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-rw-r--r--intern/CMakeLists.txt1
-rw-r--r--intern/gawain/CMakeLists.txt50
-rw-r--r--intern/gawain/gawain/gwn_batch.h193
-rw-r--r--intern/gawain/gawain/gwn_imm_util.h46
-rw-r--r--intern/gawain/gawain/gwn_immediate.h132
-rw-r--r--intern/gawain/src/gwn_batch.c645
-rw-r--r--intern/gawain/src/gwn_imm_util.c100
-rw-r--r--intern/gawain/src/gwn_immediate.c863
-rw-r--r--intern/opencolorio/CMakeLists.txt2
-rw-r--r--intern/opencolorio/ocio_impl_glsl.cc2
-rw-r--r--source/blender/blenfont/intern/blf_internal_types.h2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c2
-rw-r--r--source/blender/draw/intern/draw_manager.c2
-rw-r--r--source/blender/draw/intern/draw_manager.h1
-rw-r--r--source/blender/gpu/CMakeLists.txt22
-rw-r--r--source/blender/gpu/GPU_attr_binding.h (renamed from intern/gawain/gawain/gwn_attr_binding.h)2
-rw-r--r--source/blender/gpu/GPU_batch.h182
-rw-r--r--source/blender/gpu/GPU_buffer_id.h (renamed from intern/gawain/gawain/gwn_buffer_id.h)2
-rw-r--r--source/blender/gpu/GPU_common.h (renamed from intern/gawain/gawain/gwn_common.h)0
-rw-r--r--source/blender/gpu/GPU_context.h (renamed from intern/gawain/gawain/gwn_context.h)6
-rw-r--r--source/blender/gpu/GPU_element.h (renamed from intern/gawain/gawain/gwn_element.h)2
-rw-r--r--source/blender/gpu/GPU_immediate.h112
-rw-r--r--source/blender/gpu/GPU_immediate_util.h9
-rw-r--r--source/blender/gpu/GPU_primitive.h (renamed from intern/gawain/gawain/gwn_primitive.h)2
-rw-r--r--source/blender/gpu/GPU_shader_interface.h (renamed from intern/gawain/gawain/gwn_shader_interface.h)2
-rw-r--r--source/blender/gpu/GPU_vertex_array_id.h (renamed from intern/gawain/gawain/gwn_vertex_array_id.h)4
-rw-r--r--source/blender/gpu/GPU_vertex_buffer.h (renamed from intern/gawain/gawain/gwn_vertex_buffer.h)2
-rw-r--r--source/blender/gpu/GPU_vertex_format.h (renamed from intern/gawain/gawain/gwn_vertex_format.h)2
-rw-r--r--source/blender/gpu/intern/gpu_attr_binding.c (renamed from intern/gawain/src/gwn_attr_binding.c)4
-rw-r--r--source/blender/gpu/intern/gpu_attr_binding_private.h (renamed from intern/gawain/gawain/gwn_attr_binding_private.h)4
-rw-r--r--source/blender/gpu/intern/gpu_batch.c637
-rw-r--r--source/blender/gpu/intern/gpu_batch_private.h (renamed from intern/gawain/gawain/gwn_batch_private.h)7
-rw-r--r--source/blender/gpu/intern/gpu_buffer_id.cpp (renamed from intern/gawain/src/gwn_buffer_id.cpp)3
-rw-r--r--source/blender/gpu/intern/gpu_element.c (renamed from intern/gawain/src/gwn_element.c)5
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c849
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c70
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c2
-rw-r--r--source/blender/gpu/intern/gpu_primitive.c (renamed from intern/gawain/src/gwn_primitive.c)4
-rw-r--r--source/blender/gpu/intern/gpu_primitive_private.h (renamed from intern/gawain/gawain/gwn_primitive_private.h)0
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c (renamed from intern/gawain/src/gwn_shader_interface.c)6
-rw-r--r--source/blender/gpu/intern/gpu_shader_private.h2
-rw-r--r--source/blender/gpu/intern/gpu_vertex_array_id.cpp (renamed from intern/gawain/src/gwn_vertex_array_id.cpp)6
-rw-r--r--source/blender/gpu/intern/gpu_vertex_buffer.c (renamed from intern/gawain/src/gwn_vertex_buffer.c)6
-rw-r--r--source/blender/gpu/intern/gpu_vertex_format.c (renamed from intern/gawain/src/gwn_vertex_format.c)4
-rw-r--r--source/blender/gpu/intern/gpu_vertex_format_private.h (renamed from intern/gawain/gawain/gwn_vertex_format_private.h)0
-rw-r--r--source/blender/python/gawain/gwn_py_api.c4
-rw-r--r--source/blender/python/gawain/gwn_py_types.c4
-rw-r--r--source/blender/render/CMakeLists.txt1
-rw-r--r--source/blender/render/intern/source/pipeline.c2
-rw-r--r--source/blender/windowmanager/intern/wm_playanim.c2
-rw-r--r--source/blender/windowmanager/intern/wm_window.c3
51 files changed, 1882 insertions, 2133 deletions
diff --git a/intern/CMakeLists.txt b/intern/CMakeLists.txt
index 1a050892836..1459100d415 100644
--- a/intern/CMakeLists.txt
+++ b/intern/CMakeLists.txt
@@ -34,7 +34,6 @@ add_subdirectory(opencolorio)
add_subdirectory(mikktspace)
add_subdirectory(glew-mx)
add_subdirectory(eigen)
-add_subdirectory(gawain)
if(WITH_AUDASPACE)
add_subdirectory(audaspace)
diff --git a/intern/gawain/CMakeLists.txt b/intern/gawain/CMakeLists.txt
deleted file mode 100644
index 7ebd3ee7622..00000000000
--- a/intern/gawain/CMakeLists.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-# WITH_OPENGL limits the visibility of the opengl headers to just gawain and bg_gpu,
-# to more easily highlight codepadths in other libraries that need to be refactored,
-# bf_intern_gawain is allowed to have opengl regardless of this option.
