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-rw-r--r--source/blender/gpu/GPU_batch.h84
-rw-r--r--source/blender/gpu/GPU_context.h8
-rw-r--r--source/blender/gpu/GPU_element.h28
-rw-r--r--source/blender/gpu/GPU_framebuffer.h3
-rw-r--r--source/blender/gpu/GPU_immediate.h32
-rw-r--r--source/blender/gpu/GPU_material.h7
-rw-r--r--source/blender/gpu/GPU_shader.h12
-rw-r--r--source/blender/gpu/GPU_shader_interface.h30
-rw-r--r--source/blender/gpu/GPU_state.h2
-rw-r--r--source/blender/gpu/GPU_vertex_array_id.h2
-rw-r--r--source/blender/gpu/GPU_vertex_buffer.h38
-rw-r--r--source/blender/gpu/GPU_vertex_format.h14
-rw-r--r--source/blender/gpu/intern/gpu_attr_binding.c12
-rw-r--r--source/blender/gpu/intern/gpu_basic_shader.c18
-rw-r--r--source/blender/gpu/intern/gpu_batch.c124
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c66
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c207
-rw-r--r--source/blender/gpu/intern/gpu_draw.c138
-rw-r--r--source/blender/gpu/intern/gpu_element.c34
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c47
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c92
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c46
-rw-r--r--source/blender/gpu/intern/gpu_material.c17
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c2
-rw-r--r--source/blender/gpu/intern/gpu_select.c2
-rw-r--r--source/blender/gpu/intern/gpu_shader.c104
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c92
-rw-r--r--source/blender/gpu/intern/gpu_state.c9
-rw-r--r--source/blender/gpu/intern/gpu_texture.c26
-rw-r--r--source/blender/gpu/intern/gpu_vertex_buffer.c58
-rw-r--r--source/blender/gpu/intern/gpu_vertex_format.c28
31 files changed, 739 insertions, 643 deletions
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index bd0e3b43e6c..bb67a90d619 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -51,15 +51,15 @@ typedef enum {
typedef struct GPUBatch {
/* geometry */
- GPUVertBuf* verts[GPU_BATCH_VBO_MAX_LEN]; /* verts[0] is required, others can be NULL */
- GPUVertBuf* inst; /* instance attribs */
- GPUIndexBuf* elem; /* NULL if element list not needed */
+ GPUVertBuf *verts[GPU_BATCH_VBO_MAX_LEN]; /* verts[0] is required, others can be NULL */
+ GPUVertBuf *inst; /* instance attribs */
+ GPUIndexBuf *elem; /* NULL if element list not needed */
uint32_t gl_prim_type;
/* cached values (avoid dereferencing later) */
uint32_t vao_id;
uint32_t program;
- const struct GPUShaderInterface* interface;
+ const struct GPUShaderInterface *interface;
/* book-keeping */
uint owns_flag;
@@ -74,21 +74,21 @@ typedef struct GPUBatch {
union {
/* Static handle count */
struct {
- const struct GPUShaderInterface* interfaces[GPU_BATCH_VAO_STATIC_LEN];
+ const struct GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN];
uint32_t vao_ids[GPU_BATCH_VAO_STATIC_LEN];
} static_vaos;
/* Dynamic handle count */
struct {
uint count;
- const struct GPUShaderInterface** interfaces;
- uint32_t* vao_ids;
+ const struct GPUShaderInterface **interfaces;
+ uint32_t *vao_ids;
} dynamic_vaos;
};
/* XXX This is the only solution if we want to have some data structure using
* batches as key to identify nodes. We must destroy these nodes with this callback. */
- void (*free_callback)(struct GPUBatch*, void*);
- void* callback_data;
+ void (*free_callback)(struct GPUBatch *, void *);
+ void *callback_data;
} GPUBatch;
enum {
@@ -98,55 +98,55 @@ enum {
GPU_BATCH_OWNS_INDEX = (1 << 31),
};
-GPUBatch* GPU_batch_create_ex(GPUPrimType, GPUVertBuf*, GPUIndexBuf*, uint owns_flag);
-void GPU_batch_init_ex(GPUBatch*, GPUPrimType, GPUVertBuf*, GPUIndexBuf*, uint owns_flag);
-GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src);
+GPUBatch *GPU_batch_create_ex(GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag);
+void GPU_batch_init_ex(GPUBatch *, GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag);
+GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src);
#define GPU_batch_create(prim, verts, elem) \
GPU_batch_create_ex(prim, verts, elem, 0)
#define GPU_batch_init(batch, prim, verts, elem) \
GPU_batch_init_ex(batch, prim, verts, elem, 0)
-void GPU_batch_discard(GPUBatch*); /* verts & elem are not discarded */
+void GPU_batch_discard(GPUBatch *); /* verts & elem are not discarded */
-void GPU_batch_vao_cache_clear(GPUBatch*);
+void GPU_batch_vao_cache_clear(GPUBatch *);
-void GPU_batch_callback_free_set(GPUBatch*, void (*callback)(GPUBatch*, void*), void*);
+void GPU_batch_callback_free_set(GPUBatch *, void (*callback)(GPUBatch *, void *), void *);
-void GPU_batch_instbuf_set(GPUBatch*, GPUVertBuf*, bool own_vbo); /* Instancing */
+void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo); /* Instancing */
-int GPU_batch_vertbuf_add_ex(GPUBatch*, GPUVertBuf*, bool own_vbo);
+int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo);
#define GPU_batch_vertbuf_add(batch, verts) \
GPU_batch_vertbuf_add_ex(batch, verts, false)
-void GPU_batch_program_set_no_use(GPUBatch*, uint32_t program, const GPUShaderInterface*);
-void GPU_batch_program_set(GPUBatch*, uint32_t program, const GPUShaderInterface*);
+void GPU_batch_program_set_no_use(GPUBatch *, uint32_t program, const GPUShaderInterface *);
+void GPU_batch_program_set(GPUBatch *, uint32_t program, const GPUShaderInterface *);
void GPU_batch_program_set_builtin(GPUBatch *batch, GPUBuiltinShader shader_id);
/* Entire batch draws with one shader program, but can be redrawn later with another program. */
/* Vertex shader's inputs must be compatible with the batch's vertex format. */
-void GPU_batch_program_use_begin(GPUBatch*); /* call before Batch_Uniform (temp hack?) */
-void GPU_batch_program_use_end(GPUBatch*);
-
-void GPU_batch_uniform_1ui(GPUBatch*, const char* name, int 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);
-void GPU_batch_uniform_2f(GPUBatch*, const char* name, float x, float y);
-void GPU_batch_uniform_3f(GPUBatch*, const char* name, float x, float y, float z);
-void GPU_batch_uniform_4f(GPUBatch*, const char* name, float x, float y, float z, float w);
-void GPU_batch_uniform_2fv(GPUBatch*, const char* name, const float data[2]);
-void GPU_batch_uniform_3fv(GPUBatch*, const char* name, const float data[3]);
-void GPU_batch_uniform_4fv(GPUBatch*, const char* name, const float data[4]);
-void GPU_batch_uniform_2fv_array(GPUBatch*, const char* name, int len, const float *data);
-void GPU_batch_uniform_4fv_array(GPUBatch*, const char* name, int len, const float *data);
-void GPU_batch_uniform_mat4(GPUBatch*, const char* name, const float data[4][4]);
-
-void GPU_batch_draw(GPUBatch*);
+void GPU_batch_program_use_begin(GPUBatch *); /* call before Batch_Uniform (temp hack?) */
+void GPU_batch_program_use_end(GPUBatch *);
+
+void GPU_batch_uniform_1ui(GPUBatch *, const char *name, int 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);
+void GPU_batch_uniform_2f(GPUBatch *, const char *name, float x, float y);
+void GPU_batch_uniform_3f(GPUBatch *, const char *name, float x, float y, float z);
+void GPU_batch_uniform_4f(GPUBatch *, const char *name, float x, float y, float z, float w);
+void GPU_batch_uniform_2fv(GPUBatch *, const char *name, const float data[2]);
+void GPU_batch_uniform_3fv(GPUBatch *, const char *name, const float data[3]);
+void GPU_batch_uniform_4fv(GPUBatch *, const char *name, const float data[4]);
+void GPU_batch_uniform_2fv_array(GPUBatch *, const char *name, int len, const float *data);
+void GPU_batch_uniform_4fv_array(GPUBatch *, const char *name, int len, const float *data);
+void GPU_batch_uniform_mat4(GPUBatch *, const char *name, const float data[4][4]);
+
+void GPU_batch_draw(GPUBatch *);
/* This does not bind/unbind shader and does not call GPU_matrix_bind() */
-void GPU_batch_draw_range_ex(GPUBatch*, int v_first, int v_count, bool force_instance);
+void GPU_batch_draw_range_ex(GPUBatch *, int v_first, int v_count, bool force_instance);
/* Does not even need batch */
void GPU_draw_primitive(GPUPrimType, int v_count);
@@ -175,12 +175,12 @@ typedef struct BatchWithOwnVertexBufferAndElementList {
GPUVertBuf verts; /* link batch.verts to this */
} BatchWithOwnVertexBufferAndElementList;
-GPUBatch* create_BatchWithOwnVertexBuffer(GPUPrimType, GPUVertFormat*, uint v_len, GPUIndexBuf*);
-GPUBatch* create_BatchWithOwnElementList(GPUPrimType, GPUVertBuf*, uint prim_len);
-GPUBatch* create_BatchWithOwnVertexBufferAndElementList(GPUPrimType, GPUVertFormat*, uint v_len, uint prim_len);
+GPUBatch *create_BatchWithOwnVertexBuffer(GPUPrimType, GPUVertFormat *, uint v_len, GPUIndexBuf *);
+GPUBatch *create_BatchWithOwnElementList(GPUPrimType, GPUVertBuf *, uint prim_len);
+GPUBatch *create_BatchWithOwnVertexBufferAndElementList(GPUPrimType, GPUVertFormat *, uint v_len, uint prim_len);
/* verts: shared, own */
/* elem: none, shared, own */
-GPUBatch* create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff);
+GPUBatch *create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff);
#endif /* future plans */
diff --git a/source/blender/gpu/GPU_context.h b/source/blender/gpu/GPU_context.h
index 5f63c408801..3e32b64b281 100644
--- a/source/blender/gpu/GPU_context.h
+++ b/source/blender/gpu/GPU_context.h
@@ -42,11 +42,11 @@ extern "C" {
typedef struct GPUContext GPUContext;
-GPUContext* GPU_context_create(void);
-void GPU_context_discard(GPUContext*);
+GPUContext *GPU_context_create(void);
+void GPU_context_discard(GPUContext *);
-void GPU_context_active_set(GPUContext*);
-GPUContext* GPU_context_active_get(void);
+void GPU_context_active_set(GPUContext *);
+GPUContext *GPU_context_active_get(void);
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/GPU_element.h b/source/blender/gpu/GPU_element.h
index 508c079fcd3..adc705ab641 100644
--- a/source/blender/gpu/GPU_element.h
+++ b/source/blender/gpu/GPU_element.h
@@ -57,37 +57,37 @@ typedef struct GPUIndexBuf {
bool use_prim_restart;
} GPUIndexBuf;
-void GPU_indexbuf_use(GPUIndexBuf*);
-uint GPU_indexbuf_size_get(const GPUIndexBuf*);
+void GPU_indexbuf_use(GPUIndexBuf *);
+uint GPU_indexbuf_size_get(const GPUIndexBuf *);
typedef struct GPUIndexBufBuilder {
uint max_allowed_index;
uint max_index_len;
uint index_len;
GPUPrimType prim_type;
- uint* data;
+ uint *data;
bool use_prim_restart;
} GPUIndexBufBuilder;
/* supports all primitive types. */
-void GPU_indexbuf_init_ex(GPUIndexBufBuilder*, GPUPrimType, uint index_len, uint vertex_len, bool use_prim_restart);
+void GPU_indexbuf_init_ex(GPUIndexBufBuilder *, GPUPrimType, uint index_len, uint vertex_len, bool use_prim_restart);
/* supports only GPU_PRIM_POINTS, GPU_PRIM_LINES and GPU_PRIM_TRIS. */
-void GPU_indexbuf_init(GPUIndexBufBuilder*, GPUPrimType, uint prim_len, uint vertex_len);
+void GPU_indexbuf_init(GPUIndexBufBuilder *, GPUPrimType, uint prim_len, uint vertex_len);
-void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder*, uint v);
-void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder*);
+void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder *, uint v);
+void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder *);
-void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder*, uint v);
-void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder*, uint v1, uint v2);
-void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder*, uint v1, uint v2, uint v3);
-void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder*, uint v1, uint v2, uint v3, uint v4);
+void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder *, uint v);
+void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder *, uint v1, uint v2);
+void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3);
+void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3, uint v4);
-GPUIndexBuf* GPU_indexbuf_build(GPUIndexBufBuilder*);
-void GPU_indexbuf_build_in_place(GPUIndexBufBuilder*, GPUIndexBuf*);
+GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *);
+void GPU_indexbuf_build_in_place(GPUIndexBufBuilder *, GPUIndexBuf *);
-void GPU_indexbuf_discard(GPUIndexBuf*);
+void GPU_indexbuf_discard(GPUIndexBuf *);
/* Macros */
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index ddf485c3c21..04357d6a927 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -179,7 +179,8 @@ void GPU_framebuffer_recursive_downsample(
* - wrapper around framebuffer and texture for simple offscreen drawing
*/
-GPUOffScreen *GPU_offscreen_create(int width, int height, int samples,
+GPUOffScreen *GPU_offscreen_create(
+ int width, int height, int samples,
bool depth, bool high_bitdepth, char err_out[256]);
void GPU_offscreen_free(GPUOffScreen *ofs);
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
index a756687b557..c8a4ea6a837 100644
--- a/source/blender/gpu/GPU_immediate.h
+++ b/source/blender/gpu/GPU_immediate.h
@@ -40,9 +40,9 @@
#include "GPU_immediate_util.h"
#include "GPU_shader.h"
-GPUVertFormat* immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */
+GPUVertFormat *immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */
-void immBindProgram(uint32_t program, const GPUShaderInterface*); /* every immBegin must have a program bound first. */
+void immBindProgram(uint32_t program, const GPUShaderInterface *); /* every immBegin must have a program bound first. */
void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */
void immBegin(GPUPrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */
@@ -52,8 +52,8 @@ void immEnd(void); /* finishes and draws. */
/* ImmBegin a batch, then use standard immFunctions as usual. */
/* ImmEnd will finalize the batch instead of drawing. */
/* Then you can draw it as many times as you like! Partially replaces the need for display lists. */
-GPUBatch* immBeginBatch(GPUPrimType, uint vertex_len);
-GPUBatch* immBeginBatchAtMost(GPUPrimType, uint vertex_len);
+GPUBatch *immBeginBatch(GPUPrimType, uint vertex_len);
+GPUBatch *immBeginBatchAtMost(GPUPrimType, uint vertex_len);
/* Provide attribute values that can change per vertex. */
/* First vertex after immBegin must have all its attributes specified. */
@@ -99,18 +99,18 @@ void immVertex3fv(uint attrib_id, const float data[3]);
void immVertex2iv(uint attrib_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);
-void immUniformMatrix4fv(const char* name, const float data[4][4]);
+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);
+void immUniformMatrix4fv(const char *name, const float data[4][4]);
