tornavis/source/blender/gpu/GPU_shader.h

419 lines
15 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct GPUIndexBuf;
struct GPUVertBuf;
/** Opaque type hiding #blender::gpu::shader::ShaderCreateInfo */
typedef struct GPUShaderCreateInfo GPUShaderCreateInfo;
/** Opaque type hiding #blender::gpu::Shader */
typedef struct GPUShader GPUShader;
typedef enum eGPUShaderTFBType {
GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */
GPU_SHADER_TFB_POINTS = 1,
GPU_SHADER_TFB_LINES = 2,
GPU_SHADER_TFB_TRIANGLES = 3,
} eGPUShaderTFBType;
GPUShader *GPU_shader_create(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines,
const char *shname);
GPUShader *GPU_shader_create_compute(const char *computecode,
const char *libcode,
const char *defines,
const char *shname);
GPUShader *GPU_shader_create_from_python(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *libcode,
const char *defines,
const char *name);
GPUShader *GPU_shader_create_ex(const char *vertcode,
const char *fragcode,
const char *geomcode,
const char *computecode,
const char *libcode,
const char *defines,
eGPUShaderTFBType tf_type,
const char **tf_names,
int tf_count,
const char *shname);
GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info);
GPUShader *GPU_shader_create_from_info_name(const char *info_name);
struct GPU_ShaderCreateFromArray_Params {
const char **vert, **geom, **frag, **defs;
};
/**
* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
*
* Similar to #DRW_shader_create_with_lib with the ability to include libs for each type of shader.
*
* It has the advantage that each item can be conditionally included
* without having to build the string inline, then free it.
*
* \param params: NULL terminated arrays of strings.
*
* Example:
* \code{.c}
* sh = GPU_shader_create_from_arrays({
* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
* .geom = (const char *[]){shader_geom_glsl, NULL},
* .frag = (const char *[]){shader_frag_glsl, NULL},
* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
* });
* \endcode
*/
struct GPUShader *GPU_shader_create_from_arrays_impl(
const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line);
#define GPU_shader_create_from_arrays(...) \
GPU_shader_create_from_arrays_impl( \
&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, __func__, __LINE__)
#define GPU_shader_create_from_arrays_named(name, ...) \
GPU_shader_create_from_arrays_impl( \
&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, name, 0)
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);
void GPU_shader_unbind(void);
const char *GPU_shader_get_name(GPUShader *shader);
/**
* Returns true if transform feedback was successfully enabled.
*/
bool GPU_shader_transform_feedback_enable(GPUShader *shader, struct GPUVertBuf *vertbuf);
void GPU_shader_transform_feedback_disable(GPUShader *shader);
/** DEPRECATED: Kept only because of BGL API. */
int GPU_shader_get_program(GPUShader *shader);
typedef enum {
GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
} GPUUniformBuiltin;
typedef enum {
/** Deprecated */
GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
/** New ones */
GPU_UNIFORM_BLOCK_DRW_VIEW,
GPU_UNIFORM_BLOCK_DRW_MODEL,
GPU_UNIFORM_BLOCK_DRW_INFOS,
GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
} GPUUniformBlockBuiltin;
void GPU_shader_set_srgb_uniform(GPUShader *shader);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin);
/** DEPRECATED: Kept only because of Python GPU API. */
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
int GPU_shader_get_ssbo(GPUShader *shader, const char *name);
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name);
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(
GPUShader *shader, int location, int length, int arraysize, const float *value);
void GPU_shader_uniform_vector_int(
GPUShader *shader, int location, int length, int arraysize, const int *value);
void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value);
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value);
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value);
void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y);
void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z);
void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w);
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]);
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]);
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]);
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]);
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]);
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]);
int GPU_shader_get_attribute(GPUShader *shader, const char *name);
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
/* Builtin/Non-generated shaders */
typedef enum eGPUBuiltinShader {
/* specialized drawing */
GPU_SHADER_TEXT,
GPU_SHADER_KEYFRAME_SHAPE,
GPU_SHADER_SIMPLE_LIGHTING,
/* for simple 2D drawing */
/**
* Take a single color for all the vertices and a 2D position for each vertex.
*
* \param color: uniform vec4
* \param pos: in vec2
*/
GPU_SHADER_2D_UNIFORM_COLOR,
/**
* Take a 2D position and color for each vertex without color interpolation.
*
* \param color: in vec4
* \param pos: in vec2
*/
GPU_SHADER_2D_FLAT_COLOR,
/**
* Take a 2D position and color for each vertex with linear interpolation in window space.
*
* \param color: in vec4
* \param pos: in vec2
*/
GPU_SHADER_2D_SMOOTH_COLOR,
GPU_SHADER_2D_IMAGE,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
GPU_SHADER_2D_IMAGE_RECT_COLOR,
GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
GPU_SHADER_2D_CHECKER,
GPU_SHADER_2D_DIAG_STRIPES,
/* for simple 3D drawing */
/**
* Take a single color for all the vertices and a 3D position for each vertex.
