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authorClément Foucault <foucault.clem@gmail.com>2020-08-20 14:05:22 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-20 17:11:14 +0300
commit19d72175bac1d78a05e9141e21c234a15b151e89 (patch)
tree47d581306f13dd93b246637455371dd949de0241 /source/blender/gpu
parent14fcd46ca7e569c1da11d0e4a02d12975226f91a (diff)
GPUShaderInterface: GL backend isolation
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/CMakeLists.txt4
-rw-r--r--source/blender/gpu/GPU_context.h1
-rw-r--r--source/blender/gpu/GPU_immediate.h1
-rw-r--r--source/blender/gpu/GPU_shader.h40
-rw-r--r--source/blender/gpu/GPU_shader_interface.h117
-rw-r--r--source/blender/gpu/intern/gpu_attr_binding.cc13
-rw-r--r--source/blender/gpu/intern/gpu_attr_binding_private.h6
-rw-r--r--source/blender/gpu/intern/gpu_batch_private.hh1
-rw-r--r--source/blender/gpu/intern/gpu_immediate.cc4
-rw-r--r--source/blender/gpu/intern/gpu_matrix.cc2
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc28
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.cc532
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.hh225
-rw-r--r--source/blender/gpu/intern/gpu_shader_private.hh6
-rw-r--r--source/blender/gpu/opengl/gl_batch.cc45
-rw-r--r--source/blender/gpu/opengl/gl_batch.hh16
-rw-r--r--source/blender/gpu/opengl/gl_shader.cc6
-rw-r--r--source/blender/gpu/opengl/gl_shader_interface.cc297
-rw-r--r--source/blender/gpu/opengl/gl_shader_interface.hh60
-rw-r--r--source/blender/gpu/opengl/gl_vertex_array.cc14
-rw-r--r--source/blender/gpu/opengl/gl_vertex_array.hh4
21 files changed, 750 insertions, 672 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 45b379c5e0a..50a5a0243f8 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -93,6 +93,7 @@ set(SRC
opengl/gl_context.cc
opengl/gl_drawlist.cc
opengl/gl_shader.cc
+ opengl/gl_shader_interface.cc
opengl/gl_state.cc
opengl/gl_vertex_array.cc
@@ -119,7 +120,6 @@ set(SRC
GPU_primitive.h
GPU_select.h
GPU_shader.h
- GPU_shader_interface.h
GPU_state.h
GPU_texture.h
GPU_uniformbuffer.h
@@ -140,6 +140,7 @@ set(SRC
intern/gpu_private.h
intern/gpu_select_private.h
intern/gpu_shader_private.hh
+ intern/gpu_shader_interface.hh
intern/gpu_state_private.hh
intern/gpu_vertex_format_private.h
@@ -148,6 +149,7 @@ set(SRC
opengl/gl_context.hh
opengl/gl_drawlist.hh
opengl/gl_shader.hh
+ opengl/gl_shader_interface.hh
opengl/gl_state.hh
opengl/gl_vertex_array.hh
)
diff --git a/source/blender/gpu/GPU_context.h b/source/blender/gpu/GPU_context.h
index e3d47cfe084..be7e604fb96 100644
--- a/source/blender/gpu/GPU_context.h
+++ b/source/blender/gpu/GPU_context.h
@@ -27,7 +27,6 @@
#include "GPU_batch.h"
#include "GPU_common.h"
-#include "GPU_shader_interface.h"
#ifdef __cplusplus
extern "C" {
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
index a6f3dfb7868..6057770d2d9 100644
--- a/source/blender/gpu/GPU_immediate.h
+++ b/source/blender/gpu/GPU_immediate.h
@@ -29,7 +29,6 @@
#include "GPU_immediate_util.h"
#include "GPU_primitive.h"
#include "GPU_shader.h"
-#include "GPU_shader_interface.h"
#include "GPU_texture.h"
#include "GPU_vertex_format.h"
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 99fcae19984..b38cc1f3244 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -27,7 +27,6 @@
extern "C" {
#endif
-struct GPUShaderInterface;
struct GPUTexture;
struct GPUUniformBuffer;
struct GPUVertBuf;
@@ -35,8 +34,6 @@ struct GPUVertBuf;
/* TODO(fclem) These members should be private and the
* whole struct should just be an opaque pointer. */
typedef struct GPUShader {
- /** Uniform & attribute locations for shader. */
- struct GPUShaderInterface *interface;
/** For debugging purpose. */
char name[64];
} GPUShader;
@@ -90,6 +87,41 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader);
int GPU_shader_get_program(GPUShader *shader);
+typedef enum {
+ GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
+ GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
+ GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
+ GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
+ GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
+ GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
+
+ GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
+ GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
+ GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
+ GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
+ GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
+
+ GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
+ GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
+ GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
+
+ GPU_UNIFORM_COLOR, /* vec4 color */
+ GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
+ GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
+ GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
+ GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
+
+ GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
+} GPUUniformBuiltin;
+
+typedef enum {
+ GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
+ GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
+ GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
+
+ GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
+} GPUUniformBlockBuiltin;
+
void GPU_shader_set_srgb_uniform(GPUShader *shader);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
@@ -123,8 +155,6 @@ void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, cons
int GPU_shader_get_attribute(GPUShader *shader, const char *name);
-char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len);
-
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
/* Builtin/Non-generated shaders */
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
deleted file mode 100644
index 47e4e432d66..00000000000
--- a/source/blender/gpu/GPU_shader_interface.h
+++ /dev/null
@@ -1,117 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2016 by Mike Erwin.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- *
- * GPU shader interface (C --> GLSL)
- */
-
-#pragma once
-
-#include "GPU_common.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-typedef enum {
- GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
- GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
- GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
- GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
- GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
- GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
-
- GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
- GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
- GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
- GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
- GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
-
- GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
- GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
- GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
-
- GPU_UNIFORM_COLOR, /* vec4 color */
- GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
- GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
- GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
- GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
-
- GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
-} GPUUniformBuiltin;
-
-typedef enum {
- GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
- GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
- GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
-
- GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
-} GPUUniformBlockBuiltin;
-
-typedef struct GPUShaderInput {
- uint32_t name_offset;
- uint32_t name_hash;
- int32_t location;
- /** Defined at interface creation or in shader. Only for Samplers, UBOs and Vertex Attribs. */
- int32_t binding;
-} GPUShaderInput;
-
-#define GPU_SHADERINTERFACE_REF_ALLOC_COUNT 16
-
-typedef struct GPUShaderInterface {
- /** Buffer containing all inputs names separated by '\0'. */
- char *name_buffer;
- /** Reference to GPUBatches using this interface */
- void **batches;
- uint batches_len;
- /** Input counts. */
- uint attribute_len;
- uint ubo_len;
- uint uniform_len;
- /** Enabled bindpoints that needs to be fed with data. */
- uint16_t enabled_attr_mask;
- uint16_t enabled_ubo_mask;
- uint64_t enabled_tex_mask;
- /** Opengl Location of builtin uniforms. Fast access, no lookup needed. */
- int32_t builtins[GPU_NUM_UNIFORMS];
- int32_t builtin_blocks[GPU_NUM_UNIFORM_BLOCKS];
- /** Flat array. In this order: Attributes, Ubos, Uniforms. */
- GPUShaderInput inputs[0];
-} GPUShaderInterface;
-
-GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id);
-void GPU_shaderinterface_discard(GPUShaderInterface *);
-
-const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
-int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
- GPUUniformBuiltin builtin);
-int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
- GPUUniformBlockBuiltin builtin);
-const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name);
-const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name);
-
-/* keep track of batches using this interface */
-void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *interface, void *cache);
-void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *interface, void *cache);
-
-#ifdef __cplusplus
-}
-#endif
diff --git a/source/blender/gpu/intern/gpu_attr_binding.cc b/source/blender/gpu/intern/gpu_attr_binding.cc
index 6cb60884620..2a48107e190 100644
--- a/source/blender/gpu/intern/gpu_attr_binding.cc
+++ b/source/blender/gpu/intern/gpu_attr_binding.cc
@@ -61,9 +61,7 @@ static void write_attr_location(GPUAttrBinding *binding, uint a_idx, uint locati
binding->enabled_bits |= 1 << a_idx;
}
-void get_attr_locations(const GPUVertFormat *format,
- GPUAttrBinding *binding,
- const GPUShaderInterface *shaderface)
+void get_attr_locations(const GPUVertFormat *format, GPUAttrBinding *binding, GPUShader *shader)
{
AttrBinding_clear(binding);
@@ -71,13 +69,12 @@ void get_attr_locations(const GPUVertFormat *format,
const GPUVertAttr *a = &format->attrs[a_idx];
for (uint n_idx = 0; n_idx < a->name_len; n_idx++) {
const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
- const GPUShaderInput *input = GPU_shaderinterface_attr(shaderface, name);
-#if TRUST_NO_ONE
- assert(input != NULL);
+ int loc = GPU_shader_get_attribute(shader, name);
/* TODO: make this a recoverable runtime error?
