OpenGL: manage built-in shaders better

As our library of built-in shaders grows, it's important to create, access, and discard them efficiently.

Lookup via GPU_shader_get_builtin is now constant time instead of linear (# of built-in shaders). This is called very often with our new immediate mode.

Creation and discard are unified.

Adding a new shader requires fewer steps.

365 lines shorter  :D
This commit is contained in:
Mike Erwin
2016-11-08 22:53:59 -06:00
parent 2b726b054e
commit a0ae6d7116
2 changed files with 119 additions and 482 deletions

View File

@@ -85,11 +85,11 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name);
/* Builtin/Non-generated shaders */
typedef enum GPUBuiltinShader {
GPU_SHADER_VSM_STORE = 0,
GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
GPU_SHADER_SMOKE = 2,
GPU_SHADER_SMOKE_FIRE = 3,
GPU_SHADER_SMOKE_COBA = 4,
GPU_SHADER_VSM_STORE,
GPU_SHADER_SEP_GAUSSIAN_BLUR,
GPU_SHADER_SMOKE,
GPU_SHADER_SMOKE_FIRE,
GPU_SHADER_SMOKE_COBA,
/* specialized drawing */
GPU_SHADER_TEXT,
@@ -123,6 +123,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
} GPUBuiltinShader;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);

