diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-04-13 01:55:32 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-13 08:07:51 +0300 |
commit | b02786ae6be71d3b7581b672b7896005f68c8b63 (patch) | |
tree | 15e094e9d7f9b3d442f07f76e3dd048ba8a1ecd4 /source | |
parent | 6bfb9b7b5f164b303433d729d1cbe38f1ba44366 (diff) |
Gawain: use ShaderInterface to manage uniforms
This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now!
- Batch_Uniform*
- immUniform*
- gpuBindMatrices
- and others
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/GPU_matrix.h | 3 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_compositing.c | 22 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_matrix.c | 49 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 2 |
7 files changed, 39 insertions, 43 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 3cb6c57eef6..19938605290 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -1002,7 +1002,7 @@ static void draw_geometry(DRWShadingGroup *shgroup, Batch *geom, const float (*o } /* step 2 : bind vertex array & draw */ - Batch_set_program(geom, GPU_shader_get_program(shgroup->shader)); + Batch_set_program(geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader)); if (interface->instance_vbo) { Batch_draw_stupid_instanced(geom, interface->instance_vbo, interface->instance_count, interface->attribs_count, interface->attribs_stride, interface->attribs_size, interface->attribs_loc); diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h index 85b1b5c7acf..07e4ff80f57 100644 --- a/source/blender/gpu/GPU_matrix.h +++ b/source/blender/gpu/GPU_matrix.h @@ -34,6 +34,7 @@ #include "BLI_sys_types.h" #include "GPU_glew.h" +#include "../../../intern/gawain/gawain/shader_interface.h" #ifdef __cplusplus extern "C" { @@ -132,7 +133,7 @@ const float *gpuGetNormalMatrixInverse(float m[3][3]); /* set uniform values for currently bound shader */ -void gpuBindMatrices(GLuint program); +void gpuBindMatrices(const ShaderInterface*); bool gpuMatricesDirty(void); /* since last bind */ #ifdef __cplusplus diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index a36830cf277..e98f07cb0e9 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -34,7 +34,7 @@ void Batch_set_builtin_program(Batch *batch, GPUBuiltinShader shader_id) { GPUShader *shader = GPU_shader_get_builtin_shader(shader_id); - Batch_set_program(batch, shader->program); + Batch_set_program(batch, shader->program, shader->interface); } static Batch *sphere_high = NULL; diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c index 719708ff7aa..72f2525c64e 100644 --- a/source/blender/gpu/intern/gpu_compositing.c +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -734,7 +734,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx) GPUDepthResolveInterface *interface = GPU_fx_shader_get_interface(depth_resolve_shader); /* set up quad buffer */ - Batch_set_program(fx->quad_batch, GPU_shader_get_program(depth_resolve_shader)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(depth_resolve_shader), GPU_shader_get_interface(depth_resolve_shader)); GPU_texture_bind(fx->depth_buffer_xray, 0); GPU_texture_compare_mode(fx->depth_buffer_xray, false); @@ -838,7 +838,7 @@ bool GPU_fx_do_composite_pass( GPUSSAOShaderInterface *interface = GPU_fx_shader_get_interface(ssao_shader); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(ssao_shader)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(ssao_shader), GPU_shader_get_interface(ssao_shader)); GPU_shader_uniform_vector(ssao_shader, interface->ssao_uniform, 4, 1, ssao_params); GPU_shader_uniform_vector(ssao_shader, interface->ssao_color_uniform, 4, 1, fx_ssao->color); @@ -931,7 +931,7 @@ bool GPU_fx_do_composite_pass( GPUDOFHQPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); @@ -983,7 +983,7 @@ bool GPU_fx_do_composite_pass( GPUDOFHQPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2); - Batch_set_program(fx->point_batch, GPU_shader_get_program(dof_shader_pass2)); + Batch_set_program(fx->point_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); GPU_texture_bind(fx->dof_nearfar_coc, numslots++); GPU_texture_bind(fx->dof_half_downsampled_far, numslots++); @@ -1046,7 +1046,7 @@ bool GPU_fx_do_composite_pass( GPUDOFHQPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); GPU_shader_uniform_vector(dof_shader_pass3, interface->dof_uniform, 4, 1, dof_params); @@ -1125,7 +1125,7 @@ bool GPU_fx_do_composite_pass( GPUDOFPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); @@ -1167,7 +1167,7 @@ bool GPU_fx_do_composite_pass( dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor); /* Blurring vertically */ - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); @@ -1188,7 +1188,7 @@ bool GPU_fx_do_composite_pass( Batch_draw(fx->quad_batch); /* Rebind Shader */ - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); /* *unbind/detach */ GPU_texture_unbind(fx->dof_near_coc_buffer); @@ -1224,7 +1224,7 @@ bool