* indicates mismatch between vertex format and program. */
-#endif
- write_attr_location(binding, a_idx, input->location);
+ BLI_assert(loc != -1);
+
+ write_attr_location(binding, a_idx, loc);
}
}
}
diff --git a/source/blender/gpu/intern/gpu_attr_binding_private.h b/source/blender/gpu/intern/gpu_attr_binding_private.h
index 4d359343c38..cd67a51a822 100644
--- a/source/blender/gpu/intern/gpu_attr_binding_private.h
+++ b/source/blender/gpu/intern/gpu_attr_binding_private.h
@@ -25,8 +25,8 @@
#pragma once
-#include "GPU_shader_interface.h"
#include "GPU_vertex_format.h"
+#include "gpu_shader_interface.hh"
#ifdef __cplusplus
extern "C" {
@@ -35,9 +35,7 @@ extern "C" {
/* TODO(fclem) remove, use shaderface directly. */
void AttrBinding_clear(GPUAttrBinding *binding);
-void get_attr_locations(const GPUVertFormat *format,
- GPUAttrBinding *binding,
- const GPUShaderInterface *shaderface);
+void get_attr_locations(const GPUVertFormat *format, GPUAttrBinding *binding, GPUShader *shader);
uint read_attr_location(const GPUAttrBinding *binding, uint a_idx);
#ifdef __cplusplus
diff --git a/source/blender/gpu/intern/gpu_batch_private.hh b/source/blender/gpu/intern/gpu_batch_private.hh
index 3a8044efc1d..11efd784238 100644
--- a/source/blender/gpu/intern/gpu_batch_private.hh
+++ b/source/blender/gpu/intern/gpu_batch_private.hh
@@ -28,7 +28,6 @@
#include "GPU_batch.h"
#include "GPU_context.h"
-#include "GPU_shader_interface.h"
namespace blender {
namespace gpu {
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc
index cd3a27e7563..431dbe848f7 100644
--- a/source/blender/gpu/intern/gpu_immediate.cc
+++ b/source/blender/gpu/intern/gpu_immediate.cc
@@ -73,7 +73,6 @@ typedef struct {
GLuint vao_id;
GPUShader *bound_program;
- const GPUShaderInterface *shader_interface;
GPUAttrBinding attr_binding;
uint16_t prev_enabled_attr_bits; /* <-- only affects this VAO, so we're ok */
} Immediate;
@@ -148,14 +147,13 @@ void immBindShader(GPUShader *shader)
BLI_assert(imm.bound_program == NULL);
imm.bound_program = shader;
- imm.shader_interface = shader->interface;
if (!imm.vertex_format.packed) {
VertexFormat_pack(&imm.vertex_format);
}
GPU_shader_bind(shader);
- get_attr_locations(&imm.vertex_format, &imm.attr_binding, imm.shader_interface);
+ get_attr_locations(&imm.vertex_format, &imm.attr_binding, shader);
GPU_matrix_bind(shader);
GPU_shader_set_srgb_uniform(shader);
}
diff --git a/source/blender/gpu/intern/gpu_matrix.cc b/source/blender/gpu/intern/gpu_matrix.cc
index 38628db192d..cdb6d303588 100644
--- a/source/blender/gpu/intern/gpu_matrix.cc
+++ b/source/blender/gpu/intern/gpu_matrix.cc
@@ -21,8 +21,6 @@
* \ingroup gpu
*/
-#include "GPU_shader_interface.h"
-
#include "gpu_context_private.hh"
#include "gpu_matrix_private.h"
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
index 84b5109bb0f..9b4fe1d06ca 100644
--- a/source/blender/gpu/intern/gpu_shader.cc
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -196,8 +196,8 @@ Shader::Shader(const char *sh_name)
Shader::~Shader()
{
- if (this->interface) {
- GPU_shaderinterface_discard(this->interface);
+ if (interface) {
+ delete interface;
}
}
@@ -484,43 +484,49 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader)
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
+ ShaderInterface *interface = static_cast<Shader *>(shader)->interface;
+ const ShaderInput *uniform = interface->uniform_get(name);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
{
- return GPU_shaderinterface_uniform_builtin(shader->interface,
- static_cast<GPUUniformBuiltin>(builtin));
+ ShaderInterface *interface = static_cast<Shader *>(shader)->interface;
+ return interface->uniform_builtin((GPUUniformBuiltin)builtin);
}
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
{
- return GPU_shaderinterface_block_builtin(shader->interface,
- static_cast<GPUUniformBlockBuiltin>(builtin));
+ ShaderInterface *interface = static_cast<Shader *>(shader)->interface;
+ return interface->ubo_builtin((GPUUniformBlockBuiltin)builtin);
}
+/* DEPRECATED. */
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
{
- const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
+ ShaderInterface *interface = static_cast<Shader *>(shader)->interface;
+ const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->location : -1;
}
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
{
- const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
+ ShaderInterface *interface = static_cast<Shader *>(shader)->interface;
+ const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->binding : -1;
}
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
{
- const GPUShaderInput *tex = GPU_shaderinterface_uniform(shader->interface, name);
+ ShaderInterface *interface = static_cast<Shader *>(shader)->interface;
+ const ShaderInput *tex = interface->uniform_get(name);
return tex ? tex->binding : -1;
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
- const GPUShaderInput *attr = GPU_shaderinterface_attr(shader->interface, name);
+ ShaderInterface *interface = static_cast<Shader *>(shader)->interface;
+ const ShaderInput *attr = interface->attr_get(name);
return attr ? attr->location : -1;
}
diff --git a/source/blender/gpu/intern/gpu_shader_interface.cc b/source/blender/gpu/intern/gpu_shader_interface.cc
index ef90dde1877..dc59dca9f78 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.cc
+++ b/source/blender/gpu/intern/gpu_shader_interface.cc
@@ -23,161 +23,41 @@
* GPU shader interface (C --> GLSL)
*/
-#include "BKE_global.h"
-
-#include "BLI_bitmap.h"
-#include "BLI_math_base.h"
-
#include "MEM_guardedalloc.h"
-#include "GPU_shader_interface.h"
-
-#include "gpu_batch_private.hh"
-#include "gpu_context_private.hh"
-
-#include "gl_batch.hh"
-
-#include <stddef.h>
-#include <stdlib.h>
-#include <string.h>
-
-#define DEBUG_SHADER_INTERFACE 0
-
-#if DEBUG_SHADER_INTERFACE
-# include <stdio.h>
-#endif
-
-using namespace blender::gpu;
-
-static const char *BuiltinUniform_name(GPUUniformBuiltin u)
-{
- switch (u) {
- case GPU_UNIFORM_MODEL:
- return "ModelMatrix";
- case GPU_UNIFORM_VIEW:
- return "ViewMatrix";
- case GPU_UNIFORM_MODELVIEW:
- return "ModelViewMatrix";
- case GPU_UNIFORM_PROJECTION:
- return "ProjectionMatrix";
- case GPU_UNIFORM_VIEWPROJECTION:
- return "ViewProjectionMatrix";
- case GPU_UNIFORM_MVP:
- return "ModelViewProjectionMatrix";
-
- case GPU_UNIFORM_MODEL_INV:
- return "ModelMatrixInverse";
- case GPU_UNIFORM_VIEW_INV:
- return "ViewMatrixInverse";
- case GPU_UNIFORM_MODELVIEW_INV:
- return "ModelViewMatrixInverse";
- case GPU_UNIFORM_PROJECTION_INV:
- return "ProjectionMatrixInverse";
- case GPU_UNIFORM_VIEWPROJECTION_INV:
- return "ViewProjectionMatrixInverse";
-
- case GPU_UNIFORM_NORMAL:
- return "NormalMatrix";
- case GPU_UNIFORM_ORCO:
- return "OrcoTexCoFactors";
- case GPU_UNIFORM_CLIPPLANES:
- return "WorldClipPlanes";
-
- case GPU_UNIFORM_COLOR:
- return "color";
- case GPU_UNIFORM_BASE_INSTANCE:
- return "baseInstance";
- case GPU_UNIFORM_RESOURCE_CHUNK:
- return "resourceChunk";
- case GPU_UNIFORM_RESOURCE_ID:
- return "resourceId";
- case GPU_UNIFORM_SRGB_TRANSFORM:
- return "srgbTarget";
+#include "BLI_span.hh"
+#include "BLI_vector.hh"
- default:
- return NULL;
- }
-}
+#include "gpu_shader_interface.hh"
-static const char *BuiltinUniformBlock_name(GPUUniformBlockBuiltin u)
-{
- switch (u) {
- case GPU_UNIFORM_BLOCK_VIEW:
- return "viewBlock";
- case GPU_UNIFORM_BLOCK_MODEL:
- return "modelBlock";
- case GPU_UNIFORM_BLOCK_INFO:
