GPU Types (gpu.types)#
- class gpu.types.Buffer(format, dimensions, data)#
For Python access to GPU functions requiring a pointer.
- Parameters:
format (str) – Format type to interpret the buffer. Possible values are FLOAT, INT, UINT, UBYTE, UINT_24_8 and 10_11_11_REV.
dimensions (int) – Array describing the dimensions.
data (sequence) – Optional data array.
return the buffer as a list
- dimensions#
Undocumented, consider contributing.
- class gpu.types.GPUBatch(type, buf, elem=None)#
Reusable container for drawable geometry.
- Parameters:
type (str) – The primitive type of geometry to be drawn. Possible values are POINTS, LINES, TRIS, LINE_STRIP, LINE_LOOP, TRI_STRIP, TRI_FAN, LINES_ADJ, TRIS_ADJ and LINE_STRIP_ADJ.
buf (
gpu.types.GPUVertBuf
) – Vertex buffer containing all or some of the attributes required for drawing.elem (
gpu.types.GPUIndexBuf
) – An optional index buffer.
- draw(program=None)#
Run the drawing program with the parameters assigned to the batch.
- Parameters:
program (
gpu.types.GPUShader
) – Program that performs the drawing operations. IfNone
is passed, the last program set to this batch will run.
- draw_instanced(program, *, instance_start=0, instance_count=0)#
Draw multiple instances of the drawing program with the parameters assigned to the batch. In the vertex shader, gl_InstanceID will contain the instance number being drawn.
- Parameters:
program (
gpu.types.GPUShader
) – Program that performs the drawing operations.instance_start (int) – Number of the first instance to draw.
instance_count (int) – Number of instances to draw. When not provided or set to 0 the number of instances will be determined by the number of rows in the first vertex buffer.
- draw_range(program, *, elem_start=0, elem_count=0)#
Run the drawing program with the parameters assigned to the batch. Only draw the elem_count elements of the index buffer starting at elem_start
- Parameters:
program (
gpu.types.GPUShader
) – Program that performs the drawing operations.elem_start (int) – First index to draw. When not provided or set to 0 drawing will start from the first element of the index buffer.
elem_count (int) – Number of elements of the index buffer to draw. When not provided or set to 0 all elements from elem_start to the end of the index buffer will be drawn.
- program_set(program)#
Assign a shader to this batch that will be used for drawing when not overwritten later. Note: This method has to be called in the draw context that the batch will be drawn in. This function does not need to be called when you always set the shader when calling
gpu.types.GPUBatch.draw()
.- Parameters:
program (
gpu.types.GPUShader
) – The program/shader the batch will use in future draw calls.
- vertbuf_add(buf)#
Add another vertex buffer to the Batch. It is not possible to add more vertices to the batch using this method. Instead it can be used to add more attributes to the existing vertices. A good use case would be when you have a separate vertex buffer for vertex positions and vertex normals. Current a batch can have at most 16 vertex buffers.
- Parameters:
buf (
gpu.types.GPUVertBuf
) – The vertex buffer that will be added to the batch.
- class gpu.types.GPUFrameBuffer(depth_slot=None, color_slots=None)#
This object gives access to framebuffer functionalities. When a ‘layer’ is specified in a argument, a single layer of a 3D or array texture is attached to the frame-buffer. For cube map textures, layer is translated into a cube map face.
- Parameters:
depth_slot (
gpu.types.GPUTexture
, dict or Nonetype) – GPUTexture to attach or a dict containing keywords: ‘texture’, ‘layer’ and ‘mip’.color_slots (tuple or Nonetype) – Tuple where each item can be a GPUTexture or a dict containing keywords: ‘texture’, ‘layer’ and ‘mip’.
- bind()#
Context manager to ensure balanced bind calls, even in the case of an error.
- clear(color=None, depth=None, stencil=None)#
Fill color, depth and stencil textures with specific value. Common values: color=(0.0, 0.0, 0.0, 1.0), depth=1.0, stencil=0.
