1126 .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
1127 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1129 [GPU_SHADER_2D_UV_EDGES_SMOOTH] = {
1130 .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
1131 .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
1133 "#define SMOOTH_COLOR\n",
1135 [GPU_SHADER_2D_UV_FACES] = {
1136 .vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
1137 .frag = datatoc_gpu_shader_flat_color_frag_glsl,
1139 [GPU_SHADER_2D_UV_FACES_STRETCH_AREA] = {
1140 .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
1141 .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
1143 [GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] = {
1144 .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
1145 .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
1147 "#define STRETCH_ANGLE\n",
1150 [GPU_SHADER_3D_FLAT_SELECT_ID] = {
1151 .vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
1152 .frag = datatoc_gpu_shader_selection_id_frag_glsl,
1154 [GPU_SHADER_3D_UNIFORM_SELECT_ID] = {
1155 .vert = datatoc_gpu_shader_3D_selection_id_vert_glsl,
1156 .frag = datatoc_gpu_shader_selection_id_frag_glsl,
1158 "#define UNIFORM_ID\n",
1161 [GPU_SHADER_GPENCIL_STROKE] = {
1162 .vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl,
1163 .geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
1164 .frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
1167 [GPU_SHADER_GPENCIL_FILL] = {
1168 .vert = datatoc_gpu_shader_gpencil_fill_vert_glsl,
1169 .frag = datatoc_gpu_shader_gpencil_fill_frag_glsl,
1173 GPUShader *GPU_shader_get_builtin_shader_with_config(
1174 eGPUBuiltinShader shader, eGPUShaderConfig shader_cfg)
1176 BLI_assert(shader < GPU_SHADER_BUILTIN_LEN);
1177 BLI_assert(shader_cfg < GPU_SHADER_CFG_LEN);
1178 GPUShader **sh_p = &builtin_shaders[shader_cfg][shader];
1180 if (*sh_p == NULL) {
1181 GPUShaderStages stages_legacy = {NULL};
1182 const GPUShaderStages *stages = &builtin_shader_stages[shader];
1184 if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP) {
1185 /* TODO: remove after switch to core profile (maybe) */
1186 if (!GLEW_VERSION_3_2) {
1187 stages_legacy.vert = datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl;
1188 stages_legacy.frag = datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl;
1189 stages = &stages_legacy;
1192 else if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR) {
1193 /* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
1194 /* TODO: remove after switch to core profile (maybe) */
1195 if (!GLEW_VERSION_3_2) {
1196 stages_legacy.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl;
1197 stages_legacy.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl;
1198 stages = &stages_legacy;
1203 if (shader_cfg == GPU_SHADER_CFG_DEFAULT) {
1204 *sh_p = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, stages->defs, __func__);
1206 else if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
1207 /* Remove eventually, for now ensure support for each shader has been added. */
1208 BLI_assert(ELEM(shader,
1209 GPU_SHADER_3D_UNIFORM_COLOR,
1210 GPU_SHADER_3D_SMOOTH_COLOR,
1211 GPU_SHADER_3D_DEPTH_ONLY,
1213 GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,
1214 GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
1215 GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
1216 GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
1217 GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
1218 GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED,
1219 GPU_SHADER_3D_GROUNDLINE,
1220 GPU_SHADER_3D_GROUNDPOINT,
1221 GPU_SHADER_DISTANCE_LINES,
1222 GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR));
1223 const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
1224 const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
1225 /* In rare cases geometry shaders calculate clipping themselves. */
1226 *sh_p = GPU_shader_create_from_arrays({
1227 .vert = (const char *[]){world_clip_lib, stages->vert, NULL},
1228 .geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
1229 .frag = (const char *[]){stages->frag, NULL},
1230 .defs = (const char *[]){world_clip_def, stages->defs, NULL},
1240 GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
1242 return GPU_shader_get_builtin_shader_with_config(shader, GPU_SHADER_CFG_DEFAULT);
1245 void GPU_shader_get_builtin_shader_code(
1246 eGPUBuiltinShader shader,
1247 const char **r_vert, const char **r_frag,
1248 const char **r_geom, const char **r_defines)
1250 const GPUShaderStages *stages = &builtin_shader_stages[shader];
1251 *r_vert = stages->vert;
1252 *r_frag = stages->frag;
1253 *r_geom = stages->geom;
1254 *r_defines = stages->defs;
1257 void GPU_shader_free_builtin_shaders(void)
1259 for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
1260 for (int j = 0; j < GPU_SHADER_BUILTIN_LEN; j++) {
1261 if (builtin_shaders[i][j]) {
1262 GPU_shader_free(builtin_shaders[i][j]);
1263 builtin_shaders[i][j] = NULL;