diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-07-18 16:09:31 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2018-07-18 16:10:31 +0300 |
commit | 428743a9b06cc09b4eb4dd3e7794d45d13457fb8 (patch) | |
tree | c80387088d4a89de88627f43665c73d805049a65 /source/blender/gpu/intern/gpu_batch.c | |
parent | f882df9e0f9de99c37558ce375ce681c148eac82 (diff) |
Cleanup: style for GPU module
Diffstat (limited to 'source/blender/gpu/intern/gpu_batch.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.c | 124 |
1 files changed, 62 insertions, 62 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index 4d455f6f464..a11eefee078 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -44,9 +44,9 @@ #include <stdlib.h> #include <string.h> -static void batch_update_program_bindings(GPUBatch* batch, uint v_first); +static void batch_update_program_bindings(GPUBatch *batch, uint v_first); -void GPU_batch_vao_cache_clear(GPUBatch* batch) +void GPU_batch_vao_cache_clear(GPUBatch *batch) { if (batch->context == NULL) { return; @@ -82,17 +82,17 @@ void GPU_batch_vao_cache_clear(GPUBatch* batch) batch->context = NULL; } -GPUBatch* GPU_batch_create_ex( - GPUPrimType prim_type, GPUVertBuf* verts, GPUIndexBuf* elem, +GPUBatch *GPU_batch_create_ex( + GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag) { - GPUBatch* batch = calloc(1, sizeof(GPUBatch)); + GPUBatch *batch = calloc(1, sizeof(GPUBatch)); GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag); return batch; } void GPU_batch_init_ex( - GPUBatch* batch, GPUPrimType prim_type, GPUVertBuf* verts, GPUIndexBuf* elem, + GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag) { #if TRUST_NO_ONE @@ -113,9 +113,9 @@ void GPU_batch_init_ex( } /* This will share the VBOs with the new batch. */ -GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src) +GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src) { - GPUBatch* batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); + GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); batch->gl_prim_type = batch_src->gl_prim_type; for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) { @@ -124,7 +124,7 @@ GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src) return batch; } -void GPU_batch_discard(GPUBatch* batch) +void GPU_batch_discard(GPUBatch *batch) { if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) { GPU_indexbuf_discard(batch->elem); @@ -150,13 +150,13 @@ void GPU_batch_discard(GPUBatch* batch) free(batch); } -void GPU_batch_callback_free_set(GPUBatch* batch, void (*callback)(GPUBatch*, void*), void* user_data) +void GPU_batch_callback_free_set(GPUBatch *batch, void (*callback)(GPUBatch *, void *), void *user_data) { batch->free_callback = callback; batch->callback_data = user_data; } -void GPU_batch_instbuf_set(GPUBatch* batch, GPUVertBuf* inst, bool own_vbo) +void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo) { #if TRUST_NO_ONE assert(inst != NULL); @@ -179,7 +179,7 @@ void GPU_batch_instbuf_set(GPUBatch* batch, GPUVertBuf* inst, bool own_vbo) /* Returns the index of verts in the batch. */ int GPU_batch_vertbuf_add_ex( - GPUBatch* batch, GPUVertBuf* verts, + GPUBatch *batch, GPUVertBuf *verts, bool own_vbo) { /* redo the bindings */ @@ -238,7 +238,7 @@ static GLuint batch_vao_get(GPUBatch *batch) GLuint new_vao = 0; if (!batch->is_dynamic_vao_count) { int i; /* find first unused slot */ - for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) + for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) if (batch->static_vaos.vao_ids[i] == 0) break; @@ -251,12 +251,12 @@ static GLuint batch_vao_get(GPUBatch *batch) batch->is_dynamic_vao_count = true; /* Erase previous entries, they will be added back if drawn again. */ for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; ++j) { - GPU_shaderinterface_remove_batch_ref((GPUShaderInterface*)batch->static_vaos.interfaces[j], batch); + GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[j], batch); GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context); } /* Init dynamic arrays and let the branch below set the values. */ batch->dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT; - batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(GPUShaderInterface*)); + batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(GPUShaderInterface *)); batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint)); } } @@ -271,16 +271,16 @@ static GLuint batch_vao_get(GPUBatch *batch) /* Not enough place, realloc the array. */ i = batch->dynamic_vaos.count; batch->dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT; - batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface*) * batch->dynamic_vaos.count); + batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count); batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count); - memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(GPUShaderInterface*) * GPU_BATCH_VAO_DYN_ALLOC_COUNT); + memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(GPUShaderInterface *) * GPU_BATCH_VAO_DYN_ALLOC_COUNT); memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GPU_BATCH_VAO_DYN_ALLOC_COUNT); } batch->dynamic_vaos.interfaces[i] = batch->interface; batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); } - GPU_shaderinterface_add_batch_ref((GPUShaderInterface*)batch->interface, batch); + GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)batch->interface, batch); #if TRUST_NO_ONE assert(new_vao != 0); @@ -294,7 +294,7 @@ static GLuint batch_vao_get(GPUBatch *batch) return new_vao; } -void GPU_batch_program_set_no_use(GPUBatch* batch, uint32_t program, const GPUShaderInterface* shaderface) +void GPU_batch_program_set_no_use(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface) { #if TRUST_NO_ONE assert(glIsProgram(shaderface->program)); @@ -305,13 +305,13 @@ void GPU_batch_program_set_no_use(GPUBatch* batch, uint32_t program, const GPUSh batch->vao_id = batch_vao_get(batch); } -void GPU_batch_program_set(GPUBatch* batch, uint32_t program, const GPUShaderInterface* shaderface) +void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface) { GPU_batch_program_set_no_use(batch, program, shaderface); GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */ } -void gpu_batch_remove_interface_ref(GPUBatch* batch, const GPUShaderInterface* interface) +void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface) { if (batch->is_dynamic_vao_count) { for (int i = 0; i < batch->dynamic_vaos.count; ++i) { @@ -337,10 +337,10 @@ void gpu_batch_remove_interface_ref(GPUBatch* batch, const GPUShaderInterface* i } static void create_bindings( - GPUVertBuf* verts, const GPUShaderInterface* interface, - uint v_first, const bool use_instancing) + GPUVertBuf *verts, const GPUShaderInterface *interface, + uint v_first, const bool use_instancing) { - const GPUVertFormat* format = &verts->format; + const GPUVertFormat *format = &verts->format; const uint attr_len = format->attr_len; const uint stride = format->stride; @@ -348,11 +348,11 @@ static void create_bindings( GPU_vertbuf_use(verts); for (uint a_idx = 0; a_idx < attr_len; ++a_idx) { - const GPUVertAttr* a = format->attribs + a_idx; - const GLvoid* pointer = (const GLubyte*)0 + a->offset + v_first * stride; + const GPUVertAttr *a = format->attribs + a_idx; + const GLvoid *pointer = (const GLubyte *)0 + a->offset + v_first * stride; for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) { - const GPUShaderInput* input = GPU_shaderinterface_attr(interface, a->name[n_idx]); + const GPUShaderInput *input = GPU_shaderinterface_attr(interface, a->name[n_idx]); if (input == NULL) continue; @@ -365,11 +365,10 @@ static void create_bindings( glEnableVertexAttribArray(input->location + i); glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0); glVertexAttribPointer(input->location + i, 4, a->gl_comp_type, GL_FALSE, stride, - (const GLubyte*)pointer + i * 16); + (const GLubyte *)pointer + i * 16); } } - else - { + else { glEnableVertexAttribArray(input->location); glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0); @@ -390,7 +389,7 @@ static void create_bindings( } } -static void batch_update_program_bindings(GPUBatch* batch, uint v_first) +static void batch_update_program_bindings(GPUBatch *batch, uint v_first) { for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) { create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false); @@ -403,7 +402,7 @@ static void batch_update_program_bindings(GPUBatch* batch, uint v_first) } } -void GPU_batch_program_use_begin(GPUBatch* batch) +void GPU_batch_program_use_begin(GPUBatch *batch) { /* NOTE: use_program & done_using_program are fragile, depend on staying in sync with * the GL context's active program. use_program doesn't mark other programs as "not used". */ @@ -415,7 +414,7 @@ void GPU_batch_program_use_begin(GPUBatch* batch) } } -void GPU_batch_program_use_end(GPUBatch* batch) +void GPU_batch_program_use_end(GPUBatch *batch) { if (batch->program_in_use) { #if PROGRAM_NO_OPTI @@ -426,84 +425,84 @@ void GPU_batch_program_use_end(GPUBatch* batch) } #if TRUST_NO_ONE - #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform); +# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform); #else - #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(batch->interface, name); +# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); #endif -void GPU_batch_uniform_1ui(GPUBatch* batch, const char* name, int value) +void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value) { GET_UNIFORM glUniform1ui(uniform->location, value); } -void GPU_batch_uniform_1i(GPUBatch* batch, const