31 return "gpu_shader_text";
33 return "gpu_shader_keyframe_shape";
35 return "gpu_shader_simple_lighting";
37 return "gpu_shader_3D_image";
39 return "gpu_shader_3D_image_scene_linear";
41 return "gpu_shader_3D_image_color";
43 return "gpu_shader_3D_image_color_scene_linear";
45 return "gpu_shader_2D_checker";
47 return "gpu_shader_2D_diag_stripes";
49 return "gpu_shader_icon";
51 return "gpu_shader_2D_image_overlays_merge";
53 return "gpu_shader_2D_image_overlays_stereo_merge";
55 return "gpu_shader_2D_image_desaturate_color";
57 return "gpu_shader_2D_image_shuffle_color";
59 return "gpu_shader_2D_image_rect_color";
61 return "gpu_shader_icon_multi";
63 return "gpu_shader_3D_uniform_color";
65 return "gpu_shader_3D_flat_color";
67 return "gpu_shader_3D_smooth_color";
69 return "gpu_shader_3D_depth_only";
71 return "gpu_shader_3D_clipped_uniform_color";
73 return "gpu_shader_3D_polyline_uniform_color";
75 return "gpu_shader_3D_polyline_uniform_color_clipped";
77 return "gpu_shader_3D_polyline_flat_color";
79 return "gpu_shader_3D_polyline_smooth_color";
81 return "gpu_shader_3D_line_dashed_uniform_color";
83 return "gpu_shader_2D_point_uniform_size_uniform_color_aa";
85 return "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa";
87 return "gpu_shader_3D_point_varying_size_varying_color";
89 return "gpu_shader_3D_point_uniform_size_uniform_color_aa";
91 return "gpu_shader_3D_point_flat_color";
93 return "gpu_shader_3D_point_uniform_color";
95 return "gpu_shader_2D_area_borders";
97 return "gpu_shader_2D_widget_base";
99 return "gpu_shader_2D_widget_base_inst";
101 return "gpu_shader_2D_widget_shadow";
103 return "gpu_shader_2D_node_socket";
105 return "gpu_shader_2D_node_socket_inst";
107 return "gpu_shader_2D_nodelink";
109 return "gpu_shader_gpencil_stroke";
111 return "gpu_shader_sequencer_strips";
113 return "gpu_shader_sequencer_thumbs";
115 return "gpu_shader_sequencer_scope_raster";
117 return "gpu_shader_sequencer_scope_resolve";
119 return "gpu_shader_sequencer_zebra";
121 return "gpu_shader_index_2d_array_points";
123 return "gpu_shader_index_2d_array_lines";
125 return "gpu_shader_index_2d_array_tris";
127 return "gpu_shader_xr_raycast";
138 return "gpu_shader_3D_uniform_color_clipped";
140 return "gpu_shader_3D_flat_color_clipped";
142 return "gpu_shader_3D_smooth_color_clipped";
144 return "gpu_shader_3D_depth_only_clipped";
146 return "gpu_shader_3D_line_dashed_uniform_color_clipped";
148 return "gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped";
150 return "gpu_shader_3D_polyline_uniform_color_clipped";
152 BLI_assert_msg(
false,
"Clipped shader configuration not available.");
163# pragma GCC diagnostic push
164# pragma GCC diagnostic ignored "-Warray-bounds"
168# pragma GCC diagnostic pop
171 if (*sh_p ==
nullptr) {
175 *sh_p = MEM_new<BuiltinShader>(__func__, info_name);
181 *sh_p = MEM_new<BuiltinShader>(__func__, info_name_clipped);
189 if ((*sh_p)->init ==
false) {
190 (*sh_p)->init =
true;
207 return (*sh_p)->get();
215# pragma GCC diagnostic push
216# pragma GCC diagnostic ignored "-Warray-bounds"
220# pragma GCC diagnostic pop
223 if (*sh_p ==
nullptr) {
227 *sh_p = MEM_new<BuiltinShader>(__func__, info_name);
233 *sh_p = MEM_new<BuiltinShader>(__func__, info_name_clipped);
240 (*sh_p)->ensure_compile_async();
#define BLI_assert_unreachable()
#define BLI_assert_msg(a, msg)
bool GPU_use_subprocess_compilation()
GPUBackendType GPU_backend_get_type()
void GPU_shader_bind(blender::gpu::Shader *shader, const blender::gpu::shader::SpecializationConstants *constants_state=nullptr)
void GPU_shader_uniform_1i(blender::gpu::Shader *sh, const char *name, int value)
#define GPU_SHADER_BUILTIN_LEN
@ GPU_SHADER_2D_DIAG_STRIPES
@ GPU_SHADER_SEQUENCER_THUMBS
@ GPU_SHADER_3D_SMOOTH_COLOR
@ GPU_SHADER_GPENCIL_STROKE
@ GPU_SHADER_INDEXBUF_TRIS
@ GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR
@ GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR
@ GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR
@ GPU_SHADER_KEYFRAME_SHAPE
@ GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR
@ GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA
@ GPU_SHADER_3D_POINT_FLAT_COLOR
@ GPU_SHADER_SEQUENCER_STRIPS
@ GPU_SHADER_2D_IMAGE_DESATURATE_COLOR
@ GPU_SHADER_3D_DEPTH_ONLY
@ GPU_SHADER_INDEXBUF_LINES
@ GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR
@ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA
@ GPU_SHADER_3D_UNIFORM_COLOR
@ GPU_SHADER_2D_IMAGE_RECT_COLOR
@ GPU_SHADER_3D_FLAT_COLOR
@ GPU_SHADER_SEQUENCER_SCOPE_RASTER
@ GPU_SHADER_2D_WIDGET_BASE_INST
@ GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR
@ GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE
@ GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA
@ GPU_SHADER_3D_POLYLINE_FLAT_COLOR
@ GPU_SHADER_SIMPLE_LIGHTING
@ GPU_SHADER_3D_IMAGE_SCENE_LINEAR_TO_REC709_SRGB
@ GPU_SHADER_2D_NODE_SOCKET
@ GPU_SHADER_2D_WIDGET_SHADOW
@ GPU_SHADER_SEQUENCER_ZEBRA
@ GPU_SHADER_3D_POINT_UNIFORM_COLOR
@ GPU_SHADER_SEQUENCER_SCOPE_RESOLVE
@ GPU_SHADER_2D_WIDGET_BASE
@ GPU_SHADER_2D_AREA_BORDERS
@ GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR
@ GPU_SHADER_INDEXBUF_POINTS
@ GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE
@ GPU_SHADER_2D_NODE_SOCKET_INST
@ GPU_SHADER_3D_IMAGE_COLOR_SCENE_LINEAR_TO_REC709_SRGB
@ GPU_SHADER_3D_IMAGE_COLOR
#define GPU_SHADER_CFG_LEN
StaticShader(std::string info_name)
static BuiltinShader * builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN]
blender::gpu::Shader * GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
void GPU_shader_builtin_warm_up()
static const char * builtin_shader_create_info_name_clipped(GPUBuiltinShader shader)
static void gpu_shader_warm_builtin_shader_async(GPUBuiltinShader shader, GPUShaderConfig sh_cfg)
void GPU_shader_free_builtin_shaders()
static const char * builtin_shader_create_info_name(GPUBuiltinShader shader)
blender::gpu::Shader * GPU_shader_get_builtin_shader_with_config(GPUBuiltinShader shader, GPUShaderConfig sh_cfg)
BuiltinShader(std::string info_name)