The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
109 lines
3.5 KiB
C++
109 lines
3.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation */
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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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char *parse_line(char *log_line, GPULogItem &log_item) override;
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protected:
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char *skip_severity_prefix(char *log_line, GPULogItem &log_item);
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char *skip_severity_keyword(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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