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authorClément Foucault <foucault.clem@gmail.com>2020-08-20 13:26:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-20 17:11:14 +0300
commit14fcd46ca7e569c1da11d0e4a02d12975226f91a (patch)
treedaf70bf0b45a2f2a04806a109b31705f0773f294 /source/blender
parent5e65498e3d16228aebb2c668805280ba78f0b538 (diff)
GPU: Use GPUShader setters for uniforms removing uses of ShaderInterface
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/GPU_immediate.h2
-rw-r--r--source/blender/gpu/intern/gpu_immediate.cc80
-rw-r--r--source/blender/gpu/intern/gpu_matrix.cc15
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc38
4 files changed, 41 insertions, 94 deletions
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
index 41d4f5d28d3..a6f3dfb7868 100644
--- a/source/blender/gpu/GPU_immediate.h
+++ b/source/blender/gpu/GPU_immediate.h
@@ -103,13 +103,11 @@ void immVertex2iv(uint attr_id, const int data[2]);
/* Provide uniform values that don't change for the entire draw call. */
void immUniform1i(const char *name, int x);
-void immUniform4iv(const char *name, const int data[4]);
void immUniform1f(const char *name, float x);
void immUniform2f(const char *name, float x, float y);
void immUniform2fv(const char *name, const float data[2]);
void immUniform3f(const char *name, float x, float y, float z);
void immUniform3fv(const char *name, const float data[3]);
-void immUniformArray3fv(const char *name, const float *data, int count);
void immUniform4f(const char *name, float x, float y, float z, float w);
void immUniform4fv(const char *name, const float data[4]);
void immUniformArray4fv(const char *bare_name, const float *data, int count);
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc
index dd05689d69a..cd3a27e7563 100644
--- a/source/blender/gpu/intern/gpu_immediate.cc
+++ b/source/blender/gpu/intern/gpu_immediate.cc
@@ -749,123 +749,77 @@ void immVertex2iv(uint attr_id, const int data[2])
/* --- generic uniform functions --- */
-#if 0
-# if TRUST_NO_ONE
-# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); \
- assert(uniform);
-# else
-# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
-# endif
-#else
-/* NOTE: It is possible to have uniform fully optimized out from the shader.
- * In this case we can't assert failure or allow NULL-pointer dereference.
- * TODO(sergey): How can we detect existing-but-optimized-out uniform but still
- * catch typos in uniform names passed to immUniform*() functions? */
-# define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); \
- if (uniform == NULL) \
- return;
-#endif
-
void immUniform1f(const char *name, float x)
{
- GET_UNIFORM
- glUniform1f(uniform->location, x);
+ GPU_shader_uniform_1f(imm.bound_program, name, x);
}
void immUniform2f(const char *name, float x, float y)
{
- GET_UNIFORM
- glUniform2f(uniform->location, x, y);
+ GPU_shader_uniform_2f(imm.bound_program, name, x, y);
}
void immUniform2fv(const char *name, const float data[2])
{
- GET_UNIFORM
- glUniform2fv(uniform->location, 1, data);
+ GPU_shader_uniform_2fv(imm.bound_program, name, data);
}
void immUniform3f(const char *name, float x, float y, float z)
{
- GET_UNIFORM
- glUniform3f(uniform->location, x, y, z);
+ GPU_shader_uniform_3f(imm.bound_program, name, x, y, z);
}
void immUniform3fv(const char *name, const float data[3])
{
- GET_UNIFORM
- glUniform3fv(uniform->location, 1, data);
-}
-
-/* can increase this limit or move to another file */
-#define MAX_UNIFORM_NAME_LEN 60
-
-/* Note array index is not supported for name (i.e: "array[0]"). */
-void immUniformArray3fv(const char *name, const float *data, int count)
-{
- GET_UNIFORM
- glUniform3fv(uniform->location, count, data);
+ GPU_shader_uniform_3fv(imm.bound_program, name, data);
}
void immUniform4f(const char *name, float x, float y, float z, float w)
{
- GET_UNIFORM
- glUniform4f(uniform->location, x, y, z, w);
+ GPU_shader_uniform_4f(imm.bound_program, name, x, y, z, w);
}
void immUniform4fv(const char *name, const float data[4])
{
- GET_UNIFORM
- glUniform4fv(uniform->location, 1, data);
+ GPU_shader_uniform_4fv(imm.bound_program, name, data);
}
/* Note array index is not supported for name (i.e: "array[0]"). */
void immUniformArray4fv(const char *name, const float *data, int count)
{
- GET_UNIFORM
- glUniform4fv(uniform->location, count, data);
+ GPU_shader_uniform_4fv_array(imm.bound_program, name, count, (float(*)[4])data);
}
void immUniformMatrix4fv(const char *name, const float data[4][4])
{
- GET_UNIFORM
- glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (float *)data);
+ GPU_shader_uniform_mat4(imm.bound_program, name, data);
}
void immUniform1i(const char *name, int x)
{
- GET_UNIFORM
- glUniform1i(uniform->location, x);
-}
-
-void immUniform4iv(const char *name, const int data[4])
-{
- GET_UNIFORM
- glUniform4iv(uniform->location, 1, data);
+ GPU_shader_uniform_1i(imm.bound_program, name, x);
}
void immBindTexture(const char *name, GPUTexture *tex)
{
- GET_UNIFORM
- GPU_texture_bind(tex, uniform->binding);
+ int binding = GPU_shader_get_texture_binding(imm.bound_program, name);
+ GPU_texture_bind(tex, binding);