- return "infoBlock";
- default:
- return NULL;
- }
-}
+namespace blender::gpu {
-GPU_INLINE bool match(const char *a, const char *b)
+ShaderInterface::ShaderInterface(void)
{
- return STREQ(a, b);
+ /* TODO(fclem) add unique ID for debugging. */
}
-GPU_INLINE uint hash_string(const char *str)
+ShaderInterface::~ShaderInterface(void)
{
- uint i = 0, c;
- while ((c = *str++)) {
- i = i * 37 + c;
- }
- return i;
+ /* Free memory used by name_buffer. */
+ MEM_freeN(name_buffer_);
+ MEM_freeN(inputs_);
}
-GPU_INLINE uint32_t set_input_name(GPUShaderInterface *shaderface,
- GPUShaderInput *input,
- char *name,
- uint32_t name_len)
+static void sort_input_list(MutableSpan<ShaderInput> dst)
{
- /* remove "[0]" from array name */
- if (name[name_len - 1] == ']') {
- name[name_len - 3] = '\0';
- name_len -= 3;
+ if (dst.size() == 0) {
+ return;
}
- input->name_offset = (uint32_t)(name - shaderface->name_buffer);
- input->name_hash = hash_string(name);
- return name_len + 1; /* include NULL terminator */
-}
-
-GPU_INLINE const GPUShaderInput *input_lookup(const GPUShaderInterface *shaderface,
- const GPUShaderInput *const inputs,
- const uint inputs_len,
- const char *name)
-{
- const uint name_hash = hash_string(name);
- /* Simple linear search for now. */
- for (int i = inputs_len - 1; i >= 0; i--) {
- if (inputs[i].name_hash == name_hash) {
- if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) {
- /* Hash colision resolve. */
- for (; i >= 0 && inputs[i].name_hash == name_hash; i--) {
- if (match(name, shaderface->name_buffer + inputs[i].name_offset)) {
- return inputs + i; /* not found */
- }
- }
- return NULL; /* not found */
- }
-
- /* This is a bit dangerous since we could have a hash collision.
- * where the asked uniform that does not exist has the same hash
- * as a real uniform. */
- BLI_assert(match(name, shaderface->name_buffer + inputs[i].name_offset));
- return inputs + i;
- }
- }
- return NULL; /* not found */
-}
+ Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
+ MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
+ src.copy_from(dst);
-/* Note that this modify the src array. */
-GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const uint input_len)
-{
- for (uint i = 0; i < input_len; i++) {
- GPUShaderInput *input_src = &src[0];
- for (uint j = 1; j < input_len; j++) {
+ /* Simple sorting by going through the array and selecting the biggest element each time. */
+ for (uint i = 0; i < dst.size(); i++) {
+ ShaderInput *input_src = &src[0];
+ for (uint j = 1; j < src.size(); j++) {
if (src[j].name_hash > input_src->name_hash) {
input_src = &src[j];
}
@@ -187,360 +67,60 @@ GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const
}
}
-static int block_binding(int32_t program, uint32_t block_index)
+/* Sorts all inputs inside their respective array.
+ * This is to allow fast hash collision detection.
+ * See ShaderInterface::input_lookup for more details. */
+void ShaderInterface::sort_inputs(void)
{
- /* For now just assign a consecutive index. In the future, we should set it in
- * the shader using layout(binding = i) and query its value. */
- glUniformBlockBinding(program, block_index, block_index);
- return block_index;
+ sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
+ sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
+ sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
}
-static int sampler_binding(int32_t program,
- uint32_t uniform_index,
- int32_t uniform_location,
- int *sampler_len)
+void ShaderInterface::debug_print(void)
{
- /* Identify sampler uniforms and asign sampler units to them. */
- GLint type;
- glGetActiveUniformsiv(program, 1, &uniform_index, GL_UNIFORM_TYPE, &type);
-
- switch (type) {
- case GL_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_3D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_CUBE_MAP_ARRAY_ARB: /* OpenGL 4.0 */
- case GL_SAMPLER_1D_SHADOW:
- case GL_SAMPLER_2D_SHADOW:
- case GL_SAMPLER_1D_ARRAY:
- case GL_SAMPLER_2D_ARRAY:
- case GL_SAMPLER_1D_ARRAY_SHADOW:
- case GL_SAMPLER_2D_ARRAY_SHADOW:
- case GL_SAMPLER_2D_MULTISAMPLE:
- case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
- case GL_SAMPLER_CUBE_SHADOW:
- case GL_SAMPLER_BUFFER:
- case GL_INT_SAMPLER_1D:
- case GL_INT_SAMPLER_2D:
- case GL_INT_SAMPLER_3D:
- case GL_INT_SAMPLER_CUBE:
- case GL_INT_SAMPLER_1D_ARRAY:
- case GL_INT_SAMPLER_2D_ARRAY:
- case GL_INT_SAMPLER_2D_MULTISAMPLE:
- case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
- case GL_INT_SAMPLER_BUFFER:
- case GL_UNSIGNED_INT_SAMPLER_1D:
- case GL_UNSIGNED_INT_SAMPLER_2D:
- case GL_UNSIGNED_INT_SAMPLER_3D:
- case GL_UNSIGNED_INT_SAMPLER_CUBE:
- case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
- case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
- case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
- case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
- case GL_UNSIGNED_INT_SAMPLER_BUFFER: {
- /* For now just assign a consecutive index. In the future, we should set it in
- * the shader using layout(binding = i) and query its value. */
- int binding = *sampler_len;
- glUniform1i(uniform_location, binding);
- (*sampler_len)++;
- return binding;
- }
- default:
- return -1;
- }
-}
+ Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
+ Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
+ Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
+ char *name_buf = name_buffer_;
+ const char format[] = " | %.8x : %4d : %s\n";
-GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
-{
-#ifndef NDEBUG
- GLint curr_program;
- glGetIntegerv(GL_CURRENT_PROGRAM, &curr_program);
- BLI_assert(curr_program == program);
-#endif
-
- GLint max_attr_name_len = 0, attr_len = 0;
- glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attr_name_len);
- glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len);
-
- GLint max_ubo_name_len = 0, ubo_len = 0;
- glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len);
- glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len);
-
- GLint max_uniform_name_len = 0, active_uniform_len = 0, uniform_len = 0;
- glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_len);
- glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active_uniform_len);
- uniform_len = active_uniform_len;
-
- /* Work around driver bug with Intel HD 4600 on Windows 7/8, where
- * GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH does not work. */
- if (attr_len > 0 && max_attr_name_len == 0) {
- max_attr_name_len = 256;
- }
- if (ubo_len > 0 && max_ubo_name_len == 0) {
- max_ubo_name_len = 256;
+ printf(" \033[1mGPUShaderInterface : \033[0m\n");
+ if (attrs.size() > 0) {
+ printf("\n Attributes :\n");
}
- if (uniform_len > 0 && max_uniform_name_len == 0) {
- max_uniform_name_len = 256;
+ for (const ShaderInput &attr : attrs) {
+ printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
}
- /* GL_ACTIVE_UNIFORMS lied to us! Remove the UBO uniforms from the total before
- * allocating the uniform array. */
- GLint max_ubo_uni_len = 0;
- for (int i = 0; i < ubo_len; i++) {
- GLint ubo_uni_len;
- glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
- max_ubo_uni_len = max_ii(max_ubo_uni_len, ubo_uni_len);
- uniform_len -= ubo_uni_len;
+ if (uniforms.size() > 0) {
+ printf("\n Uniforms :\n");
}
- /* Bit set to true if uniform comes from a uniform block. */
- BLI_bitmap *uniforms_from_blocks = BLI_BITMAP_NEW(active_uniform_len, __func__);
- /* Set uniforms from block for exclusion. */