- Parameters:
color (sequence of 3 or 4 floats) – float sequence each representing
(r, g, b, a)
.depth (float) – depth value.
stencil (int) – stencil value.
- read_color(x, y, xsize, ysize, channels, slot, format, data=data)#
Read a block of pixels from the frame buffer.
- Parameters:
y (x,) – Lower left corner of a rectangular block of pixels.
ysize (xsize,) – Dimensions of the pixel rectangle.
channels (int) – Number of components to read.
slot (int) – The framebuffer slot to read data from.
format (str) – The format that describes the content of a single channel. Possible values are FLOAT, INT, UINT, UBYTE, UINT_24_8 and 10_11_11_REV.
data (
gpu.types.Buffer
) – Optional Buffer object to fill with the pixels values.
- Returns:
The Buffer with the read pixels.
- Return type:
- read_depth(x, y, xsize, ysize, data=data)#
Read a pixel depth block from the frame buffer.
- Parameters:
y (x,) – Lower left corner of a rectangular block of pixels.
ysize (xsize,) – Dimensions of the pixel rectangle.
data (
gpu.types.Buffer
) – Optional Buffer object to fill with the pixels values.
- Returns:
The Buffer with the read pixels.
- Return type:
- viewport_get()#
Returns position and dimension to current viewport.
- viewport_set(x, y, xsize, ysize)#
Set the viewport for this framebuffer object. Note: The viewport state is not saved upon framebuffer rebind.
- Parameters:
y (x,) – lower left corner of the viewport_set rectangle, in pixels.
ysize (xsize,) – width and height of the viewport_set.
- is_bound#
Checks if this is the active framebuffer in the context.
- class gpu.types.GPUIndexBuf(type, seq)#
Contains an index buffer.
- Parameters:
type (str) – The primitive type this index buffer is composed of. Possible values are POINTS, LINES, TRIS and LINE_STRIP_ADJ.
seq (1D or 2D sequence) – Indices this index buffer will contain. Whether a 1D or 2D sequence is required depends on the type. Optionally the sequence can support the buffer protocol.
- class gpu.types.GPUOffScreen(width, height, *, format='RGBA8')#
This object gives access to off screen buffers.
- Parameters:
width (int) – Horizontal dimension of the buffer.
height (int) – Vertical dimension of the buffer.
format (str) – Internal data format inside GPU memory for color attachment texture. Possible values are: RGBA8, RGBA16, RGBA16F, RGBA32F,
- bind()#
Context manager to ensure balanced bind calls, even in the case of an error.
- draw_view3d(scene, view_layer, view3d, region, view_matrix, projection_matrix, do_color_management=False, draw_background=True)#
Draw the 3d viewport in the offscreen object.
- Parameters:
scene (
bpy.types.Scene
) – Scene to draw.view_layer (
bpy.types.ViewLayer
) – View layer to draw.view3d (
bpy.types.SpaceView3D
) – 3D View to get the drawing settings from.region (
bpy.types.Region
) – Region of the 3D View (required as temporary draw target).view_matrix (
mathutils.Matrix
) – View Matrix (e.g.camera.matrix_world.inverted()
).projection_matrix (
mathutils.Matrix
) – Projection Matrix (e.g.camera.calc_matrix_camera(...)
).do_color_management (bool) – Color manage the output.
draw_background (bool) – Draw background.
- free()#
Free the offscreen object. The framebuffer, texture and render objects will no longer be accessible.
- unbind(restore=True)#
Unbind the offscreen object.
- Parameters:
restore (bool) – Restore the OpenGL state, can only be used when the state has been saved before.
- color_texture#
OpenGL bindcode for the color texture.
- Type:
int
- height#
Height of the texture.
- Type:
int
- texture_color#
The color texture attached.
- Type:
- width#
Width of the texture.