/* Convenience functions for setting "uniform vec4 color". */
/* The rgb functions have implicit alpha = 1.0. */
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 8ddb7b87c4a..4e264defbd4 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -104,7 +104,7 @@ typedef enum GPUBuiltin {
GPU_AUTO_BUMPSCALE = (1 << 7),
GPU_CAMERA_TEXCO_FACTORS = (1 << 8),
GPU_PARTICLE_SCALAR_PROPS = (1 << 9),
- GPU_PARTICLE_LOCATION = (1 << 10),
+ GPU_PARTICLE_LOCATION = (1 << 10),
GPU_PARTICLE_VELOCITY = (1 << 11),
GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
@@ -268,8 +268,9 @@ GPUMaterialStatus GPU_material_status(GPUMaterial *mat);
struct GPUUniformBuffer *GPU_material_uniform_buffer_get(GPUMaterial *material);
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs);
-void GPU_material_vertex_attributes(GPUMaterial *material,
- struct GPUVertexAttribs *attrib);
+void GPU_material_vertex_attributes(
+ GPUMaterial *material,
+ struct GPUVertexAttribs *attrib);
bool GPU_material_do_color_management(GPUMaterial *mat);
bool GPU_material_use_domain_surface(GPUMaterial *mat);
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index f831d495ad0..b1a05faf863 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -89,10 +89,12 @@ void *GPU_shader_get_interface(GPUShader *shader);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
-void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
- int arraysize, const float *value);
-void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length,
- int arraysize, const int *value);
+void GPU_shader_uniform_vector(
+ GPUShader *shader, int location, int length,
+ int arraysize, const float *value);
+void GPU_shader_uniform_vector_int(
+ GPUShader *shader, int location, int length,
+ int arraysize, const int *value);
void GPU_shader_uniform_buffer(GPUShader *shader, int location, struct GPUUniformBuffer *ubo);
void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex);
@@ -375,7 +377,7 @@ typedef struct GPUVertexAttribs {
int glinfoindoex;
int gltexco;
int attribid;
- char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */
+ char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */
} layer[GPU_MAX_ATTRIB];
int totlayer;
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index c80cc1021ec..458a49a366b 100644
--- a/source/blender/gpu/GPU_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -65,7 +65,7 @@ typedef enum {
} GPUUniformBuiltin;
typedef struct GPUShaderInput {
- struct GPUShaderInput* next;
+ struct GPUShaderInput *next;
uint32_t name_offset;
uint name_hash;
GPUUniformBuiltin builtin_type; /* only for uniform inputs */
@@ -80,25 +80,25 @@ typedef struct GPUShaderInput {
typedef struct GPUShaderInterface {
int32_t program;
uint32_t name_buffer_offset;
- GPUShaderInput* attrib_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
- GPUShaderInput* uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
- GPUShaderInput* ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
- GPUShaderInput* builtin_uniforms[GPU_NUM_UNIFORMS];
- char* name_buffer;
- struct GPUBatch** batches; /* references to batches using this interface */
+ GPUShaderInput *attrib_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
+ GPUShaderInput *uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
+ GPUShaderInput *ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
+ GPUShaderInput *builtin_uniforms[GPU_NUM_UNIFORMS];
+ char *name_buffer;
+ struct GPUBatch **batches; /* references to batches using this interface */
uint batches_len;
} GPUShaderInterface;
-GPUShaderInterface* GPU_shaderinterface_create(int32_t program_id);
-void GPU_shaderinterface_discard(GPUShaderInterface*);
+GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id);
+void GPU_shaderinterface_discard(GPUShaderInterface *);
-const GPUShaderInput* GPU_shaderinterface_uniform(const GPUShaderInterface*, const char* name);
-const GPUShaderInput* GPU_shaderinterface_uniform_builtin(const GPUShaderInterface*, GPUUniformBuiltin);
-const GPUShaderInput* GPU_shaderinterface_ubo(const GPUShaderInterface*, const char* name);
-const GPUShaderInput* GPU_shaderinterface_attr(const GPUShaderInterface*, const char* name);
+const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
+const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *, GPUUniformBuiltin);
+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*, struct GPUBatch*);
-void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface*, struct GPUBatch*);
+void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *, struct GPUBatch *);
+void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *, struct GPUBatch *);
#endif /* __GPU_SHADER_INTERFACE_H__ */
diff --git a/source/blender/gpu/GPU_state.h b/source/blender/gpu/GPU_state.h
index 2d7ab6cd54c..16627fec42b 100644
--- a/source/blender/gpu/GPU_state.h
+++ b/source/blender/gpu/GPU_state.h
@@ -27,7 +27,7 @@
#ifndef __GPU_STATE_H__
#define __GPU_STATE_H__
- /* These map directly to the GL_ blend functions, to minimize API add as needed*/
+/* These map directly to the GL_ blend functions, to minimize API add as needed*/
typedef enum GPUBlendFunction {
GPU_ONE,
GPU_SRC_ALPHA,
diff --git a/source/blender/gpu/GPU_vertex_array_id.h b/source/blender/gpu/GPU_vertex_array_id.h
index 3b3fdc1709d..ff84a290a5a 100644
--- a/source/blender/gpu/GPU_vertex_array_id.h
+++ b/source/blender/gpu/GPU_vertex_array_id.h
@@ -46,7 +46,7 @@ extern "C" {
GLuint GPU_vao_default(void);
GLuint GPU_vao_alloc(void);
-void GPU_vao_free(GLuint vao_id, GPUContext*);
+void GPU_vao_free(GLuint vao_id, GPUContext *);
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/GPU_vertex_buffer.h b/source/blender/gpu/GPU_vertex_buffer.h
index 896de387065..db1309bcede 100644
--- a/source/blender/gpu/GPU_vertex_buffer.h
+++ b/source/blender/gpu/GPU_vertex_buffer.h
@@ -55,54 +55,54 @@ typedef struct GPUVertBuf {
uint vertex_len; /* number of verts we want to draw */
uint vertex_alloc; /* number of verts data */
bool dirty;
- unsigned char* data; /* NULL indicates data in VRAM (unmapped) */
+ unsigned char *data; /* NULL indicates data in VRAM (unmapped) */
uint32_t vbo_id; /* 0 indicates not yet allocated */
GPUUsageType usage; /* usage hint for GL optimisation */
} GPUVertBuf;
-GPUVertBuf* GPU_vertbuf_create(GPUUsageType);
-GPUVertBuf* GPU_vertbuf_create_with_format_ex(const GPUVertFormat*, GPUUsageType);
+GPUVertBuf *GPU_vertbuf_create(GPUUsageType);
+GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *, GPUUsageType);
#define GPU_vertbuf_create_with_format(format) \
GPU_vertbuf_create_with_format_ex(format, GPU_USAGE_STATIC)
-void GPU_vertbuf_discard(GPUVertBuf*);
+void GPU_vertbuf_discard(GPUVertBuf *);
-void GPU_vertbuf_init(GPUVertBuf*, GPUUsageType);
-void GPU_vertbuf_init_with_format_ex(GPUVertBuf*, const GPUVertFormat*, GPUUsageType);
+void GPU_vertbuf_init(GPUVertBuf *, GPUUsageType);
+void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType);
#define GPU_vertbuf_init_with_format(verts, format) \
GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC)
-uint GPU_vertbuf_size_get(const GPUVertBuf*);
-void GPU_vertbuf_data_alloc(GPUVertBuf*, uint v_len);
-void GPU_vertbuf_data_resize(GPUVertBuf*, uint v_len);
-void GPU_vertbuf_vertex_count_set(GPUVertBuf*, uint v_len);
+uint GPU_vertbuf_size_get(const GPUVertBuf *);
+void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len);
+void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len);
+void GPU_vertbuf_vertex_count_set(GPUVertBuf *, uint v_len);
/* The most important set_attrib variant is the untyped one. Get it right first. */
/* It takes a void* so the app developer is responsible for matching their app data types */
/* to the vertex attribute's type and component count. They're in control of both, so this */
/* should not be a problem. */
-void GPU_vertbuf_attr_set(GPUVertBuf*, uint a_idx, uint v_idx, const void* data);
-void GPU_vertbuf_attr_fill(GPUVertBuf*, uint a_idx, const void* data); /* tightly packed, non interleaved input data */
-void GPU_vertbuf_attr_fill_stride(GPUVertBuf*, uint a_idx, uint stride, const void* data);
+void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data);
+void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data); /* tightly packed, non interleaved input data */
+void GPU_vertbuf_attr_fill_stride(GPUVertBuf *, uint a_idx, uint stride, const void *data);
/* For low level access only */
typedef struct GPUVertBufRaw {
uint size;
uint stride;
- unsigned char* data;
- unsigned char* data_init;
+ unsigned char *data;
+ unsigned char *data_init;
#if TRUST_NO_ONE
/* Only for overflow check */
- unsigned char* _data_end;
+ unsigned char *_data_end;
#endif
} GPUVertBufRaw;
GPU_INLINE void *GPU_vertbuf_raw_step(GPUVertBufRaw *a)
{
- unsigned char* data = a->data;
+ unsigned char *data = a->data;
a->data += a->stride;
#if TRUST_NO_ONE
assert(data < a->_data_end);
@@ -115,7 +115,7 @@ GPU_INLINE uint GPU_vertbuf_raw_used(GPUVertBufRaw *a)
return ((a->data - a->data_init) / a->stride);
}
-void GPU_vertbuf_attr_get_raw_data(GPUVertBuf*, uint a_idx, GPUVertBufRaw *access);
+void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *, uint a_idx, GPUVertBufRaw *access);
/* TODO: decide whether to keep the functions below */
/* doesn't immediate mode satisfy these needs? */
@@ -128,7 +128,7 @@ void GPU_vertbuf_attr_get_raw_data(GPUVertBuf*, uint a_idx, GPUVertBufRaw *acces
/* void setAttrib3ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b); */
/* void setAttrib4ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b, unsigned char a); */
-void GPU_vertbuf_use(GPUVertBuf*);
+void GPU_vertbuf_use(GPUVertBuf *);
/* Metrics */
uint GPU_vertbuf_get_memory_usage(void);
diff --git a/source/blender/gpu/GPU_vertex_format.h b/source/blender/gpu/GPU_vertex_format.h
index 7ae8118a928..7e0038e3473 100644
--- a/source/blender/gpu/GPU_vertex_format.h
+++ b/source/blender/gpu/GPU_vertex_format.h
@@ -67,7 +67,7 @@ typedef struct GPUVertAttr {
uint sz; /* size in bytes, 1 to 64 */
uint offset; /* from beginning of vertex, in bytes */
uint name_len; /* up to GPU_VERT_ATTR_MAX_NAMES */
- const char* name[GPU_VERT_ATTR_MAX_NAMES];
+ const char *name[GPU_VERT_ATTR_MAX_NAMES];
} GPUVertAttr;
typedef struct GPUVertFormat {
@@ -80,11 +80,13 @@ typedef struct GPUVertFormat {
GPUVertAttr attribs[GPU_VERT_ATTR_MAX_LEN]; /* TODO: variable-size attribs array */
} GPUVertFormat;
-void GPU_vertformat_clear(GPUVertFormat*);
-void GPU_vertformat_copy(GPUVertFormat* dest, const GPUVertFormat* src);
+void GPU_vertformat_clear(GPUVertFormat *);
+void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src);
-uint GPU_vertformat_attr_add(GPUVertFormat*, const char* name, GPUVertCompType, uint comp_len, GPUVertFetchMode);
-void GPU_vertformat_alias_add(GPUVertFormat*, const char* alias);
+uint GPU_vertformat_attr_add(
+ GPUVertFormat *, const char *name,
+ GPUVertCompType, uint comp_len, GPUVertFetchMode);
+void GPU_vertformat_alias_add(GPUVertFormat *, const char *alias);
/* format conversion */
@@ -92,7 +94,7 @@ typedef struct GPUPackedNormal {
int x : 10;
int y : 10;
int z : 10;
- int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */
+ int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */
} GPUPackedNormal;
GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3]);
diff --git a/source/blender/gpu/intern/gpu_attr_binding.c b/source/blender/gpu/intern/gpu_attr_binding.c
index 9ac38578792..e66fac390f1 100644
--- a/source/blender/gpu/intern/gpu_attr_binding.c
+++ b/source/blender/gpu/intern/gpu_attr_binding.c
@@ -38,13 +38,13 @@
#error "attrib binding code assumes GPU_VERT_ATTR_MAX_LEN = 16"
#endif
-void AttribBinding_clear(GPUAttrBinding* binding)
+void AttribBinding_clear(GPUAttrBinding *binding)
{
binding->loc_bits = 0;
binding->enabled_bits = 0;
}
-uint read_attrib_location(const GPUAttrBinding* binding, uint a_idx)
+uint read_attrib_location(const GPUAttrBinding *binding, uint a_idx)
{
#if TRUST_NO_ONE
assert(a_idx < GPU_VERT_ATTR_MAX_LEN);
@@ -53,7 +53,7 @@ uint read_attrib_location(const GPUAttrBinding* binding, uint a_idx)
return (binding->loc_bits >> (4 * a_idx)) & 0xF;
}
-static void write_attrib_location(GPUAttrBinding* binding, uint a_idx, uint location)
+static void write_attrib_location(GPUAttrBinding *binding, uint a_idx, uint location)
{
#if TRUST_NO_ONE
assert(a_idx < GPU_VERT_ATTR_MAX_LEN);
@@ -67,14 +67,14 @@ static void write_attrib_location(GPUAttrBinding* binding, uint a_idx, uint loca
binding->enabled_bits |= 1 << a_idx;
}
-void get_attrib_locations(const GPUVertFormat* format, GPUAttrBinding* binding, const GPUShaderInterface* shaderface)
+void get_attrib_locations(const GPUVertFormat *format, GPUAttrBinding *binding, const GPUShaderInterface *shaderface)
{
AttribBinding_clear(binding);
for (uint a_idx = 0; a_idx < format->attr_len; ++a_idx) {
- const GPUVertAttr* a = format->attribs + a_idx;
+ const GPUVertAttr *a = format->attribs + a_idx;
for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
- const GPUShaderInput* input = GPU_shaderinterface_attr(shaderface, a->name[n_idx]);
+ const GPUShaderInput *input = GPU_shaderinterface_attr(shaderface, a->name[n_idx]);
#if TRUST_NO_ONE
assert(input != NULL);
/* TODO: make this a recoverable runtime error? indicates mismatch between vertex format and program */
diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c
index b720bed2d0c..61e8cf87038 100644
--- a/source/blender/gpu/intern/gpu_basic_shader.c
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -82,7 +82,8 @@ const GLubyte stipple_halftone[128] = {
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
- 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55};
+ 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+};
const GLubyte stipple_quarttone[128] = {
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
@@ -92,7 +93,8 @@ const GLubyte stipple_quarttone[128] = {
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
- 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0};
+ 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
+};
const GLubyte stipple_diag_stripes_pos[128] = {
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
@@ -110,7 +112,8 @@ const GLubyte stipple_diag_stripes_pos[128] = {
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
- 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f};
+ 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
