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authorClément Foucault <foucault.clem@gmail.com>2020-06-02 13:29:20 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-02 17:46:38 +0300
commitb82cb0ad3241ead3faee699847bc3e0065e304cd (patch)
tree9ac3d5218c9f91f02a0e9393c6ab3e8091dfdbc8
parent38cfcdd51bd26dfb0e181a8023f32d784144490e (diff)
Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure
-rw-r--r--source/blender/draw/intern/draw_manager_data.c4
-rw-r--r--source/blender/editors/interface/interface_icons.c10
-rw-r--r--source/blender/editors/mask/mask_draw.c2
-rw-r--r--source/blender/editors/screen/glutil.c4
-rw-r--r--source/blender/editors/space_image/image_draw.c6
-rw-r--r--source/blender/editors/space_node/drawnode.c2
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/GPU_shader_interface.h2
-rw-r--r--source/blender/gpu/intern/gpu_batch.c4
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c2
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c9
-rw-r--r--source/blender/gpu/intern/gpu_shader.c7
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c13
-rw-r--r--source/blender/makesrna/intern/rna_render.c2
-rw-r--r--source/blender/python/gpu/gpu_py_shader.c2
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c6
-rw-r--r--source/blender/windowmanager/intern/wm_gesture.c2
17 files changed, 26 insertions, 52 deletions
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index e7a74734f19..a5df60d66ce 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -232,7 +232,7 @@ static void drw_shgroup_uniform(DRWShadingGroup *shgroup,
location = GPU_shader_get_uniform_block(shgroup->shader, name);
}
else {
- location = GPU_shader_get_uniform_ensure(shgroup->shader, name);
+ location = GPU_shader_get_uniform(shgroup->shader, name);
}
if (location == -1) {
@@ -420,7 +420,7 @@ void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
const float (*value)[4],
int arraysize)
{
- int location = GPU_shader_get_uniform_ensure(shgroup->shader, name);
+ int location = GPU_shader_get_uniform(shgroup->shader, name);
if (location == -1) {
/* Nice to enable eventually, for now eevee uses uniforms that might not exist. */
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 0f22c83d945..deea3028354 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -1603,8 +1603,8 @@ static void icon_draw_cache_texture_flush_ex(GLuint texture,
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR);
GPU_shader_bind(shader);
- int img_loc = GPU_shader_get_uniform_ensure(shader, "image");
- int data_loc = GPU_shader_get_uniform_ensure(shader, "calls_data");
+ int img_loc = GPU_shader_get_uniform(shader, "image");
+ int data_loc = GPU_shader_get_uniform(shader, "calls_data");
glUniform1i(img_loc, 0);
glUniform4fv(data_loc, ICON_DRAW_CACHE_SIZE * 3, (float *)texture_draw_calls->drawcall_cache);
@@ -1750,9 +1750,9 @@ static void icon_draw_texture(float x,
GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
}
- glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
- glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), x1, y1, x2, y2);
- glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x, y, x + w, y + h);
+ glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
+ glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2);
+ glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x, y, x + w, y + h);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index bea44ee89f8..3786ed2789c 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -752,7 +752,7 @@ void ED_mask_draw_region(
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
- state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
+ state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(
&state, 0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL);
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index ddb345ab65e..a9380debbdc 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -83,7 +83,7 @@ static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
/* To be used before calling immDrawPixelsTex
* Default shader is GPU_SHADER_2D_IMAGE_COLOR
* You can still set uniforms with :
- * GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0);
+ * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);
* */
IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
{
@@ -191,7 +191,7 @@ void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
/* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since
* it does not need color.