- Type:
int
- class gpu.types.GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None, name='pyGPUShader')#
GPUShader combines multiple GLSL shaders into a program used for drawing. It must contain at least a vertex and fragment shaders.
The GLSL
#version
directive is automatically included at the top of shaders, and set to 330. Some preprocessor directives are automatically added according to the Operating System or availability:GPU_ATI
,GPU_NVIDIA
andGPU_INTEL
.The following extensions are enabled by default if supported by the GPU:
GL_ARB_texture_gather
,GL_ARB_texture_cube_map_array
andGL_ARB_shader_draw_parameters
.For drawing user interface elements and gizmos, use
fragOutput = blender_srgb_to_framebuffer_space(fragOutput)
to transform the output sRGB colors to the frame-buffer color-space.- Parameters:
vertexcode (str) – Vertex shader code.
fragcode – Fragment shader code.
geocode – Geometry shader code.
libcode – Code with functions and presets to be shared between shaders.
defines – Preprocessor directives.
name – Name of shader code, for debugging purposes.
- attr_from_name(name)#
Get attribute location by name.
- Parameters:
name (str) – The name of the attribute variable whose location is to be queried.
- Returns:
The location of an attribute variable.
- Return type:
int
- attrs_info_get()#
Information about the attributes used in the Shader.
- Returns:
tuples containing information about the attributes in order (name, type)
- Return type:
tuple
- bind()#
Bind the shader object. Required to be able to change uniforms of this shader.
- format_calc()#
Build a new format based on the attributes of the shader.
- Returns:
vertex attribute format for the shader
- Return type:
- image(name, texture)#
Specify the value of an image variable for the current GPUShader.
- Parameters:
name (str) – Name of the image variable to which the texture is to be bound.
texture (
gpu.types.GPUTexture
) – Texture to attach.
- uniform_block(name, ubo)#
Specify the value of an uniform buffer object variable for the current GPUShader.
- Parameters:
name (str) – name of the uniform variable whose UBO is to be specified.
ubo – Uniform Buffer to attach.
- uniform_block_from_name(name)#
Get uniform block location by name.
- Parameters:
name (str) – Name of the uniform block variable whose location is to be queried.
- Returns:
The location of the uniform block variable.
- Return type:
int
- uniform_bool(name, value)#
Specify the value of a uniform variable for the current program object.
- Parameters:
name (str) – Name of the uniform variable whose value is to be changed.
value (bool or sequence of bools) – Value that will be used to update the specified uniform variable.
- uniform_float(name, value)#
Specify the value of a uniform variable for the current program object.
- Parameters:
name (str) – Name of the uniform variable whose value is to be changed.
value (single number or sequence of numbers) – Value that will be used to update the specified uniform variable.
- uniform_from_name(name)#
Get uniform location by name.
- Parameters:
name (str) – Name of the uniform variable whose location is to be queried.
- Returns:
Location of the uniform variable.
- Return type:
int
- uniform_int(name, seq)#
Specify the value of a uniform variable for the current program object.
- Parameters:
name (str) – name of the uniform variable whose value is to be changed.
seq (sequence of numbers) – Value that will be used to update the specified uniform variable.
- uniform_sampler(name, texture)#
Specify the value of a texture uniform variable for the current GPUShader.
- Parameters:
name (str) – name of the uniform variable whose texture is to be specified.
texture (
gpu.types.GPUTexture
) – Texture to attach.
- uniform_vector_float(location, buffer, length, count)#
Set the buffer to fill the uniform.
- Parameters:
location (int) – Location of the uniform variable to be modified.
buffer (sequence of floats) – The data that should be set. Can support the buffer protocol.
length (int) –
Size of the uniform data type:
1: float
2: vec2 or float[2]
3: vec3 or float[3]
4: vec4 or float[4]
9: mat3
16: mat4
count (int) – Specifies the number of elements, vector or matrices that are to be modified.
- uniform_vector_int(location, buffer, length, count)#
See GPUShader.uniform_vector_float(…) description.
