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authorGermano Cavalcante <mano-wii>2022-09-01 14:21:10 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-01 14:25:55 +0300
commit6269d66da29ae000f214e775ee54dfc71623e642 (patch)
treecbf2fb0f29c3d770ede527e844a1e749f78c5522 /source/blender/gpu/opengl/gl_shader.cc
parent05fe7ca5af93208e56e3b120fa9caf157f43fc75 (diff)
PyGPU: GPUShader: implementation of 'attrs_info_get' method
With the new `attrs_info_get` method, we can get information about the attributes used in a `GPUShader` and thus have more freedom in the automatic creation of `GPUVertFormat`s Reviewed By: fclem, campbellbarton Differential Revision: https://developer.blender.org/D15764
Diffstat (limited to 'source/blender/gpu/opengl/gl_shader.cc')
-rw-r--r--source/blender/gpu/opengl/gl_shader.cc102
1 files changed, 0 insertions, 102 deletions
diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc
index a08019cc707..1f2ef36716e 100644
--- a/source/blender/gpu/opengl/gl_shader.cc
+++ b/source/blender/gpu/opengl/gl_shader.cc
@@ -1136,108 +1136,6 @@ void GLShader::uniform_int(int location, int comp_len, int array_size, const int
/** \name GPUVertFormat from Shader
* \{ */
-static uint calc_component_size(const GLenum gl_type)
-{
- switch (gl_type) {
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_UNSIGNED_INT_VEC2:
- return 2;
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_UNSIGNED_INT_VEC3:
- return 3;
- case GL_FLOAT_VEC4:
- case GL_FLOAT_MAT2:
- case GL_INT_VEC4:
- case GL_UNSIGNED_INT_VEC4:
- return 4;
- case GL_FLOAT_MAT3:
- return 9;
- case GL_FLOAT_MAT4:
- return 16;
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT3x2:
- return 6;
- case GL_FLOAT_MAT2x4:
- case GL_FLOAT_MAT4x2:
- return 8;
- case GL_FLOAT_MAT3x4:
- case GL_FLOAT_MAT4x3:
- return 12;
- default:
- return 1;
- }
-}
-
-static void get_fetch_mode_and_comp_type(int gl_type,
- GPUVertCompType *r_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_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_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_fetch_mode = GPU_FETCH_INT;
- break;
- default:
- BLI_assert(0);
- }
-}
-
-void GLShader::vertformat_from_shader(GPUVertFormat *format) const
-{
- GPU_vertformat_clear(format);
-
- GLint attr_len;
- glGetProgramiv(shader_program_, GL_ACTIVE_ATTRIBUTES, &attr_len);
-
- for (int i = 0; i < attr_len; i++) {
- char name[256];
- GLenum gl_type;
- GLint size;
- glGetActiveAttrib(shader_program_, i, sizeof(name), nullptr, &size, &gl_type, name);
-
- /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
- if (glGetAttribLocation(shader_program_, name) == -1) {
- continue;
- }
-
- GPUVertCompType comp_type;
- GPUVertFetchMode fetch_mode;
- get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode);
-
- int comp_len = calc_component_size(gl_type) * size;
-
- GPU_vertformat_attr_add(format, name, comp_type, comp_len, fetch_mode);
- }
-}
-
int GLShader::program_handle_get() const
{
return (int)this->shader_program_;