GPU_fx_do_composite_pass( { GPUDOFPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); GPU_texture_bind(fx->dof_near_coc_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_downsampled, fx->dof_near_coc_buffer); @@ -1252,7 +1252,7 @@ bool GPU_fx_do_composite_pass( GPUDOFPassFourInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass4); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass4)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass4), GPU_shader_get_interface(dof_shader_pass4)); GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass4, interface->near_coc_downsampled, fx->dof_near_coc_final_buffer); @@ -1277,7 +1277,7 @@ bool GPU_fx_do_composite_pass( GPUDOFPassFiveInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass5); - Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass5)); + Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass5), GPU_shader_get_interface(dof_shader_pass5)); GPU_shader_uniform_vector(dof_shader_pass5, interface->dof_uniform, 4, 1, dof_params); GPU_shader_uniform_vector(dof_shader_pass5, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c index 34d32be15ed..5f22b7f9279 100644 --- a/source/blender/gpu/intern/gpu_immediate.c +++ b/source/blender/gpu/intern/gpu_immediate.c @@ -35,7 +35,7 @@ void immBindBuiltinProgram(GPUBuiltinShader shader_id) { GPUShader *shader = GPU_shader_get_builtin_shader(shader_id); - immBindProgram(shader->program); + immBindProgram(shader->program, shader->interface); } void immUniformThemeColor(int color_id) diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c index 8f8754f612d..8195722917d 100644 --- a/source/blender/gpu/intern/gpu_matrix.c +++ b/source/blender/gpu/intern/gpu_matrix.c @@ -829,74 +829,69 @@ const float *gpuGetNormalMatrixInverse(float m[3][3]) return (const float*)m; } -void gpuBindMatrices(GLuint program) +void gpuBindMatrices(const ShaderInterface* shaderface) { - /* TODO: split this into 2 functions - * 1) get uniform locations & determine 2D or 3D + /* set uniform values to matrix stack values + * call this before a draw call if desired matrices are dirty + * call glUseProgram before this, as glUniform expects program to be bound */ - GLint loc_MV = glGetUniformLocation(program, "ModelViewMatrix"); - GLint loc_P = glGetUniformLocation(program, "ProjectionMatrix"); - GLint loc_MVP = glGetUniformLocation(program, "ModelViewProjectionMatrix"); - GLint loc_N = glGetUniformLocation(program, "NormalMatrix"); - - /* 2) set uniform values to matrix stack values - * program needs to be bound - */ - glUseProgram(program); + const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_3D); + const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_3D); + const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP_3D); + const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL_3D); - /* call this portion before a draw call if desired matrices are dirty */ - if (loc_MV != -1) { + if (MV) { #if DEBUG_MATRIX_BIND puts("setting 3D MV matrix"); #endif - glUniformMatrix4fv(loc_MV, 1, GL_FALSE, gpuGetModelViewMatrix3D(NULL)); + glUniformMatrix4fv(MV->location, 1, GL_FALSE, gpuGetModelViewMatrix3D(NULL)); } - if (loc_P != -1) { + if (P) { #if DEBUG_MATRIX_BIND puts("setting 3D P matrix"); #endif - glUniformMatrix4fv(loc_P, 1, GL_FALSE, gpuGetProjectionMatrix3D(NULL)); + glUniformMatrix4fv(P->location, 1, GL_FALSE, gpuGetProjectionMatrix3D(NULL)); } - if (loc_MVP != -1) { + if (MVP) { #if DEBUG_MATRIX_BIND puts("setting 3D MVP matrix"); #endif - glUniformMatrix4fv(loc_MVP, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL)); + glUniformMatrix4fv(MVP->location, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL)); } - if (loc_N != -1) { + if (N) { #if DEBUG_MATRIX_BIND puts("setting 3D normal matrix"); #endif - glUniformMatrix3fv(loc_N, 1, GL_FALSE, gpuGetNormalMatrix(NULL)); + glUniformMatrix3fv(N->location, 1, GL_FALSE, gpuGetNormalMatrix(NULL)); } /* also needed by material.glsl * - ProjectionMatrixInverse * - ModelViewMatrixInverse */ - GLint loc_MV_inv = glGetUniformLocation(program, "ModelViewInverseMatrix"); - GLint loc_P_inv = glGetUniformLocation(program, "ProjectionInverseMatrix"); + const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV_3D); + const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV_3D); - if (loc_MV_inv != -1) { + if (MV_inv) { Mat4 m; gpuGetModelViewMatrix3D(m); invert_m4(m); - glUniformMatrix4fv(loc_MV_inv, 1, GL_FALSE, (const float*) m); + glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float*) m); } - if (loc_P_inv != -1) { + if (P_inv) { Mat4 m; gpuGetProjectionMatrix3D(m); invert_m4(m); - glUniformMatrix4fv(loc_P_inv, 1, GL_FALSE, (const float*) m); + glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float*) m); } state.dirty = false; diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 7ea148e15d6..fa63dff1458 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -490,7 +490,7 @@ void GPU_shader_bind(GPUShader *shader) BLI_assert(shader && shader->program); glUseProgram(shader->program); - gpuBindMatrices(shader->program); + gpuBindMatrices(shader->interface); } void GPU_shader_unbind(void) |