View File

@@ -107,50 +107,17 @@ extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
extern char datatoc_gpu_shader_fx_lib_glsl[];
static struct GPUShadersGlobal {
struct {
GPUShader *vsm_store;
GPUShader *sep_gaussian_blur;
GPUShader *smoke;
GPUShader *smoke_fire;
GPUShader *smoke_coba;
/* cache for shader fx. Those can exist in combinations so store them here */
GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
/* specialized drawing */
GPUShader *text;
GPUShader *edges_front_back_persp;
GPUShader *edges_front_back_ortho;
GPUShader *edges_overlay_simple;
GPUShader *edges_overlay;
/* for drawing images */
GPUShader *image_mask_uniform_color_2D;
GPUShader *image_modulate_alpha_3D;
GPUShader *image_rect_modulate_alpha_3D;
GPUShader *image_depth_3D;
/* for simple 2D drawing */
GPUShader *uniform_color_2D;
GPUShader *flat_color_2D;
GPUShader *smooth_color_2D;
/* for simple 3D drawing */
GPUShader *uniform_color_3D;
GPUShader *flat_color_3D;
GPUShader *smooth_color_3D;
GPUShader *depth_only_3D;
/* points */
GPUShader *point_fixed_size_uniform_color_2D;
GPUShader *point_varying_size_varying_color_2D;
GPUShader *point_uniform_size_uniform_color_smooth_2D;
GPUShader *point_uniform_size_uniform_color_outline_smooth_2D;
GPUShader *point_uniform_size_varying_color_outline_smooth_2D;
GPUShader *point_fixed_size_uniform_color_3D;
GPUShader *point_fixed_size_varying_color_3D;
GPUShader *point_varying_size_uniform_color_3D;
GPUShader *point_varying_size_varying_color_3D;
GPUShader *point_uniform_size_uniform_color_smooth_3D;
GPUShader *point_uniform_size_uniform_color_outline_smooth_3D;
} shaders;
} GG = {{NULL}};
/* cache of built-in shaders (each is created on first use) */
static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
/* cache for shader fx. Those can exist in combinations so store them here */
static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
typedef struct {
const char *vert;
const char *frag;
const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */
} GPUShaderStages;
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
{
@@ -632,279 +599,100 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name)
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
GPUShader *retval = NULL;
BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
switch (shader) {
case GPU_SHADER_VSM_STORE:
if (!GG.shaders.vsm_store)
GG.shaders.vsm_store = GPU_shader_create(
datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.vsm_store;
break;
case GPU_SHADER_SEP_GAUSSIAN_BLUR:
if (!GG.shaders.sep_gaussian_blur)
GG.shaders.sep_gaussian_blur = GPU_shader_create(
datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
datatoc_gpu_shader_sep_gaussian_blur_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.sep_gaussian_blur;
break;
case GPU_SHADER_SMOKE:
if (!GG.shaders.smoke)
GG.shaders.smoke = GPU_shader_create(
datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smoke;
break;
case GPU_SHADER_SMOKE_FIRE:
if (!GG.shaders.smoke_fire)
GG.shaders.smoke_fire = GPU_shader_create(
datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smoke_fire;
break;
case GPU_SHADER_SMOKE_COBA:
if (!GG.shaders.smoke_coba)
GG.shaders.smoke_coba = GPU_shader_create(
datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
NULL, NULL, "#define USE_COBA;\n", 0, 0, 0);
retval = GG.shaders.smoke_coba;
break;
case GPU_SHADER_TEXT:
if (!GG.shaders.text)
GG.shaders.text = GPU_shader_create(
datatoc_gpu_shader_text_vert_glsl,
datatoc_gpu_shader_text_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.text;
break;
case GPU_SHADER_EDGES_FRONT_BACK_PERSP:
if (!GG.shaders.edges_front_back_persp)
if (GLEW_VERSION_3_2) {
/* this version is magical but slooow */
GG.shaders.edges_front_back_persp = GPU_shader_create(
datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_gpu_shader_edges_front_back_persp_geom_glsl,
NULL, NULL, 0, 0, 0);
}
else {
GG.shaders.edges_front_back_persp = GPU_shader_create(
datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
}
retval = GG.shaders.edges_front_back_persp;
break;
case GPU_SHADER_EDGES_FRONT_BACK_ORTHO:
if (!GG.shaders.edges_front_back_ortho)
GG.shaders.edges_front_back_ortho = GPU_shader_create(
datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.edges_front_back_ortho;
break;
case GPU_SHADER_EDGES_OVERLAY_SIMPLE:
if (!GG.shaders.edges_overlay_simple)
GG.shaders.edges_overlay_simple = GPU_shader_create(
datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
NULL, NULL, 0, 0, 0);
retval = GG.shaders.edges_overlay_simple;
break;
case GPU_SHADER_EDGES_OVERLAY:
if (!GG.shaders.edges_overlay)
GG.shaders.edges_overlay = GPU_shader_create(
datatoc_gpu_shader_edges_overlay_vert_glsl,
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_geom_glsl,
NULL, NULL, 0, 0, 0);
retval = GG.shaders.edges_overlay;
break;
case GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR:
if (!GG.shaders.image_mask_uniform_color_2D)
GG.shaders.image_mask_uniform_color_2D = GPU_shader_create(
datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.image_mask_uniform_color_2D;
break;
case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
if (!GG.shaders.image_modulate_alpha_3D)
GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.image_modulate_alpha_3D;
break;
case GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA:
if (!GG.shaders.image_rect_modulate_alpha_3D)
GG.shaders.image_rect_modulate_alpha_3D = GPU_shader_create(
datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.image_rect_modulate_alpha_3D;
break;
case GPU_SHADER_3D_IMAGE_DEPTH:
if (!GG.shaders.image_depth_3D)
GG.shaders.image_depth_3D = GPU_shader_create(
datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.image_depth_3D;
break;
case GPU_SHADER_2D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_2D)