+};
const GLubyte stipple_diag_stripes_neg[128] = {
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
@@ -128,7 +131,8 @@ const GLubyte stipple_diag_stripes_neg[128] = {
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
- 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80};
+ 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
+};
const GLubyte stipple_checker_8px[128] = {
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
@@ -138,7 +142,8 @@ const GLubyte stipple_checker_8px[128] = {
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
- 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+};
const GLubyte stipple_hexagon[128] = {
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
@@ -156,7 +161,8 @@ const GLubyte stipple_hexagon[128] = {
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
- 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22};
+ 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
+};
/* ********************************************* */
/* Init / exit */
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 4d455f6f464..a11eefee078 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -44,9 +44,9 @@
#include <stdlib.h>
#include <string.h>
-static void batch_update_program_bindings(GPUBatch* batch, uint v_first);
+static void batch_update_program_bindings(GPUBatch *batch, uint v_first);
-void GPU_batch_vao_cache_clear(GPUBatch* batch)
+void GPU_batch_vao_cache_clear(GPUBatch *batch)
{
if (batch->context == NULL) {
return;
@@ -82,17 +82,17 @@ void GPU_batch_vao_cache_clear(GPUBatch* batch)
batch->context = NULL;
}
-GPUBatch* GPU_batch_create_ex(
- GPUPrimType prim_type, GPUVertBuf* verts, GPUIndexBuf* elem,
+GPUBatch *GPU_batch_create_ex(
+ GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem,
uint owns_flag)
{
- GPUBatch* batch = calloc(1, sizeof(GPUBatch));
+ GPUBatch *batch = calloc(1, sizeof(GPUBatch));
GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
return batch;
}
void GPU_batch_init_ex(
- GPUBatch* batch, GPUPrimType prim_type, GPUVertBuf* verts, GPUIndexBuf* elem,
+ GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem,
uint owns_flag)
{
#if TRUST_NO_ONE
@@ -113,9 +113,9 @@ void GPU_batch_init_ex(
}
/* This will share the VBOs with the new batch. */
-GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src)
+GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src)
{
- GPUBatch* batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
+ GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
batch->gl_prim_type = batch_src->gl_prim_type;
for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
@@ -124,7 +124,7 @@ GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src)
return batch;
}
-void GPU_batch_discard(GPUBatch* batch)
+void GPU_batch_discard(GPUBatch *batch)
{
if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) {
GPU_indexbuf_discard(batch->elem);
@@ -150,13 +150,13 @@ void GPU_batch_discard(GPUBatch* batch)
free(batch);
}
-void GPU_batch_callback_free_set(GPUBatch* batch, void (*callback)(GPUBatch*, void*), void* user_data)
+void GPU_batch_callback_free_set(GPUBatch *batch, void (*callback)(GPUBatch *, void *), void *user_data)
{
batch->free_callback = callback;
batch->callback_data = user_data;
}
-void GPU_batch_instbuf_set(GPUBatch* batch, GPUVertBuf* inst, bool own_vbo)
+void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo)
{
#if TRUST_NO_ONE
assert(inst != NULL);
@@ -179,7 +179,7 @@ void GPU_batch_instbuf_set(GPUBatch* batch, GPUVertBuf* inst, bool own_vbo)
/* Returns the index of verts in the batch. */
int GPU_batch_vertbuf_add_ex(
- GPUBatch* batch, GPUVertBuf* verts,
+ GPUBatch *batch, GPUVertBuf *verts,
bool own_vbo)
{
/* redo the bindings */
@@ -238,7 +238,7 @@ static GLuint batch_vao_get(GPUBatch *batch)
GLuint new_vao = 0;
if (!batch->is_dynamic_vao_count) {
int i; /* find first unused slot */
- for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i)
+ for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i)
if (batch->static_vaos.vao_ids[i] == 0)
break;
@@ -251,12 +251,12 @@ static GLuint batch_vao_get(GPUBatch *batch)
batch->is_dynamic_vao_count = true;
/* Erase previous entries, they will be added back if drawn again. */
for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; ++j) {
- GPU_shaderinterface_remove_batch_ref((GPUShaderInterface*)batch->static_vaos.interfaces[j], batch);
+ GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[j], batch);
GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context);
}
/* Init dynamic arrays and let the branch below set the values. */
batch->dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT;
- batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(GPUShaderInterface*));
+ batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(GPUShaderInterface *));
batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint));
}
}
@@ -271,16 +271,16 @@ static GLuint batch_vao_get(GPUBatch *batch)
/* Not enough place, realloc the array. */
i = batch->dynamic_vaos.count;
batch->dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT;
- batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface*) * batch->dynamic_vaos.count);
+ batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count);
batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count);
- memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(GPUShaderInterface*) * GPU_BATCH_VAO_DYN_ALLOC_COUNT);
+ memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(GPUShaderInterface *) * GPU_BATCH_VAO_DYN_ALLOC_COUNT);
memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GPU_BATCH_VAO_DYN_ALLOC_COUNT);
}
batch->dynamic_vaos.interfaces[i] = batch->interface;
batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc();
}
- GPU_shaderinterface_add_batch_ref((GPUShaderInterface*)batch->interface, batch);
+ GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)batch->interface, batch);
#if TRUST_NO_ONE
assert(new_vao != 0);
@@ -294,7 +294,7 @@ static GLuint batch_vao_get(GPUBatch *batch)
return new_vao;
}
-void GPU_batch_program_set_no_use(GPUBatch* batch, uint32_t program, const GPUShaderInterface* shaderface)
+void GPU_batch_program_set_no_use(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
{
#if TRUST_NO_ONE
assert(glIsProgram(shaderface->program));
@@ -305,13 +305,13 @@ void GPU_batch_program_set_no_use(GPUBatch* batch, uint32_t program, const GPUSh
batch->vao_id = batch_vao_get(batch);
}
-void GPU_batch_program_set(GPUBatch* batch, uint32_t program, const GPUShaderInterface* shaderface)
+void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
{
GPU_batch_program_set_no_use(batch, program, shaderface);
GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
}
-void gpu_batch_remove_interface_ref(GPUBatch* batch, const GPUShaderInterface* interface)
+void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface)
{
if (batch->is_dynamic_vao_count) {
for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
@@ -337,10 +337,10 @@ void gpu_batch_remove_interface_ref(GPUBatch* batch, const GPUShaderInterface* i
}
static void create_bindings(
- GPUVertBuf* verts, const GPUShaderInterface* interface,
- uint v_first, const bool use_instancing)
+ GPUVertBuf *verts, const GPUShaderInterface *interface,
+ uint v_first, const bool use_instancing)
{
- const GPUVertFormat* format = &verts->format;
+ const GPUVertFormat *format = &verts->format;
const uint attr_len = format->attr_len;
const uint stride = format->stride;
@@ -348,11 +348,11 @@ static void create_bindings(
GPU_vertbuf_use(verts);
for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
- const GPUVertAttr* a = format->attribs + a_idx;
- const GLvoid* pointer = (const GLubyte*)0 + a->offset + v_first * stride;
+ const GPUVertAttr *a = format->attribs + a_idx;
+ const GLvoid *pointer = (const GLubyte *)0 + a->offset + v_first * stride;
for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
- const GPUShaderInput* input = GPU_shaderinterface_attr(interface, a->name[n_idx]);
+ const GPUShaderInput *input = GPU_shaderinterface_attr(interface, a->name[n_idx]);
if (input == NULL) continue;
@@ -365,11 +365,10 @@ static void create_bindings(
glEnableVertexAttribArray(input->location + i);
glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0);
glVertexAttribPointer(input->location + i, 4, a->gl_comp_type, GL_FALSE, stride,
- (const GLubyte*)pointer + i * 16);
+ (const GLubyte *)pointer + i * 16);
}
}
- else
- {
+ else {
glEnableVertexAttribArray(input->location);
glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0);
@@ -390,7 +389,7 @@ static void create_bindings(
}
}
-static void batch_update_program_bindings(GPUBatch* batch, uint v_first)
+static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
{
for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) {
create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
@@ -403,7 +402,7 @@ static void batch_update_program_bindings(GPUBatch* batch, uint v_first)
}
}
-void GPU_batch_program_use_begin(GPUBatch* batch)
+void GPU_batch_program_use_begin(GPUBatch *batch)
{
/* NOTE: use_program & done_using_program are fragile, depend on staying in sync with
* the GL context's active program. use_program doesn't mark other programs as "not used". */
@@ -415,7 +414,7 @@ void GPU_batch_program_use_begin(GPUBatch* batch)
}
}
-void GPU_batch_program_use_end(GPUBatch* batch)
+void GPU_batch_program_use_end(GPUBatch *batch)
{
if (batch->program_in_use) {
#if PROGRAM_NO_OPTI
@@ -426,84 +425,84 @@ void GPU_batch_program_use_end(GPUBatch* batch)
}
#if TRUST_NO_ONE
- #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform);
+# 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);
+# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name);
#endif
-void GPU_batch_uniform_1ui(GPUBatch* batch, const char* name, int value)
+void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value)
{
GET_UNIFORM
glUniform1ui(uniform->location, value);
}
-void GPU_batch_uniform_1i(GPUBatch* batch, const char* name, int value)
+void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value)
{
GET_UNIFORM
glUniform1i(uniform->location, value);
}
-void GPU_batch_uniform_1b(GPUBatch* batch, const char* name, bool value)
+void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value)
{
GET_UNIFORM
glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
}
-void GPU_batch_uniform_2f(GPUBatch* batch, const char* name, float x, float y)
+void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y)
{
GET_UNIFORM
glUniform2f(uniform->location, x, y);
}
-void GPU_batch_uniform_3f(GPUBatch* batch, const char* name, float x, float y, float z)
+void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z)
{
GET_UNIFORM
glUniform3f(uniform->location, x, y, z);
}
-void GPU_batch_uniform_4f(GPUBatch* batch, const char* name, float x, float y, float z, float w)
+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);
}
-void GPU_batch_uniform_1f(GPUBatch* batch, const char* name, float x)
+void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x)
{
GET_UNIFORM
glUniform1f(uniform->location, x);
}
-void GPU_batch_uniform_2fv(GPUBatch* batch, const char* name, const float data[2])
+void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2])
{
GET_UNIFORM
glUniform2fv(uniform->location, 1, data);
}
-void GPU_batch_uniform_3fv(GPUBatch* batch, const char* name, const float data[3])
+void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3])
{
GET_UNIFORM
glUniform3fv(uniform->location, 1, data);
}
-void GPU_batch_uniform_4fv(GPUBatch* batch, const char* name, const float data[4])
+void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4])
{
GET_UNIFORM
glUniform4fv(uniform->location, 1, data);
}
-void GPU_batch_uniform_2fv_array(GPUBatch* batch, const char* name, const int len, const float *data)
+void GPU_batch_uniform_2fv_array(GPUBatch *batch, const char *name, const int len, const float *data)
{
GET_UNIFORM
glUniform2fv(uniform->location, len, data);
}
-void GPU_batch_uniform_4fv_array(GPUBatch* batch, const char* name, const int len, const float *data)
+void GPU_batch_uniform_4fv_array(GPUBatch *batch, const char *name, const int len, const float *data)
{
GET_UNIFORM
glUniform4fv(uniform->location, len, data);
}
-void GPU_batch_uniform_mat4(GPUBatch* batch, const char* name, const float data[4][4])
+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);
@@ -530,7 +529,7 @@ static void primitive_restart_disable(void)
glDisable(GL_PRIMITIVE_RESTART);
}
-void GPU_batch_draw(GPUBatch* batch)
+void GPU_batch_draw(GPUBatch *batch)
{
#if TRUST_NO_ONE
assert(batch->phase == GPU_BATCH_READY_TO_DRAW);
@@ -544,7 +543,7 @@ void GPU_batch_draw(GPUBatch* batch)
GPU_batch_program_use_end(batch);
}
-void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool force_instance)
+void GPU_batch_draw_range_ex(GPUBatch *batch, int v_first, int v_count, bool force_instance)
{
#if TRUST_NO_ONE
assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance
@@ -567,7 +566,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for
}
if (batch->elem) {
- const GPUIndexBuf* el = batch->elem;
+ const GPUIndexBuf *el = batch->elem;
if (el->use_prim_restart) {
primitive_restart_enable(el);
@@ -597,7 +596,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for
}
if (batch->elem) {
- const GPUIndexBuf* el = batch->elem;
+ const GPUIndexBuf *el = batch->elem;
if (el->use_prim_restart) {
primitive_restart_enable(el);
@@ -605,13 +604,14 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for
#if GPU_TRACK_INDEX_RANGE
if (el->base_index) {
- glDrawRangeElementsBaseVertex(batch->gl_prim_type,
- el->min_index,
- el->max_index,
- v_count,
- el->gl_index_type,
- 0,
- el->base_index);
+ glDrawRangeElementsBaseVertex(
+ batch->gl_prim_type,
+ el->min_index,
+ el->max_index,
+ v_count,
+ el->gl_index_type,
+ 0,
+ el->base_index);
}
else {
glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0);
@@ -635,7 +635,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for
/* just draw some vertices and let shader place them where we want. */
void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
- {
+{
/* we cannot draw without vao ... annoying ... */
glBindVertexArray(GPU_vao_default());
@@ -645,7 +645,7 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
/* Performance hog if you are drawing with the same vao multiple time.