- GLint *ubo_uni_ids = (GLint *)MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__);
- for (int i = 0; i < ubo_len; i++) {
- GLint ubo_uni_len;
- glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
- glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, ubo_uni_ids);
- for (int u = 0; u < ubo_uni_len; u++) {
- BLI_BITMAP_ENABLE(uniforms_from_blocks, ubo_uni_ids[u]);
+ for (const ShaderInput &uni : uniforms) {
+ /* Bypass samplers. */
+ if (uni.binding == -1) {
+ printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
}
}
- MEM_freeN(ubo_uni_ids);
- uint32_t name_buffer_offset = 0;
- const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len +
- uniform_len * max_uniform_name_len;
-
- int input_tot_len = attr_len + ubo_len + uniform_len;
- size_t interface_size = sizeof(GPUShaderInterface) + sizeof(GPUShaderInput) * input_tot_len;
-
- GPUShaderInterface *shaderface = (GPUShaderInterface *)MEM_callocN(interface_size,
- "GPUShaderInterface");
- shaderface->attribute_len = attr_len;
- shaderface->ubo_len = ubo_len;
- shaderface->uniform_len = uniform_len;
- shaderface->name_buffer = (char *)MEM_mallocN(name_buffer_len, "name_buffer");
- GPUShaderInput *inputs = shaderface->inputs;
-
- /* Temp buffer. */
- int input_tmp_len = max_iii(attr_len, ubo_len, uniform_len);
- GPUShaderInput *inputs_tmp = (GPUShaderInput *)MEM_mallocN(
- sizeof(GPUShaderInput) * input_tmp_len, "name_buffer");
-
- /* Attributes */
- shaderface->enabled_attr_mask = 0;
- for (int i = 0, idx = 0; i < attr_len; i++) {
- char *name = shaderface->name_buffer + name_buffer_offset;
- GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
- GLsizei name_len = 0;
- GLenum type;
- GLint size;
-
- glGetActiveAttrib(program, i, remaining_buffer, &name_len, &size, &type, name);
- GLint location = glGetAttribLocation(program, name);
- /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
- if (location == -1) {
- shaderface->attribute_len--;
- continue;
- }
-
- GPUShaderInput *input = &inputs_tmp[idx++];
- input->location = input->binding = location;
-
- name_buffer_offset += set_input_name(shaderface, input, name, name_len);
- shaderface->enabled_attr_mask |= (1 << input->location);
+ if (ubos.size() > 0) {
+ printf("\n Uniform Buffer Objects :\n");
}
- sort_input_list(inputs, inputs_tmp, shaderface->attribute_len);
- inputs += shaderface->attribute_len;
-
- /* Uniform Blocks */
- for (int i = 0, idx = 0; i < ubo_len; i++) {
- char *name = shaderface->name_buffer + name_buffer_offset;
- GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
- GLsizei name_len = 0;
-
- glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
-
- GPUShaderInput *input = &inputs_tmp[idx++];
- input->binding = input->location = block_binding(program, i);
-
- name_buffer_offset += set_input_name(shaderface, input, name, name_len);
- shaderface->enabled_ubo_mask |= (1 << input->binding);
+ for (const ShaderInput &ubo : ubos) {
+ printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
}
- sort_input_list(inputs, inputs_tmp, shaderface->ubo_len);
- inputs += shaderface->ubo_len;
- /* Uniforms */
- for (int i = 0, idx = 0, sampler = 0; i < active_uniform_len; i++) {
- if (BLI_BITMAP_TEST(uniforms_from_blocks, i)) {
- continue;
- }
- char *name = shaderface->name_buffer + name_buffer_offset;
- GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
- GLsizei name_len = 0;
-
- glGetActiveUniformName(program, i, remaining_buffer, &name_len, name);
-
- GPUShaderInput *input = &inputs_tmp[idx++];
- input->location = glGetUniformLocation(program, name);
- input->binding = sampler_binding(program, i, input->location, &sampler);
-
- name_buffer_offset += set_input_name(shaderface, input, name, name_len);
- shaderface->enabled_tex_mask |= (input->binding != -1) ? (1lu << input->binding) : 0lu;
- }
- sort_input_list(inputs, inputs_tmp, shaderface->uniform_len);
-
- /* Builtin Uniforms */
- for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
- GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
- shaderface->builtins[u] = glGetUniformLocation(program, BuiltinUniform_name(u));
- }
-
- /* Builtin Uniforms Blocks */
- for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
- GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
- const GPUShaderInput *block = GPU_shaderinterface_ubo(shaderface, BuiltinUniformBlock_name(u));
- shaderface->builtin_blocks[u] = (block != NULL) ? block->binding : -1;
- }
-
- /* Batches ref buffer */
- shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
- shaderface->batches = (void **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
- "GPUShaderInterface batches");
-
- MEM_freeN(uniforms_from_blocks);
- MEM_freeN(inputs_tmp);
-
- /* Resize name buffer to save some memory. */
- if (name_buffer_offset < name_buffer_len) {
- shaderface->name_buffer = (char *)MEM_reallocN(shaderface->name_buffer, name_buffer_offset);
- }
-
-#if DEBUG_SHADER_INTERFACE
- char *name_buf = shaderface->name_buffer;
- printf("--- GPUShaderInterface %p, program %d ---\n", shaderface, program);
- if (shaderface->attribute_len > 0) {
- printf("Attributes {\n");
- for (int i = 0; i < shaderface->attribute_len; i++) {
- GPUShaderInput *input = shaderface->inputs + i;
- printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
- }
- printf("};\n");
- }
- if (shaderface->ubo_len > 0) {
- printf("Uniform Buffer Objects {\n");
- for (int i = 0; i < shaderface->ubo_len; i++) {
- GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len + i;
- printf("\t(binding = %d) %s;\n", input->binding, name_buf + input->name_offset);
- }
- printf("};\n");
+ if (enabled_tex_mask_ > 0) {
+ printf("\n Samplers :\n");
}
- if (shaderface->enabled_tex_mask > 0) {
- printf("Samplers {\n");
- for (int i = 0; i < shaderface->uniform_len; i++) {
- GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
- shaderface->ubo_len + i;
- if (input->binding != -1) {
- printf("\t(location = %d, binding = %d) %s;\n",
- input->location,
- input->binding,
- name_buf + input->name_offset);
- }
- }
- printf("};\n");
- }
- if (shaderface->uniform_len > 0) {
- printf("Uniforms {\n");
- for (int i = 0; i < shaderface->uniform_len; i++) {
- GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
- shaderface->ubo_len + i;
- if (input->binding == -1) {
- printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
- }
+ for (const ShaderInput &samp : uniforms) {
+ /* Bypass uniforms. */
+ if (samp.binding != -1) {
+ printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset);
}
- printf("};\n");
}
- printf("--- GPUShaderInterface end ---\n\n");
-#endif
- return shaderface;
-}
-
-void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
-{
- /* Free memory used by name_buffer. */
- MEM_freeN(shaderface->name_buffer);
- /* Remove this interface from all linked Batches vao cache. */
- for (int i = 0; i < shaderface->batches_len; i++) {
- if (shaderface->batches[i] != NULL) {
- /* XXX GL specific. to be removed during refactor. */
- reinterpret_cast<GLVaoCache *>(shaderface->batches[i])->remove(shaderface);
- }
- }
- MEM_freeN(shaderface->batches);
- /* Free memory used by shader interface by its self. */
- MEM_freeN(shaderface);
+ printf("\n");
}
-const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface,
- const char *name)
-{
- uint ofs = 0;
- return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->attribute_len, name);
-}
-
-const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface,
