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authorClément Foucault <foucault.clem@gmail.com>2020-08-09 02:49:06 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-13 15:20:23 +0300
commitde4eb115ac218dc053ef2f61b890a9b935ebf508 (patch)
treedce0786bf622333ada433b3b3e1439ea97f1c765 /source/blender/gpu
parentb0f30bd684645cb989b6744b04f70bccec7d360b (diff)
Cleanup: GPUBatch: Remove GL functions from uniform assignment
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_batch.h1
-rw-r--r--source/blender/gpu/intern/gpu_batch.cc58
2 files changed, 29 insertions, 30 deletions
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index d37fc923a67..e95b26adbca 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -135,7 +135,6 @@ void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
eGPUBuiltinShader shader_id,
eGPUShaderConfig sh_cfg);
-void GPU_batch_uniform_1ui(GPUBatch *, const char *name, uint value);
void GPU_batch_uniform_1i(GPUBatch *, const char *name, int value);
void GPU_batch_uniform_1b(GPUBatch *, const char *name, bool value);
void GPU_batch_uniform_1f(GPUBatch *, const char *name, float value);
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc
index ad0472cd932..f1366446453 100644
--- a/source/blender/gpu/intern/gpu_batch.cc
+++ b/source/blender/gpu/intern/gpu_batch.cc
@@ -515,73 +515,65 @@ static void batch_update_program_bindings(GPUBatch *batch, uint i_first)
}
}
-#if TRUST_NO_ONE
-# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); \
- assert(uniform);
-#else
-# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name);
-#endif
+/* -------------------------------------------------------------------- */
+/** \name Uniform setters
+ * \{ */
-void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, uint value)
-{
- GET_UNIFORM
- glUniform1ui(uniform->location, value);
-}
+#define GET_UNIFORM \
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); \
+ BLI_assert(uniform);
void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value)
{
GET_UNIFORM
- glUniform1i(uniform->location, value);
+ GPU_shader_uniform_int(batch->shader, uniform->location, value);
}
void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value)
{
- GET_UNIFORM
- glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
+ GPU_batch_uniform_1i(batch, name, value ? GL_TRUE : GL_FALSE);
}
void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y)
{
- GET_UNIFORM
- glUniform2f(uniform->location, x, y);
+ const float data[2] = {x, y};
+ GPU_batch_uniform_2fv(batch, name, data);
}
void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z)
{
- GET_UNIFORM
- glUniform3f(uniform->location, x, y, z);
+ const float data[3] = {x, y, z};
+ GPU_batch_uniform_3fv(batch, name, data);
}
void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w)
{
- GET_UNIFORM
- glUniform4f(uniform->location, x, y, z, w);
+ const float data[4] = {x, y, z, w};
+ GPU_batch_uniform_4fv(batch, name, data);
}
void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x)
{
GET_UNIFORM
- glUniform1f(uniform->location, x);
+ GPU_shader_uniform_float(batch->shader, uniform->location, x);
}
void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2])
{
GET_UNIFORM
- glUniform2fv(uniform->location, 1, data);
+ GPU_shader_uniform_vector(batch->shader, uniform->location, 2, 1, data);
}
void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3])
{
GET_UNIFORM
- glUniform3fv(uniform->location, 1, data);
+ GPU_shader_uniform_vector(batch->shader, uniform->location, 3, 1, data);
}
void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4])
{
GET_UNIFORM
- glUniform4fv(uniform->location, 1, data);
+ GPU_shader_uniform_vector(batch->shader, uniform->location, 4, 1, data);
}
void GPU_batch_uniform_2fv_array(GPUBatch *batch,
@@ -590,7 +582,7 @@ void GPU_batch_uniform_2fv_array(GPUBatch *batch,
const float *data)
{
GET_UNIFORM
- glUniform2fv(uniform->location, len, data);
+ GPU_shader_uniform_vector(batch->shader, uniform->location, 2, len, data);
}
void GPU_batch_uniform_4fv_array(GPUBatch *batch,
@@ -599,15 +591,21 @@ void GPU_batch_uniform_4fv_array(GPUBatch *batch,
const float *data)
{
GET_UNIFORM
- glUniform4fv(uniform->location, len, data);
+ GPU_shader_uniform_vector(batch->shader, uniform->location, 4, len, data);
}
void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[4][4])
{
GET_UNIFORM
- glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data);
+ GPU_shader_uniform_vector(batch->shader, uniform->location, 16, 1, (const float *)data);
}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Drawing / Drawcall functions
+ * \{ */
+
static void *elem_offset(const GPUIndexBuf *el, int v_first)
{
#if GPU_TRACK_INDEX_RANGE
@@ -766,6 +764,8 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
// glBindVertexArray(0);
}
+/** \} */
+
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */