diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-07-18 01:12:21 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-07-18 12:49:15 +0300 |
commit | 8cd7828792419fb4eac9a2a477968535b4c71535 (patch) | |
tree | 8fc733149fe07b7d9edd4b8b1e709519b4481887 /source/blender/gpu/intern/gpu_shader_interface.c | |
parent | 247ad2034de2c33a6d9cb7d3b6f1ef7ffa5b859d (diff) |
GWN: Port to GPU module: Replace GWN prefix by GPU
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_interface.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_interface.c | 154 |
1 files changed, 77 insertions, 77 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c index 56b25726a84..ec2f52a2a2d 100644 --- a/source/blender/gpu/intern/gpu_shader_interface.c +++ b/source/blender/gpu/intern/gpu_shader_interface.c @@ -23,10 +23,10 @@ * ***** END GPL LICENSE BLOCK ***** */ -/** \file blender/gpu/intern/gwn_shader_interface.c +/** \file blender/gpu/intern/gpu_shader_interface.c * \ingroup gpu * - * Gawain shader interface (C --> GLSL) + * GPU shader interface (C --> GLSL) */ #include "gpu_batch_private.h" @@ -42,46 +42,46 @@ #include <stdio.h> #endif -static const char* BuiltinUniform_name(Gwn_UniformBuiltin u) +static const char* BuiltinUniform_name(GPUUniformBuiltin u) { static const char* names[] = { - [GWN_UNIFORM_NONE] = NULL, - - [GWN_UNIFORM_MODEL] = "ModelMatrix", - [GWN_UNIFORM_VIEW] = "ViewMatrix", - [GWN_UNIFORM_MODELVIEW] = "ModelViewMatrix", - [GWN_UNIFORM_PROJECTION] = "ProjectionMatrix", - [GWN_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix", - [GWN_UNIFORM_MVP] = "ModelViewProjectionMatrix", - - [GWN_UNIFORM_MODEL_INV] = "ModelMatrixInverse", - [GWN_UNIFORM_VIEW_INV] = "ViewMatrixInverse", - [GWN_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse", - [GWN_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse", - [GWN_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse", - - [GWN_UNIFORM_NORMAL] = "NormalMatrix", - [GWN_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix", - [GWN_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors", - [GWN_UNIFORM_ORCO] = "OrcoTexCoFactors", - - [GWN_UNIFORM_COLOR] = "color", - [GWN_UNIFORM_EYE] = "eye", - [GWN_UNIFORM_CALLID] = "callId", - - [GWN_UNIFORM_CUSTOM] = NULL, - [GWN_NUM_UNIFORMS] = NULL, + [GPU_UNIFORM_NONE] = NULL, + + [GPU_UNIFORM_MODEL] = "ModelMatrix", + [GPU_UNIFORM_VIEW] = "ViewMatrix", + [GPU_UNIFORM_MODELVIEW] = "ModelViewMatrix", + [GPU_UNIFORM_PROJECTION] = "ProjectionMatrix", + [GPU_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix", + [GPU_UNIFORM_MVP] = "ModelViewProjectionMatrix", + + [GPU_UNIFORM_MODEL_INV] = "ModelMatrixInverse", + [GPU_UNIFORM_VIEW_INV] = "ViewMatrixInverse", + [GPU_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse", + [GPU_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse", + [GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse", + + [GPU_UNIFORM_NORMAL] = "NormalMatrix", + [GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix", + [GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors", + [GPU_UNIFORM_ORCO] = "OrcoTexCoFactors", + + [GPU_UNIFORM_COLOR] = "color", + [GPU_UNIFORM_EYE] = "eye", + [GPU_UNIFORM_CALLID] = "callId", + + [GPU_UNIFORM_CUSTOM] = NULL, + [GPU_NUM_UNIFORMS] = NULL, }; return names[u]; } -GWN_INLINE bool match(const char* a, const char* b) +GPU_INLINE bool match(const char* a, const char* b) { return strcmp(a, b) == 0; } -GWN_INLINE uint hash_string(const char *str) +GPU_INLINE uint hash_string(const char *str) { uint i = 0, c; while ((c = *str++)) { @@ -90,7 +90,7 @@ GWN_INLINE uint hash_string(const char *str) return i; } -GWN_INLINE void set_input_name(Gwn_ShaderInterface* shaderface, Gwn_ShaderInput* input, +GPU_INLINE void set_input_name(GPUShaderInterface* shaderface, GPUShaderInput* input, const char* name, uint32_t name_len) { input->name_offset = shaderface->name_buffer_offset; @@ -98,20 +98,20 @@ GWN_INLINE void set_input_name(Gwn_ShaderInterface* shaderface, Gwn_ShaderInput* shaderface->name_buffer_offset += name_len + 1; /* include NULL terminator */ } -GWN_INLINE void shader_input_to_bucket(Gwn_ShaderInput* input, - Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS]) +GPU_INLINE void shader_input_to_bucket(GPUShaderInput* input, + GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]) { - const uint bucket_index = input->name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS; + const uint bucket_index = input->name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS; input->next = buckets[bucket_index]; buckets[bucket_index] = input; } -GWN_INLINE const Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[GWN_NUM_SHADERINTERFACE_BUCKETS], +GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS], const