- const char *name)
-{
- uint ofs = shaderface->attribute_len;
- return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->ubo_len, name);
-}
-
-const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface,
- const char *name)
-{
- uint ofs = shaderface->attribute_len + shaderface->ubo_len;
- return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->uniform_len, name);
-}
-
-int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
- GPUUniformBuiltin builtin)
-{
- BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS);
- return shaderface->builtins[builtin];
-}
-
-int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
- GPUUniformBlockBuiltin builtin)
-{
- BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS);
- return shaderface->builtin_blocks[builtin];
-}
-
-void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, void *batch)
-{
- int i; /* find first unused slot */
- for (i = 0; i < shaderface->batches_len; i++) {
- if (shaderface->batches[i] == NULL) {
- break;
- }
- }
- if (i == shaderface->batches_len) {
- /* Not enough place, realloc the array. */
- i = shaderface->batches_len;
- shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
- shaderface->batches = (void **)MEM_recallocN(shaderface->batches,
- sizeof(void *) * shaderface->batches_len);
- }
- /** XXX todo cleanup. */
- shaderface->batches[i] = reinterpret_cast<void *>(batch);
-}
-
-void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, void *batch)
-{
- for (int i = 0; i < shaderface->batches_len; i++) {
- if (shaderface->batches[i] == batch) {
- shaderface->batches[i] = NULL;
- break; /* cannot have duplicates */
- }
- }
-}
+} // namespace blender::gpu
diff --git a/source/blender/gpu/intern/gpu_shader_interface.hh b/source/blender/gpu/intern/gpu_shader_interface.hh
new file mode 100644
index 00000000000..76925f4fddb
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_shader_interface.hh
@@ -0,0 +1,225 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 by Mike Erwin.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * GPU shader interface (C --> GLSL)
+ *
+ * Structure detailling needed vertex inputs and resources for a specific shader.
+ * A shader interface can be shared between two similar shaders.
+ */
+
+#pragma once
+
+#include <cstring> /* required for STREQ later on. */
+
+#include "BLI_hash.h"
+#include "BLI_utildefines.h"
+
+#include "GPU_shader.h"
+
+namespace blender::gpu {
+
+typedef struct ShaderInput {
+ uint32_t name_offset;
+ uint32_t name_hash;
+ int32_t location;
+ /** Defined at interface creation or in shader. Only for Samplers, UBOs and Vertex Attribs. */
+ int32_t binding;
+} ShaderInput;
+
+class ShaderInterface {
+ /* TODO(fclem) should be protected. */
+ public:
+ /** Flat array. In this order: Attributes, Ubos, Uniforms. */
+ ShaderInput *inputs_ = NULL;
+ /** Buffer containing all inputs names separated by '\0'. */
+ char *name_buffer_ = NULL;
+ /** Input counts inside input array. */
+ uint attr_len_ = 0;
+ uint ubo_len_ = 0;
+ uint uniform_len_ = 0;
+ /** Enabled bindpoints that needs to be fed with data. */
+ uint16_t enabled_attr_mask_ = 0;
+ uint16_t enabled_ubo_mask_ = 0;
+ uint64_t enabled_tex_mask_ = 0;
+ /** Location of builtin uniforms. Fast access, no lookup needed. */
+ int32_t builtins_[GPU_NUM_UNIFORMS];
+ int32_t builtin_blocks_[GPU_NUM_UNIFORM_BLOCKS];
+
+ public:
+ ShaderInterface();
+ virtual ~ShaderInterface();
+
+ void debug_print(void);
+
+ inline const ShaderInput *attr_get(const char *name) const
+ {
+ return input_lookup(inputs_, attr_len_, name);
+ }
+
+ inline const ShaderInput *ubo_get(const char *name) const
+ {
+ return input_lookup(inputs_ + attr_len_, ubo_len_, name);
+ }
+
+ inline const ShaderInput *uniform_get(const char *name) const
+ {
+ return input_lookup(inputs_ + attr_len_ + ubo_len_, uniform_len_, name);
+ }
+
+ /* Returns uniform location. */
+ inline int32_t uniform_builtin(const GPUUniformBuiltin builtin) const
+ {
+ BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS);
+ return builtins_[builtin];
+ }
+
+ /* Returns binding position. */
+ inline int32_t ubo_builtin(const GPUUniformBlockBuiltin builtin) const
+ {
+ BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS);
+ return builtin_blocks_[builtin];
+ }
+
+ protected:
+ static inline const char *builtin_uniform_name(GPUUniformBuiltin u);
+ static inline const char *builtin_uniform_block_name(GPUUniformBlockBuiltin u);
+
+ inline uint32_t set_input_name(ShaderInput *input, char *name, uint32_t name_len) const;
+
+ /* Finalize interface construction by sorting the ShaderInputs for faster lookups. */
+ void sort_inputs(void);
+
+ private:
+ inline const ShaderInput *input_lookup(const ShaderInput *const inputs,
+ const uint inputs_len,
+ const char *name) const;
+};
+
+inline const char *ShaderInterface::builtin_uniform_name(GPUUniformBuiltin u)
+{
+ switch (u) {
+ case GPU_UNIFORM_MODEL:
+ return "ModelMatrix";
+ case GPU_UNIFORM_VIEW:
+ return "ViewMatrix";
+ case GPU_UNIFORM_MODELVIEW:
+ return "ModelViewMatrix";
+ case GPU_UNIFORM_PROJECTION:
+ return "ProjectionMatrix";
+ case GPU_UNIFORM_VIEWPROJECTION:
+ return "ViewProjectionMatrix";
+ case GPU_UNIFORM_MVP:
+ return "ModelViewProjectionMatrix";
+
+ case GPU_UNIFORM_MODEL_INV:
+ return "ModelMatrixInverse";
+ case GPU_UNIFORM_VIEW_INV:
+ return "ViewMatrixInverse";
+ case GPU_UNIFORM_MODELVIEW_INV:
+ return "ModelViewMatrixInverse";
+ case GPU_UNIFORM_PROJECTION_INV:
+ return "ProjectionMatrixInverse";
+ case GPU_UNIFORM_VIEWPROJECTION_INV:
+ return "ViewProjectionMatrixInverse";
+
+ case GPU_UNIFORM_NORMAL:
+ return "NormalMatrix";
+ case GPU_UNIFORM_ORCO:
+ return "OrcoTexCoFactors";
+ case GPU_UNIFORM_CLIPPLANES:
+ return "WorldClipPlanes";
+
+ case GPU_UNIFORM_COLOR:
+ return "color";
+ case GPU_UNIFORM_BASE_INSTANCE:
+ return "baseInstance";
+ case GPU_UNIFORM_RESOURCE_CHUNK:
+ return "resourceChunk";
+ case GPU_UNIFORM_RESOURCE_ID:
+ return "resourceId";
+ case GPU_UNIFORM_SRGB_TRANSFORM:
+ return "srgbTarget";
+
+ default:
+ return NULL;
+ }
+}
+
+inline const char *ShaderInterface::builtin_uniform_block_name(GPUUniformBlockBuiltin u)
+{
+ switch (u) {
+ case GPU_UNIFORM_BLOCK_VIEW:
+ return "viewBlock";
+ case GPU_UNIFORM_BLOCK_MODEL:
+ return "modelBlock";
+ case GPU_UNIFORM_BLOCK_INFO:
+ return "infoBlock";
+ default:
+ return NULL;
+ }
+}
+
+/* Returns string length including '\0' terminator. */
+inline uint32_t ShaderInterface::set_input_name(ShaderInput *input,
+ char *name,
+ uint32_t name_len) const
+{
+ /* remove "[0]" from array name */
+ if (name[name_len - 1] == ']') {
+ name[name_len - 3] = '\0';
+ name_len -= 3;
+ }
+
+ input->name_offset = (uint32_t)(name - name_buffer_);
+ input->name_hash = BLI_hash_string(name);
+ return name_len + 1; /* include NULL terminator */
+}
+
+inline const ShaderInput *ShaderInterface::input_lookup(const ShaderInput *const inputs,
+ const uint inputs_len,
+ const char *name) const
+{
+ const uint name_hash = BLI_hash_string(name);
+ /* Simple linear search for now. */
+ for (int i = inputs_len - 1; i >= 0; i--) {
+ if (inputs[i].name_hash == name_hash) {
+ if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) {
+ /* Hash colision resolve. */
+ for (; i >= 0 && inputs[i].name_hash == name_hash; i--) {
+ if (STREQ(name, name_buffer_ + inputs[i].name_offset)) {
+ return inputs + i; /* not found */
+ }
+ }
+ return NULL; /* not found */
+ }
+
+ /* This is a bit dangerous since we could have a hash collision.
