diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/gpu/intern/gpu_vertex_format.c | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/gpu/intern/gpu_vertex_format.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_vertex_format.c | 630 |
1 files changed, 322 insertions, 308 deletions
diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c index d4b975a01ae..388773afbbc 100644 --- a/source/blender/gpu/intern/gpu_vertex_format.c +++ b/source/blender/gpu/intern/gpu_vertex_format.c @@ -41,439 +41,453 @@ void GPU_vertformat_clear(GPUVertFormat *format) { #if TRUST_NO_ONE - memset(format, 0, sizeof(GPUVertFormat)); + memset(format, 0, sizeof(GPUVertFormat)); #else - format->attr_len = 0; - format->packed = false; - format->name_offset = 0; - format->name_len = 0; - - for (uint i = 0; i < GPU_VERT_ATTR_MAX_LEN; i++) { - format->attrs[i].name_len = 0; - } + format->attr_len = 0; + format->packed = false; + format->name_offset = 0; + format->name_len = 0; + + for (uint i = 0; i < GPU_VERT_ATTR_MAX_LEN; i++) { + format->attrs[i].name_len = 0; + } #endif } void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src) { - /* copy regular struct fields */ - memcpy(dest, src, sizeof(GPUVertFormat)); - - for (uint i = 0; i < dest->attr_len; i++) { - for (uint j = 0; j < dest->attrs[i].name_len; j++) { - dest->attrs[i].name[j] = (char *)dest + (src->attrs[i].name[j] - ((char *)src)); - } - } + /* copy regular struct fields */ + memcpy(dest, src, sizeof(GPUVertFormat)); + + for (uint i = 0; i < dest->attr_len; i++) { + for (uint j = 0; j < dest->attrs[i].name_len; j++) { + dest->attrs[i].name[j] = (char *)dest + (src->attrs[i].name[j] - ((char *)src)); + } + } } static GLenum convert_comp_type_to_gl(GPUVertCompType type) { - static const GLenum table[] = { - [GPU_COMP_I8] = GL_BYTE, - [GPU_COMP_U8] = GL_UNSIGNED_BYTE, - [GPU_COMP_I16] = GL_SHORT, - [GPU_COMP_U16] = GL_UNSIGNED_SHORT, - [GPU_COMP_I32] = GL_INT, - [GPU_COMP_U32] = GL_UNSIGNED_INT, - - [GPU_COMP_F32] = GL_FLOAT, - - [GPU_COMP_I10] = GL_INT_2_10_10_10_REV, - }; - return table[type]; + static const GLenum table[] = { + [GPU_COMP_I8] = GL_BYTE, + [GPU_COMP_U8] = GL_UNSIGNED_BYTE, + [GPU_COMP_I16] = GL_SHORT, + [GPU_COMP_U16] = GL_UNSIGNED_SHORT, + [GPU_COMP_I32] = GL_INT, + [GPU_COMP_U32] = GL_UNSIGNED_INT, + + [GPU_COMP_F32] = GL_FLOAT, + + [GPU_COMP_I10] = GL_INT_2_10_10_10_REV, + }; + return table[type]; } static uint comp_sz(GPUVertCompType type) { #if TRUST_NO_ONE - assert(type <= GPU_COMP_F32); /* other types have irregular sizes (not bytes) */ + assert(type <= GPU_COMP_F32); /* other types have irregular sizes (not bytes) */ #endif - const GLubyte sizes[] = {1, 1, 2, 2, 4, 4, 4}; - return sizes[type]; + const GLubyte sizes[] = {1, 1, 2, 2, 4, 4, 4}; + return sizes[type]; } static uint attr_sz(const GPUVertAttr *a) { - if (a->comp_type == GPU_COMP_I10) { - return 4; /* always packed as 10_10_10_2 */ - } - return a->comp_len * comp_sz(a->comp_type); + if (a->comp_type == GPU_COMP_I10) { + return 4; /* always packed as 10_10_10_2 */ + } + return a->comp_len * comp_sz(a->comp_type); } static uint attr_align(const GPUVertAttr *a) { - if (a->comp_type == GPU_COMP_I10) { - return 4; /* always packed as 10_10_10_2 */ - } - uint c = comp_sz(a->comp_type); - if (a->comp_len == 3 && c <= 2) { - return 4 * c; /* AMD HW can't fetch these well, so pad it out (other vendors too?) */ - } - else { - return c; /* most fetches are ok if components are naturally aligned */ - } + if (a->comp_type == GPU_COMP_I10) { + return 4; /* always packed as 10_10_10_2 */ + } + uint c = comp_sz(a->comp_type); + if (a->comp_len == 3 && c <= 