char *name_buffer, const char *name) { const uint name_hash = hash_string(name); - const uint bucket_index = name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS; - const Gwn_ShaderInput* input = buckets[bucket_index]; + const uint bucket_index = name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS; + const GPUShaderInput* input = buckets[bucket_index]; if (input == NULL) { /* Requested uniform is not found at all. */ return NULL; @@ -129,7 +129,7 @@ GWN_INLINE const Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[ return NULL; } /* Work through possible collisions. */ - const Gwn_ShaderInput* next = input; + const GPUShaderInput* next = input; while (next != NULL) { input = next; next = input->next; @@ -143,37 +143,37 @@ GWN_INLINE const Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[ return NULL; /* not found */ } -GWN_INLINE void buckets_free(Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS]) +GPU_INLINE void buckets_free(GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]) { - for (uint bucket_index = 0; bucket_index < GWN_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) { - Gwn_ShaderInput *input = buckets[bucket_index]; + for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) { + GPUShaderInput *input = buckets[bucket_index]; while (input != NULL) { - Gwn_ShaderInput *input_next = input->next; + GPUShaderInput *input_next = input->next; free(input); input = input_next; } } } -static bool setup_builtin_uniform(Gwn_ShaderInput* input, const char* name) +static bool setup_builtin_uniform(GPUShaderInput* input, const char* name) { /* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */ /* detect built-in uniforms (name must match) */ - for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u) { + for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) { const char* builtin_name = BuiltinUniform_name(u); if (match(name, builtin_name)) { input->builtin_type = u; return true; } } - input->builtin_type = GWN_UNIFORM_CUSTOM; + input->builtin_type = GPU_UNIFORM_CUSTOM; return false; } -static const Gwn_ShaderInput* add_uniform(Gwn_ShaderInterface* shaderface, const char* name) +static const GPUShaderInput* add_uniform(GPUShaderInterface* shaderface, const char* name) { - Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput)); + GPUShaderInput* input = malloc(sizeof(GPUShaderInput)); input->location = glGetUniformLocation(shaderface->program, name); @@ -186,13 +186,13 @@ static const Gwn_ShaderInput* add_uniform(Gwn_ShaderInterface* shaderface, const setup_builtin_uniform(input, name); shader_input_to_bucket(input, shaderface->uniform_buckets); - if (input->builtin_type != GWN_UNIFORM_NONE && - input->builtin_type != GWN_UNIFORM_CUSTOM) + if (input->builtin_type != GPU_UNIFORM_NONE && + input->builtin_type != GPU_UNIFORM_CUSTOM) { shaderface->builtin_uniforms[input->builtin_type] = input; } #if DEBUG_SHADER_INTERFACE - printf("Gwn_ShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface, + printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface, shaderface->program, name, input->location); @@ -200,14 +200,14 @@ static const Gwn_ShaderInput* add_uniform(Gwn_ShaderInterface* shaderface, const return input; } -Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program) +GPUShaderInterface* GPU_shaderinterface_create(int32_t program) { - Gwn_ShaderInterface* shaderface = calloc(1, sizeof(Gwn_ShaderInterface)); + GPUShaderInterface* shaderface = calloc(1, sizeof(GPUShaderInterface)); shaderface->program = program; #if DEBUG_SHADER_INTERFACE printf("%s {\n", __func__); /* enter function */ - printf("Gwn_ShaderInterface %p, program %d\n", shaderface, program); + printf("GPUShaderInterface %p, program %d\n", shaderface, program); #endif GLint max_attrib_name_len, attr_len; @@ -223,7 +223,7 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program) /* Attributes */ for (uint32_t i = 0; i < attr_len; ++i) { - Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput)); + GPUShaderInput* input = malloc(sizeof(GPUShaderInput)); GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset; char* name = shaderface->name_buffer + shaderface->name_buffer_offset; GLsizei name_len = 0; @@ -250,7 +250,7 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program) } /* Uniform Blocks */ for (uint32_t i = 0; i < ubo_len; ++i) { - Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput)); + GPUShaderInput* input = malloc(sizeof(GPUShaderInput)); GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset; char* name = shaderface->name_buffer + shaderface->name_buffer_offset; GLsizei name_len = 0; @@ -268,20 +268,20 