*/
- if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) {
+ if (state->shader != NULL && GPU_shader_get_uniform(state->shader, "color") != -1) {
immUniformColor4fv((color) ? color : white);
}
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index 6037c1d2ec8..9040ca5e79c 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -476,7 +476,7 @@ static void sima_draw_zbuf_pixels(
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
- state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
+ state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(
&state, x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
@@ -524,7 +524,7 @@ static void sima_draw_zbuffloat_pixels(Scene *scene,
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
- state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
+ state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(
&state, x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
@@ -637,7 +637,7 @@ static void draw_image_buffer(const bContext *C,
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
- state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
+ state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
display_buffer = IMB_display_buffer_acquire(
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 44003a5b9bc..01ac3a80871 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -3638,7 +3638,7 @@ void draw_nodespace_back_pix(const bContext *C,
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
- state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
+ state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
immDrawPixelsTex(&state,
x,
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 0e382f2225f..baf3fb99974 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -92,7 +92,6 @@ void *GPU_shader_get_interface(GPUShader *shader);
void GPU_shader_set_srgb_uniform(const struct GPUShaderInterface *interface);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
-int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name);
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index 91064719995..319a79a9e42 100644
--- a/source/blender/gpu/GPU_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -98,8 +98,6 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id);
void GPU_shaderinterface_discard(GPUShaderInterface *);
const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
-const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *,
- const char *name);
const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *,
GPUUniformBuiltin);
const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name);
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 3dd43431393..5f77f13c135 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -551,11 +551,11 @@ void GPU_batch_program_use_end(GPUBatch *batch)
#if TRUST_NO_ONE
# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name); \
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); \
assert(uniform);
#else
# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name);
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name);
#endif
void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, uint value)
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 8a46e24d459..c1e7933d7ba 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1160,7 +1160,7 @@ static int count_active_texture_sampler(GPUShader *shader, char *source)
if (*code != '\0') {
char sampler_name[64];
code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name));
- int id = GPU_shader_get_uniform_ensure(shader, sampler_name);
+ int id = GPU_shader_get_uniform(shader, sampler_name);
if (id == -1) {
continue;
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index d95904c0007..a26b315e7e5 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -759,13 +759,11 @@ void immVertex2iv(uint attr_id, const int data[2])
#if 0
# if TRUST_NO_ONE
# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, \
- name); \
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); \
assert(uniform);
# else
# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, \
- name);
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
# endif
#else
/* NOTE: It is possible to have uniform fully optimized out from the shader.
@@ -773,8 +771,7 @@ void immVertex2iv(uint attr_id, const int data[2])
* TODO(sergey): How can we detect existing-but-optimized-out uniform but still
* catch typos in uniform names passed to immUniform*() functions? */
# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, \
- name); \
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); \
if (uniform == NULL) \
return;
#endif
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 8dfc992ae9f..d40b2307ea7 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -726,13 +726,6 @@ int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
- return uniform ? uniform->location : -2;
-}
-
-int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name)
-{
- BLI_assert(shader && shader->program);
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(shader->interface, name);
return uniform ? uniform->location : -1;
}
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
index 5471333a4c8..2590d738917 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.c
@@ -454,19 +454,6 @@ const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shad
return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->uniform_len, name);
}
-const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *shaderface,
- const char *name)
-{
- const GPUShaderInput *input = GPU_shaderinterface_uniform(shaderface, name);
- /* If input is not found add it so it's found next time. */
- if (input == NULL) {
- if ((G.debug & G_DEBUG_GPU) && (input->location == -1)) {
- fprintf(stderr, "GPUShaderInterface: Warning: Uniform '%s' not found!\n", name);
- }
- }
- return input;
-}
-
const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
GPUUniformBuiltin builtin)
{
diff --git a/source/blender/makesrna/intern/rna_render.c b/source/blender/makesrna/intern/rna_render.c
index 6c21e4ad01b..6af031eb7b0 100644
--- a/source/blender/makesrna/intern/rna_render.c
+++ b/source/blender/makesrna/intern/rna_render.c
@@ -131,7 +131,7 @@ static void engine_bind_display_space_shader(RenderEngine *UNUSED(engine), Scene
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE);
GPU_shader_bind(shader);
- int img_loc = GPU_shader_get_uniform_ensure(shader, "image");
+ int img_loc = GPU_shader_get_uniform(shader, "image");
GPU_shader_uniform_int(shader, img_loc, 0);
}
diff --git a/source/blender/python/gpu/gpu_py_shader.c b/source/blender/python/gpu/gpu_py_shader.c
index 7f894c6f816..165286c3661 100644
--- a/source/blender/python/gpu/gpu_py_shader.c
+++ b/source/blender/python/gpu/gpu_py_shader.c
@@ -78,7 +78,7 @@ static int bpygpu_uniform_location_get(GPUShader *shader,
const char *name,
const char *error_prefix)
{
- int uniform = GPU_shader_get_uniform_ensure(shader, name);
+ int uniform = GPU_shader_get_uniform(shader, name);
if (uniform == -1) {
PyErr_Format(PyExc_ValueError, "%s: uniform %.32s not found", error_prefix, name);
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index 4cc9f4ee7d1..fa12d6cf974 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -574,13 +574,13 @@ void wm_draw_region_blend(ARegion *region, int view, bool blend)
alpha = 1.0f;
}
- glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
- glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"),
+ glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
+ glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"),
rect_tex.xmin,
rect_tex.ymin,
rect_tex.xmax,
rect_tex.ymax);
- glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"),
+ glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"),
rect_geo.xmin,
rect_geo.ymin,
rect_geo.xmax,
diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c
index 9aa401722b7..6b2a74138c9 100644
--- a/source/blender/windowmanager/intern/wm_gesture.c
+++ b/source/blender/windowmanager/intern/wm_gesture.c
@@ -365,7 +365,7 @@ static void draw_filled_lasso(wmGesture *gt)
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_bind(state.shader);
GPU_shader_uniform_vector(
- state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
+ state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state,
rect.xmin,