- name#
The name of the shader object for debugging purposes (read-only).
- Type:
str
- program#
The name of the program object for use by the OpenGL API (read-only).
- Type:
int
- class gpu.types.GPUShaderCreateInfo#
Stores and describes types and variables that are used in shader sources.
- compute_source(source)#
compute shader source code written in GLSL.
Example:
"""void main() { int2 index = int2(gl_GlobalInvocationID.xy); vec4 color = vec4(0.0, 0.0, 0.0, 1.0); imageStore(img_output, index, color); }"""
- Parameters:
source (str) – The compute shader source code.
See also
- define(name, value)#
Add a preprocessing define directive. In GLSL it would be something like:
#define name value :arg name: Token name. :type name: str :arg value: Text that replaces token occurrences. :type value: str
- fragment_out(slot, type, name, blend='NONE')#
Specify a fragment output corresponding to a framebuffer target slot.
- Parameters:
slot (int) – The attribute index.
type (str) –
One of these types:
FLOAT
VEC2
VEC3
VEC4
MAT3
MAT4
UINT
UVEC2
UVEC3
UVEC4
INT
IVEC2
IVEC3
IVEC4
BOOL
name (str) – Name of the attribute.
blend (str) – Dual Source Blending Index. It can be ‘NONE’, ‘SRC_0’ or ‘SRC_1’.
- fragment_source(source)#
Fragment shader source code written in GLSL.
Example:
"void main {fragColor = vec4(0.0, 0.0, 0.0, 1.0);}"
- Parameters:
source (str) – The fragment shader source code.
See also
- image(slot, format, type, name, qualifiers={'NO_RESTRICT'})#
Specify an image resource used for arbitrary load and store operations.
- Parameters:
slot (int) – The image resource index.
format (str) –
The GPUTexture format that is passed to the shader. Possible values are:
RGBA8UI
RGBA8I
RGBA8
RGBA32UI
RGBA32I
RGBA32F
RGBA16UI
RGBA16I
RGBA16F
RGBA16
RG8UI
RG8I
RG8
RG32UI
RG32I
RG32F
RG16UI
RG16I
RG16F
RG16
R8UI
R8I
R8
R32UI
R32I
R32F
R16UI
R16I
R16F
R16
R11F_G11F_B10F
DEPTH32F_STENCIL8
DEPTH24_STENCIL8
SRGB8_A8
RGB16F
SRGB8_A8_DXT1
SRGB8_A8_DXT3
SRGB8_A8_DXT5
RGBA8_DXT1
RGBA8_DXT3
RGBA8_DXT5
DEPTH_COMPONENT32F
DEPTH_COMPONENT24
DEPTH_COMPONENT16
type (str) –
The data type describing how the image is to be read in the shader. Possible values are:
FLOAT_BUFFER
FLOAT_1D
FLOAT_1D_ARRAY
FLOAT_2D
FLOAT_2D_ARRAY
FLOAT_3D
FLOAT_CUBE
FLOAT_CUBE_ARRAY
INT_BUFFER
INT_1D
INT_1D_ARRAY
INT_2D
INT_2D_ARRAY
INT_3D
INT_CUBE
INT_CUBE_ARRAY
UINT_BUFFER
UINT_1D
UINT_1D_ARRAY
UINT_2D
UINT_2D_ARRAY
UINT_3D
UINT_CUBE
UINT_CUBE_ARRAY
SHADOW_2D
SHADOW_2D_ARRAY
SHADOW_CUBE
SHADOW_CUBE_ARRAY
DEPTH_2D
DEPTH_2D_ARRAY
DEPTH_CUBE
DEPTH_CUBE_ARRAY
name (str) – The image resource name.
qualifiers (set) – Set containing values that describe how the image resource is to be read or written. Possible values are: -
NO_RESTRICT
-READ
-WRITE
- local_group_size(x, y=-1, z=-1)#
Specify the local group size for compute shaders.