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program) #endif } /* Builtin Uniforms */ - for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u) { + for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) { const char* builtin_name = BuiltinUniform_name(u); if (glGetUniformLocation(program, builtin_name) != -1) { - add_uniform((Gwn_ShaderInterface*)shaderface, builtin_name); + add_uniform((GPUShaderInterface*)shaderface, builtin_name); } } /* Batches ref buffer */ - shaderface->batches_len = GWN_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = calloc(shaderface->batches_len, sizeof(Gwn_Batch*)); + shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT; + shaderface->batches = calloc(shaderface->batches_len, sizeof(GPUBatch*)); return shaderface; } -void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface) +void GPU_shaderinterface_discard(GPUShaderInterface* shaderface) { /* Free memory used by buckets and has entries. */ buckets_free(shaderface->uniform_buckets); @@ -292,7 +292,7 @@ void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface) /* Remove this interface from all linked Batches vao cache. */ for (int i = 0; i < shaderface->batches_len; ++i) { if (shaderface->batches[i] != NULL) { - gwn_batch_remove_interface_ref(shaderface->batches[i], shaderface); + gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface); } } free(shaderface->batches); @@ -300,39 +300,39 @@ void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface) free(shaderface); } -const Gwn_ShaderInput* GWN_shaderinterface_uniform(const Gwn_ShaderInterface* shaderface, const char* name) +const GPUShaderInput* GPU_shaderinterface_uniform(const GPUShaderInterface* shaderface, const char* name) { /* TODO: Warn if we find a matching builtin, since these can be looked up much quicker. */ - const Gwn_ShaderInput* input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name); + const GPUShaderInput* input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name); /* If input is not found add it so it's found next time. */ if (input == NULL) { - input = add_uniform((Gwn_ShaderInterface*)shaderface, name); + input = add_uniform((GPUShaderInterface*)shaderface, name); } return (input->location != -1) ? input : NULL; } -const Gwn_ShaderInput* GWN_shaderinterface_uniform_builtin( - const Gwn_ShaderInterface* shaderface, Gwn_UniformBuiltin builtin) +const GPUShaderInput* GPU_shaderinterface_uniform_builtin( + const GPUShaderInterface* shaderface, GPUUniformBuiltin builtin) { #if TRUST_NO_ONE - assert(builtin != GWN_UNIFORM_NONE); - assert(builtin != GWN_UNIFORM_CUSTOM); - assert(builtin != GWN_NUM_UNIFORMS); + assert(builtin != GPU_UNIFORM_NONE); + assert(builtin != GPU_UNIFORM_CUSTOM); + assert(builtin != GPU_NUM_UNIFORMS); #endif return shaderface->builtin_uniforms[builtin]; } -const Gwn_ShaderInput* GWN_shaderinterface_ubo(const Gwn_ShaderInterface* shaderface, const char* name) +const GPUShaderInput* GPU_shaderinterface_ubo(const GPUShaderInterface* shaderface, const char* name) { return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name); } -const Gwn_ShaderInput* GWN_shaderinterface_attr(const Gwn_ShaderInterface* shaderface, const char* name) +const GPUShaderInput* GPU_shaderinterface_attr(const GPUShaderInterface* shaderface, const char* name) { return buckets_lookup(shaderface->attrib_buckets, shaderface->name_buffer, name); } -void GWN_shaderinterface_add_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batch* batch) +void GPU_shaderinterface_add_batch_ref(GPUShaderInterface* shaderface, GPUBatch* batch) { int i; /* find first unused slot */ for (i = 0; i < shaderface->batches_len; ++i) { @@ -343,14 +343,14 @@ void GWN_shaderinterface_add_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batc if (i == shaderface->batches_len) { /* Not enough place, realloc the array. */ i = shaderface->batches_len; - shaderface->batches_len += GWN_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = realloc(shaderface->batches, sizeof(Gwn_Batch*) * shaderface->batches_len); - memset(shaderface->batches + i, 0, sizeof(Gwn_Batch*) * GWN_SHADERINTERFACE_REF_ALLOC_COUNT); + shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT; + shaderface->batches = realloc(shaderface->batches, sizeof(GPUBatch*) * shaderface->batches_len); + memset(shaderface->batches + i, 0, sizeof(GPUBatch*) * GPU_SHADERINTERFACE_REF_ALLOC_COUNT); } shaderface->batches[i] = batch; } -void GWN_shaderinterface_remove_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batch* batch) +void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface* shaderface, GPUBatch* batch) { for (int i = 0; i < shaderface->batches_len; ++i) { if (shaderface->batches[i] == batch) { |