* Only activate for debugging.*/
// glBindVertexArray(0);
- }
+}
/* -------------------------------------------------------------------- */
@@ -674,4 +674,4 @@ void gpu_batch_exit(void)
gpu_batch_presets_exit();
}
-/** \} */ \ No newline at end of file
+/** \} */
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index d466fa87388..16590785af6 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -522,42 +522,42 @@ void GPU_pbvh_grid_buffers_update(
/* Build the element array buffer of grid indices using either
* unsigned shorts or unsigned ints. */
#define FILL_QUAD_BUFFER(max_vert_, tot_quad_, buffer_) \
- { \
- int offset = 0; \
- int i, j, k; \
+ { \
+ int offset = 0; \
+ int i, j, k; \
\
- GPUIndexBufBuilder elb; \
- GPU_indexbuf_init( \
- &elb, GPU_PRIM_TRIS, tot_quad_ * 2, max_vert_); \
+ GPUIndexBufBuilder elb; \
+ GPU_indexbuf_init( \
+ &elb, GPU_PRIM_TRIS, tot_quad_ * 2, max_vert_); \
\
- /* Fill the buffer */ \
- for (i = 0; i < totgrid; ++i) { \
- BLI_bitmap *gh = NULL; \
- if (grid_hidden) \
- gh = grid_hidden[(grid_indices)[i]]; \
+ /* Fill the buffer */ \
+ for (i = 0; i < totgrid; ++i) { \
+ BLI_bitmap *gh = NULL; \
+ if (grid_hidden) \
+ gh = grid_hidden[(grid_indices)[i]]; \
\
- for (j = 0; j < gridsize - 1; ++j) { \
- for (k = 0; k < gridsize - 1; ++k) { \
- /* Skip hidden grid face */ \
- if (gh && paint_is_grid_face_hidden( \
- gh, gridsize, k, j)) \
- { \
- continue; \
- } \
- GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \
- GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k); \
- GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \
- \
- GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k + 1); \
- GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \
- GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \
- } \
- } \
+ for (j = 0; j < gridsize - 1; ++j) { \
+ for (k = 0; k < gridsize - 1; ++k) { \
+ /* Skip hidden grid face */ \
+ if (gh && paint_is_grid_face_hidden( \
+ gh, gridsize, k, j)) \
+ { \
+ continue; \
+ } \
+ GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \
+ GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k); \
+ GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \
\
- offset += gridsize * gridsize; \
- } \
- buffer_ = GPU_indexbuf_build(&elb); \
- } (void)0
+ GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k + 1); \
+ GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \
+ GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \
+ } \
+ } \
+ \
+ offset += gridsize * gridsize; \
+ } \
+ buffer_ = GPU_indexbuf_build(&elb); \
+ } (void)0
/* end FILL_QUAD_BUFFER */
static GPUIndexBuf *gpu_get_grid_buffer(
@@ -912,7 +912,7 @@ void GPU_pbvh_bmesh_buffers_update(
BM_face_as_array_vert_tri(f, v);
GPU_indexbuf_add_tri_verts(
- &elb, BM_elem_index_get(v[0]), BM_elem_index_get(v[1]), BM_elem_index_get(v[2]));
+ &elb, BM_elem_index_get(v[0]), BM_elem_index_get(v[1]), BM_elem_index_get(v[2]));
}
}
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 51f21d01a9f..3b9d2e08769 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -615,10 +615,11 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds,
if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) {
/* create exactly one sampler for each texture */
if (codegen_input_has_texture(input) && input->bindtex) {
- BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
- (input->textype == GPU_TEX2D) ? "sampler2D" :
- (input->textype == GPU_TEXCUBE) ? "samplerCube" : "sampler2DShadow",
- input->texid);
+ BLI_dynstr_appendf(
+ ds, "uniform %s samp%d;\n",
+ (input->textype == GPU_TEX2D) ? "sampler2D" :
+ (input->textype == GPU_TEXCUBE) ? "samplerCube" : "sampler2DShadow",
+ input->texid);
}
}
else if (input->source == GPU_SOURCE_BUILTIN) {
@@ -635,13 +636,15 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds,
}
}
else if (gpu_str_prefix(name, "unf")) {
- BLI_dynstr_appendf(ds, "uniform %s %s;\n",
- GPU_DATATYPE_STR[input->type], name);
+ BLI_dynstr_appendf(
+ ds, "uniform %s %s;\n",
+ GPU_DATATYPE_STR[input->type], name);
}
else {
- BLI_dynstr_appendf(ds, "%s %s %s;\n",
- GLEW_VERSION_3_0 ? "in" : "varying",
- GPU_DATATYPE_STR[input->type], name);
+ BLI_dynstr_appendf(
+ ds, "%s %s %s;\n",
+ GLEW_VERSION_3_0 ? "in" : "varying",
+ GPU_DATATYPE_STR[input->type], name);
}
}
}
@@ -658,12 +661,14 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds,
}
else if (input->dynamicvec) {
/* only create uniforms for dynamic vectors */
- BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
- GPU_DATATYPE_STR[input->type], input->id);
+ BLI_dynstr_appendf(
+ ds, "uniform %s unf%d;\n",
+ GPU_DATATYPE_STR[input->type], input->id);
}
else {
- BLI_dynstr_appendf(ds, "const %s cons%d = ",
- GPU_DATATYPE_STR[input->type], input->id);
+ BLI_dynstr_appendf(
+ ds, "const %s cons%d = ",
+ GPU_DATATYPE_STR[input->type], input->id);
codegen_print_datatype(ds, input->type, input->vec);
BLI_dynstr_append(ds, ";\n");
}
@@ -675,9 +680,10 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds,
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
}
#endif
- BLI_dynstr_appendf(ds, "%s %s var%d;\n",
- GLEW_VERSION_3_0 ? "in" : "varying",
- GPU_DATATYPE_STR[input->type], input->attribid);
+ BLI_dynstr_appendf(
+ ds, "%s %s var%d;\n",
+ GLEW_VERSION_3_0 ? "in" : "varying",
+ GPU_DATATYPE_STR[input->type], input->attribid);
#ifdef WITH_OPENSUBDIV
if (skip_opensubdiv) {
BLI_dynstr_appendf(ds, "#endif\n");
@@ -696,8 +702,9 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds,
for (LinkData *link = ubo_inputs.first; link; link = link->next) {
input = link->data;
- BLI_dynstr_appendf(ds, "\t%s unf%d;\n",
- GPU_DATATYPE_STR[input->type], input->id);
+ BLI_dynstr_appendf(
+ ds, "\t%s unf%d;\n",
+ GPU_DATATYPE_STR[input->type], input->id);
}
BLI_dynstr_append(ds, "};\n");
BLI_freelistN(&ubo_inputs);
@@ -719,9 +726,11 @@ static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_TEX_PIXEL) {
if (codegen_input_has_texture(input) && input->definetex) {
- BLI_dynstr_appendf(ds, "\tvec4 tex%d = texture2D(", input->texid);
- BLI_dynstr_appendf(ds, "samp%d, gl_TexCoord[%d].st);\n",
- input->texid, input->texid);
+ BLI_dynstr_appendf(
+ ds, "\tvec4 tex%d = texture2D(", input->texid);
+ BLI_dynstr_appendf(
+ ds, "samp%d, gl_TexCoord[%d].st);\n",
+ input->texid, input->texid);
}
}
}
@@ -729,11 +738,13 @@ static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
/* declare temporary variables for node output storage */
for (output = node->outputs.first; output; output = output->next) {
if (output->type == GPU_CLOSURE) {
- BLI_dynstr_appendf(ds, "\tClosure tmp%d;\n", output->id);
+ BLI_dynstr_appendf(
+ ds, "\tClosure tmp%d;\n", output->id);
}
else {
- BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
- GPU_DATATYPE_STR[output->type], output->id);
+ BLI_dynstr_appendf(
+ ds, "\t%s tmp%d;\n",
+ GPU_DATATYPE_STR[output->type], output->id);
}
}
}
@@ -757,8 +768,9 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
BLI_dynstr_appendf(ds, ", gl_TexCoord[%d].st", input->texid);
}
else if (input->source == GPU_SOURCE_TEX_PIXEL) {
- codegen_convert_datatype(ds, input->link->output->type, input->type,
- "tmp", input->link->output->id);
+ codegen_convert_datatype(
+ ds, input->link->output->type, input->type,
+ "tmp", input->link->output->id);
}
else if (input->source == GPU_SOURCE_BUILTIN) {
if (input->builtin == GPU_INVERSE_VIEW_MATRIX)
@@ -862,10 +874,12 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_TANGENT) {
- BLI_dynstr_appendf(ds, "#ifdef USE_OPENSUBDIV\n");
- BLI_dynstr_appendf(ds, "\t%s var%d;\n",
- GPU_DATATYPE_STR[input->type],
- input->attribid);
+ BLI_dynstr_appendf(
+ ds, "#ifdef USE_OPENSUBDIV\n");
+ BLI_dynstr_appendf(
+ ds, "\t%s var%d;\n",
+ GPU_DATATYPE_STR[input->type],
+ input->attribid);
if (has_tangent == false) {
BLI_dynstr_appendf(ds, "\tvec3 Q1 = dFdx(inpt.v.position.xyz);\n");
BLI_dynstr_appendf(ds, "\tvec3 Q2 = dFdy(inpt.v.position.xyz);\n");
@@ -929,12 +943,13 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
char *code;
/* Hairs uv and col attribs are passed by bufferTextures. */
- BLI_dynstr_append(ds,
- "#ifdef HAIR_SHADER\n"
- "#define DEFINE_ATTRIB(type, attr) uniform samplerBuffer attr\n"
- "#else\n"
- "#define DEFINE_ATTRIB(type, attr) in type attr\n"
- "#endif\n"
+ BLI_dynstr_append(
+ ds,
+ "#ifdef HAIR_SHADER\n"
+ "#define DEFINE_ATTRIB(type, attr) uniform samplerBuffer attr\n"
+ "#else\n"
+ "#define DEFINE_ATTRIB(type, attr) in type attr\n"
+ "#endif\n"
);
for (node = nodes->first; node; node = node->next) {
@@ -952,10 +967,12 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
}
else {
unsigned int hash = BLI_ghashutil_strhash_p(input->attribname);
- BLI_dynstr_appendf(ds, "DEFINE_ATTRIB(%s, %s%u);\n",
- GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype), hash);
- BLI_dynstr_appendf(ds, "#define att%d %s%u\n",
- input->attribid, attrib_prefix_get(input->attribtype), hash);
+ BLI_dynstr_appendf(
+ ds, "DEFINE_ATTRIB(%s, %s%u);\n",
+ GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype), hash);
+ BLI_dynstr_appendf(
+ ds, "#define att%d %s%u\n",
+ input->attribid, attrib_prefix_get(input->attribtype), hash);
/* Auto attrib can be vertex color byte buffer.
* We need to know and convert them to linear space in VS. */
if (!use_geom && input->attribtype == CD_AUTO_FROM_NAME) {
@@ -963,33 +980,36 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
BLI_dynstr_appendf(ds, "#define att%d_is_srgb ba%u\n", input->attribid, hash);
}
}
- BLI_dynstr_appendf(ds, "out %s var%d%s;\n",
- GPU_DATATYPE_STR[input->type], input->attribid, use_geom ? "g" : "");
+ BLI_dynstr_appendf(
+ ds, "out %s var%d%s;\n",
+ GPU_DATATYPE_STR[input->type], input->attribid, use_geom ? "g" : "");
}
}
}
BLI_dynstr_append(ds, "\n");
- BLI_dynstr_append(ds,
- "#define ATTRIB\n"
- "uniform mat3 NormalMatrix;\n"
- "uniform mat4 ModelMatrixInverse;\n"
- "vec3 srgb_to_linear_attrib(vec3 c) {\n"
- "\tc = max(c, vec3(0.0));\n"
- "\tvec3 c1 = c * (1.0 / 12.92);\n"
- "\tvec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));\n"
- "\treturn mix(c1, c2, step(vec3(0.04045), c));\n"
- "}\n\n"
+ BLI_dynstr_append(
+ ds,
+ "#define ATTRIB\n"
+ "uniform mat3 NormalMatrix;\n"
+ "uniform mat4 ModelMatrixInverse;\n"
+ "vec3 srgb_to_linear_attrib(vec3 c) {\n"
+ "\tc = max(c, vec3(0.0));\n"
+ "\tvec3 c1 = c * (1.0 / 12.92);\n"
+ "\tvec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));\n"
+ "\treturn mix(c1, c2, step(vec3(0.04045), c));\n"
+ "}\n\n"
);
/* Prototype because defined later. */
- BLI_dynstr_append(ds,
- "vec2 hair_get_customdata_vec2(const samplerBuffer);\n"
- "vec3 hair_get_customdata_vec3(const samplerBuffer);\n"
- "vec4 hair_get_customdata_vec4(const samplerBuffer);\n"
- "vec3 hair_get_strand_pos(void);\n"
- "\n"
+ BLI_dynstr_append(
+ ds,
+ "vec2 hair_get_customdata_vec2(const samplerBuffer);\n"
+ "vec3 hair_get_customdata_vec3(const samplerBuffer);\n"
+ "vec4 hair_get_customdata_vec4(const samplerBuffer);\n"
+ "vec3 hair_get_strand_pos(void);\n"
+ "\n"
);
BLI_dynstr_append(ds, "void pass_attrib(in vec3 position) {\n");
@@ -1001,16 +1021,19 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_TANGENT) {
/* Not supported by hairs */
- BLI_dynstr_appendf(ds, "\tvar%d%s = vec4(0.0);\n",
- input->attribid, use_geom ? "g" : "");
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s = vec4(0.0);\n",
+ input->attribid, use_geom ? "g" : "");
}
else if (input->attribtype == CD_ORCO) {
- BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n",
- input->attribid, use_geom ? "g" : "");
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n",
+ input->attribid, use_geom ? "g" : "");
}
else {
- BLI_dynstr_appendf(ds, "\tvar%d%s = hair_get_customdata_%s(att%d);\n",
- input->attribid, use_geom ? "g" : "", GPU_DATATYPE_STR[input->type], input->attribid);
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s = hair_get_customdata_%s(att%d);\n",
+ input->attribid, use_geom ? "g" : "", GPU_DATATYPE_STR[input->type], input->attribid);
}
}
}
@@ -1030,21 +1053,25 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
input->attribid, use_geom ? "g" : "", input->attribid);
}
else if (input->attribtype == CD_ORCO) {
- BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
- input->attribid, use_geom ? "g" : "");
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
+ input->attribid, use_geom ? "g" : "");
}
else if (input->attribtype == CD_MCOL) {
- BLI_dynstr_appendf(ds, "\tvar%d%s = srgb_to_linear_attrib(att%d);\n",
- input->attribid, use_geom ? "g" : "", input->attribid);
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s = srgb_to_linear_attrib(att%d);\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
}
else if (input->attribtype == CD_AUTO_FROM_NAME) {
- BLI_dynstr_appendf(ds, "\tvar%d%s = (att%d_is_srgb) ? srgb_to_linear_attrib(att%d) : att%d;\n",
- input->attribid, use_geom ? "g" : "",
- input->attribid, input->attribid, input->attribid);
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s = (att%d_is_srgb) ? srgb_to_linear_attrib(att%d) : att%d;\n",
+ input->attribid, use_geom ? "g" : "",
+ input->attribid, input->attribid, input->attribid);
}
else {
- BLI_dynstr_appendf(ds, "\tvar%d%s = att%d;\n",
- input->attribid, use_geom ? "g" : "", input->attribid);
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s = att%d;\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
}
}
}
@@ -1083,12 +1110,14 @@ static char *code_generate_geometry(ListBase *nodes, const char *geom_code)
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
- BLI_dynstr_appendf(ds, "in %s var%dg[];\n",
- GPU_DATATYPE_STR[input->type],
- input->attribid);
- BLI_dynstr_appendf(ds, "out %s var%d;\n",
- GPU_DATATYPE_STR[input->type],
- input->attribid);
+ BLI_dynstr_appendf(
+ ds, "in %s var%dg[];\n",
+ GPU_DATATYPE_STR[input->type],
+ input->attribid);
+ BLI_dynstr_appendf(
+ ds, "out %s var%d;\n",
+ GPU_DATATYPE_STR[input->type],
+ input->attribid);
}
}
}
@@ -1382,8 +1411,8 @@ static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type)
case SOCK_RGBA:
return "set_rgba";
default:
- BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype");
- return NULL;
+ BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype");
+ return NULL;
}
}
@@ -1553,8 +1582,9 @@ void GPU_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
attribs->layer[a].type = input->attribtype;
attribs->layer[a].attribid = input->attribid;
- BLI_strncpy(attribs->layer[a].name, input->attribname,
- sizeof(attribs->layer[a].name));
+ BLI_strncpy(
+ attribs->layer[a].name, input->attribname,
+ sizeof(attribs->layer[a].name));
}
else {
input->attribid = attribs->layer[a].attribid;
@@ -1966,11 +1996,12 @@ GPUPass *GPU_generate_pass_new(
void GPU_pass_compile(GPUPass *pass)
{
if (!pass->compiled) {
- pass->shader = GPU_shader_create(pass->vertexcode,
- pass->fragmentcode,
- pass->geometrycode,
- NULL,
- pass->defines);
+ pass->shader = GPU_shader_create(
+ pass->vertexcode,
+ pass->fragmentcode,
+ pass->geometrycode,
+ NULL,
+ pass->defines);
pass->compiled = true;
}
}
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index e2c83d6fadf..965caba0955 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -107,7 +107,7 @@ static bool is_over_resolution_limit(GLenum textarget, int w, int h)
int size = (textarget == GL_TEXTURE_2D) ?
GPU_max_texture_size() : GPU_max_cube_map_size();
int reslimit = (U.glreslimit != 0) ?