GG.shaders.uniform_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.uniform_color_2D;
break;
case GPU_SHADER_2D_FLAT_COLOR:
if (!GG.shaders.flat_color_2D)
GG.shaders.flat_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.flat_color_2D;
break;
case GPU_SHADER_2D_SMOOTH_COLOR:
if (!GG.shaders.smooth_color_2D)
GG.shaders.smooth_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smooth_color_2D;
break;
case GPU_SHADER_3D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_3D)
GG.shaders.uniform_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.uniform_color_3D;
break;
case GPU_SHADER_3D_FLAT_COLOR:
if (!GG.shaders.flat_color_3D)
GG.shaders.flat_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.flat_color_3D;
break;
case GPU_SHADER_3D_SMOOTH_COLOR:
if (!GG.shaders.smooth_color_3D)
GG.shaders.smooth_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_smooth_color_vert_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smooth_color_3D;
break;
case GPU_SHADER_3D_DEPTH_ONLY:
if (!GG.shaders.depth_only_3D)
GG.shaders.depth_only_3D = GPU_shader_create(
datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_depth_only_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.depth_only_3D;
break;
case GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR:
if (!GG.shaders.point_fixed_size_uniform_color_2D)
GG.shaders.point_fixed_size_uniform_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_fixed_size_uniform_color_2D;
break;
case GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR:
if (!GG.shaders.point_varying_size_varying_color_2D)
GG.shaders.point_varying_size_varying_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_varying_color_2D;
break;
case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH:
if (!GG.shaders.point_uniform_size_uniform_color_smooth_2D)
GG.shaders.point_uniform_size_uniform_color_smooth_2D = GPU_shader_create(
datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_uniform_size_uniform_color_smooth_2D;
break;
case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D)
GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = GPU_shader_create(
datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D;
break;
case GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH:
if (!GG.shaders.point_uniform_size_varying_color_outline_smooth_2D)
GG.shaders.point_uniform_size_varying_color_outline_smooth_2D = GPU_shader_create(
datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_varying_color_outline_smooth_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_uniform_size_varying_color_outline_smooth_2D;
break;
case GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR:
if (!GG.shaders.point_fixed_size_uniform_color_3D)
GG.shaders.point_fixed_size_uniform_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_fixed_size_uniform_color_3D;
break;
case GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR:
if (!GG.shaders.point_fixed_size_varying_color_3D)
GG.shaders.point_fixed_size_varying_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_fixed_size_varying_color_3D;
break;
case GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR:
if (!GG.shaders.point_varying_size_uniform_color_3D)
GG.shaders.point_varying_size_uniform_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_uniform_color_3D;
break;
case GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR:
if (!GG.shaders.point_varying_size_varying_color_3D)
GG.shaders.point_varying_size_varying_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_varying_color_3D;
break;
case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH:
if (!GG.shaders.point_uniform_size_uniform_color_smooth_3D)
GG.shaders.point_uniform_size_uniform_color_smooth_3D = GPU_shader_create(
datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_uniform_size_uniform_color_smooth_3D;
break;
case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D)
GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = GPU_shader_create(
datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D;
break;
static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
[GPU_SHADER_VSM_STORE] = { datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl },
[GPU_SHADER_SEP_GAUSSIAN_BLUR] = { datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
datatoc_gpu_shader_sep_gaussian_blur_frag_glsl },
[GPU_SHADER_SMOKE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
[GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
[GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
[GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
/* this version is */ datatoc_gpu_shader_flat_color_frag_glsl,
/* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
[GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_geom_glsl },
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
[GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
[GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl },
[GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
{ datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH] =
{ datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
{ datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH] =
{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_varying_color_outline_smooth_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl },
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
{ datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH] =
{ datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
{ datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
};
if (builtin_shaders[shader] == NULL) {
/* just a few special cases */
const char *defines = (shader == GPU_SHADER_SMOKE_COBA) ? "#define USE_COBA;\n" : NULL;
const GPUShaderStages *stages = builtin_shader_stages + shader;
if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) {
/* TODO: remove after switch to core profile (maybe) */