char* name, int value) +void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value) { GET_UNIFORM glUniform1i(uniform->location, value); } -void GPU_batch_uniform_1b(GPUBatch* batch, const char* name, bool value) +void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value) { GET_UNIFORM glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE); } -void GPU_batch_uniform_2f(GPUBatch* batch, const char* name, float x, float y) +void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y) { GET_UNIFORM glUniform2f(uniform->location, x, y); } -void GPU_batch_uniform_3f(GPUBatch* batch, const char* name, float x, float y, float z) +void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z) { GET_UNIFORM glUniform3f(uniform->location, x, y, z); } -void GPU_batch_uniform_4f(GPUBatch* batch, const char* name, float x, float y, float z, float w) +void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w) { GET_UNIFORM glUniform4f(uniform->location, x, y, z, w); } -void GPU_batch_uniform_1f(GPUBatch* batch, const char* name, float x) +void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x) { GET_UNIFORM glUniform1f(uniform->location, x); } -void GPU_batch_uniform_2fv(GPUBatch* batch, const char* name, const float data[2]) +void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2]) { GET_UNIFORM glUniform2fv(uniform->location, 1, data); } -void GPU_batch_uniform_3fv(GPUBatch* batch, const char* name, const float data[3]) +void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3]) { GET_UNIFORM glUniform3fv(uniform->location, 1, data); } -void GPU_batch_uniform_4fv(GPUBatch* batch, const char* name, const float data[4]) +void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4]) { GET_UNIFORM glUniform4fv(uniform->location, 1, data); } -void GPU_batch_uniform_2fv_array(GPUBatch* batch, const char* name, const int len, const float *data) +void GPU_batch_uniform_2fv_array(GPUBatch *batch, const char *name, const int len, const float *data) { GET_UNIFORM glUniform2fv(uniform->location, len, data); } -void GPU_batch_uniform_4fv_array(GPUBatch* batch, const char* name, const int len, const float *data) +void GPU_batch_uniform_4fv_array(GPUBatch *batch, const char *name, const int len, const float *data) { GET_UNIFORM glUniform4fv(uniform->location, len, data); } -void GPU_batch_uniform_mat4(GPUBatch* batch, const char* name, const float data[4][4]) +void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[4][4]) { GET_UNIFORM glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data); @@ -530,7 +529,7 @@ static void primitive_restart_disable(void) glDisable(GL_PRIMITIVE_RESTART); } -void GPU_batch_draw(GPUBatch* batch) +void GPU_batch_draw(GPUBatch *batch) { #if TRUST_NO_ONE assert(batch->phase == GPU_BATCH_READY_TO_DRAW); @@ -544,7 +543,7 @@ void GPU_batch_draw(GPUBatch* batch) GPU_batch_program_use_end(batch); } -void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool force_instance) +void GPU_batch_draw_range_ex(GPUBatch *batch, int v_first, int v_count, bool force_instance) { #if TRUST_NO_ONE assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance @@ -567,7 +566,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for } if (batch->elem) { - const GPUIndexBuf* el = batch->elem; + const GPUIndexBuf *el = batch->elem; if (el->use_prim_restart) { primitive_restart_enable(el); @@ -597,7 +596,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for } if (batch->elem) { - const GPUIndexBuf* el = batch->elem; + const GPUIndexBuf *el = batch->elem; if (el->use_prim_restart) { primitive_restart_enable(el); @@ -605,13 +604,14 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for #if GPU_TRACK_INDEX_RANGE if (el->base_index) { - glDrawRangeElementsBaseVertex(batch->gl_prim_type, - el->min_index, - el->max_index, - v_count, - el->gl_index_type, - 0, - el->base_index); + glDrawRangeElementsBaseVertex( + batch->gl_prim_type, + el->min_index, + el->max_index, + v_count, + el->gl_index_type, + 0, + el->base_index); } else { glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0); @@ -635,7 +635,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for /* just draw some vertices and let shader place them where we want. */ void GPU_draw_primitive(GPUPrimType prim_type, int v_count) - { +{ /* we cannot draw without vao ... annoying ... */ glBindVertexArray(GPU_vao_default()); @@ -645,7 +645,7 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count) /* Performance hog if you are drawing with the same vao multiple time. * Only activate for debugging.*/ // glBindVertexArray(0); - } +} /* -------------------------------------------------------------------- */ @@ -674,4 +674,4 @@ void gpu_batch_exit(void) gpu_batch_presets_exit(); } -/** \} */
\ No newline at end of file +/** \} */ |