- min_ii(U.glreslimit, size) : size;
+ min_ii(U.glreslimit, size) : size;
return (w > reslimit || h > reslimit);
}
@@ -239,42 +239,48 @@ typedef struct VerifyThreadData {
float *srgb_frect;
} VerifyThreadData;
-static void gpu_verify_high_bit_srgb_buffer_slice(float *srgb_frect,
- ImBuf *ibuf,
- const int start_line,
- const int height)
+static void gpu_verify_high_bit_srgb_buffer_slice(
+ float *srgb_frect,
+ ImBuf *ibuf,
+ const int start_line,
+ const int height)
{
size_t offset = ibuf->channels * start_line * ibuf->x;
float *current_srgb_frect = srgb_frect + offset;
float *current_rect_float = ibuf->rect_float + offset;
- IMB_buffer_float_from_float(current_srgb_frect,
- current_rect_float,
- ibuf->channels,
- IB_PROFILE_SRGB,
- IB_PROFILE_LINEAR_RGB, true,
- ibuf->x, height,
- ibuf->x, ibuf->x);
+ IMB_buffer_float_from_float(
+ current_srgb_frect,
+ current_rect_float,
+ ibuf->channels,
+ IB_PROFILE_SRGB,
+ IB_PROFILE_LINEAR_RGB, true,
+ ibuf->x, height,
+ ibuf->x, ibuf->x);
IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
}
-static void verify_thread_do(void *data_v,
- int start_scanline,
- int num_scanlines)
+static void verify_thread_do(
+ void *data_v,
+ int start_scanline,
+ int num_scanlines)
{
VerifyThreadData *data = (VerifyThreadData *)data_v;
- gpu_verify_high_bit_srgb_buffer_slice(data->srgb_frect,
- data->ibuf,
- start_scanline,
- num_scanlines);
+ gpu_verify_high_bit_srgb_buffer_slice(
+ data->srgb_frect,
+ data->ibuf,
+ start_scanline,
+ num_scanlines);
}
-static void gpu_verify_high_bit_srgb_buffer(float *srgb_frect,
- ImBuf *ibuf)
+static void gpu_verify_high_bit_srgb_buffer(
+ float *srgb_frect,
+ ImBuf *ibuf)
{
if (ibuf->y < 64) {
- gpu_verify_high_bit_srgb_buffer_slice(srgb_frect,
- ibuf,
- 0, ibuf->y);
+ gpu_verify_high_bit_srgb_buffer_slice(
+ srgb_frect,
+ ibuf,
+ 0, ibuf->y);
}
else {
VerifyThreadData data;
@@ -284,11 +290,12 @@ static void gpu_verify_high_bit_srgb_buffer(float *srgb_frect,
}
}
-GPUTexture *GPU_texture_from_blender(Image *ima,
- ImageUser *iuser,
- int textarget,
- bool is_data,
- double UNUSED(time))
+GPUTexture *GPU_texture_from_blender(
+ Image *ima,
+ ImageUser *iuser,
+ int textarget,
+ bool is_data,
+ double UNUSED(time))
{
if (ima == NULL) {
return NULL;
@@ -363,11 +370,14 @@ GPUTexture *GPU_texture_from_blender(Image *ima,
const bool mipmap = GPU_get_mipmap();
#ifdef WITH_DDS
- if (ibuf->ftype == IMB_FTYPE_DDS)
+ if (ibuf->ftype == IMB_FTYPE_DDS) {
GPU_create_gl_tex_compressed(&bindcode, rect, rectw, recth, textarget, mipmap, ima, ibuf);
+ }
else
#endif
+ {
GPU_create_gl_tex(&bindcode, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
+ }
/* mark as non-color data texture */
if (bindcode) {
@@ -556,8 +566,9 @@ void GPU_create_gl_tex(
if (mip_cube_map) {
for (int j = 0; j < 6; j++) {
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
- informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
+ glTexImage2D(
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
+ informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
}
}
gpu_del_cube_map(mip_cube_map);
@@ -639,8 +650,9 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf)
size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
- glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
- 0, size, ibuf->dds_data.data + offset);
+ glCompressedTexImage2D(
+ GL_TEXTURE_2D, i, format, width, height,
+ 0, size, ibuf->dds_data.data + offset);
offset += size;
width >>= 1;
@@ -755,8 +767,9 @@ static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x,
ImBuf *ibuf_scale = IMB_allocFromBuffer(NULL, frect, w, h);
IMB_scaleImBuf(ibuf_scale, rectw, recth);
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
- GL_FLOAT, ibuf_scale->rect_float);
+ glTexSubImage2D(
+ GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
+ GL_FLOAT, ibuf_scale->rect_float);
IMB_freeImBuf(ibuf_scale);
}
@@ -775,8 +788,9 @@ static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x,
}
}
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
- GL_UNSIGNED_BYTE, scalerect);
+ glTexSubImage2D(
+ GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
+ GL_UNSIGNED_BYTE, scalerect);
MEM_freeN(scalerect);
}
@@ -860,8 +874,9 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
- GL_UNSIGNED_BYTE, ibuf->rect);
+ glTexSubImage2D(
+ GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
+ GL_UNSIGNED_BYTE, ibuf->rect);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
@@ -913,8 +928,9 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2],
- GPU_R8, smoke_get_density(sds->fluid), NULL);
+ sds->tex = GPU_texture_create_3D(
+ sds->res[0], sds->res[1], sds->res[2],
+ GPU_R8, smoke_get_density(sds->fluid), NULL);
/* Swizzle the RGBA components to read the Red channel so
* that the shader stay the same for colored and non color
@@ -926,10 +942,12 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
GPU_texture_unbind(sds->tex);
}
- sds->tex_flame = (smoke_has_fuel(sds->fluid)) ?
- GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2],
- GPU_R8, smoke_get_flame(sds->fluid), NULL) :
- NULL;
+ sds->tex_flame = (
+ smoke_has_fuel(sds->fluid) ?
+ GPU_texture_create_3D(
+ sds->res[0], sds->res[1], sds->res[2],
+ GPU_R8, smoke_get_flame(sds->fluid), NULL) :
+ NULL);
}
else if (!sds->tex && highres) {
/* rgba texture for color + density */
@@ -941,8 +959,9 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
- GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
+ sds->tex = GPU_texture_create_3D(
+ sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
+ GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
/* Swizzle the RGBA components to read the Red channel so
* that the shader stay the same for colored and non color
@@ -954,14 +973,17 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
GPU_texture_unbind(sds->tex);
}
- sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ?
- GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
- GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
- NULL;
+ sds->tex_flame = (
+ smoke_turbulence_has_fuel(sds->wt) ?
+ GPU_texture_create_3D(
+ sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
+ GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
+ NULL);
}
- sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2],
- GPU_R8, sds->shadow, NULL);
+ sds->tex_shadow = GPU_texture_create_3D(
+ sds->res[0], sds->res[1], sds->res[2],
+ GPU_R8, sds->shadow, NULL);
}
#else // WITH_SMOKE
(void)highres;
@@ -1301,10 +1323,10 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
{
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
for (i = size; i--; col++) { \
- if ((c = *col)) { \
- *col = INDEX_FROM_BUF_BITS(c); \
- } \
- } ((void)0)
+ if ((c = *col)) { \
+ *col = INDEX_FROM_BUF_BITS(c); \
+ } \
+ } ((void)0)
if (size > 0) {
unsigned int i, c;
diff --git a/source/blender/gpu/intern/gpu_element.c b/source/blender/gpu/intern/gpu_element.c
index 1b5a08ac35c..9abfed2db05 100644
--- a/source/blender/gpu/intern/gpu_element.c
+++ b/source/blender/gpu/intern/gpu_element.c
@@ -46,7 +46,7 @@ static GLenum convert_index_type_to_gl(GPUIndexBufType type)
return table[type];
}
-uint GPU_indexbuf_size_get(const GPUIndexBuf* elem)
+uint GPU_indexbuf_size_get(const GPUIndexBuf *elem)
{
#if GPU_TRACK_INDEX_RANGE
static const uint table[] = {
@@ -61,7 +61,7 @@ uint GPU_indexbuf_size_get(const GPUIndexBuf* elem)
}
void GPU_indexbuf_init_ex(
- GPUIndexBufBuilder* builder, GPUPrimType prim_type,
+ GPUIndexBufBuilder *builder, GPUPrimType prim_type,
uint index_len, uint vertex_len, bool use_prim_restart)
{
builder->use_prim_restart = use_prim_restart;
@@ -72,7 +72,7 @@ void GPU_indexbuf_init_ex(
builder->data = calloc(builder->max_index_len, sizeof(uint));
}
-void GPU_indexbuf_init(GPUIndexBufBuilder* builder, GPUPrimType prim_type, uint prim_len, uint vertex_len)
+void GPU_indexbuf_init(GPUIndexBufBuilder *builder, GPUPrimType prim_type, uint prim_len, uint vertex_len)
{
uint verts_per_prim = 0;
switch (prim_type) {
@@ -98,7 +98,7 @@ void GPU_indexbuf_init(GPUIndexBufBuilder* builder, GPUPrimType prim_type, uint
GPU_indexbuf_init_ex(builder, prim_type, prim_len * verts_per_prim, vertex_len, false);
}
-void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder* builder, uint v)
+void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder *builder, uint v)
{
#if TRUST_NO_ONE
assert(builder->data != NULL);
@@ -108,7 +108,7 @@ void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder* builder, uint v)
builder->data[builder->index_len++] = v;
}
-void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder* builder)
+void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder *builder)
{
#if TRUST_NO_ONE
assert(builder->data != NULL);
@@ -118,7 +118,7 @@ void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder* builder)
builder->data[builder->index_len++] = GPU_PRIM_RESTART;
}
-void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder* builder, uint v)
+void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder *builder, uint v)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_POINTS);
@@ -126,7 +126,7 @@ void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder* builder, uint v)
GPU_indexbuf_add_generic_vert(builder, v);
}
-void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder* builder, uint v1, uint v2)
+void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder *builder, uint v1, uint v2)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_LINES);
@@ -136,7 +136,7 @@ void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder* builder, uint v1, uint v2)
GPU_indexbuf_add_generic_vert(builder, v2);
}
-void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder* builder, uint v1, uint v2, uint v3)
+void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_TRIS);
@@ -147,7 +147,7 @@ void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder* builder, uint v1, uint v2, u
GPU_indexbuf_add_generic_vert(builder, v3);
}
-void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder* builder, uint v1, uint v2, uint v3, uint v4)
+void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3, uint v4)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_LINES_ADJ);
@@ -163,7 +163,7 @@ void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder* builder, uint v1, uint
/* Everything remains 32 bit while building to keep things simple.
* Find min/max after, then convert to smallest index type possible. */
-static uint index_range(const uint values[], uint value_len, uint* min_out, uint* max_out)
+static uint index_range(const uint values[], uint value_len, uint *min_out, uint *max_out)
{
if (value_len == 0) {
*min_out = 0;
@@ -186,7 +186,7 @@ static uint index_range(const uint values[], uint value_len, uint* min_out, uint
return max_value - min_value;
}
-static void squeeze_indices_byte(GPUIndexBufBuilder *builder, GPUIndexBuf* elem)
+static void squeeze_indices_byte(GPUIndexBufBuilder *builder, GPUIndexBuf *elem)
{
const uint *values = builder->data;
const uint index_len = elem->index_len;
@@ -212,7 +212,7 @@ static void squeeze_indices_byte(GPUIndexBufBuilder *builder, GPUIndexBuf* elem)
}
}
-static void squeeze_indices_short(GPUIndexBufBuilder *builder, GPUIndexBuf* elem)
+static void squeeze_indices_short(GPUIndexBufBuilder *builder, GPUIndexBuf *elem)
{
const uint *values = builder->data;
const uint index_len = elem->index_len;
@@ -240,14 +240,14 @@ static void squeeze_indices_short(GPUIndexBufBuilder *builder, GPUIndexBuf* elem
#endif /* GPU_TRACK_INDEX_RANGE */
-GPUIndexBuf* GPU_indexbuf_build(GPUIndexBufBuilder* builder)
+GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *builder)
{
- GPUIndexBuf* elem = calloc(1, sizeof(GPUIndexBuf));
+ GPUIndexBuf *elem = calloc(1, sizeof(GPUIndexBuf));
GPU_indexbuf_build_in_place(builder, elem);
return elem;
}
-void GPU_indexbuf_build_in_place(GPUIndexBufBuilder* builder, GPUIndexBuf* elem)
+void GPU_indexbuf_build_in_place(GPUIndexBufBuilder *builder, GPUIndexBuf *elem)
{
#if TRUST_NO_ONE
assert(builder->data != NULL);
@@ -294,12 +294,12 @@ void GPU_indexbuf_build_in_place(GPUIndexBufBuilder* builder, GPUIndexBuf* elem)
/* other fields are safe to leave */
}
-void GPU_indexbuf_use(GPUIndexBuf* elem)
+void GPU_indexbuf_use(GPUIndexBuf *elem)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elem->vbo_id);
}
-void GPU_indexbuf_discard(GPUIndexBuf* elem)
+void GPU_indexbuf_discard(GPUIndexBuf *elem)
{
if (elem->vbo_id) {
GPU_buf_id_free(elem->vbo_id);
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index ffc72718e42..d28b82ac3cd 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -121,7 +121,7 @@ static GPUTexture *framebuffer_get_depth_tex(GPUFrameBuffer *fb)
if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex)
return fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex;
else
- return fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;;
+ return fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;
}
static GPUTexture *framebuffer_get_color_tex(GPUFrameBuffer *fb, int slot)
@@ -167,12 +167,12 @@ static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
void gpu_framebuffer_module_init(void)
{
- BLI_thread_local_create(g_currentfb);
+ BLI_thread_local_create(g_currentfb);
}
void gpu_framebuffer_module_exit(void)
{
- BLI_thread_local_delete(g_currentfb);
+ BLI_thread_local_delete(g_currentfb);
}
static uint gpu_framebuffer_current_get(void)
@@ -340,8 +340,9 @@ static void gpu_framebuffer_attachment_attach(GPUAttachment *attach, GPUAttachme
if (attach->layer > -1) {
if (GPU_texture_cube(attach->tex)) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach->layer,
- tex_bind, attach->mip);
+ glFramebufferTexture2D(
+ GL_FRAMEBUFFER, gl_attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach->layer,
+ tex_bind, attach->mip);
}
else {
glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attachment, tex_bind, attach->mip, attach->layer);
@@ -518,7 +519,7 @@ void GPU_framebuffer_read_color(
case 1: type = GL_RED; break;
case 2: type = GL_RG; break;
case 3: type = GL_RGB; break;
- case 4: type = GL_RGBA; break;
+ case 4: type = GL_RGBA; break;
default:
BLI_assert(false && "wrong number of read channels");
return;
@@ -549,12 +550,14 @@ void GPU_framebuffer_blit(
const bool do_depth = (blit_buffers & GPU_DEPTH_BIT);
const bool do_stencil = (blit_buffers & GPU_STENCIL_BIT);
- GPUTexture *read_tex = (do_depth || do_stencil)
- ? framebuffer_get_depth_tex(fb_read)
- : framebuffer_get_color_tex(fb_read, read_slot);
- GPUTexture *write_tex = (do_depth || do_stencil)
- ? framebuffer_get_depth_tex(fb_write)
- : framebuffer_get_color_tex(fb_write, read_slot);
+ GPUTexture *read_tex = (
+ (do_depth || do_stencil) ?
+ framebuffer_get_depth_tex(fb_read) :
+ framebuffer_get_color_tex(fb_read, read_slot));
+ GPUTexture *write_tex = (
+ (do_depth || do_stencil) ?
+ framebuffer_get_depth_tex(fb_write) :
+ framebuffer_get_color_tex(fb_write, read_slot));
if (do_depth) {
BLI_assert(GPU_texture_depth(read_tex) && GPU_texture_depth(write_tex));
@@ -585,9 +588,10 @@ void GPU_framebuffer_blit(
GLbitfield mask = convert_buffer_bits_to_gl(blit_buffers);
- glBlitFramebuffer(0, 0, fb_read->width, fb_read->height,
- 0, 0, fb_write->width, fb_write->height,
- mask, GL_NEAREST);
+ glBlitFramebuffer(
+ 0, 0, fb_read->width, fb_read->height,
+ 0, 0, fb_write->width, fb_write->height,
+ mask, GL_NEAREST);
/* Restore previous framebuffer */
if (fb_write->object == prev_fb) {
@@ -679,7 +683,8 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool dept
ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
- ofs->color = GPU_texture_create_2D_multisample(width, height,
+ ofs->color = GPU_texture_create_2D_multisample(
+ width, height,
(high_bitdepth) ? GPU_RGBA16F : GPU_RGBA8, NULL, samples, err_out);
if (depth) {
@@ -776,14 +781,16 @@ void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
/* create texture for new 'fbo_blit' */
glGenTextures(1, &tex_blit);
glBindTexture(GL_TEXTURE_2D, tex_blit);
- glTexImage2D(GL_TEXTURE_2D, 0, (type == GL_FLOAT) ? GL_RGBA16F : GL_RGBA8,
- w, h, 0, GL_RGBA, type, 0);
+ glTexImage2D(
+ GL_TEXTURE_2D, 0, (type == GL_FLOAT) ? GL_RGBA16F : GL_RGBA8,
+ w, h, 0, GL_RGBA, type, 0);
/* write into new single-sample buffer */
glGenFramebuffers(1, &fbo_blit);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_blit);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, tex_blit, 0);
+ glFramebufferTexture2D(
+ GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, tex_blit, 0);
GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index a320935919a..06b487fbb25 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -45,17 +45,17 @@
#include <stdlib.h>
/* necessary functions from matrix API */
-extern void GPU_matrix_bind(const GPUShaderInterface*);
+extern void GPU_matrix_bind(const GPUShaderInterface *);
extern bool GPU_matrix_dirty_get(void);
typedef struct {
/* TODO: organize this struct by frequency of change (run-time) */
- GPUBatch* batch;
- GPUContext* context;
+ GPUBatch *batch;
+ GPUContext *context;
/* current draw call */
- GLubyte* buffer_data;
+ GLubyte *buffer_data;
uint buffer_offset;
uint buffer_bytes_mapped;
uint vertex_len;
@@ -66,14 +66,14 @@ typedef struct {
/* current vertex */
uint vertex_idx;
- GLubyte* vertex_data;
+ GLubyte *vertex_data;
uint16_t unassigned_attrib_bits; /* which attributes of current vertex have not been given values? */
GLuint vbo_id;
GLuint vao_id;
GLuint bound_program;
- const GPUShaderInterface* shader_interface;
+ const GPUShaderInterface *shader_interface;
GPUAttrBinding attrib_binding;
uint16_t prev_enabled_attrib_bits; /* <-- only affects this VAO, so we're ok */
} Immediate;
@@ -131,13 +131,13 @@ void immDestroy(void)
initialized = false;
}
-GPUVertFormat* immVertexFormat(void)
+GPUVertFormat *immVertexFormat(void)
{
GPU_vertformat_clear(&imm.vertex_format);
return &imm.vertex_format;
}
-void immBindProgram(GLuint program, const GPUShaderInterface* shaderface)
+void immBindProgram(GLuint program, const GPUShaderInterface *shaderface)
{
#if TRUST_NO_ONE
assert(imm.bound_program == 0);
@@ -261,7 +261,7 @@ void immBeginAtMost(GPUPrimType prim_type, uint vertex_len)
}
-GPUBatch* immBeginBatch(GPUPrimType prim_type, uint vertex_len)
+GPUBatch *immBeginBatch(GPUPrimType prim_type, uint vertex_len)
{
#if TRUST_NO_ONE
assert(initialized);
@@ -273,7 +273,7 @@ GPUBatch* immBeginBatch(GPUPrimType prim_type, uint vertex_len)
imm.vertex_idx = 0;
imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
- GPUVertBuf* verts = GPU_vertbuf_create_with_format(&imm.vertex_format);
+ GPUVertBuf *verts = GPU_vertbuf_create_with_format(&imm.vertex_format);
GPU_vertbuf_data_alloc(verts, vertex_len);
imm.buffer_bytes_mapped = GPU_vertbuf_size_get(verts);
@@ -285,7 +285,7 @@ GPUBatch* immBeginBatch(GPUPrimType prim_type, uint vertex_len)
return imm.batch;
}
-GPUBatch* immBeginBatchAtMost(GPUPrimType prim_type, uint vertex_len)
+GPUBatch *immBeginBatchAtMost(GPUPrimType prim_type, uint vertex_len)
{
imm.strict_vertex_len = false;
return immBeginBatch(prim_type, vertex_len);
@@ -316,10 +316,10 @@ static void immDrawSetup(void)
const uint stride = imm.vertex_format.stride;
for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
- const GPUVertAttr* a = imm.vertex_format.attribs + a_idx;
+ const GPUVertAttr *a = imm.vertex_format.attribs + a_idx;
const uint offset = imm.buffer_offset + a->offset;
- const GLvoid* pointer = (const GLubyte*)0 + offset;
+ const GLvoid *pointer = (const GLubyte *)0 + offset;
const uint loc = read_attrib_location(&imm.attrib_binding, a_idx);
@@ -413,7 +413,7 @@ static void setAttribValueBit(uint attrib_id)
void immAttrib1f(uint attrib_id, float x)
{
- GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_F32);
@@ -423,7 +423,7 @@ void immAttrib1f(uint attrib_id, float x)
#endif
setAttribValueBit(attrib_id);
- float* data = (float*)(imm.vertex_data + attrib->offset);
+ float *data = (float *)(imm.vertex_data + attrib->offset);
/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
data[0] = x;
@@ -431,7 +431,7 @@ void immAttrib1f(uint attrib_id, float x)
void immAttrib2f(uint attrib_id, float x, float y)
{
- GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_F32);
@@ -441,7 +441,7 @@ void immAttrib2f(uint attrib_id, float x, float y)
#endif
setAttribValueBit(attrib_id);
- float* data = (float*)(imm.vertex_data + attrib->offset);
+ float *data = (float *)(imm.vertex_data + attrib->offset);
/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
data[0] = x;
@@ -450,7 +450,7 @@ void immAttrib2f(uint attrib_id, float x, float y)
void immAttrib3f(uint attrib_id, float x, float y, float z)
{
- GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_F32);
@@ -460,7 +460,7 @@ void immAttrib3f(uint attrib_id, float x, float y, float z)
#endif
setAttribValueBit(attrib_id);
- float* data = (float*)(imm.vertex_data + attrib->offset);
+ float *data = (float *)(imm.vertex_data + attrib->offset);
/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
data[0] = x;
@@ -470,7 +470,7 @@ void immAttrib3f(uint attrib_id, float x, float y, float z)
void immAttrib4f(uint attrib_id, float x, float y, float z, float w)
{
- GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_F32);
@@ -480,7 +480,7 @@ void immAttrib4f(uint attrib_id, float x, float y, float z, float w)
#endif
setAttribValueBit(attrib_id);
- float* data = (float*)(imm.vertex_data + attrib->offset);
+ float *data = (float *)(imm.vertex_data + attrib->offset);
/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
data[0] = x;
@@ -491,7 +491,7 @@ void immAttrib4f(uint attrib_id, float x, float y, float z, float w)
void immAttrib1u(uint attrib_id, uint x)
{
- GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_U32);
@@ -501,14 +501,14 @@ void immAttrib1u(uint attrib_id, uint x)
#endif
setAttribValueBit(attrib_id);
- uint* data = (uint*)(imm.vertex_data + attrib->offset);
+ uint *data = (uint *)(imm.vertex_data + attrib->offset);
data[0] = x;
}
void immAttrib2i(uint attrib_id, int x, int y)
{
- GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_I32);
@@ -518,7 +518,7 @@ void immAttrib2i(uint attrib_id, int x, int y)
#endif
setAttribValueBit(attrib_id);
- int* data = (int*)(imm.vertex_data + attrib->offset);
+ int *data = (int *)(imm.vertex_data + attrib->offset);
data[0] = x;
data[1] = y;
@@ -526,7 +526,7 @@ void immAttrib2i(uint attrib_id, int x, int y)
void immAttrib2s(uint attrib_id, short x, short y)
{
- GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_I16);
@@ -536,7 +536,7 @@ void immAttrib2s(uint attrib_id, short x, short y)
#endif
setAttribValueBit(attrib_id);
- short* data = (short*)(imm.vertex_data + attrib->offset);
+ short *data = (short *)(imm.vertex_data + attrib->offset);
data[0] = x;
data[1] = y;
@@ -559,7 +559,7 @@ void immAttrib4fv(uint attrib_id, const float data[4])
void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b)
{
- GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_U8);
@@ -569,7 +569,7 @@ void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned cha
#endif
setAttribValueBit(attrib_id);
- GLubyte* data = imm.vertex_data + attrib->offset;
+ GLubyte *data = imm.vertex_data + attrib->offset;
/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
data[0] = r;
@@ -579,7 +579,7 @@ void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned cha
void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
- GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GPU_COMP_U8);
@@ -589,7 +589,7 @@ void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned cha
#endif
setAttribValueBit(attrib_id);
- GLubyte* data = imm.vertex_data + attrib->offset;
+ GLubyte *data = imm.vertex_data + attrib->offset;
/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
data[0] = r;
@@ -633,11 +633,11 @@ static void immEndVertex(void) /* and move on to the next vertex */
#endif
for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
if ((imm.unassigned_attrib_bits >> a_idx) & 1) {
- const GPUVertAttr* a = imm.vertex_format.attribs + a_idx;
+ const GPUVertAttr *a = imm.vertex_format.attribs + a_idx;
/* printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx); */
- GLubyte* data = imm.vertex_data + a->offset;
+ GLubyte *data = imm.vertex_data + a->offset;
memcpy(data, data - imm.vertex_format.stride, a->sz);
/* TODO: consolidate copy of adjacent attributes */
}
@@ -714,31 +714,31 @@ void immVertex2iv(uint attrib_id, const int data[2])
#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)
+void immUniform1f(const char *name, float x)
{
GET_UNIFORM
glUniform1f(uniform->location, x);
}
-void immUniform2f(const char* name, float x, float y)
+void immUniform2f(const char *name, float x, float y)
{
GET_UNIFORM
glUniform2f(uniform->location, x, y);
}
-void immUniform2fv(const char* name, const float data[2])
+void immUniform2fv(const char *name, const float data[2])
{
GET_UNIFORM
glUniform2fv(uniform->location, 1, data);
}
-void immUniform3f(const char* name, float x, float y, float z)
+void immUniform3f(const char *name, float x, float y, float z)
{
GET_UNIFORM
glUniform3f(uniform->location, x, y, z);
}
-void immUniform3fv(const char* name, const float data[3])
+void immUniform3fv(const char *name, const float data[3])
{
GET_UNIFORM
glUniform3fv(uniform->location, 1, data);
@@ -747,7 +747,7 @@ void immUniform3fv(const char* name, const float data[3])
/* can increase this limit or move to another file */
#define MAX_UNIFORM_NAME_LEN 60
-void immUniformArray3fv(const char* bare_name, const float *data, int count)
+void immUniformArray3fv(const char *bare_name, const float *data, int count)
{
/* look up "name[0]" when given "name" */
const size_t len = strlen(bare_name);
@@ -765,19 +765,19 @@ void immUniformArray3fv(const char* bare_name, const float *data, int count)
glUniform3fv(uniform->location, count, data);
}
-void immUniform4f(const char* name, float x, float y, float z, float w)
+void immUniform4f(const char *name, float x, float y, float z, float w)
{
GET_UNIFORM
glUniform4f(uniform->location, x, y, z, w);
}
-void immUniform4fv(const char* name, const float data[4])
+void immUniform4fv(const char *name, const float data[4])
{
GET_UNIFORM
glUniform4fv(uniform->location, 1, data);
}
-void immUniformArray4fv(const char* bare_name, const float *data, int count)
+void immUniformArray4fv(const char *bare_name, const float *data, int count)
{
/* look up "name[0]" when given "name" */
const size_t len = strlen(bare_name);
@@ -795,19 +795,19 @@ void immUniformArray4fv(const char* bare_name, const float *data, int count)
glUniform4fv(uniform->location, count, data);
}
-void immUniformMatrix4fv(const char* name, const float data[4][4])
+void immUniformMatrix4fv(const char *name, const float data[4][4])
{
GET_UNIFORM
glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (float *)data);
}
-void immUniform1i(const char* name, int x)
+void immUniform1i(const char *name, int x)
{
GET_UNIFORM
glUniform1i(uniform->location, x);
}
-void immUniform4iv(const char* name, const int data[4])
+void immUniform4iv(const char *name, const int data[4])
{
GET_UNIFORM
glUniform4iv(uniform->location, 1, data);
@@ -817,7 +817,7 @@ void immUniform4iv(const char* name, const int data[4])
void immUniformColor4f(float r, float g, float b, float a)
{
- const GPUShaderInput* uniform = GPU_shaderinterface_uniform_builtin(imm.shader_interface, GPU_UNIFORM_COLOR);
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(imm.shader_interface, GPU_UNIFORM_COLOR);
#if TRUST_NO_ONE
assert(uniform != NULL);
#endif
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index b794048087a..cf594367bdf 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -269,14 +269,14 @@ void imm_draw_circle_fill_3d(unsigned pos, float x, float y, float rad, int nseg
}
/**
-* Draw a lined box.
-*
-* \param pos The vertex attribute number for position.
-* \param x1 left.
-* \param y1 bottom.
-* \param x2 right.
-* \param y2 top.
-*/
+ * Draw a lined box.
+ *
+ * \param pos The vertex attribute number for position.
+ * \param x1 left.
+ * \param y1 bottom.
+ * \param x2 right.
+ * \param y2 top.
+ */
void imm_draw_box_wire_2d(unsigned pos, float x1, float y1, float x2, float y2)
{
immBegin(GPU_PRIM_LINE_LOOP, 4);
@@ -353,17 +353,17 @@ void imm_draw_cube_wire_3d(uint pos, const float co[3], const float aspect[3])
}
/**
-* Draw a cylinder. Replacement for gluCylinder.
-* _warning_ : Slow, better use it only if you no other choices.
-*
-* \param pos The vertex attribute number for position.
-* \param nor The vertex attribute number for normal.
-* \param base Specifies the radius of the cylinder at z = 0.
-* \param top Specifies the radius of the cylinder at z = height.
-* \param height Specifies the height of the cylinder.
-* \param slices Specifies the number of subdivisions around the z axis.
-* \param stacks Specifies the number of subdivisions along the z axis.
-*/
+ * Draw a cylinder. Replacement for gluCylinder.
+ * _warning_ : Slow, better use it only if you no other choices.
+ *
+ * \param pos The vertex attribute number for position.
+ * \param nor The vertex attribute number for normal.
+ * \param base Specifies the radius of the cylinder at z = 0.
+ * \param top Specifies the radius of the cylinder at z = height.
+ * \param height Specifies the height of the cylinder.
+ * \param slices Specifies the number of subdivisions around the z axis.
+ * \param stacks Specifies the number of subdivisions along the z axis.
+ */
void imm_draw_cylinder_fill_normal_3d(
unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks)
{
@@ -384,10 +384,10 @@ void imm_draw_cylinder_fill_normal_3d(
float h1 = height * ((float)j / (float)stacks);
float h2 = height * ((float)(j + 1) / (float)stacks);
- float v1[3] = {r1 *cos2, r1 * sin2, h1};
- float v2[3] = {r2 *cos2, r2 * sin2, h2};
- float v3[3] = {r2 *cos1, r2 * sin1, h2};
- float v4[3] = {r1 *cos1, r1 * sin1, h1};
+ float v1[3] = {r1 * cos2, r1 * sin2, h1};
+ float v2[3] = {r2 * cos2, r2 * sin2, h2};
+ float v3[3] = {r2 * cos1, r2 * sin1, h2};
+ float v4[3] = {r1 * cos1, r1 * sin1, h1};
float n1[3], n2[3];
/* calc normals */
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index bd0e35f5ab6..9566f091ada 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -659,14 +659,15 @@ GPUMaterial *GPU_material_from_nodetree(
GPU_nodes_prune(&mat->nodes, mat->outlink);
GPU_nodes_get_vertex_attributes(&mat->nodes, &mat->attribs);
/* Create source code and search pass cache for an already compiled version. */
- mat->pass = GPU_generate_pass_new(mat,
- mat->outlink,
- &mat->attribs,
- &mat->nodes,
- vert_code,
- geom_code,
- frag_lib,
- defines);
+ mat->pass = GPU_generate_pass_new(
+ mat,
+ mat->outlink,
+ &mat->attribs,
+ &mat->nodes,
+ vert_code,
+ geom_code,
+ frag_lib,
+ defines);
if (mat->pass == NULL) {
/* We had a cache hit and the shader has already failed to compile. */
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
index 87fcc5f25a3..0fa4a158c00 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -110,7 +110,7 @@ static void checkmat(cosnt float *m)
}
}
-#define CHECKMAT(m) checkmat((const float*)m)
+#define CHECKMAT(m) checkmat((const float *)m)
#else
diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c
index 7023e44d289..1c0e7ed4c1c 100644
--- a/source/blender/gpu/intern/gpu_select.c
+++ b/source/blender/gpu/intern/gpu_select.c
@@ -242,7 +242,7 @@ bool GPU_select_is_cached(void)
const uint *GPU_select_buffer_near(const uint *buffer, int hits)
{
const uint *buffer_near = NULL;
- uint depth_min = (uint)-1;
+ uint depth_min = (uint) - 1;
for (int i = 0; i < hits; i++) {
if (buffer[1] < depth_min) {
BLI_assert(buffer[3] != -1);
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index c5325b6ff21..1eae073d9c0 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -214,8 +214,9 @@ static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
}
}
-static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
- bool use_opensubdiv)
+static void gpu_shader_standard_defines(
+ char defines[MAX_DEFINE_LENGTH],
+ bool use_opensubdiv)
{
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
@@ -244,11 +245,12 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
* a global typedef which we don't have better place to define
* in yet.