static const GPUShaderStages legacy_fancy_edges =
{ datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl };
stages = &legacy_fancy_edges;
}
/* common case */
builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom,
NULL, defines, 0, 0, 0);
}
if (retval == NULL)
printf("Unable to create a GPUShader for builtin shader: %u\n", shader);
return retval;
return builtin_shaders[shader];
}
#define MAX_DEFINES 100
@@ -924,7 +712,7 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
strcat(defines, "#define PERSP_MATRIX\n");
}
if (!GG.shaders.fx_shaders[offset]) {
if (!fx_shaders[offset]) {
GPUShader *shader = NULL;
switch (effect) {
@@ -978,180 +766,27 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
break;
}
GG.shaders.fx_shaders[offset] = shader;
fx_shaders[offset] = shader;
GPU_fx_shader_init_interface(shader, effect);
}
return GG.shaders.fx_shaders[offset];
return fx_shaders[offset];
}
void GPU_shader_free_builtin_shaders(void)
{
if (GG.shaders.vsm_store) {
GPU_shader_free(GG.shaders.vsm_store);
GG.shaders.vsm_store = NULL;
}
if (GG.shaders.sep_gaussian_blur) {
GPU_shader_free(GG.shaders.sep_gaussian_blur);
GG.shaders.sep_gaussian_blur = NULL;
}
if (GG.shaders.smoke) {
GPU_shader_free(GG.shaders.smoke);
GG.shaders.smoke = NULL;
}
if (GG.shaders.smoke_fire) {
GPU_shader_free(GG.shaders.smoke_fire);
GG.shaders.smoke_fire = NULL;
}
if (GG.shaders.smoke_coba) {
GPU_shader_free(GG.shaders.smoke_coba);
GG.shaders.smoke_coba = NULL;
}
if (GG.shaders.text) {
GPU_shader_free(GG.shaders.text);
GG.shaders.text = NULL;
}
if (GG.shaders.edges_front_back_persp) {
GPU_shader_free(GG.shaders.edges_front_back_persp);
GG.shaders.edges_front_back_persp = NULL;
}
if (GG.shaders.edges_front_back_ortho) {
GPU_shader_free(GG.shaders.edges_front_back_ortho);
GG.shaders.edges_front_back_ortho = NULL;
}
if (GG.shaders.edges_overlay_simple) {
GPU_shader_free(GG.shaders.edges_overlay_simple);
GG.shaders.edges_overlay_simple = NULL;
}
if (GG.shaders.edges_overlay) {
GPU_shader_free(GG.shaders.edges_overlay);
GG.shaders.edges_overlay = NULL;
}
if (GG.shaders.image_mask_uniform_color_2D) {
GPU_shader_free(GG.shaders.image_mask_uniform_color_2D);
GG.shaders.image_mask_uniform_color_2D = NULL;
}
if (GG.shaders.image_modulate_alpha_3D) {
GPU_shader_free(GG.shaders.image_modulate_alpha_3D);
GG.shaders.image_modulate_alpha_3D = NULL;
}
if (GG.shaders.image_rect_modulate_alpha_3D) {
GPU_shader_free(GG.shaders.image_rect_modulate_alpha_3D);
GG.shaders.image_rect_modulate_alpha_3D = NULL;
}
if (GG.shaders.image_depth_3D) {
GPU_shader_free(GG.shaders.image_depth_3D);
GG.shaders.image_depth_3D = NULL;
}
if (GG.shaders.uniform_color_2D) {
GPU_shader_free(GG.shaders.uniform_color_2D);
GG.shaders.uniform_color_2D = NULL;
}
if (GG.shaders.flat_color_2D) {
GPU_shader_free(GG.shaders.flat_color_2D);
GG.shaders.flat_color_2D = NULL;
}
if (GG.shaders.smooth_color_2D) {
GPU_shader_free(GG.shaders.smooth_color_2D);
GG.shaders.smooth_color_2D = NULL;
}
if (GG.shaders.uniform_color_3D) {
GPU_shader_free(GG.shaders.uniform_color_3D);
GG.shaders.uniform_color_3D = NULL;
}
if (GG.shaders.flat_color_3D) {
GPU_shader_free(GG.shaders.flat_color_3D);
GG.shaders.flat_color_3D = NULL;
}
if (GG.shaders.smooth_color_3D) {
GPU_shader_free(GG.shaders.smooth_color_3D);
GG.shaders.smooth_color_3D = NULL;
}
if (GG.shaders.depth_only_3D) {
GPU_shader_free(GG.shaders.depth_only_3D);
GG.shaders.depth_only_3D = NULL;
}
if (GG.shaders.point_fixed_size_uniform_color_2D) {
GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_2D);
GG.shaders.point_fixed_size_uniform_color_2D = NULL;
}
if (GG.shaders.point_varying_size_varying_color_2D) {
GPU_shader_free(GG.shaders.point_varying_size_varying_color_2D);
GG.shaders.point_varying_size_varying_color_2D = NULL;
}
if (GG.shaders.point_uniform_size_uniform_color_smooth_2D) {
GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_2D);
GG.shaders.point_uniform_size_uniform_color_smooth_2D = NULL;
}
if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D) {
GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D);
GG.shaders.point_uniform_size_uniform_color_outline_smooth_2D = NULL;
}
if (GG.shaders.point_uniform_size_varying_color_outline_smooth_2D) {
GPU_shader_free(GG.shaders.point_uniform_size_varying_color_outline_smooth_2D);
GG.shaders.point_uniform_size_varying_color_outline_smooth_2D = NULL;
}
if (GG.shaders.point_fixed_size_uniform_color_3D) {
GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_3D);
GG.shaders.point_fixed_size_uniform_color_3D = NULL;
}
if (GG.shaders.point_fixed_size_varying_color_3D) {
GPU_shader_free(GG.shaders.point_fixed_size_varying_color_3D);
GG.shaders.point_fixed_size_varying_color_3D = NULL;
}
if (GG.shaders.point_varying_size_uniform_color_3D) {
GPU_shader_free(GG.shaders.point_varying_size_uniform_color_3D);
GG.shaders.point_varying_size_uniform_color_3D = NULL;
}
if (GG.shaders.point_varying_size_varying_color_3D) {
GPU_shader_free(GG.shaders.point_varying_size_varying_color_3D);
GG.shaders.point_varying_size_varying_color_3D = NULL;
}
if (GG.shaders.point_uniform_size_uniform_color_smooth_3D) {
GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_3D);
GG.shaders.point_uniform_size_uniform_color_smooth_3D = NULL;
}
if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D) {
GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D);
GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = NULL;
for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
if (builtin_shaders[i]) {
GPU_shader_free(builtin_shaders[i]);
builtin_shaders[i] = NULL;
}
}
for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
if (GG.shaders.fx_shaders[i]) {
GPU_shader_free(GG.shaders.fx_shaders[i]);
GG.shaders.fx_shaders[i] = NULL;
if (fx_shaders[i]) {
GPU_shader_free(fx_shaders[i]);
fx_shaders[i] = NULL;
}
}
}