- Parameters:
x (int) – The local group size in the x dimension.
y (int) – The local group size in the y dimension. Optional. Defaults to -1.
z (int) – The local group size in the z dimension. Optional. Defaults to -1.
- push_constant(type, name, size=0)#
Specify a global access constant.
- Parameters:
type (str) –
One of these types:
FLOAT
VEC2
VEC3
VEC4
MAT3
MAT4
UINT
UVEC2
UVEC3
UVEC4
INT
IVEC2
IVEC3
IVEC4
BOOL
name (str) – Name of the constant.
size (uint) – If not zero, indicates that the constant is an array with the specified size.
- sampler(slot, type, name)#
Specify an image texture sampler.
- Parameters:
slot (int) – The image texture sampler index.
type (str) –
The data type describing the format of each sampler unit. Possible values are:
FLOAT_BUFFER
FLOAT_1D
FLOAT_1D_ARRAY
FLOAT_2D
FLOAT_2D_ARRAY
FLOAT_3D
FLOAT_CUBE
FLOAT_CUBE_ARRAY
INT_BUFFER
INT_1D
INT_1D_ARRAY
INT_2D
INT_2D_ARRAY
INT_3D
INT_CUBE
INT_CUBE_ARRAY
UINT_BUFFER
UINT_1D
UINT_1D_ARRAY
UINT_2D
UINT_2D_ARRAY
UINT_3D
UINT_CUBE
UINT_CUBE_ARRAY
SHADOW_2D
SHADOW_2D_ARRAY
SHADOW_CUBE
SHADOW_CUBE_ARRAY
DEPTH_2D
DEPTH_2D_ARRAY
DEPTH_CUBE
DEPTH_CUBE_ARRAY
name (str) – The image texture sampler name.
- typedef_source(source)#
Source code included before resource declaration. Useful for defining structs used by Uniform Buffers.
Example:
"struct MyType {int foo; float bar;};" :arg source: The source code defining types. :type source: str
- uniform_buf(slot, type_name, name)#
Specify a uniform variable whose type can be one of those declared in typedef_source.
- Parameters:
slot (int) – The uniform variable index.
type_name (str) – Name of the data type. It can be a struct type defined in the source passed through the
gpu.types.GPUShaderCreateInfo.typedef_source()
.name (str) – The uniform variable name.
- vertex_in(slot, type, name)#
Add a vertex shader input attribute.
- Parameters:
slot (int) – The attribute index.
type (str) –
One of these types:
FLOAT
VEC2
VEC3
VEC4
MAT3
MAT4
UINT
UVEC2
UVEC3
UVEC4
INT
IVEC2
IVEC3
IVEC4
BOOL
name (str) – name of the attribute.
- vertex_out(interface)#
Add a vertex shader output interface block.
- Parameters:
interface (
gpu.types.GPUStageInterfaceInfo
) – Object describing the block.
- vertex_source(source)#
Vertex shader source code written in GLSL.
Example:
"void main {gl_Position = vec4(pos, 1.0);}"
- Parameters:
source (str) – The vertex shader source code.
See also
- class gpu.types.GPUStageInterfaceInfo(name)#
List of varyings between shader stages.
- Parameters:
name – Name of the interface block.
- flat(type, name)#
Add an attribute with qualifier of type flat to the interface block.
- Parameters:
type (str) –
One of these types:
FLOAT
VEC2
VEC3
VEC4
MAT3
MAT4
UINT
UVEC2
UVEC3
UVEC4
INT
IVEC2
IVEC3
IVEC4
BOOL
name (str) – name of the attribute.
- no_perspective(type, name)#
Add an attribute with qualifier of type no_perspective to the interface block.
- Parameters:
type (str) –
One of these types:
FLOAT
VEC2
VEC3
VEC4
MAT3
MAT4
UINT
UVEC2
UVEC3
UVEC4
INT
IVEC2
IVEC3
IVEC4
BOOL
name (str) – name of the attribute.