*/
- strcat(defines, "struct VertexData {\n"
- " vec4 position;\n"
- " vec3 normal;\n"
- " vec2 uv;"
- "};\n");
+ strcat(defines,
+ "struct VertexData {\n"
+ " vec4 position;\n"
+ " vec3 normal;\n"
+ " vec2 uv;"
+ "};\n");
}
#else
UNUSED_VARS(use_opensubdiv);
@@ -257,21 +259,23 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
return;
}
-GPUShader *GPU_shader_create(const char *vertexcode,
- const char *fragcode,
- const char *geocode,
- const char *libcode,
- const char *defines)
+GPUShader *GPU_shader_create(
+ const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines)
{
- return GPU_shader_create_ex(vertexcode,
- fragcode,
- geocode,
- libcode,
- defines,
- GPU_SHADER_FLAGS_NONE,
- GPU_SHADER_TFB_NONE,
- NULL,
- 0);
+ return GPU_shader_create_ex(
+ vertexcode,
+ fragcode,
+ geocode,
+ libcode,
+ defines,
+ GPU_SHADER_FLAGS_NONE,
+ GPU_SHADER_TFB_NONE,
+ NULL,
+ 0);
}
#define DEBUG_SHADER_NONE ""
@@ -321,15 +325,16 @@ static void gpu_dump_shaders(const char **code, const int num_shaders, const cha
printf("Shader file written to disk: %s\n", shader_path);
}
-GPUShader *GPU_shader_create_ex(const char *vertexcode,
- const char *fragcode,
- const char *geocode,
- const char *libcode,
- const char *defines,
- const int flags,
- const GPUShaderTFBType tf_type,
- const char **tf_names,
- const int tf_count)
+GPUShader *GPU_shader_create_ex(
+ const char *vertexcode,
+ const char *fragcode,
+ const char *geocode,
+ const char *libcode,
+ const char *defines,
+ const int flags,
+ const GPUShaderTFBType tf_type,
+ const char **tf_names,
+ const int tf_count)
{
#ifdef WITH_OPENSUBDIV
bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
@@ -366,8 +371,9 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
return NULL;
}
- gpu_shader_standard_defines(standard_defines,
- use_opensubdiv);
+ gpu_shader_standard_defines(
+ standard_defines,
+ use_opensubdiv);
gpu_shader_standard_extensions(standard_extensions);
if (vertexcode) {
@@ -410,12 +416,13 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Move to fragment shader source code generation. */
if (use_opensubdiv) {
- source[num_source++] =
+ source[num_source++] = (
"#ifdef USE_OPENSUBDIV\n"
"in block {\n"
" VertexData v;\n"
"} inpt;\n"
- "#endif\n";
+ "#endif\n"
+ );
}
#endif
@@ -502,13 +509,15 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
/* TODO(sergey): Find a better place for this. */
if (use_opensubdiv) {
if (GLEW_VERSION_4_1) {
- glProgramUniform1i(shader->program,
- GPU_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location,
- 30); /* GL_TEXTURE30 */
-
- glProgramUniform1i(shader->program,
- GPU_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location,
- 31); /* GL_TEXTURE31 */
+ glProgramUniform1i(
+ shader->program,
+ GPU_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location,
+ 30); /* GL_TEXTURE30 */
+
+ glProgramUniform1i(
+ shader->program,
+ GPU_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location,
+ 31); /* GL_TEXTURE31 */
}
else {
glUseProgram(shader->program);
@@ -903,17 +912,20 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) {
/* TODO: remove after switch to core profile (maybe) */
- static const GPUShaderStages legacy_fancy_edges =
- { datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
- datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl };
+ static const GPUShaderStages legacy_fancy_edges = {
+ datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl,
+ datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl,
+ };
stages = &legacy_fancy_edges;
}
if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR && !GLEW_VERSION_3_2) {
/* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
/* TODO: remove after switch to core profile (maybe) */
- static const GPUShaderStages legacy_dashed_lines = { datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl,
- datatoc_gpu_shader_2D_line_dashed_frag_glsl };
+ static const GPUShaderStages legacy_dashed_lines = {
+ datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl,
+ datatoc_gpu_shader_2D_line_dashed_frag_glsl,
+ };
stages = &legacy_dashed_lines;
}
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
index ec2f52a2a2d..7e1d942da2d 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.c
@@ -42,9 +42,9 @@
#include <stdio.h>
#endif
-static const char* BuiltinUniform_name(GPUUniformBuiltin u)
+static const char *BuiltinUniform_name(GPUUniformBuiltin u)
{
- static const char* names[] = {
+ static const char *names[] = {
[GPU_UNIFORM_NONE] = NULL,
[GPU_UNIFORM_MODEL] = "ModelMatrix",
@@ -76,7 +76,7 @@ static const char* BuiltinUniform_name(GPUUniformBuiltin u)
return names[u];
}
-GPU_INLINE bool match(const char* a, const char* b)
+GPU_INLINE bool match(const char *a, const char *b)
{
return strcmp(a, b) == 0;
}
@@ -90,28 +90,31 @@ GPU_INLINE uint hash_string(const char *str)
return i;
}
-GPU_INLINE void set_input_name(GPUShaderInterface* shaderface, GPUShaderInput* input,
- const char* name, uint32_t name_len)
+GPU_INLINE void set_input_name(
+ GPUShaderInterface *shaderface, GPUShaderInput *input,
+ const char *name, uint32_t name_len)
{
input->name_offset = shaderface->name_buffer_offset;
input->name_hash = hash_string(name);
shaderface->name_buffer_offset += name_len + 1; /* include NULL terminator */
}
-GPU_INLINE void shader_input_to_bucket(GPUShaderInput* input,
- GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
+GPU_INLINE void shader_input_to_bucket(
+ GPUShaderInput *input,
+ GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
{
const uint bucket_index = input->name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
input->next = buckets[bucket_index];
buckets[bucket_index] = input;
}
-GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS],
- const char *name_buffer, const char *name)
+GPU_INLINE const GPUShaderInput *buckets_lookup(
+ GPUShaderInput *const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS],
+ const char *name_buffer, const char *name)
{
const uint name_hash = hash_string(name);
const uint bucket_index = name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
- const GPUShaderInput* input = buckets[bucket_index];
+ const GPUShaderInput *input = buckets[bucket_index];
if (input == NULL) {
/* Requested uniform is not found at all. */
return NULL;
@@ -129,7 +132,7 @@ GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GP
return NULL;
}
/* Work through possible collisions. */
- const GPUShaderInput* next = input;
+ const GPUShaderInput *next = input;
while (next != NULL) {
input = next;
next = input->next;
@@ -143,7 +146,7 @@ GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GP
return NULL; /* not found */
}
-GPU_INLINE void buckets_free(GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
+GPU_INLINE void buckets_free(GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
{
for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) {
GPUShaderInput *input = buckets[bucket_index];
@@ -155,13 +158,13 @@ GPU_INLINE void buckets_free(GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUC
}
}
-static bool setup_builtin_uniform(GPUShaderInput* input, const char* name)
+static bool setup_builtin_uniform(GPUShaderInput *input, const char *name)
{
/* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */
/* detect built-in uniforms (name must match) */
for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
- const char* builtin_name = BuiltinUniform_name(u);
+ const char *builtin_name = BuiltinUniform_name(u);
if (match(name, builtin_name)) {
input->builtin_type = u;
return true;
@@ -171,15 +174,15 @@ static bool setup_builtin_uniform(GPUShaderInput* input, const char* name)
return false;
}
-static const GPUShaderInput* add_uniform(GPUShaderInterface* shaderface, const char* name)
+static const GPUShaderInput *add_uniform(GPUShaderInterface *shaderface, const char *name)
{
- GPUShaderInput* input = malloc(sizeof(GPUShaderInput));
+ GPUShaderInput *input = malloc(sizeof(GPUShaderInput));
input->location = glGetUniformLocation(shaderface->program, name);
uint name_len = strlen(name);
shaderface->name_buffer = realloc(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); /* include NULL terminator */
- char* name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset;
+ char *name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset;
strcpy(name_buffer, name);
set_input_name(shaderface, input, name, name_len);
@@ -192,17 +195,18 @@ static const GPUShaderInput* add_uniform(GPUShaderInterface* shaderface, const c
shaderface->builtin_uniforms[input->builtin_type] = input;
}
#if DEBUG_SHADER_INTERFACE
- printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface,
- shaderface->program,
- name,
- input->location);
+ printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n",
+ shaderface,
+ shaderface->program,
+ name,
+ input->location);
#endif
return input;
}
-GPUShaderInterface* GPU_shaderinterface_create(int32_t program)
+GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
{
- GPUShaderInterface* shaderface = calloc(1, sizeof(GPUShaderInterface));
+ GPUShaderInterface *shaderface = calloc(1, sizeof(GPUShaderInterface));
shaderface->program = program;
#if DEBUG_SHADER_INTERFACE
@@ -223,16 +227,16 @@ GPUShaderInterface* GPU_shaderinterface_create(int32_t program)
/* Attributes */
for (uint32_t i = 0; i < attr_len; ++i) {
- GPUShaderInput* input = malloc(sizeof(GPUShaderInput));
+ GPUShaderInput *input = malloc(sizeof(GPUShaderInput));
GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
- char* name = shaderface->name_buffer + shaderface->name_buffer_offset;
+ char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
GLsizei name_len = 0;
glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
/* remove "[0]" from array name */
- if (name[name_len-1] == ']') {
- name[name_len-3] = '\0';
+ if (name[name_len - 1] == ']') {
+ name[name_len - 3] = '\0';
name_len -= 3;
}
@@ -250,9 +254,9 @@ GPUShaderInterface* GPU_shaderinterface_create(int32_t program)
}
/* Uniform Blocks */
for (uint32_t i = 0; i < ubo_len; ++i) {
- GPUShaderInput* input = malloc(sizeof(GPUShaderInput));
+ GPUShaderInput *input = malloc(sizeof(GPUShaderInput));
GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
- char* name = shaderface->name_buffer + shaderface->name_buffer_offset;
+ char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
GLsizei name_len = 0;
glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
@@ -269,19 +273,19 @@ GPUShaderInterface* GPU_shaderinterface_create(int32_t program)
}
/* Builtin Uniforms */
for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
- const char* builtin_name = BuiltinUniform_name(u);
+ const char *builtin_name = BuiltinUniform_name(u);
if (glGetUniformLocation(program, builtin_name) != -1) {
- add_uniform((GPUShaderInterface*)shaderface, builtin_name);
+ add_uniform((GPUShaderInterface *)shaderface, builtin_name);
}
}
/* Batches ref buffer */
shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
- shaderface->batches = calloc(shaderface->batches_len, sizeof(GPUBatch*));
+ shaderface->batches = calloc(shaderface->batches_len, sizeof(GPUBatch *));
return shaderface;
}
-void GPU_shaderinterface_discard(GPUShaderInterface* shaderface)
+void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
{
/* Free memory used by buckets and has entries. */
buckets_free(shaderface->uniform_buckets);
@@ -300,19 +304,19 @@ void GPU_shaderinterface_discard(GPUShaderInterface* shaderface)
free(shaderface);
}
-const GPUShaderInput* GPU_shaderinterface_uniform(const GPUShaderInterface* shaderface, const char* name)
+const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface, const char *name)
{
/* TODO: Warn if we find a matching builtin, since these can be looked up much quicker. */
- const GPUShaderInput* input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
+ const GPUShaderInput *input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
/* If input is not found add it so it's found next time. */
if (input == NULL) {
- input = add_uniform((GPUShaderInterface*)shaderface, name);
+ input = add_uniform((GPUShaderInterface *)shaderface, name);
}
return (input->location != -1) ? input : NULL;
}
-const GPUShaderInput* GPU_shaderinterface_uniform_builtin(
- const GPUShaderInterface* shaderface, GPUUniformBuiltin builtin)
+const GPUShaderInput *GPU_shaderinterface_uniform_builtin(
+ const GPUShaderInterface *shaderface, GPUUniformBuiltin builtin)
{
#if TRUST_NO_ONE
assert(builtin != GPU_UNIFORM_NONE);
@@ -322,17 +326,17 @@ const GPUShaderInput* GPU_shaderinterface_uniform_builtin(
return shaderface->builtin_uniforms[builtin];
}
-const GPUShaderInput* GPU_shaderinterface_ubo(const GPUShaderInterface* shaderface, const char* name)
+const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface, const char *name)
{
return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name);
}
-const GPUShaderInput* GPU_shaderinterface_attr(const GPUShaderInterface* shaderface, const char* name)
+const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface, const char *name)
{
return buckets_lookup(shaderface->attrib_buckets, shaderface->name_buffer, name);
}
-void GPU_shaderinterface_add_batch_ref(GPUShaderInterface* shaderface, GPUBatch* batch)
+void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
{
int i; /* find first unused slot */
for (i = 0; i < shaderface->batches_len; ++i) {
@@ -344,13 +348,13 @@ void GPU_shaderinterface_add_batch_ref(GPUShaderInterface* shaderface, GPUBatch*
/* Not enough place, realloc the array. */
i = shaderface->batches_len;
shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
- shaderface->batches = realloc(shaderface->batches, sizeof(GPUBatch*) * shaderface->batches_len);
- memset(shaderface->batches + i, 0, sizeof(GPUBatch*) * GPU_SHADERINTERFACE_REF_ALLOC_COUNT);
+ shaderface->batches = realloc(shaderface->batches, sizeof(GPUBatch *) * shaderface->batches_len);
+ memset(shaderface->batches + i, 0, sizeof(GPUBatch *) * GPU_SHADERINTERFACE_REF_ALLOC_COUNT);
}
