diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
commit | b4d053efc75424fca4b413ac1bc7a7e826fac629 (patch) | |
tree | 80647d9ca9109e997fce9911f202f98d7f8577d4 /source/blender/gpu/intern/gpu_compositing.c | |
parent | 349946bd010b1112b13c8594aabfb318c330bc0d (diff) |
Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
Diffstat (limited to 'source/blender/gpu/intern/gpu_compositing.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_compositing.c | 84 |
1 files changed, 42 insertions, 42 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c index c3fab8117b8..afd28aece12 100644 --- a/source/blender/gpu/intern/gpu_compositing.c +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -195,8 +195,8 @@ struct GPUFX { /* we have a stencil, restore the previous state */ bool restore_stencil; - Batch *quad_batch; - Batch *point_batch; + Gwn_Batch *quad_batch; + Gwn_Batch *point_batch; }; #if 0 @@ -273,31 +273,31 @@ GPUFX *GPU_fx_compositor_create(void) GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor"); /* Quad buffer */ - static VertexFormat format = {0}; + static Gwn_VertFormat format = {0}; static unsigned int pos, uvs; if (format.attrib_ct == 0) { - pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT); - uvs = VertexFormat_add_attrib(&format, "uvs", COMP_F32, 2, KEEP_FLOAT); + pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + uvs = GWN_vertformat_attr_add(&format, "uvs", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); } - VertexBuffer *vbo = VertexBuffer_create_with_format(&format); - VertexBuffer_allocate_data(vbo, 4); + Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format); + GWN_vertbuf_data_alloc(vbo, 4); for (int i = 0; i < 4; ++i) { - VertexBuffer_set_attrib(vbo, pos, i, fullscreencos[i]); - VertexBuffer_set_attrib(vbo, uvs, i, fullscreenuvs[i]); + GWN_vertbuf_attr_set(vbo, pos, i, fullscreencos[i]); + GWN_vertbuf_attr_set(vbo, uvs, i, fullscreenuvs[i]); } - fx->quad_batch = Batch_create(PRIM_TRIANGLE_STRIP, vbo, NULL); + fx->quad_batch = GWN_batch_create(GWN_PRIM_TRI_STRIP, vbo, NULL); /* Point Buffer */ - static VertexFormat format_point = {0}; + static Gwn_VertFormat format_point = {0}; static unsigned int dummy_attrib; if (format_point.attrib_ct == 0) { - dummy_attrib = VertexFormat_add_attrib(&format_point, "pos", COMP_F32, 2, KEEP_FLOAT); + dummy_attrib = GWN_vertformat_attr_add(&format_point, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); } float dummy[2] = {0.0f, 0.0f}; - VertexBuffer *vbo_point = VertexBuffer_create_with_format(&format_point); - VertexBuffer_allocate_data(vbo_point, 1); - VertexBuffer_set_attrib(vbo_point, dummy_attrib, 0, &dummy); - fx->point_batch = Batch_create(PRIM_POINTS, vbo_point, NULL); + Gwn_VertBuf *vbo_point = GWN_vertbuf_create_with_format(&format_point); + GWN_vertbuf_data_alloc(vbo_point, 1); + GWN_vertbuf_attr_set(vbo_point, dummy_attrib, 0, &dummy); + fx->point_batch = GWN_batch_create(GWN_PRIM_POINTS, vbo_point, NULL); return fx; } @@ -387,8 +387,8 @@ static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo) void GPU_fx_compositor_destroy(GPUFX *fx) { cleanup_fx_gl_data(fx, true); - Batch_discard_all(fx->quad_batch); - Batch_discard_all(fx->point_batch); + GWN_batch_discard_all(fx->quad_batch); + GWN_batch_discard_all(fx->point_batch); MEM_freeN(fx); } @@ -731,7 +731,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx) GPUDepthResolveInterface *interface = GPU_fx_shader_get_interface(depth_resolve_shader); /* set up quad buffer */ - Batch_set_program(fx->quad_batch, GPU_shader_get_program(depth_resolve_shader), GPU_shader_get_interface(depth_resolve_shader)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(depth_resolve_shader), GPU_shader_get_interface(depth_resolve_shader)); GPU_texture_bind(fx->depth_buffer_xray, 0); GPU_texture_compare_mode(fx->depth_buffer_xray, false); @@ -739,7 +739,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx) GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray); /* draw */ - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_compare_mode(fx->depth_buffer_xray, true); @@ -837,7 +837,7 @@ bool GPU_fx_do_composite_pass( GPUSSAOShaderInterface *interface = GPU_fx_shader_get_interface(ssao_shader); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(ssao_shader), GPU_shader_get_interface(ssao_shader)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(ssao_shader), GPU_shader_get_interface(ssao_shader)); GPU_shader_uniform_vector(ssao_shader, interface->ssao_uniform, 4, 1, ssao_params); GPU_shader_uniform_vector(ssao_shader, interface->ssao_color_uniform, 4, 1, fx_ssao->color); @@ -861,7 +861,7 @@ bool GPU_fx_do_composite_pass( /* draw */ gpu_fx_bind_render_target(&passes_left, fx, ofs, target); - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(src); @@ -930,7 +930,7 @@ bool GPU_fx_do_composite_pass( GPUDOFHQPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); @@ -957,7 +957,7 @@ bool