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authorClément Foucault <foucault.clem@gmail.com>2022-09-01 15:46:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-02 20:37:15 +0300
commite48a6fcc6397e5a964f2096d937ac189f07ce999 (patch)
tree37f98d5dab5c869b7248fc65a35edfc1b618b531 /source/blender/gpu/intern/gpu_codegen.cc
parent356460f5cf659ef071daa1267ab368b733b4133e (diff)
DRW-Next: Add uniform attributes (object attributes) support
This replaces the direct shader uniform layout declaration by a linear search through a global buffer. Each instance has an attribute offset inside the global buffer and an attribute count. This removes any padding and tighly pack all uniform attributes inside a single buffer. This would also remove the limit of 8 attribute but it is kept because of compatibility with the old system that is still used by the old draw manager.
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.cc')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc
index d58ede4ccd8..f774f33e03d 100644
--- a/source/blender/gpu/intern/gpu_codegen.cc
+++ b/source/blender/gpu/intern/gpu_codegen.cc
@@ -199,8 +199,7 @@ static std::ostream &operator<<(std::ostream &stream, const GPUOutput *output)
}
/* Trick type to change overload and keep a somewhat nice syntax. */
-struct GPUConstant : public GPUInput {
-};
+struct GPUConstant : public GPUInput {};
/* Print data constructor (i.e: vec2(1.0f, 1.0f)). */
static std::ostream &operator<<(std::ostream &stream, const GPUConstant *input)
@@ -208,9 +207,10 @@ static std::ostream &operator<<(std::ostream &stream, const GPUConstant *input)
stream << input->type << "(";
for (int i = 0; i < input->type; i++) {
char formated_float[32];
- /* Print with the maximum precision for single precision float using scientific notation.
- * See https://stackoverflow.com/questions/16839658/#answer-21162120 */
- SNPRINTF(formated_float, "%.9g", input->vec[i]);
+ /* Use uint representation to allow exact same bit pattern even if NaN. This is because we can
+ * pass UINTs as floats for constants. */
+ const uint32_t *uint_vec = reinterpret_cast<const uint32_t *>(input->vec);
+ SNPRINTF(formated_float, "uintBitsToFloat(%uu)", uint_vec[i]);
stream << formated_float;
if (i < input->type - 1) {
stream << ", ";