Files
test/source/blender/gpu/intern/gpu_shader_builtin.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

168 lines
6.0 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BLI_utildefines.h"
#include "GPU_capabilities.h"
#include "GPU_shader.h"
/* Cache of built-in shaders (each is created on first use). */
static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{nullptr}};
static const char *builtin_shader_create_info_name(eGPUBuiltinShader shader)
{
switch (shader) {
case GPU_SHADER_TEXT:
return "gpu_shader_text";
case GPU_SHADER_KEYFRAME_SHAPE:
return "gpu_shader_keyframe_shape";
case GPU_SHADER_SIMPLE_LIGHTING:
return "gpu_shader_simple_lighting";
case GPU_SHADER_3D_IMAGE:
return "gpu_shader_3D_image";
case GPU_SHADER_3D_IMAGE_COLOR:
return "gpu_shader_3D_image_color";
case GPU_SHADER_2D_CHECKER:
return "gpu_shader_2D_checker";
case GPU_SHADER_2D_DIAG_STRIPES:
return "gpu_shader_2D_diag_stripes";
case GPU_SHADER_ICON:
return "gpu_shader_icon";
case GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE:
return "gpu_shader_2D_image_overlays_merge";
case GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE:
return "gpu_shader_2D_image_overlays_stereo_merge";
case GPU_SHADER_2D_IMAGE_DESATURATE_COLOR:
return "gpu_shader_2D_image_desaturate_color";
case GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR:
return "gpu_shader_2D_image_shuffle_color";
case GPU_SHADER_2D_IMAGE_RECT_COLOR:
return "gpu_shader_2D_image_rect_color";
case GPU_SHADER_ICON_MULTI:
return "gpu_shader_icon_multi";
case GPU_SHADER_3D_UNIFORM_COLOR:
return "gpu_shader_3D_uniform_color";
case GPU_SHADER_3D_FLAT_COLOR:
return "gpu_shader_3D_flat_color";
case GPU_SHADER_3D_SMOOTH_COLOR:
return "gpu_shader_3D_smooth_color";
case GPU_SHADER_3D_DEPTH_ONLY:
return "gpu_shader_3D_depth_only";
case GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR:
return "gpu_shader_3D_clipped_uniform_color";
case GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR:
return "gpu_shader_3D_polyline_uniform_color";
case GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR:
return "gpu_shader_3D_polyline_uniform_color_clipped";
case GPU_SHADER_3D_POLYLINE_FLAT_COLOR:
return "gpu_shader_3D_polyline_flat_color";
case GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR:
return "gpu_shader_3D_polyline_smooth_color";
case GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR:
return "gpu_shader_3D_line_dashed_uniform_color";
case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA:
return "gpu_shader_2D_point_uniform_size_uniform_color_aa";
case GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA:
return "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa";
case GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR:
return "gpu_shader_3D_point_varying_size_varying_color";
case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA:
return "gpu_shader_3D_point_uniform_size_uniform_color_aa";
case GPU_SHADER_2D_AREA_BORDERS:
return "gpu_shader_2D_area_borders";
case GPU_SHADER_2D_WIDGET_BASE:
return "gpu_shader_2D_widget_base";
case GPU_SHADER_2D_WIDGET_BASE_INST:
return "gpu_shader_2D_widget_base_inst";
case GPU_SHADER_2D_WIDGET_SHADOW:
return "gpu_shader_2D_widget_shadow";
case GPU_SHADER_2D_NODELINK:
return "gpu_shader_2D_nodelink";
case GPU_SHADER_2D_NODELINK_INST:
return "gpu_shader_2D_nodelink_inst";
case GPU_SHADER_GPENCIL_STROKE:
return "gpu_shader_gpencil_stroke";
default:
BLI_assert_unreachable();
return "";
}
}
static const char *builtin_shader_create_info_name_clipped(eGPUBuiltinShader shader)
{
switch (shader) {
case GPU_SHADER_3D_UNIFORM_COLOR:
return "gpu_shader_3D_uniform_color_clipped";
case GPU_SHADER_3D_FLAT_COLOR:
return "gpu_shader_3D_flat_color_clipped";
case GPU_SHADER_3D_SMOOTH_COLOR:
return "gpu_shader_3D_smooth_color_clipped";
case GPU_SHADER_3D_DEPTH_ONLY:
return "gpu_shader_3D_depth_only_clipped";
case GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR:
return "gpu_shader_3D_line_dashed_uniform_color_clipped";
case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA:
return "gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped";
default:
BLI_assert_unreachable();
return "";
}
}
GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
eGPUShaderConfig sh_cfg)
{
BLI_assert(shader < GPU_SHADER_BUILTIN_LEN);
BLI_assert(sh_cfg < GPU_SHADER_CFG_LEN);
GPUShader **sh_p = &builtin_shaders[sh_cfg][shader];
if (*sh_p == nullptr) {
if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
/* Common case. */
*sh_p = GPU_shader_create_from_info_name(builtin_shader_create_info_name(shader));
if (ELEM(shader,
GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR))
{
/* Set a default value for `lineSmooth`.
* Ideally this value should be set by the caller. */
GPU_shader_bind(*sh_p);
GPU_shader_uniform_1i(*sh_p, "lineSmooth", 1);
}
}
else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
/* In rare cases geometry shaders calculate clipping themselves. */
*sh_p = GPU_shader_create_from_info_name(builtin_shader_create_info_name_clipped(shader));
}
else {
BLI_assert(0);
}
}
return *sh_p;
}
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
{
return GPU_shader_get_builtin_shader_with_config(shader, GPU_SHADER_CFG_DEFAULT);
}
void GPU_shader_free_builtin_shaders()
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
for (int j = 0; j < GPU_SHADER_BUILTIN_LEN; j++) {
if (builtin_shaders[i][j]) {
GPU_shader_free(builtin_shaders[i][j]);
builtin_shaders[i][j] = nullptr;
}
}
}
}