+ * where the asked uniform that does not exist has the same hash
+ * as a real uniform. */
+ BLI_assert(STREQ(name, name_buffer_ + inputs[i].name_offset));
+ return inputs + i;
+ }
+ }
+ return NULL; /* not found */
+}
+
+} // namespace blender::gpu
diff --git a/source/blender/gpu/intern/gpu_shader_private.hh b/source/blender/gpu/intern/gpu_shader_private.hh
index 1f667fb4cf9..d51c3b03ecb 100644
--- a/source/blender/gpu/intern/gpu_shader_private.hh
+++ b/source/blender/gpu/intern/gpu_shader_private.hh
@@ -23,14 +23,18 @@
#include "BLI_span.hh"
#include "GPU_shader.h"
-#include "GPU_shader_interface.h"
#include "GPU_vertex_buffer.h"
+#include "gpu_shader_interface.hh"
namespace blender {
namespace gpu {
class Shader : public GPUShader {
public:
+ /** Uniform & attribute locations for shader. */
+ ShaderInterface *interface;
+
+ public:
Shader(const char *name);
virtual ~Shader();
diff --git a/source/blender/gpu/opengl/gl_batch.cc b/source/blender/gpu/opengl/gl_batch.cc
index fade8763065..8dd4c6c21c0 100644
--- a/source/blender/gpu/opengl/gl_batch.cc
+++ b/source/blender/gpu/opengl/gl_batch.cc
@@ -33,6 +33,7 @@
#include "gpu_batch_private.hh"
#include "gpu_primitive_private.h"
+#include "gpu_shader_private.hh"
#include "gl_batch.hh"
#include "gl_context.hh"
@@ -71,7 +72,7 @@ void GLVaoCache::init(void)
}
/* Create a new VAO object and store it in the cache. */
-void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
+void GLVaoCache::insert(const GLShaderInterface *interface, GLuint vao)
{
/* Now insert the cache. */
if (!is_dynamic_vao_count) {
@@ -90,8 +91,7 @@ void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
/* Erase previous entries, they will be added back if drawn again. */
for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) {
if (static_vaos.interfaces[i] != NULL) {
- GPU_shaderinterface_remove_batch_ref(
- const_cast<GPUShaderInterface *>(static_vaos.interfaces[i]), this);
+ const_cast<GLShaderInterface *>(static_vaos.interfaces[i])->ref_remove(this);
context_->vao_free(static_vaos.vao_ids[i]);
}
}
@@ -99,8 +99,8 @@ void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
is_dynamic_vao_count = true;
/* Init dynamic arrays and let the branch below set the values. */
dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT;
- dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_callocN(
- dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces");
+ dynamic_vaos.interfaces = (const GLShaderInterface **)MEM_callocN(
+ dynamic_vaos.count * sizeof(GLShaderInterface *), "dyn vaos interfaces");
dynamic_vaos.vao_ids = (GLuint *)MEM_callocN(dynamic_vaos.count * sizeof(GLuint),
"dyn vaos ids");
}
@@ -118,8 +118,8 @@ void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
/* Not enough place, realloc the array. */
i = dynamic_vaos.count;
dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT;
- dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_recallocN(
- (void *)dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * dynamic_vaos.count);
+ dynamic_vaos.interfaces = (const GLShaderInterface **)MEM_recallocN(
+ (void *)dynamic_vaos.interfaces, sizeof(GLShaderInterface *) * dynamic_vaos.count);
dynamic_vaos.vao_ids = (GLuint *)MEM_recallocN(dynamic_vaos.vao_ids,
sizeof(GLuint) * dynamic_vaos.count);
}
@@ -127,15 +127,15 @@ void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
dynamic_vaos.vao_ids[i] = vao;
}
- GPU_shaderinterface_add_batch_ref(const_cast<GPUShaderInterface *>(interface), this);
+ const_cast<GLShaderInterface *>(interface)->ref_add(this);
}
-void GLVaoCache::remove(const GPUShaderInterface *interface)
+void GLVaoCache::remove(const GLShaderInterface *interface)
{
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids;
- const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
- static_vaos.interfaces;
+ const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
+ static_vaos.interfaces;
for (int i = 0; i < count; i++) {
if (interfaces[i] == interface) {
context_->vao_free(vaos[i]);
@@ -151,8 +151,8 @@ void GLVaoCache::clear(void)
GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids;
- const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
- static_vaos.interfaces;
+ const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
+ static_vaos.interfaces;
/* Early out, nothing to free. */
if (context_ == NULL) {
return;
@@ -174,7 +174,7 @@ void GLVaoCache::clear(void)
if (interfaces[i] == NULL) {
continue;
}
- GPU_shaderinterface_remove_batch_ref(const_cast<GPUShaderInterface *>(interfaces[i]), this);
+ const_cast<GLShaderInterface *>(interfaces[i])->ref_add(this);
}
if (is_dynamic_vao_count) {
@@ -190,11 +190,11 @@ void GLVaoCache::clear(void)
}
/* Return 0 on cache miss (invalid VAO) */
-GLuint GLVaoCache::lookup(const GPUShaderInterface *interface)
+GLuint GLVaoCache::lookup(const GLShaderInterface *interface)
{
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
- const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
- static_vaos.interfaces;
+ const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
+ static_vaos.interfaces;
for (int i = 0; i < count; i++) {
if (interfaces[i] == interface) {
return (is_dynamic_vao_count) ? dynamic_vaos.vao_ids[i] : static_vaos.vao_ids[i];
@@ -226,7 +226,9 @@ GLuint GLVaoCache::base_instance_vao_get(GPUBatch *batch, int i_first)
{
this->context_check();
/* Make sure the interface is up to date. */
- if (interface_ != GPU_context_active_get()->shader->interface) {
+ Shader *shader = static_cast<Shader *>(GPU_context_active_get()->shader);
+ GLShaderInterface *interface = static_cast<GLShaderInterface *>(shader->interface);
+ if (interface_ != interface) {
vao_get(batch);
/* Trigger update. */
base_instance_ = 0;
@@ -255,9 +257,10 @@ GLuint GLVaoCache::vao_get(GPUBatch *batch)
{
this->context_check();
- GPUContext *ctx = GPU_context_active_get();
- if (interface_ != ctx->shader->interface) {
- interface_ = ctx->shader->interface;
+ Shader *shader = static_cast<Shader *>(GPU_context_active_get()->shader);
+ GLShaderInterface *interface = static_cast<GLShaderInterface *>(shader->interface);
+ if (interface_ != interface) {
+ interface_ = interface;
vao_id_ = this->lookup(interface_);
if (vao_id_ == 0) {
diff --git a/source/blender/gpu/opengl/gl_batch.hh b/source/blender/gpu/opengl/gl_batch.hh
index d70f43aed2a..9a7767d679d 100644
--- a/source/blender/gpu/opengl/gl_batch.hh
+++ b/source/blender/gpu/opengl/gl_batch.hh
@@ -32,11 +32,11 @@
#include "glew-mx.h"
-#include "GPU_shader_interface.h"
-
namespace blender {
namespace gpu {
+class GLShaderInterface;
+
#define GPU_VAO_STATIC_LEN 3
/* Vao management: remembers all geometry state (vertex attribute bindings & element buffer)
@@ -47,7 +47,7 @@ class GLVaoCache {
/** Context for which the vao_cache_ was generated. */
struct GLContext *context_ = NULL;
/** Last interface this batch was drawn with. */
- GPUShaderInterface *interface_ = NULL;
+ GLShaderInterface *interface_ = NULL;