GPU_fx_do_composite_pass( GPU_framebuffer_check_valid(fx->gbuffer, NULL); - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_filter_mode(src, true); @@ -982,7 +982,7 @@ bool GPU_fx_do_composite_pass( GPUDOFHQPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2); - Batch_set_program(fx->point_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); + GWN_batch_program_set(fx->point_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); GPU_texture_bind(fx->dof_nearfar_coc, numslots++); GPU_texture_bind(fx->dof_half_downsampled_far, numslots++); @@ -1007,7 +1007,7 @@ bool GPU_fx_do_composite_pass( glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); /* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */ - Batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL); + GWN_batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL); GPU_texture_unbind(fx->dof_half_downsampled_far); GPU_framebuffer_texture_detach(fx->dof_far_blur); @@ -1023,8 +1023,8 @@ bool GPU_fx_do_composite_pass( /* have to clear the buffer unfortunately */ glClear(GL_COLOR_BUFFER_BIT); /* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */ - Batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL); - Batch_done_using_program(fx->point_batch); + GWN_batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL); + GWN_batch_program_use_end(fx->point_batch); /* disable bindings */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -1045,7 +1045,7 @@ bool GPU_fx_do_composite_pass( GPUDOFHQPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); GPU_shader_uniform_vector(dof_shader_pass3, interface->dof_uniform, 4, 1, dof_params); @@ -1071,7 +1071,7 @@ bool GPU_fx_do_composite_pass( /* if this is the last pass, prepare for rendering on the frambuffer */ gpu_fx_bind_render_target(&passes_left, fx, ofs, target); - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(fx->dof_near_blur); @@ -1124,7 +1124,7 @@ bool GPU_fx_do_composite_pass( GPUDOFPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); @@ -1143,7 +1143,7 @@ bool GPU_fx_do_composite_pass( /* binding takes care of setting the viewport to the downsampled size */ GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer); - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(src); GPU_texture_compare_mode(fx->depth_buffer, true); @@ -1166,7 +1166,7 @@ bool GPU_fx_do_composite_pass( dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor); /* Blurring vertically */ - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); @@ -1184,10 +1184,10 @@ bool GPU_fx_do_composite_pass( GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0); /* Drawing quad */ - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* Rebind Shader */ - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); /* *unbind/detach */ GPU_texture_unbind(fx->dof_near_coc_buffer); @@ -1204,7 +1204,7 @@ bool GPU_fx_do_composite_pass( GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, 0); - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* *unbind/detach */ GPU_texture_compare_mode(fx->depth_buffer, true); @@ -1223,7 +1223,7 @@ bool GPU_fx_do_composite_pass( { GPUDOFPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); GPU_texture_bind(fx->dof_near_coc_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_downsampled, fx->dof_near_coc_buffer); @@ -1233,7 +1233,7 @@ bool GPU_fx_do_composite_pass( GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0); - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(fx->dof_near_coc_buffer); GPU_texture_unbind(fx->dof_near_coc_blurred_buffer); @@ -1251,7 +1251,7 @@ bool GPU_fx_do_composite_pass( GPUDOFPassFourInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass4); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass4), GPU_shader_get_interface(dof_shader_pass4)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass4), GPU_shader_get_interface(dof_shader_pass4)); GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass4, interface->near_coc_downsampled, fx->dof_near_coc_final_buffer); @@ -1259,7 +1259,7 @@ bool GPU_fx_do_composite_pass( GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, 0); - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(fx->dof_near_coc_final_buffer); @@ -1276,7 +1276,7 @@ bool GPU_fx_do_composite_pass( GPUDOFPassFiveInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass5); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass5), GPU_shader_get_interface(dof_shader_pass5)); + GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass5), GPU_shader_get_interface(dof_shader_pass5)); GPU_shader_uniform_vector(dof_shader_pass5, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass5, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); @@ -1299,7 +1299,7 @@ bool GPU_fx_do_composite_pass( /* if this is the last pass, prepare for rendering on the frambuffer */ gpu_fx_bind_render_target(&passes_left, fx, ofs, target); - Batch_draw(fx->quad_batch); + GWN_batch_draw(fx->quad_batch); /* disable bindings */ GPU_texture_unbind(fx->dof_near_coc_buffer); GPU_texture_unbind(fx->dof_near_coc_blurred_buffer); |