-
-if(NOT WITH_OPENGL)
- add_definitions(-DWITH_OPENGL)
-endif()
-
-set(INC
- gawain
-)
-
-set(INC_SYS
- ${GLEW_INCLUDE_PATH}
-)
-
-set(SRC
- src/gwn_attr_binding.c
- src/gwn_batch.c
- src/gwn_element.c
- src/gwn_buffer_id.cpp
- src/gwn_immediate.c
- src/gwn_imm_util.c
- src/gwn_primitive.c
- src/gwn_shader_interface.c
- src/gwn_vertex_array_id.cpp
- src/gwn_vertex_buffer.c
- src/gwn_vertex_format.c
-
- gawain/gwn_attr_binding.h
- gawain/gwn_attr_binding_private.h
- gawain/gwn_batch.h
- gawain/gwn_batch_private.h
- gawain/gwn_buffer_id.h
- gawain/gwn_common.h
- gawain/gwn_element.h
- gawain/gwn_imm_util.h
- gawain/gwn_immediate.h
- gawain/gwn_primitive.h
- gawain/gwn_primitive_private.h
- gawain/gwn_shader_interface.h
- gawain/gwn_vertex_array_id.h
- gawain/gwn_vertex_buffer.h
- gawain/gwn_vertex_format.h
- gawain/gwn_vertex_format_private.h
-)
-
-add_definitions(${GL_DEFINITIONS})
-
-blender_add_lib(bf_intern_gawain "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/intern/gawain/gawain/gwn_batch.h b/intern/gawain/gawain/gwn_batch.h
deleted file mode 100644
index a7a54502cc0..00000000000
--- a/intern/gawain/gawain/gwn_batch.h
+++ /dev/null
@@ -1,193 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2016 by Mike Erwin.
- * All rights reserved.
- *
- * Contributor(s): Blender Foundation
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/gpu/gwn_batch.h
- * \ingroup gpu
- *
- * Gawain geometry batch
- * Contains VAOs + VBOs + Shader representing a drawable entity.
- */
-
-#ifndef __GWN_BATCH_H__
-#define __GWN_BATCH_H__
-
-#include "gwn_vertex_buffer.h"
-#include "gwn_element.h"
-#include "gwn_shader_interface.h"
-
-typedef enum {
- GWN_BATCH_READY_TO_FORMAT,
- GWN_BATCH_READY_TO_BUILD,
- GWN_BATCH_BUILDING,
- GWN_BATCH_READY_TO_DRAW
-} Gwn_BatchPhase;
-
-#define GWN_BATCH_VBO_MAX_LEN 3
-#define GWN_BATCH_VAO_STATIC_LEN 3
-#define GWN_BATCH_VAO_DYN_ALLOC_COUNT 16
-
-typedef struct Gwn_Batch {
- /* geometry */
- Gwn_VertBuf* verts[GWN_BATCH_VBO_MAX_LEN]; /* verts[0] is required, others can be NULL */
- Gwn_VertBuf* inst; /* instance attribs */
- Gwn_IndexBuf* 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 Gwn_ShaderInterface* interface;
-
- /* book-keeping */
- uint owns_flag;
- struct Gwn_Context *context; /* used to free all vaos. this implies all vaos were created under the same context. */
- Gwn_BatchPhase phase;
- bool program_in_use;
-
- /* Vao management: remembers all geometry state (vertex attrib bindings & element buffer)
- * for each shader interface. Start with a static number of vaos and fallback to dynamic count
- * if necessary. Once a batch goes dynamic it does not go back. */
- bool is_dynamic_vao_count;
- union {
- /* Static handle count */
- struct {
- const struct Gwn_ShaderInterface* interfaces[GWN_BATCH_VAO_STATIC_LEN];
- uint32_t vao_ids[GWN_BATCH_VAO_STATIC_LEN];
- } static_vaos;
- /* Dynamic handle count */
- struct {
- uint count;
- const struct Gwn_ShaderInterface** 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 Gwn_Batch*, void*);
- void* callback_data;
-} Gwn_Batch;
-
-enum {
- GWN_BATCH_OWNS_VBO = (1 << 0),
- /* each vbo index gets bit-shifted */
- GWN_BATCH_OWNS_INSTANCES = (1 << 30),
- GWN_BATCH_OWNS_INDEX = (1 << 31),
-};
-
-Gwn_Batch* GWN_batch_create_ex(Gwn_PrimType, Gwn_VertBuf*, Gwn_IndexBuf*, uint owns_flag);