/** Cached vao for the last interface. */
GLuint vao_id_ = 0;
/** Used whend arb_base_instance is not supported. */
@@ -58,13 +58,13 @@ class GLVaoCache {
union {
/** Static handle count */
struct {
- const GPUShaderInterface *interfaces[GPU_VAO_STATIC_LEN];
+ const GLShaderInterface *interfaces[GPU_VAO_STATIC_LEN];
GLuint vao_ids[GPU_VAO_STATIC_LEN];
} static_vaos;
/** Dynamic handle count */
struct {
uint count;
- const GPUShaderInterface **interfaces;
+ const GLShaderInterface **interfaces;
GLuint *vao_ids;
} dynamic_vaos;
};
@@ -76,9 +76,9 @@ class GLVaoCache {
GLuint vao_get(GPUBatch *batch);
GLuint base_instance_vao_get(GPUBatch *batch, int i_first);
- GLuint lookup(const GPUShaderInterface *interface);
- void insert(const GPUShaderInterface *interface, GLuint vao_id);
- void remove(const GPUShaderInterface *interface);
+ GLuint lookup(const GLShaderInterface *interface);
+ void insert(const GLShaderInterface *interface, GLuint vao_id);
+ void remove(const GLShaderInterface *interface);
void clear(void);
private:
diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc
index ea33ff00d69..93ed7a408c6 100644
--- a/source/blender/gpu/opengl/gl_shader.cc
+++ b/source/blender/gpu/opengl/gl_shader.cc
@@ -29,6 +29,7 @@
#include "GPU_platform.h"
#include "gl_shader.hh"
+#include "gl_shader_interface.hh"
using namespace blender;
using namespace blender::gpu;
@@ -203,10 +204,7 @@ bool GLShader::finalize(void)
return false;
}
- /* TODO(fclem) We need this to modify the image binding points using glUniform.
- * This could be avoided using glProgramUniform in GL 4.1. */
- glUseProgram(shader_program_);
- interface = GPU_shaderinterface_create(shader_program_);
+ interface = new GLShaderInterface(shader_program_);
return true;
}
diff --git a/source/blender/gpu/opengl/gl_shader_interface.cc b/source/blender/gpu/opengl/gl_shader_interface.cc
new file mode 100644
index 00000000000..ae292f6cc38
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_shader_interface.cc
@@ -0,0 +1,297 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 by Mike Erwin.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * GPU shader interface (C --> GLSL)
+ */
+
+#include "BLI_bitmap.h"
+
+#include "gl_batch.hh"
+
+#include "gl_shader_interface.hh"
+
+namespace blender::gpu {
+
+/* -------------------------------------------------------------------- */
+/** \name Binding assignment
+ *
+ * To mimic vulkan, we assign binding at shader creation to avoid shader recompilation.
+ * In the future, we should set it in the shader using layout(binding = i) and query its value.
+ * \{ */
+
+static inline int block_binding(int32_t program, uint32_t block_index)
+{
+ /* For now just assign a consecutive index. In the future, we should set it in
+ * the shader using layout(binding = i) and query its value. */
+ glUniformBlockBinding(program, block_index, block_index);
+ return block_index;
+}
+
+static inline int sampler_binding(int32_t program,
+ uint32_t uniform_index,
+ int32_t uniform_location,
+ int *sampler_len)
+{
+ /* Identify sampler uniforms and asign sampler units to them. */
+ GLint type;
+ glGetActiveUniformsiv(program, 1, &uniform_index, GL_UNIFORM_TYPE, &type);
+
+ switch (type) {
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_CUBE_MAP_ARRAY_ARB: /* OpenGL 4.0 */
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_1D_ARRAY:
+ case GL_SAMPLER_2D_ARRAY:
+ case GL_SAMPLER_1D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_MULTISAMPLE:
+ case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_SAMPLER_CUBE_SHADOW:
+ case GL_SAMPLER_BUFFER:
+ case GL_INT_SAMPLER_1D:
+ case GL_INT_SAMPLER_2D:
+ case GL_INT_SAMPLER_3D:
+ case GL_INT_SAMPLER_CUBE:
+ case GL_INT_SAMPLER_1D_ARRAY:
+ case GL_INT_SAMPLER_2D_ARRAY:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_INT_SAMPLER_BUFFER:
+ case GL_UNSIGNED_INT_SAMPLER_1D:
+ case GL_UNSIGNED_INT_SAMPLER_2D:
+ case GL_UNSIGNED_INT_SAMPLER_3D:
+ case GL_UNSIGNED_INT_SAMPLER_CUBE:
+ case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_BUFFER: {
+ /* For now just assign a consecutive index. In the future, we should set it in
+ * the shader using layout(binding = i) and query its value. */
+ int binding = *sampler_len;
+ glUniform1i(uniform_location, binding);
+ (*sampler_len)++;
+ return binding;
+ }
+ default:
+ return -1;
+ }
+}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Creation / Destruction
+ * \{ */
+
+GLShaderInterface::GLShaderInterface(GLuint program)
+{
+ /* Necessary to make glUniform works. */
+ glUseProgram(program);
+
+ GLint max_attr_name_len = 0, attr_len = 0;
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attr_name_len);
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len);
+
+ GLint max_ubo_name_len = 0, ubo_len = 0;
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len);
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len);
+
+ GLint max_uniform_name_len = 0, active_uniform_len = 0, uniform_len = 0;
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_len);
+ glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active_uniform_len);
+ uniform_len = active_uniform_len;
+
+ /* Work around driver bug with Intel HD 4600 on Windows 7/8, where
+ * GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH does not work. */
+ if (attr_len > 0 && max_attr_name_len == 0) {
+ max_attr_name_len = 256;
+ }
+ if (ubo_len > 0 && max_ubo_name_len == 0) {
+ max_ubo_name_len = 256;
+ }
+ if (uniform_len > 0 && max_uniform_name_len == 0) {
+ max_uniform_name_len = 256;
+ }
+
+ /* GL_ACTIVE_UNIFORMS lied to us! Remove the UBO uniforms from the total before
+ * allocating the uniform array. */
+ GLint max_ubo_uni_len = 0;
+ for (int i = 0; i < ubo_len; i++) {
+ GLint ubo_uni_len;
+ glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
+ max_ubo_uni_len = max_ii(max_ubo_uni_len, ubo_uni_len);
+ uniform_len -= ubo_uni_len;
+ }
+ /* Bit set to true if uniform comes from a uniform block. */
+ BLI_bitmap *uniforms_from_blocks = BLI_BITMAP_NEW(active_uniform_len, __func__);
+ /* Set uniforms from block for exclusion. */
+ GLint *ubo_uni_ids = (GLint *)MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__);
+ for (int i = 0; i < ubo_len; i++) {
+ GLint ubo_uni_len;
+ glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
+ glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, ubo_uni_ids);
+ for (int u = 0; u < ubo_uni_len; u++) {
+ BLI_BITMAP_ENABLE(uniforms_from_blocks, ubo_uni_ids[u]);
+ }
+ }
+ MEM_freeN(ubo_uni_ids);
+
+ int input_tot_len = attr_len + ubo_len + uniform_len;
+ inputs_ = (ShaderInput *)MEM_callocN(sizeof(ShaderInput) * input_tot_len, __func__);
+
+ const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len +
+ uniform_len * max_uniform_name_len;
+ name_buffer_ = (char *)MEM_mallocN(name_buffer_len, "name_buffer");
+ uint32_t name_buffer_offset = 0;
+
+ /* Attributes */
+ enabled_attr_mask_ = 0;
+ for (int i = 0; i < attr_len; i++) {