shaderface->batches[i] = batch;
}
-void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface* shaderface, GPUBatch* batch)
+void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
{
for (int i = 0; i < shaderface->batches_len; ++i) {
if (shaderface->batches[i] == batch) {
diff --git a/source/blender/gpu/intern/gpu_state.c b/source/blender/gpu/intern/gpu_state.c
index 588d61640bd..68d846ccfba 100644
--- a/source/blender/gpu/intern/gpu_state.c
+++ b/source/blender/gpu/intern/gpu_state.c
@@ -66,10 +66,11 @@ void GPU_blend_set_func_separate(
GPUBlendFunction src_rgb, GPUBlendFunction dst_rgb,
GPUBlendFunction src_alpha, GPUBlendFunction dst_alpha)
{
- glBlendFuncSeparate(gpu_get_gl_blendfunction(src_rgb),
- gpu_get_gl_blendfunction(dst_rgb),
- gpu_get_gl_blendfunction(src_alpha),
- gpu_get_gl_blendfunction(dst_alpha));
+ glBlendFuncSeparate(
+ gpu_get_gl_blendfunction(src_rgb),
+ gpu_get_gl_blendfunction(dst_rgb),
+ gpu_get_gl_blendfunction(src_alpha),
+ gpu_get_gl_blendfunction(dst_alpha));
}
void GPU_depth_test(bool enable)
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index 52afe17d885..4465136dd0f 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -160,9 +160,10 @@ static int gpu_get_component_count(GPUTextureFormat format)
/* Definitely not complete, edit according to the gl specification. */
static void gpu_validate_data_format(GPUTextureFormat tex_format, GPUDataFormat data_format)
{
- if (ELEM(tex_format, GPU_DEPTH_COMPONENT24,
- GPU_DEPTH_COMPONENT16,
- GPU_DEPTH_COMPONENT32F))
+ if (ELEM(tex_format,
+ GPU_DEPTH_COMPONENT24,
+ GPU_DEPTH_COMPONENT16,
+ GPU_DEPTH_COMPONENT32F))
{
BLI_assert(data_format == GPU_DATA_FLOAT);
}
@@ -196,9 +197,10 @@ static void gpu_validate_data_format(GPUTextureFormat tex_format, GPUDataFormat
static GPUDataFormat gpu_get_data_format_from_tex_format(GPUTextureFormat tex_format)
{
- if (ELEM(tex_format, GPU_DEPTH_COMPONENT24,
- GPU_DEPTH_COMPONENT16,
- GPU_DEPTH_COMPONENT32F))
+ if (ELEM(tex_format,
+ GPU_DEPTH_COMPONENT24,
+ GPU_DEPTH_COMPONENT16,
+ GPU_DEPTH_COMPONENT32F))
{
return GPU_DATA_FLOAT;
}
@@ -232,9 +234,10 @@ static GPUDataFormat gpu_get_data_format_from_tex_format(GPUTextureFormat tex_fo
/* Definitely not complete, edit according to the gl specification. */
static GLenum gpu_get_gl_dataformat(GPUTextureFormat data_type, GPUTextureFormatFlag *format_flag)
{
- if (ELEM(data_type, GPU_DEPTH_COMPONENT24,
- GPU_DEPTH_COMPONENT16,
- GPU_DEPTH_COMPONENT32F))
+ if (ELEM(data_type,
+ GPU_DEPTH_COMPONENT24,
+ GPU_DEPTH_COMPONENT16,
+ GPU_DEPTH_COMPONENT32F))
{
*format_flag |= GPU_FORMAT_DEPTH;
return GL_DEPTH_COMPONENT;
@@ -1161,8 +1164,9 @@ void GPU_texture_bind(GPUTexture *tex, int number)
if ((G.debug & G_DEBUG)) {
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) {
- fprintf(stderr, "Feedback loop warning!: Attempting to bind "
- "texture attached to current framebuffer!\n");
+ fprintf(stderr,
+ "Feedback loop warning!: Attempting to bind "
+ "texture attached to current framebuffer!\n");
BLI_assert(0); /* Should never happen! */
break;
}
diff --git a/source/blender/gpu/intern/gpu_vertex_buffer.c b/source/blender/gpu/intern/gpu_vertex_buffer.c
index 5b29913800d..b25d9fc3a2c 100644
--- a/source/blender/gpu/intern/gpu_vertex_buffer.c
+++ b/source/blender/gpu/intern/gpu_vertex_buffer.c
@@ -49,16 +49,16 @@ static GLenum convert_usage_type_to_gl(GPUUsageType type)
return table[type];
}
-GPUVertBuf* GPU_vertbuf_create(GPUUsageType usage)
+GPUVertBuf *GPU_vertbuf_create(GPUUsageType usage)
{
- GPUVertBuf* verts = malloc(sizeof(GPUVertBuf));
+ GPUVertBuf *verts = malloc(sizeof(GPUVertBuf));
GPU_vertbuf_init(verts, usage);
return verts;
}
-GPUVertBuf* GPU_vertbuf_create_with_format_ex(const GPUVertFormat* format, GPUUsageType usage)
+GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *format, GPUUsageType usage)
{
- GPUVertBuf* verts = GPU_vertbuf_create(usage);
+ GPUVertBuf *verts = GPU_vertbuf_create(usage);
GPU_vertformat_copy(&verts->format, format);
if (!format->packed) {
VertexFormat_pack(&verts->format);
@@ -69,14 +69,14 @@ GPUVertBuf* GPU_vertbuf_create_with_format_ex(const GPUVertFormat* format, GPUUs
/* TODO: implement those memory savings */
}
-void GPU_vertbuf_init(GPUVertBuf* verts, GPUUsageType usage)
+void GPU_vertbuf_init(GPUVertBuf *verts, GPUUsageType usage)
{
memset(verts, 0, sizeof(GPUVertBuf));
verts->usage = usage;
verts->dirty = true;
}
-void GPU_vertbuf_init_with_format_ex(GPUVertBuf* verts, const GPUVertFormat* format, GPUUsageType usage)
+void GPU_vertbuf_init_with_format_ex(GPUVertBuf *verts, const GPUVertFormat *format, GPUUsageType usage)
{
GPU_vertbuf_init(verts, usage);
GPU_vertformat_copy(&verts->format, format);
@@ -85,7 +85,7 @@ void GPU_vertbuf_init_with_format_ex(GPUVertBuf* verts, const GPUVertFormat* for
}
}
-void GPU_vertbuf_discard(GPUVertBuf* verts)
+void GPU_vertbuf_discard(GPUVertBuf *verts)
{
if (verts->vbo_id) {
GPU_buf_id_free(verts->vbo_id);
@@ -99,15 +99,15 @@ void GPU_vertbuf_discard(GPUVertBuf* verts)
free(verts);
}
-uint GPU_vertbuf_size_get(const GPUVertBuf* verts)
+uint GPU_vertbuf_size_get(const GPUVertBuf *verts)
{
return vertex_buffer_size(&verts->format, verts->vertex_len);
}
/* create a new allocation, discarding any existing data */
-void GPU_vertbuf_data_alloc(GPUVertBuf* verts, uint v_len)
+void GPU_vertbuf_data_alloc(GPUVertBuf *verts, uint v_len)
{
- GPUVertFormat* format = &verts->format;
+ GPUVertFormat *format = &verts->format;
if (!format->packed) {
VertexFormat_pack(format);
}
@@ -133,7 +133,7 @@ void GPU_vertbuf_data_alloc(GPUVertBuf* verts, uint v_len)
}
/* resize buffer keeping existing data */
-void GPU_vertbuf_data_resize(GPUVertBuf* verts, uint v_len)
+void GPU_vertbuf_data_resize(GPUVertBuf *verts, uint v_len)
{
#if TRUST_NO_ONE
assert(verts->data != NULL);
@@ -152,7 +152,7 @@ void GPU_vertbuf_data_resize(GPUVertBuf* verts, uint v_len)
/* Set vertex count but does not change allocation.
* Only this many verts will be uploaded to the GPU and rendered.
* This is usefull for streaming data. */
-void GPU_vertbuf_vertex_count_set(GPUVertBuf* verts, uint v_len)
+void GPU_vertbuf_vertex_count_set(GPUVertBuf *verts, uint v_len)
{
#if TRUST_NO_ONE
assert(verts->data != NULL); /* only for dynamic data */
@@ -166,10 +166,10 @@ void GPU_vertbuf_vertex_count_set(GPUVertBuf* verts, uint v_len)
verts->vertex_len = v_len;
}
-void GPU_vertbuf_attr_set(GPUVertBuf* verts, uint a_idx, uint v_idx, const void* data)
+void GPU_vertbuf_attr_set(GPUVertBuf *verts, uint a_idx, uint v_idx, const void *data)
{
- const GPUVertFormat* format = &verts->format;
- const GPUVertAttr* a = format->attribs + a_idx;
+ const GPUVertFormat *format = &verts->format;
+ const GPUVertAttr *a = format->attribs + a_idx;
#if TRUST_NO_ONE
assert(a_idx < format->attr_len);
@@ -177,13 +177,13 @@ void GPU_vertbuf_attr_set(GPUVertBuf* verts, uint a_idx, uint v_idx, const void*
assert(verts->data != NULL);
#endif
verts->dirty = true;
- memcpy((GLubyte*)verts->data + a->offset + v_idx * format->stride, data, a->sz);
+ memcpy((GLubyte *)verts->data + a->offset + v_idx * format->stride, data, a->sz);
}
-void GPU_vertbuf_attr_fill(GPUVertBuf* verts, uint a_idx, const void* data)
+void GPU_vertbuf_attr_fill(GPUVertBuf *verts, uint a_idx, const void *data)
{
- const GPUVertFormat* format = &verts->format;
- const GPUVertAttr* a = format->attribs + a_idx;
+ const GPUVertFormat *format = &verts->format;
+ const GPUVertAttr *a = format->attribs + a_idx;
#if TRUST_NO_ONE
assert(a_idx < format->attr_len);
@@ -193,10 +193,10 @@ void GPU_vertbuf_attr_fill(GPUVertBuf* verts, uint a_idx, const void* data)
GPU_vertbuf_attr_fill_stride(verts, a_idx, stride, data);
}
-void GPU_vertbuf_attr_fill_stride(GPUVertBuf* verts, uint a_idx, uint stride, const void* data)
+void GPU_vertbuf_attr_fill_stride(GPUVertBuf *verts, uint a_idx, uint stride, const void *data)
{
- const GPUVertFormat* format = &verts->format;
- const GPUVertAttr* a = format->attribs + a_idx;
+ const GPUVertFormat *format = &verts->format;
+ const GPUVertAttr *a = format->attribs + a_idx;
#if TRUST_NO_ONE
assert(a_idx < format->attr_len);
@@ -212,15 +212,15 @@ void GPU_vertbuf_attr_fill_stride(GPUVertBuf* verts, uint a_idx, uint stride, co
else {
/* we must copy it per vertex */
for (uint v = 0; v < vertex_len; ++v) {
- memcpy((GLubyte*)verts->data + a->offset + v * format->stride, (const GLubyte*)data + v * stride, a->sz);
+ memcpy((GLubyte *)verts->data + a->offset + v * format->stride, (const GLubyte *)data + v * stride, a->sz);
}
}
}
-void GPU_vertbuf_attr_get_raw_data(GPUVertBuf* verts, uint a_idx, GPUVertBufRaw *access)
+void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *verts, uint a_idx, GPUVertBufRaw *access)
{
- const GPUVertFormat* format = &verts->format;
- const GPUVertAttr* a = format->attribs + a_idx;
+ const GPUVertFormat *format = &verts->format;
+ const GPUVertAttr *a = format->attribs + a_idx;
#if TRUST_NO_ONE
assert(a_idx < format->attr_len);
@@ -231,14 +231,14 @@ void GPU_vertbuf_attr_get_raw_data(GPUVertBuf* verts, uint a_idx, GPUVertBufRaw
access->size = a->sz;
access->stride = format->stride;
- access->data = (GLubyte*)verts->data + a->offset;
+ access->data = (GLubyte *)verts->data + a->offset;
access->data_init = access->data;
#if TRUST_NO_ONE
access->_data_end = access->data_init + (size_t)(verts->vertex_alloc * format->stride);
#endif
}
-static void VertBuffer_upload_data(GPUVertBuf* verts)
+static void VertBuffer_upload_data(GPUVertBuf *verts)
{
uint buffer_sz = GPU_vertbuf_size_get(verts);
@@ -254,7 +254,7 @@ static void VertBuffer_upload_data(GPUVertBuf* verts)
verts->dirty = false;
}
-void GPU_vertbuf_use(GPUVertBuf* verts)
+void GPU_vertbuf_use(GPUVertBuf *verts)
{
glBindBuffer(GL_ARRAY_BUFFER, verts->vbo_id);
if (verts->dirty) {
diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c
index d0a907bcd0d..f1f75f449d4 100644
--- a/source/blender/gpu/intern/gpu_vertex_format.c
+++ b/source/blender/gpu/intern/gpu_vertex_format.c
@@ -40,7 +40,7 @@
#include <stdio.h>
#endif
-void GPU_vertformat_clear(GPUVertFormat* format)
+void GPU_vertformat_clear(GPUVertFormat *format)
{
#if TRUST_NO_ONE
memset(format, 0, sizeof(GPUVertFormat));
@@ -56,7 +56,7 @@ void GPU_vertformat_clear(GPUVertFormat* format)
#endif
}
-void GPU_vertformat_copy(GPUVertFormat* dest, const GPUVertFormat* src)
+void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src)
{
/* copy regular struct fields */
memcpy(dest, src, sizeof(GPUVertFormat));
@@ -90,7 +90,7 @@ static unsigned comp_sz(GPUVertCompType type)
#if TRUST_NO_ONE
assert(type <= GPU_COMP_F32); /* other types have irregular sizes (not bytes) */
#endif
- const GLubyte sizes[] = {1,1,2,2,4,4,4};
+ const GLubyte sizes[] = {1, 1, 2, 2, 4, 4, 4};
return sizes[type];
}
@@ -116,7 +116,7 @@ static unsigned attrib_align(const GPUVertAttr *a)
}
}
-unsigned vertex_buffer_size(const GPUVertFormat* format, unsigned vertex_len)
+unsigned vertex_buffer_size(const GPUVertFormat *format, unsigned vertex_len)
{
#if TRUST_NO_ONE
assert(format->packed && format->stride > 0);
@@ -124,10 +124,10 @@ unsigned vertex_buffer_size(const GPUVertFormat* format, unsigned vertex_len)
return format->stride * vertex_len;
}
-static const char* copy_attrib_name(GPUVertFormat* format, const char* name)
+static const char *copy_attrib_name(GPUVertFormat *format, const char *name)
{
/* strncpy does 110% of what we need; let's do exactly 100% */
- char* name_copy = format->names + format->name_offset;
+ char *name_copy = format->names + format->name_offset;
unsigned available = GPU_VERT_ATTR_NAMES_BUF_LEN - format->name_offset;
bool terminated = false;
@@ -149,7 +149,9 @@ static const char* copy_attrib_name(GPUVertFormat* format, const char* name)
return name_copy;
}
-unsigned GPU_vertformat_attr_add(GPUVertFormat* format, const char* name, GPUVertCompType comp_type, unsigned comp_len, GPUVertFetchMode fetch_mode)
+unsigned GPU_vertformat_attr_add(
+ GPUVertFormat *format, const char *name,
+ GPUVertCompType comp_type, unsigned comp_len, GPUVertFetchMode fetch_mode)
{
#if TRUST_NO_ONE
assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */
@@ -178,7 +180,7 @@ unsigned GPU_vertformat_attr_add(GPUVertFormat* format, const char* name, GPUVer
format->name_len++; /* multiname support */
const unsigned attrib_id = format->attr_len++;
- GPUVertAttr* attrib = format->attribs + attrib_id;
+ GPUVertAttr *attrib = format->attribs + attrib_id;
attrib->name[attrib->name_len++] = copy_attrib_name(format, name);
attrib->comp_type = comp_type;
@@ -191,9 +193,9 @@ unsigned GPU_vertformat_attr_add(GPUVertFormat* format, const char* name, GPUVer
return attrib_id;
}
-void GPU_vertformat_alias_add(GPUVertFormat* format, const char* alias)
+void GPU_vertformat_alias_add(GPUVertFormat *format, const char *alias)
{
- GPUVertAttr* attrib = format->attribs + (format->attr_len - 1);
+ GPUVertAttr *attrib = format->attribs + (format->attr_len - 1);
#if TRUST_NO_ONE
assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */
assert(attrib->name_len < GPU_VERT_ATTR_MAX_NAMES);
@@ -221,7 +223,7 @@ static void show_pack(unsigned a_idx, unsigned sz, unsigned pad)
}
#endif
-void VertexFormat_pack(GPUVertFormat* format)
+void VertexFormat_pack(GPUVertFormat *format)
{
/* For now, attributes are packed in the order they were added,
* making sure each attrib is naturally aligned (add padding where necessary)
@@ -231,7 +233,7 @@ void VertexFormat_pack(GPUVertFormat* format)
/* TODO: realloc just enough to hold the final combo string. And just enough to
* hold used attribs, not all 16. */
- GPUVertAttr* a0 = format->attribs + 0;
+ GPUVertAttr *a0 = format->attribs + 0;
a0->offset = 0;
unsigned offset = a0->sz;
@@ -240,7 +242,7 @@ void VertexFormat_pack(GPUVertFormat* format)
#endif
for (unsigned a_idx = 1; a_idx < format->attr_len; ++a_idx) {
- GPUVertAttr* a = format->attribs + a_idx;
+ GPUVertAttr *a = format->attribs + a_idx;
unsigned mid_padding = padding(offset, attrib_align(a));
offset += mid_padding;
a->offset = offset;