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-rw-r--r--source/blender/editors/interface/interface_icons.c10
-rw-r--r--source/blender/editors/mask/mask_draw.c2
-rw-r--r--source/blender/editors/screen/glutil.c4
-rw-r--r--source/blender/editors/space_image/image_draw.c6
-rw-r--r--source/blender/editors/space_node/drawnode.c2
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/GPU_shader_interface.h1
-rw-r--r--source/blender/gpu/intern/gpu_batch.c4
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c4
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c6
-rw-r--r--source/blender/gpu/intern/gpu_shader.c19
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c7
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c6
-rw-r--r--source/blender/python/gpu/gpu_py_shader.c2
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c6
-rw-r--r--source/blender/windowmanager/intern/wm_gesture.c2
16 files changed, 53 insertions, 29 deletions
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index f3bb61cdd3d..bc265ae6e34 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -1373,8 +1373,8 @@ static void icon_draw_cache_flush_ex(void)
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR);
GPU_shader_bind(shader);
- int img_loc = GPU_shader_get_uniform(shader, "image");
- int data_loc = GPU_shader_get_uniform(shader, "calls_data[0]");
+ int img_loc = GPU_shader_get_uniform_ensure(shader, "image");
+ int data_loc = GPU_shader_get_uniform_ensure(shader, "calls_data[0]");
glUniform1i(img_loc, 0);
glUniform4fv(data_loc, ICON_DRAW_CACHE_SIZE * 3, (float *)g_icon_draw_cache.drawcall_cache);
@@ -1462,9 +1462,9 @@ static void icon_draw_texture(
if (rgb) glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), rgb[0], rgb[1], rgb[2], alpha);
else glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
- glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x, y, x + w, y + h);
+ glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), x1, y1, x2, y2);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x, y, x + w, y + h);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index 8c33db11d06..871ce9b4a89 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -709,7 +709,7 @@ void ED_mask_draw_region(
GPU_matrix_mul(stabmat);
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, 0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL);
GPU_matrix_pop();
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 728df79fbbd..60a16d04efe 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -147,7 +147,7 @@ static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
/* To be used before calling immDrawPixelsTex
* Default shader is GPU_SHADER_2D_IMAGE_COLOR
* You can still set uniforms with :
- * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);
+ * GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0);
* */
IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
{
@@ -241,7 +241,7 @@ void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
/* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since
* it does not need color.
*/
- if (state->shader != NULL && GPU_shader_get_uniform(state->shader, "color") != -1) {
+ if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) {
immUniformColor4fv((color) ? color : white);
}
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index a46767495dd..21b917b607d 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -434,7 +434,7 @@ static void sima_draw_zbuf_pixels(float x1, float y1, int rectx, int recty, int
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
@@ -472,7 +472,7 @@ static void sima_draw_zbuffloat_pixels(Scene *scene, float x1, float y1, int rec
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
@@ -531,7 +531,7 @@ static void draw_image_buffer(const bContext *C, SpaceImage *sima, ARegion *ar,
shuffle[3] = 1.0f;
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index b7b75d34470..80cdc9ef87d 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -3255,7 +3255,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
shuffle[3] = 1.0f;
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
immDrawPixelsTex(&state, x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST,
display_buffer, snode->zoom, snode->zoom, NULL);
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 4803c6c0792..62e1101a141 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -82,6 +82,7 @@ int GPU_shader_get_program(GPUShader *shader);
void *GPU_shader_get_interface(GPUShader *shader);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
+int GPU_shader_get_uniform_ensure(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(
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index af89e487cf8..0559a72e52c 100644
--- a/source/blender/gpu/GPU_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -94,6 +94,7 @@ 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_ensure(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);
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index a2184df229f..30d38eb60fb 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -428,9 +428,9 @@ 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_ensure(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_ensure(batch->interface, name);
#endif
void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value)
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 4360941e332..7db51dac3a3 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1274,7 +1274,7 @@ void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListB
if (input->source == GPU_SOURCE_TEX) {
if (input->bindtex) {
- input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
+ input->shaderloc = GPU_shader_get_uniform_ensure(shader, input->shadername);
/* extract nodes */
BLI_remlink(&node->inputs, input);
BLI_addtail(inputs, input);
@@ -1904,7 +1904,7 @@ static int count_active_texture_sampler(GPUShader *shader, char *source)
if (*code != '\0') {
char sampler_name[64];
code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name));
- int id = GPU_shader_get_uniform(shader, sampler_name);
+ int id = GPU_shader_get_uniform_ensure(shader, sampler_name);
if (id == -1) {
continue;
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index a71ba68821b..3e13b52e1a5 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -703,16 +703,16 @@ void immVertex2iv(uint attrib_id, const int data[2])
#if 0
# if TRUST_NO_ONE
-# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); assert(uniform);
# else
-# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name);
# endif
#else
/* NOTE: It is possible to have uniform fully optimized out from the shader.