+ char *name = name_buffer_ + name_buffer_offset;
+ GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
+ GLsizei name_len = 0;
+ GLenum type;
+ GLint size;
+
+ glGetActiveAttrib(program, i, remaining_buffer, &name_len, &size, &type, name);
+ GLint location = glGetAttribLocation(program, name);
+ /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
+ if (location == -1) {
+ continue;
+ }
+
+ ShaderInput *input = &inputs_[attr_len_++];
+ input->location = input->binding = location;
+
+ name_buffer_offset += set_input_name(input, name, name_len);
+ enabled_attr_mask_ |= (1 << input->location);
+ }
+
+ /* Uniform Blocks */
+ for (int i = 0; i < ubo_len; i++) {
+ char *name = name_buffer_ + name_buffer_offset;
+ GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
+ GLsizei name_len = 0;
+
+ glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
+
+ ShaderInput *input = &inputs_[attr_len_ + ubo_len_++];
+ input->binding = input->location = block_binding(program, i);
+
+ name_buffer_offset += this->set_input_name(input, name, name_len);
+ enabled_ubo_mask_ |= (1 << input->binding);
+ }
+
+ /* Uniforms */
+ for (int i = 0, sampler = 0; i < active_uniform_len; i++) {
+ if (BLI_BITMAP_TEST(uniforms_from_blocks, i)) {
+ continue;
+ }
+ char *name = name_buffer_ + name_buffer_offset;
+ GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
+ GLsizei name_len = 0;
+
+ glGetActiveUniformName(program, i, remaining_buffer, &name_len, name);
+
+ ShaderInput *input = &inputs_[attr_len_ + ubo_len_ + uniform_len_++];
+ input->location = glGetUniformLocation(program, name);
+ input->binding = sampler_binding(program, i, input->location, &sampler);
+
+ name_buffer_offset += this->set_input_name(input, name, name_len);
+ enabled_tex_mask_ |= (input->binding != -1) ? (1lu << input->binding) : 0lu;
+ }
+
+ /* Builtin Uniforms */
+ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
+ GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
+ builtins_[u] = glGetUniformLocation(program, builtin_uniform_name(u));
+ }
+
+ /* Builtin Uniforms Blocks */
+ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
+ GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
+ const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
+ builtin_blocks_[u] = (block != NULL) ? block->binding : -1;
+ }
+
+ MEM_freeN(uniforms_from_blocks);
+
+ /* Resize name buffer to save some memory. */
+ if (name_buffer_offset < name_buffer_len) {
+ name_buffer_ = (char *)MEM_reallocN(name_buffer_, name_buffer_offset);
+ }
+
+ // this->debug_print();
+
+ this->sort_inputs();
+}
+
+GLShaderInterface::~GLShaderInterface()
+{
+ for (auto *ref : refs_) {
+ if (ref != NULL) {
+ ref->remove(this);
+ }
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Batch Reference
+ * \{ */
+
+void GLShaderInterface::ref_add(GLVaoCache *ref)
+{
+ for (int i = 0; i < refs_.size(); i++) {
+ if (refs_[i] == NULL) {
+ refs_[i] = ref;
+ return;
+ }
+ }
+ refs_.append(ref);
+}
+
+void GLShaderInterface::ref_remove(GLVaoCache *ref)
+{
+ for (auto *ref_iter : refs_) {
+ if (ref_iter == ref) {
+ ref_iter = NULL;
+ break; /* cannot have duplicates */
+ }
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Validation
+ * TODO
+ * \{ */
+
+/** \} */
+
+} // namespace blender::gpu \ No newline at end of file
diff --git a/source/blender/gpu/opengl/gl_shader_interface.hh b/source/blender/gpu/opengl/gl_shader_interface.hh
new file mode 100644
index 00000000000..fdf9512ef79
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_shader_interface.hh
@@ -0,0 +1,60 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2020 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * GPU shader interface (C --> GLSL)
+ *
+ * Structure detailling needed vertex inputs and resources for a specific shader.
+ * A shader interface can be shared between two similar shaders.
+ */
+
+#pragma once
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_vector.hh"
+
+#include "glew-mx.h"
+
+#include "gpu_shader_interface.hh"
+
+namespace blender::gpu {
+
+class GLVaoCache;
+
+class GLShaderInterface : public ShaderInterface {
+ private:
+ /** Reference to VaoCaches using this interface */
+ Vector<GLVaoCache *> refs_;
+
+ public:
+ GLShaderInterface(GLuint program);
+ ~GLShaderInterface();
+
+ void ref_add(GLVaoCache *ref);
+ void ref_remove(GLVaoCache *ref);
+
+ // bool resource_binding_validate();
+
+ MEM_CXX_CLASS_ALLOC_FUNCS("GLShaderInterface");
+};
+
+} // namespace blender::gpu
diff --git a/source/blender/gpu/opengl/gl_vertex_array.cc b/source/blender/gpu/opengl/gl_vertex_array.cc
index 907dc37e46f..b2d2445f113 100644
--- a/source/blender/gpu/opengl/gl_vertex_array.cc
+++ b/source/blender/gpu/opengl/gl_vertex_array.cc
@@ -23,9 +23,9 @@
#include "GPU_glew.h"
-#include "GPU_shader_interface.h"
#include "GPU_vertex_buffer.h"
+#include "gpu_shader_interface.hh"
#include "gpu_vertex_format_private.h"
#include "gl_batch.hh"
@@ -33,14 +33,14 @@
#include "gl_vertex_array.hh"
-using namespace blender::gpu;
+namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Vertex Array Bindings
* \{ */
/* Returns enabled vertex pointers as a bitflag (one bit per attrib). */
-static uint16_t vbo_bind(const GPUShaderInterface *interface,
+static uint16_t vbo_bind(const ShaderInterface *interface,
const GPUVertFormat *format,
uint v_first,
uint v_len,
@@ -68,7 +68,7 @@ static uint16_t vbo_bind(const GPUShaderInterface *interface,
for (uint n_idx = 0; n_idx < a->name_len; n_idx++) {
const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
- const GPUShaderInput *input = GPU_shaderinterface_attr(interface, name);
+ const ShaderInput *input = interface->attr_get(name);
if (input == NULL) {
continue;
@@ -111,10 +111,10 @@ static uint16_t vbo_bind(const GPUShaderInterface *interface,
/* Update the Attrib Binding of the currently bound VAO. */
void GLVertArray::update_bindings(const GLuint vao,
const GPUBatch *batch,
- const GPUShaderInterface *interface,
+ const ShaderInterface *interface,
const int base_instance)
{
- uint16_t attr_mask = interface->enabled_attr_mask;
+ uint16_t attr_mask = interface->enabled_attr_mask_;
glBindVertexArray(vao);
@@ -156,3 +156,5 @@ void GLVertArray::update_bindings(const GLuint vao,
}
/** \} */
+
+} // namespace blender::gpu \ No newline at end of file
diff --git a/source/blender/gpu/opengl/gl_vertex_array.hh b/source/blender/gpu/opengl/gl_vertex_array.hh
index 6da414d7e62..59cd50ad7b8 100644
--- a/source/blender/gpu/opengl/gl_vertex_array.hh
+++ b/source/blender/gpu/opengl/gl_vertex_array.hh
@@ -26,7 +26,7 @@
#include "glew-mx.h"
#include "GPU_batch.h"
-#include "GPU_shader_interface.h"
+#include "gl_shader_interface.hh"
namespace blender {
namespace gpu {
@@ -35,7 +35,7 @@ namespace GLVertArray {
void update_bindings(const GLuint vao,
const GPUBatch *batch,
- const GPUShaderInterface *interface,
+ const ShaderInterface *interface,
const int base_instance);
} // namespace GLVertArray