2) { + return 4 * c; /* AMD HW can't fetch these well, so pad it out (other vendors too?) */ + } + else { + return c; /* most fetches are ok if components are naturally aligned */ + } } uint vertex_buffer_size(const GPUVertFormat *format, uint vertex_len) { #if TRUST_NO_ONE - assert(format->packed && format->stride > 0); + assert(format->packed && format->stride > 0); #endif - return format->stride * vertex_len; + return format->stride * vertex_len; } static const char *copy_attr_name(GPUVertFormat *format, const char *name, const char *suffix) { - /* strncpy does 110% of what we need; let's do exactly 100% */ - char *name_copy = format->names + format->name_offset; - uint available = GPU_VERT_ATTR_NAMES_BUF_LEN - format->name_offset; - bool terminated = false; - - for (uint i = 0; i < available; ++i) { - const char c = name[i]; - name_copy[i] = c; - if (c == '\0') { - if (suffix) { - for (uint j = 0; j < available; ++j) { - const char s = suffix[j]; - name_copy[i + j] = s; - if (s == '\0') { - terminated = true; - format->name_offset += (i + j + 1); - break; - } - } - } - else { - terminated = true; - format->name_offset += (i + 1); - } - break; - } - } + /* strncpy does 110% of what we need; let's do exactly 100% */ + char *name_copy = format->names + format->name_offset; + uint available = GPU_VERT_ATTR_NAMES_BUF_LEN - format->name_offset; + bool terminated = false; + + for (uint i = 0; i < available; ++i) { + const char c = name[i]; + name_copy[i] = c; + if (c == '\0') { + if (suffix) { + for (uint j = 0; j < available; ++j) { + const char s = suffix[j]; + name_copy[i + j] = s; + if (s == '\0') { + terminated = true; + format->name_offset += (i + j + 1); + break; + } + } + } + else { + terminated = true; + format->name_offset += (i + 1); + } + break; + } + } #if TRUST_NO_ONE - assert(terminated); - assert(format->name_offset <= GPU_VERT_ATTR_NAMES_BUF_LEN); + assert(terminated); + assert(format->name_offset <= GPU_VERT_ATTR_NAMES_BUF_LEN); #else - (void)terminated; + (void)terminated; #endif - return name_copy; + return name_copy; } -uint GPU_vertformat_attr_add( - GPUVertFormat *format, const char *name, - GPUVertCompType comp_type, uint comp_len, GPUVertFetchMode fetch_mode) +uint GPU_vertformat_attr_add(GPUVertFormat *format, + const char *name, + GPUVertCompType comp_type, + uint comp_len, + GPUVertFetchMode fetch_mode) { #if TRUST_NO_ONE - assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */ - assert(format->attr_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */ - assert(!format->packed); /* packed means frozen/locked */ - assert((comp_len >= 1 && comp_len <= 4) || comp_len == 8 || comp_len == 12 || comp_len == 16); - - switch (comp_type) { - case GPU_COMP_F32: - /* float type can only kept as float */ - assert(fetch_mode == GPU_FETCH_FLOAT); - break; - case GPU_COMP_I10: - /* 10_10_10 format intended for normals (xyz) or colors (rgb) - * extra component packed.w can be manually set to { -2, -1, 0, 1 } */ - assert(comp_len == 3 || comp_len == 4); - assert(fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT); /* not strictly required, may relax later */ - break; - default: - /* integer types can be kept as int or converted/normalized to float */ - assert(fetch_mode != GPU_FETCH_FLOAT); - /* only support float matrices (see Batch_update_program_bindings) */ - assert(comp_len != 8 && comp_len != 12 && comp_len != 16); - } + assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */ + assert(format->attr_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */ + assert(!format->packed); /* packed means frozen/locked */ + assert((comp_len >= 1 && comp_len <= 4) || comp_len == 8 || comp_len == 12 || comp_len == 16); + + switch (comp_type) { + case GPU_COMP_F32: + /* float type can only kept as float */ + assert(fetch_mode == GPU_FETCH_FLOAT); + break; + case GPU_COMP_I10: + /* 10_10_10 format intended for normals (xyz) or colors (rgb) + * extra component packed.w can be manually set to { -2, -1, 0, 1 } */ + assert(comp_len == 3 || comp_len == 4); + assert(fetch_mode == + GPU_FETCH_INT_TO_FLOAT_UNIT); /* not strictly required, may relax later */ + break; + default: + /* integer types can be kept as int or converted/normalized to float */ + assert(fetch_mode != GPU_FETCH_FLOAT); + /* only support float matrices (see Batch_update_program_bindings) */ + assert(comp_len != 8 && comp_len != 12 && comp_len != 16); + } #endif - format->name_len++; /* multiname support */ - - const uint attr_id = format->attr_len++; - GPUVertAttr *attr = &format->attrs[attr_id]; - - attr->name[attr->name_len++] = copy_attr_name(format, name, NULL); - attr->comp_type = comp_type; - attr->gl_comp_type = convert_comp_type_to_gl(comp_type); - attr->comp_len = (comp_type == GPU_COMP_I10) ? 4 : comp_len; /* system needs 10_10_10_2 to be 4 or BGRA */ - attr->sz = attr_sz(attr); - attr->offset = 0; /* offsets & stride are calculated later (during pack) */ - attr->fetch_mode = fetch_mode; - - return attr_id; + format->name_len++; /* multiname support */ + + const uint attr_id = format->attr_len++; + GPUVertAttr *attr = &format->attrs[attr_id]; + + attr->name[attr->name_len++] = copy_attr_name(format, name, NULL); + attr->comp_type = comp_type; + attr->gl_comp_type = convert_comp_type_to_gl(comp_type); + attr->comp_len = (comp_type == GPU_COMP_I10) ? + 4 : + comp_len; /* system needs 10_10_10_2 to be 4 or BGRA */ + attr->sz = attr_sz(attr); + attr->offset = 0; /* offsets & stride are calculated later (during pack) */ + attr->fetch_mode = fetch_mode; + + return attr_id; } void GPU_vertformat_alias_add(GPUVertFormat *format, const char *alias) { - GPUVertAttr *attr = &format->attrs[format->attr_len - 1]; + GPUVertAttr *attr = &format->attrs[format->attr_len - 1]; #if TRUST_NO_ONE - assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */ - assert(attr->name_len < GPU_VERT_ATTR_MAX_NAMES); + assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */ + assert(attr->name_len < GPU_VERT_ATTR_MAX_NAMES); #endif - format->name_len++; /* multiname support */ - attr->name[attr->name_len++] = copy_attr_name(format, alias, NULL); + format->name_len++; /* multiname support */ + attr->name[attr->name_len++] = copy_attr_name(format, alias, NULL); } int GPU_vertformat_attr_id_get(const GPUVertFormat *format, const char *name) { - for (int i = 0; i < format->attr_len; i++) { - const GPUVertAttr *attr = &format->attrs[i]; - for (int j = 0; j < attr->name_len; j++) { - if (STREQ(name, attr->name[j])) { - return i; - } - } - } - return -1; + for (int i = 0; i < format->attr_len; i++) { + const GPUVertAttr *attr = &format->attrs[i]; + for (int j = 0; j < attr->name_len; j++) { + if (STREQ(name, attr->name[j])) { + return i; + } + } + } + return -1; } void GPU_vertformat_triple_load(GPUVertFormat *format) { #if TRUST_NO_ONE - assert(!format->packed); - assert(format->attr_len * 3 < GPU_VERT_ATTR_MAX_LEN); - assert(format->name_len + format->attr_len * 3 < GPU_VERT_ATTR_MAX_LEN); + assert(!format->packed); + assert(format->attr_len * 3 < GPU_VERT_ATTR_MAX_LEN); + assert(format->name_len + format->attr_len * 3 < GPU_VERT_ATTR_MAX_LEN); #endif - VertexFormat_pack(format); - - uint old_attr_len = format->attr_len; - for (uint a_idx = 0; a_idx < old_attr_len; ++a_idx) { - GPUVertAttr *attr = &format->attrs[a_idx]; - /* Duplicate attr twice */ - for (int i = 1; i < 3; ++i) { - GPUVertAttr *dst_attr = &format->attrs[format->attr_len]; - memcpy(dst_attr, attr, sizeof(GPUVertAttr)); - /* Increase offset to the next vertex. */ - dst_attr->offset += format->stride * i; - /* Only copy first name for now. */ - dst_attr->name_len = 0; - dst_attr->name[dst_attr->name_len++] = copy_attr_name(format, attr->name[0], (i == 1) ? "1" : "2"); - format->attr_len++; - } + VertexFormat_pack(format); + + uint old_attr_len = format->attr_len; + for (uint a_idx = 0; a_idx < old_attr_len; ++a_idx) { + GPUVertAttr *attr = &format->attrs[a_idx]; + /* Duplicate attr twice */ + for (int i = 1; i < 3; ++i) { + GPUVertAttr *dst_attr = &format->attrs[format->attr_len]; + memcpy(dst_attr, attr, sizeof(GPUVertAttr)); + /* Increase offset to the next vertex. */ + dst_attr->offset += format->stride * i; + /* Only copy first name for now. */ + dst_attr->name_len = 0; + dst_attr->name[dst_attr->name_len++] = copy_attr_name( + format, attr->name[0], (i == 1) ? "1" : "2"); + format->attr_len++; + } #if TRUST_NO_ONE - assert(attr->name_len < GPU_VERT_ATTR_MAX_NAMES); + assert(attr->name_len < GPU_VERT_ATTR_MAX_NAMES); #endif - /* Add alias to first attr. */ - format->name_len++; - attr->name[attr->name_len++] = copy_attr_name(format, attr->name[0], "0"); - } + /* Add alias to first attr. */ + format->name_len++; + attr->name[attr->name_len++] = copy_attr_name(format, attr->name[0], "0"); + } } uint padding(uint offset, uint alignment) { - const uint mod = offset % alignment; - return (mod == 0) ? 0 : (alignment - mod); + const uint mod = offset % alignment; + return (mod == 0) ? 0 : (alignment - mod); } #if PACK_DEBUG static void show_pack(uint a_idx, uint sz, uint pad) { - const char c = 'A' + a_idx; - for (uint i = 0; i < pad; ++i) { - putchar('-'); - } - for (uint i = 0; i < sz; ++i) { - putchar(c); - } + const char c = 'A' + a_idx; + for (uint i = 0; i < pad; ++i) { + putchar('-'); + } + for (uint i = 0; i < sz; ++i) { + putchar(c); + } } #endif void VertexFormat_pack(GPUVertFormat *format) { - /* For now, attributes are packed in the order they were added, - * making sure each attribute is naturally aligned (add padding where necessary) - * Later we can implement more efficient packing w/ reordering - * (keep attribute ID order, adjust their offsets to reorder in buffer). */ + /* For now, attributes are packed in the order they were added, + * making sure each attribute is naturally aligned (add padding where necessary) + * Later we can implement more efficient packing w/ reordering + * (keep attribute ID order, adjust their offsets to reorder in buffer). */ - /* TODO: realloc just enough to hold the final combo string. And just enough to - * hold used attributes, not all 16. */ + /* TODO: realloc just enough to hold the final combo string. And just enough to + * hold used attributes, not all 16. */ - GPUVertAttr *a0 = &format->attrs[0]; - a0->offset = 0; - uint offset = a0->sz; + GPUVertAttr *a0 = &format->attrs[0]; + a0->offset = 0; + uint offset = a0->sz; #if PACK_DEBUG - show_pack(0, a0->sz, 0); + show_pack(0, a0->sz, 0); #endif - for (uint a_idx = 1; a_idx < format->attr_len; ++a_idx) { - GPUVertAttr *a = &format->attrs[a_idx]; - uint mid_padding = padding(offset, attr_align(a)); - offset += mid_padding; - a->offset = offset; - offset += a->sz; + for (uint a_idx = 1; a_idx < format->attr_len; ++a_idx) { + GPUVertAttr *a = &format->attrs[a_idx]; + uint mid_padding = padding(offset, attr_align(a)); + offset += mid_padding; + a->offset = offset; + offset += a->sz; #if PACK_DEBUG - show_pack(a_idx, a->sz, mid_padding); + show_pack(a_idx, a->sz, mid_padding); #endif - } + } - uint end_padding = padding(offset, attr_align(a0)); + uint end_padding = padding(offset, attr_align(a0)); #if PACK_DEBUG - show_pack(0, 0, end_padding); - putchar('\n'); + show_pack(0, 0, end_padding); + putchar('\n'); #endif - format->stride = offset + end_padding; - format->packed = true; + format->stride = offset + end_padding; + format->packed = true; } static uint calc_input_component_size(const GPUShaderInput *input) { - int size = input->size; - switch (input->gl_type) { - case GL_FLOAT_VEC2: - case GL_INT_VEC2: - case GL_UNSIGNED_INT_VEC2: - return size * 2; - case GL_FLOAT_VEC3: - case GL_INT_VEC3: - case GL_UNSIGNED_INT_VEC3: - return size * 3; - case GL_FLOAT_VEC4: - case GL_FLOAT_MAT2: - case GL_INT_VEC4: - case GL_UNSIGNED_INT_VEC4: - return size * 4; - case GL_FLOAT_MAT3: - return size * 9; - case GL_FLOAT_MAT4: - return size * 16; - case GL_FLOAT_MAT2x3: - case GL_FLOAT_MAT3x2: - return size * 6; - case GL_FLOAT_MAT2x4: - case GL_FLOAT_MAT4x2: - return size * 8; - case GL_FLOAT_MAT3x4: - case GL_FLOAT_MAT4x3: - return size * 12; - default: - return size; - } + int size = input->size; + switch (input->gl_type) { + case GL_FLOAT_VEC2: + case GL_INT_VEC2: + case GL_UNSIGNED_INT_VEC2: + return size * 2; + case GL_FLOAT_VEC3: + case GL_INT_VEC3: + case GL_UNSIGNED_INT_VEC3: + return size * 3; + case GL_FLOAT_VEC4: + case GL_FLOAT_MAT2: + case GL_INT_VEC4: + case GL_UNSIGNED_INT_VEC4: + return size * 4; + case GL_FLOAT_MAT3: + return size * 9; + case GL_FLOAT_MAT4: + return size * 16; + case GL_FLOAT_MAT2x3: + case GL_FLOAT_MAT3x2: + return size * 6; + case GL_FLOAT_MAT2x4: + case GL_FLOAT_MAT4x2: + return size * 8; + case GL_FLOAT_MAT3x4: + case GL_FLOAT_MAT4x3: + return size * 12; + default: + return size; + } } -static void get_fetch_mode_and_comp_type( - int gl_type, - GPUVertCompType *r_comp_type, - uint *r_gl_comp_type, - GPUVertFetchMode *r_fetch_mode) +static void get_fetch_mode_and_comp_type(int gl_type, + GPUVertCompType *r_comp_type, + uint *r_gl_comp_type, + GPUVertFetchMode *r_fetch_mode) { - switch (gl_type) { - case GL_FLOAT: - case GL_FLOAT_VEC2: - case GL_FLOAT_VEC3: - case GL_FLOAT_VEC4: - case GL_FLOAT_MAT2: - case GL_FLOAT_MAT3: - case GL_FLOAT_MAT4: - case GL_FLOAT_MAT2x3: - case GL_FLOAT_MAT2x4: - case GL_FLOAT_MAT3x2: - case GL_FLOAT_MAT3x4: - case GL_FLOAT_MAT4x2: - case GL_FLOAT_MAT4x3: - *r_comp_type = GPU_COMP_F32; - *r_gl_comp_type = GL_FLOAT; - *r_fetch_mode = GPU_FETCH_FLOAT; - break; - case GL_INT: - case GL_INT_VEC2: - case GL_INT_VEC3: - case GL_INT_VEC4: - *r_comp_type = GPU_COMP_I32; - *r_gl_comp_type = GL_INT; - *r_fetch_mode = GPU_FETCH_INT; - break; - case GL_UNSIGNED_INT: - case GL_UNSIGNED_INT_VEC2: - case GL_UNSIGNED_INT_VEC3: - case GL_UNSIGNED_INT_VEC4: - *r_comp_type = GPU_COMP_U32; - *r_gl_comp_type = GL_UNSIGNED_INT; - *r_fetch_mode = GPU_FETCH_INT; - break; - default: - BLI_assert(0); - } + switch (gl_type) { + case GL_FLOAT: + case GL_FLOAT_VEC2: + case GL_FLOAT_VEC3: + case GL_FLOAT_VEC4: + case GL_FLOAT_MAT2: + case GL_FLOAT_MAT3: + case GL_FLOAT_MAT4: + case GL_FLOAT_MAT2x3: + case GL_FLOAT_MAT2x4: + case GL_FLOAT_MAT3x2: + case GL_FLOAT_MAT3x4: + case GL_FLOAT_MAT4x2: + case GL_FLOAT_MAT4x3: + *r_comp_type = GPU_COMP_F32; + *r_gl_comp_type = GL_FLOAT; + *r_fetch_mode = GPU_FETCH_FLOAT; + break; + case GL_INT: + case GL_INT_VEC2: + case GL_INT_VEC3: + case GL_INT_VEC4: + *r_comp_type = GPU_COMP_I32; + *r_gl_comp_type = GL_INT; + *r_fetch_mode = GPU_FETCH_INT; + break; + case GL_UNSIGNED_INT: + case GL_UNSIGNED_INT_VEC2: + case GL_UNSIGNED_INT_VEC3: + case GL_UNSIGNED_INT_VEC4: + *r_comp_type = GPU_COMP_U32; + *r_gl_comp_type = GL_UNSIGNED_INT; + *r_fetch_mode = GPU_FETCH_INT; + break; + default: + BLI_assert(0); + } } void GPU_vertformat_from_interface(GPUVertFormat *format, const GPUShaderInterface *shaderface) { - const char *name_buffer = shaderface->name_buffer; - - for (int i = 0; i < GPU_NUM_SHADERINTERFACE_BUCKETS; i++) { - const GPUShaderInput *input = shaderface->attr_buckets[i]; - if (input == NULL) { - continue; - } - - const GPUShaderInput *next = input; - while (next != NULL) { - input = next; - next = input->next; - - format->name_len++; /* multiname support */ - format->attr_len++; - - GPUVertAttr *attr = &format->attrs[input->location]; - - attr->name[attr->name_len++] = copy_attr_name(format, name_buffer + input->name_offset, NULL); - attr->offset = 0; /* offsets & stride are calculated later (during pack) */ - attr->comp_len = calc_input_component_size(input); - attr->sz = attr->comp_len * 4; - get_fetch_mode_and_comp_type(input->gl_type, &attr->comp_type, &attr->gl_comp_type, &attr->fetch_mode); - } - } + const char *name_buffer = shaderface->name_buffer; + + for (int i = 0; i < GPU_NUM_SHADERINTERFACE_BUCKETS; i++) { + const GPUShaderInput *input = shaderface->attr_buckets[i]; + if (input == NULL) { + continue; + } + + const GPUShaderInput *next = input; + while (next != NULL) { + input = next; + next = input->next; + + format->name_len++; /* multiname support */ + format->attr_len++; + + GPUVertAttr *attr = &format->attrs[input->location]; + + attr->name[attr->name_len++] = copy_attr_name( + format, name_buffer + input->name_offset, NULL); + attr->offset = 0; /* offsets & stride are calculated later (during pack) */ + attr->comp_len = calc_input_component_size(input); + attr->sz = attr->comp_len * 4; + get_fetch_mode_and_comp_type( + input->gl_type, &attr->comp_type, &attr->gl_comp_type, &attr->fetch_mode); + } + } } - /* OpenGL ES packs in a different order as desktop GL but component conversion is the same. * Of the code here, only struct GPUPackedNormal needs to change. */ -#define SIGNED_INT_10_MAX 511 +#define SIGNED_INT_10_MAX 511 #define SIGNED_INT_10_MIN -512 static int clampi(int x, int min_allowed, int max_allowed) { #if TRUST_NO_ONE - assert(min_allowed <= max_allowed); + assert(min_allowed <= max_allowed); #endif - if (x < min_allowed) { - return min_allowed; - } - else if (x > max_allowed) { - return max_allowed; - } - else { - return x; - } + if (x < min_allowed) { + return min_allowed; + } + else if (x > max_allowed) { + return max_allowed; + } + else { + return x; + } } static int quantize(float x) { - int qx = x * 511.0f; - return clampi(qx, SIGNED_INT_10_MIN, SIGNED_INT_10_MAX); + int qx = x * 511.0f; + return clampi(qx, SIGNED_INT_10_MIN, SIGNED_INT_10_MAX); } static int convert_i16(short x) { - /* 16-bit signed --> 10-bit signed */ - /* TODO: round? */ - return x >> 6; + /* 16-bit signed --> 10-bit signed */ + /* TODO: round? */ + return x >> 6; } GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3]) { - GPUPackedNormal n = { .x = quantize(data[0]), .y = quantize(data[1]), .z = quantize(data[2]), }; - return n; + GPUPackedNormal n = { + .x = quantize(data[0]), + .y = quantize(data[1]), + .z = quantize(data[2]), + }; + return n; } GPUPackedNormal GPU_normal_convert_i10_s3(const short data[3]) { - GPUPackedNormal n = { .x = convert_i16(data[0]), .y = convert_i16(data[1]), .z = convert_i16(data[2]), }; - return n; + GPUPackedNormal n = { + .x = convert_i16(data[0]), + .y = convert_i16(data[1]), + .z = convert_i16(data[2]), + }; + return n; } |