* In this case we can't assert failure or allow NULL-pointer dereference.
* TODO(sergey): How can we detect existing-but-optimized-out uniform but still
* catch typos in uniform names passed to immUniform*() functions? */
-# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); if (uniform == NULL) return;
#endif
void immUniform1f(const char *name, float x)
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 8a141eaa2b2..31a85800754 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -563,6 +563,24 @@ int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
+#if 1 /* Remove this when we have transitionned all uniforms. */
+ if (uniform == NULL) {
+# ifndef NDEBUG
+ printf("Uniform \"%s\" needs to be added to shader interface after shader creation.\n", name);
+# endif
+ /* Fallback to avoid issues. */
+ return GPU_shader_get_uniform_ensure(shader, name);
+ }
+#else
+ BLI_assert(uniform);
+#endif
+ return uniform->location;
+}
+
+int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(shader->interface, name);
return uniform ? uniform->location : -1;
}
@@ -576,7 +594,6 @@ int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
-
const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
return ubo ? ubo->location : -1;
}
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
index d46fc979363..7522c92eb93 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.c
@@ -311,8 +311,13 @@ void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface, const char *name)
{
+ return buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
+}
+
+const GPUShaderInput *GPU_shaderinterface_uniform_ensure(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 = GPU_shaderinterface_uniform(shaderface, name);
/* If input is not found add it so it's found next time. */
if (input == NULL) {
input = add_uniform((GPUShaderInterface *)shaderface, name);
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index 1dd3faa3b03..7a3d020fe36 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -536,9 +536,9 @@ void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
GPU_shader_bind(shader);
GPU_texture_bind(color, 0);
- glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x1, y1, x2, y2);
+ glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x1, y1, x2, y2);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
diff --git a/source/blender/python/gpu/gpu_py_shader.c b/source/blender/python/gpu/gpu_py_shader.c
index 52fe6f2d912..31e1ccf6f8c 100644
--- a/source/blender/python/gpu/gpu_py_shader.c
+++ b/source/blender/python/gpu/gpu_py_shader.c
@@ -86,7 +86,7 @@ success:
static int bpygpu_uniform_location_get(GPUShader *shader, const char *name, const char *error_prefix)
{
- int uniform = GPU_shader_get_uniform(shader, name);
+ int uniform = GPU_shader_get_uniform_ensure(shader, name);
if (uniform == -1) {
PyErr_Format(PyExc_ValueError, "%s: uniform %.32s %.32s not found", error_prefix, name);
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index c811a52c0e9..073b43107bd 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -488,9 +488,9 @@ void wm_draw_region_blend(ARegion *ar, int view, bool blend)
alpha = 1.0f;
}
- glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), rect_geo.xmin, rect_geo.ymin, rect_geo.xmax, rect_geo.ymax);
+ glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), rect_geo.xmin, rect_geo.ymin, rect_geo.xmax, rect_geo.ymax);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c
index 77734a361c1..57b2d380928 100644
--- a/source/blender/windowmanager/intern/wm_gesture.c
+++ b/source/blender/windowmanager/intern/wm_gesture.c
@@ -314,7 +314,7 @@ static void draw_filled_lasso(wmGesture *gt)
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_bind(state.shader);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, rect.xmin, rect.ymin, w, h, GL_RED, GL_UNSIGNED_BYTE, GL_NEAREST, pixel_buf, 1.0f, 1.0f, NULL);