}
void immBindTextureSampler(const char *name, GPUTexture *tex, eGPUSamplerState state)
{
- GET_UNIFORM
- GPU_texture_bind_ex(tex, state, uniform->binding, true);
+ int binding = GPU_shader_get_texture_binding(imm.bound_program, name);
+ GPU_texture_bind_ex(tex, state, binding, true);
}
/* --- convenience functions for setting "uniform vec4 color" --- */
void immUniformColor4f(float r, float g, float b, float a)
{
- int32_t uniform_loc = GPU_shaderinterface_uniform_builtin(imm.shader_interface,
- GPU_UNIFORM_COLOR);
+ int32_t uniform_loc = GPU_shader_get_builtin_uniform(imm.bound_program, GPU_UNIFORM_COLOR);
BLI_assert(uniform_loc != -1);
- glUniform4f(uniform_loc, r, g, b, a);
+ float data[4] = {r, g, b, a};
+ GPU_shader_uniform_vector(imm.bound_program, uniform_loc, 4, 1, data);
}
void immUniformColor4fv(const float rgba[4])
diff --git a/source/blender/gpu/intern/gpu_matrix.cc b/source/blender/gpu/intern/gpu_matrix.cc
index 951652b9393..38628db192d 100644
--- a/source/blender/gpu/intern/gpu_matrix.cc
+++ b/source/blender/gpu/intern/gpu_matrix.cc
@@ -649,14 +649,13 @@ void GPU_matrix_bind(GPUShader *shader)
* call this before a draw call if desired matrices are dirty
* call glUseProgram before this, as glUniform expects program to be bound
*/
- const GPUShaderInterface *shaderface = shader->interface;
- int32_t MV = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW);
- int32_t P = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION);
- int32_t MVP = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MVP);
-
- int32_t N = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_NORMAL);
- int32_t MV_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW_INV);
- int32_t P_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION_INV);
+ int32_t MV = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW);
+ int32_t P = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION);
+ int32_t MVP = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
+
+ int32_t N = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
+ int32_t MV_inv = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
+ int32_t P_inv = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION_INV);
if (MV != -1) {
GPU_shader_uniform_vector(shader, MV, 16, 1, (const float *)GPU_matrix_model_view_get(NULL));
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
index 536396ad3c6..84b5109bb0f 100644
--- a/source/blender/gpu/intern/gpu_shader.cc
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -565,14 +565,10 @@ void GPU_shader_uniform_float(GPUShader *shader, int location, float value)
GPU_shader_uniform_vector(shader, location, 1, 1, &value);
}
-#define GET_UNIFORM \
- const GPUShaderInput *uniform = GPU_shaderinterface_uniform(sh->interface, name); \
- BLI_assert(uniform);
-
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
{
- GET_UNIFORM
- GPU_shader_uniform_int(sh, uniform->location, value);
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_int(sh, loc, value);
}
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value)
@@ -600,44 +596,44 @@ void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, fl
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float x)
{
- GET_UNIFORM
- GPU_shader_uniform_float(sh, uniform->location, x);
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_float(sh, loc, x);
}
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2])
{
- GET_UNIFORM
- GPU_shader_uniform_vector(sh, uniform->location, 2, 1, data);
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_vector(sh, loc, 2, 1, data);
}
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3])
{
- GET_UNIFORM
- GPU_shader_uniform_vector(sh, uniform->location, 3, 1, data);
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_vector(sh, loc, 3, 1, data);
}
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4])
{
- GET_UNIFORM
- GPU_shader_uniform_vector(sh, uniform->location, 4, 1, data);
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_vector(sh, loc, 4, 1, data);
}
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4])
{
- GET_UNIFORM
- GPU_shader_uniform_vector(sh, uniform->location, 16, 1, (const float *)data);
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data);
}
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2])
{
- GET_UNIFORM
- GPU_shader_uniform_vector(sh, uniform->location, 2, len, (const float *)val);
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_vector(sh, loc, 2, len, (const float *)val);
}
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4])
{
- GET_UNIFORM
- GPU_shader_uniform_vector(sh, uniform->location, 4, len, (const float *)val);
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_vector(sh, loc, 4, len, (const float *)val);
}
/** \} */
@@ -657,7 +653,7 @@ static int g_shader_builtin_srgb_transform = 0;
void GPU_shader_set_srgb_uniform(GPUShader *shader)
{
- int32_t loc = GPU_shaderinterface_uniform_builtin(shader->interface, GPU_UNIFORM_SRGB_TRANSFORM);
+ int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM);
if (loc != -1) {
GPU_shader_uniform_vector_int(shader, loc, 1, 1, &g_shader_builtin_srgb_transform);
}