*
* \param color: uniform vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_UNIFORM_COLOR,
GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
/**
* Take a 3D position and color for each vertex without color interpolation.
*
* \param color: in vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_FLAT_COLOR,
/**
* Take a 3D position and color for each vertex with perspective correct interpolation.
*
* \param color: in vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_SMOOTH_COLOR,
/**
* Take a single color for all the vertices and a 3D position for each vertex.
* Used for drawing wide lines.
*
* \param color: uniform vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
/**
* Take a 3D position and color for each vertex without color interpolation.
* Used for drawing wide lines.
*
* \param color: in vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
/**
* Take a 3D position and color for each vertex with perspective correct interpolation.
* Used for drawing wide lines.
*
* \param color: in vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR,
/**
* Take a 3D position for each vertex and output only depth.
* Used for drawing wide lines.
*
* \param pos: in vec3
*/
GPU_SHADER_3D_DEPTH_ONLY,
/* basic image drawing */
GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE,
GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
/**
* Draw texture with alpha. Take a 3D position and a 2D texture coordinate for each vertex.
*
* \param alpha: uniform float
* \param image: uniform sampler2D
* \param texCoord: in vec2
* \param pos: in vec3
*/
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
/* points */
/**
* Draw round points with a constant size.
* Take a single color for all the vertices and a 2D position for each vertex.
*
* \param size: uniform float
* \param color: uniform vec4
* \param pos: in vec2
*/
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
/**
* Draw round points with a constant size and an outline.
* Take a single color for all the vertices and a 2D position for each vertex.
*
* \param size: uniform float
* \param outlineWidth: uniform float
* \param color: uniform vec4
* \param outlineColor: uniform vec4
* \param pos: in vec2
*/
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
/**
* Draw round points with a hardcoded size.
* Take a single color for all the vertices and a 3D position for each vertex.
*
* \param color: uniform vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
/**
* Draw round points with a constant size.
* Take a single color for all the vertices and a 3D position for each vertex.
*
* \param size: uniform float
* \param color: uniform vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
/**
* Draw round points with a constant size and an outline.
* Take a 3D position and a color for each vertex.
*
* \param size: in float
* \param color: in vec4
* \param pos: in vec3
*/
GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
/* lines */
GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
/* instance */
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
/* grease pencil drawing */
GPU_SHADER_GPENCIL_STROKE,
/* specialized for widget drawing */
GPU_SHADER_2D_AREA_BORDERS,
GPU_SHADER_2D_WIDGET_BASE,
GPU_SHADER_2D_WIDGET_BASE_INST,
GPU_SHADER_2D_WIDGET_SHADOW,
GPU_SHADER_2D_NODELINK,
GPU_SHADER_2D_NODELINK_INST,
} eGPUBuiltinShader;
#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_2D_NODELINK_INST + 1)
/** Support multiple configurations. */
typedef enum eGPUShaderConfig {
GPU_SHADER_CFG_DEFAULT = 0,
GPU_SHADER_CFG_CLIPPED = 1,
} eGPUShaderConfig;
#define GPU_SHADER_CFG_LEN (GPU_SHADER_CFG_CLIPPED + 1)
typedef struct GPUShaderConfigData {
const char *lib;
const char *def;
} GPUShaderConfigData;
/* gpu_shader.c */
extern const GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN];
GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
eGPUShaderConfig sh_cfg);
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader);
void GPU_shader_get_builtin_shader_code(eGPUBuiltinShader shader,
const char **r_vert,
const char **r_frag,
const char **r_geom,
const char **r_defines);
void GPU_shader_free_builtin_shaders(void);
/* Vertex attributes for shaders */
/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
* This makes sure the GPUVertexFormat name buffer does not overflow. */
#define GPU_MAX_ATTR 15
/* Determined by the maximum uniform buffer size divided by chunk size. */
#define GPU_MAX_UNIFORM_ATTR 8
typedef enum eGPUKeyframeShapes {
GPU_KEYFRAME_SHAPE_DIAMOND = (1 << 0),
GPU_KEYFRAME_SHAPE_CIRCLE = (1 << 1),
GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL = (1 << 2),
GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL = (1 << 3),
GPU_KEYFRAME_SHAPE_INNER_DOT = (1 << 4),
GPU_KEYFRAME_SHAPE_ARROW_END_MAX = (1 << 8),
GPU_KEYFRAME_SHAPE_ARROW_END_MIN = (1 << 9),
GPU_KEYFRAME_SHAPE_ARROW_END_MIXED = (1 << 10),
} eGPUKeyframeShapes;
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
#ifdef __cplusplus
}
#endif