- smooth(type, name)#
Add an attribute with qualifier of type smooth to the interface block.
- Parameters:
type (str) –
One of these types:
FLOAT
VEC2
VEC3
VEC4
MAT3
MAT4
UINT
UVEC2
UVEC3
UVEC4
INT
IVEC2
IVEC3
IVEC4
BOOL
name (str) – name of the attribute.
- name#
Name of the interface block.
- Type:
str
- class gpu.types.GPUTexture(size, layers=0, is_cubemap=False, format='RGBA8', data=None)#
This object gives access to off GPU textures.
- Parameters:
size (tuple or int) – Dimensions of the texture 1D, 2D, 3D or cubemap.
layers (int) – Number of layers in texture array or number of cubemaps in cubemap array
is_cubemap (int) – Indicates the creation of a cubemap texture.
format (str) – Internal data format inside GPU memory. Possible values are: RGBA8UI, RGBA8I, RGBA8, RGBA32UI, RGBA32I, RGBA32F, RGBA16UI, RGBA16I, RGBA16F, RGBA16, RG8UI, RG8I, RG8, RG32UI, RG32I, RG32F, RG16UI, RG16I, RG16F, RG16, R8UI, R8I, R8, R32UI, R32I, R32F, R16UI, R16I, R16F, R16, R11F_G11F_B10F, DEPTH32F_STENCIL8, DEPTH24_STENCIL8, SRGB8_A8, RGB16F, SRGB8_A8_DXT1, SRGB8_A8_DXT3, SRGB8_A8_DXT5, RGBA8_DXT1, RGBA8_DXT3, RGBA8_DXT5, DEPTH_COMPONENT32F, DEPTH_COMPONENT24, DEPTH_COMPONENT16,
data (
gpu.types.Buffer
) – Buffer object to fill the texture.
- clear(format='FLOAT', value=(0.0, 0.0, 0.0, 1.0))#
Fill texture with specific value.
- Parameters:
format (str) – The format that describes the content of a single item. Possible values are FLOAT, INT, UINT, UBYTE, UINT_24_8 and 10_11_11_REV.
value (sequence of 1, 2, 3 or 4 values) – sequence each representing the value to fill.
- read()#
Creates a buffer with the value of all pixels.
- format#
Format of the texture.
- Type:
str
- height#
Height of the texture.
- Type:
int
- width#
Width of the texture.
- Type:
int
- class gpu.types.GPUUniformBuf(data)#
This object gives access to off uniform buffers.
- Parameters:
data (object exposing buffer interface) – Data to fill the buffer.
- update(data)#
Update the data of the uniform buffer object.
- class gpu.types.GPUVertBuf(format, len)#
Contains a VBO.
- Parameters:
format (
gpu.types.GPUVertFormat
) – Vertex format.len (int) – Amount of vertices that will fit into this buffer.
- attr_fill(id, data)#
Insert data into the buffer for a single attribute.
- Parameters:
id (int or str) – Either the name or the id of the attribute.
data (sequence of floats, ints, vectors or matrices) – Sequence of data that should be stored in the buffer
- class gpu.types.GPUVertFormat#
This object contains information about the structure of a vertex buffer.
- attr_add(id, comp_type, len, fetch_mode)#
Add a new attribute to the format.
- Parameters:
id (str) – Name the attribute. Often position, normal, …
comp_type (str) – The data type that will be used store the value in memory. Possible values are I8, U8, I16, U16, I32, U32, F32 and I10.
len (int) – How many individual values the attribute consists of (e.g. 2 for uv coordinates).
fetch_mode (str) – How values from memory will be converted when used in the shader. This is mainly useful for memory optimizations when you want to store values with reduced precision. E.g. you can store a float in only 1 byte but it will be converted to a normal 4 byte float when used. Possible values are FLOAT, INT, INT_TO_FLOAT_UNIT and INT_TO_FLOAT.