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.
110 lines
3.6 KiB
C++
110 lines
3.6 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include <epoxy/gl.h>
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_private.hh"
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namespace blender {
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namespace gpu {
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/**
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* Implementation of shader compilation and uniforms handling using OpenGL.
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*/
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class GLShader : public Shader {
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friend shader::ShaderCreateInfo;
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friend shader::StageInterfaceInfo;
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private:
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/** Handle for full program (links shader stages below). */
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GLuint shader_program_ = 0;
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/** Individual shader stages. */
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GLuint vert_shader_ = 0;
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GLuint geom_shader_ = 0;
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GLuint frag_shader_ = 0;
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GLuint compute_shader_ = 0;
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/** True if any shader failed to compile. */
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bool compilation_failed_ = false;
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eGPUShaderTFBType transform_feedback_type_ = GPU_SHADER_TFB_NONE;
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public:
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GLShader(const char *name);
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~GLShader();
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/** Return true on success. */
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void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
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void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
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void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
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void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
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bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
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void warm_cache(int /*limit*/) override{};
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std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
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std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
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std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
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/** Should be called before linking. */
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void transform_feedback_names_set(Span<const char *> name_list,
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eGPUShaderTFBType geom_type) override;
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bool transform_feedback_enable(GPUVertBuf *buf) override;
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void transform_feedback_disable() override;
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void bind() override;
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void unbind() override;
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void uniform_float(int location, int comp_len, int array_size, const float *data) override;
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void uniform_int(int location, int comp_len, int array_size, const int *data) override;
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/** DEPRECATED: Kept only because of BGL API. */
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int program_handle_get() const override;
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bool is_compute() const
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{
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return compute_shader_ != 0;
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}
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private:
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char *glsl_patch_get(GLenum gl_stage);
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/** Create, compile and attach the shader stage to the shader program. */
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GLuint create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources);
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/**
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* \brief features available on newer implementation such as native barycentric coordinates
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* and layered rendering, necessitate a geometry shader to work on older hardware.
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*/
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std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
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bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info);
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MEM_CXX_CLASS_ALLOC_FUNCS("GLShader");
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};
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class GLLogParser : public GPULogParser {
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public:
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const char *parse_line(const char *log_line, GPULogItem &log_item) override;
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protected:
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const char *skip_severity_prefix(const char *log_line, GPULogItem &log_item);
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const char *skip_severity_keyword(const char *log_line, GPULogItem &log_item);
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MEM_CXX_CLASS_ALLOC_FUNCS("GLLogParser");
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};
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} // namespace gpu
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} // namespace blender
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