-void GWN_batch_init_ex(Gwn_Batch*, Gwn_PrimType, Gwn_VertBuf*, Gwn_IndexBuf*, uint owns_flag);
-Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src);
-
-#define GWN_batch_create(prim, verts, elem) \
- GWN_batch_create_ex(prim, verts, elem, 0)
-#define GWN_batch_init(batch, prim, verts, elem) \
- GWN_batch_init_ex(batch, prim, verts, elem, 0)
-
-void GWN_batch_discard(Gwn_Batch*); /* verts & elem are not discarded */
-
-void GWN_batch_callback_free_set(Gwn_Batch*, void (*callback)(Gwn_Batch*, void*), void*);
-
-void GWN_batch_instbuf_set(Gwn_Batch*, Gwn_VertBuf*, bool own_vbo); /* Instancing */
-
-int GWN_batch_vertbuf_add_ex(Gwn_Batch*, Gwn_VertBuf*, bool own_vbo);
-
-#define GWN_batch_vertbuf_add(batch, verts) \
- GWN_batch_vertbuf_add_ex(batch, verts, false)
-
-void GWN_batch_program_set_no_use(Gwn_Batch*, uint32_t program, const Gwn_ShaderInterface*);
-void GWN_batch_program_set(Gwn_Batch*, uint32_t program, const Gwn_ShaderInterface*);
-/* 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 GWN_batch_program_use_begin(Gwn_Batch*); /* call before Batch_Uniform (temp hack?) */
-void GWN_batch_program_use_end(Gwn_Batch*);
-
-void GWN_batch_uniform_1ui(Gwn_Batch*, const char* name, int value);
-void GWN_batch_uniform_1i(Gwn_Batch*, const char* name, int value);
-void GWN_batch_uniform_1b(Gwn_Batch*, const char* name, bool value);
-void GWN_batch_uniform_1f(Gwn_Batch*, const char* name, float value);
-void GWN_batch_uniform_2f(Gwn_Batch*, const char* name, float x, float y);
-void GWN_batch_uniform_3f(Gwn_Batch*, const char* name, float x, float y, float z);
-void GWN_batch_uniform_4f(Gwn_Batch*, const char* name, float x, float y, float z, float w);
-void GWN_batch_uniform_2fv(Gwn_Batch*, const char* name, const float data[2]);
-void GWN_batch_uniform_3fv(Gwn_Batch*, const char* name, const float data[3]);
-void GWN_batch_uniform_4fv(Gwn_Batch*, const char* name, const float data[4]);
-void GWN_batch_uniform_2fv_array(Gwn_Batch*, const char* name, int len, const float *data);
-void GWN_batch_uniform_4fv_array(Gwn_Batch*, const char* name, int len, const float *data);
-void GWN_batch_uniform_mat4(Gwn_Batch*, const char* name, const float data[4][4]);
-
-void GWN_batch_draw(Gwn_Batch*);
-
-/* This does not bind/unbind shader and does not call GPU_matrix_bind() */
-void GWN_batch_draw_range_ex(Gwn_Batch*, int v_first, int v_count, bool force_instance);
-
-/* Does not even need batch */
-void GWN_draw_primitive(Gwn_PrimType, int v_count);
-
-#if 0 /* future plans */
-
-/* Can multiple batches share a Gwn_VertBuf? Use ref count? */
-
-
-/* We often need a batch with its own data, to be created and discarded together. */
-/* WithOwn variants reduce number of system allocations. */
-
-typedef struct BatchWithOwnVertexBuffer {
- Gwn_Batch batch;
- Gwn_VertBuf verts; /* link batch.verts to this */
-} BatchWithOwnVertexBuffer;
-
-typedef struct BatchWithOwnElementList {
- Gwn_Batch batch;
- Gwn_IndexBuf elem; /* link batch.elem to this */
-} BatchWithOwnElementList;
-
-typedef struct BatchWithOwnVertexBufferAndElementList {
- Gwn_Batch batch;
- Gwn_IndexBuf elem; /* link batch.elem to this */
- Gwn_VertBuf verts; /* link batch.verts to this */
-} BatchWithOwnVertexBufferAndElementList;
-
-Gwn_Batch* create_BatchWithOwnVertexBuffer(Gwn_PrimType, Gwn_VertFormat*, uint v_len, Gwn_IndexBuf*);
-Gwn_Batch* create_BatchWithOwnElementList(Gwn_PrimType, Gwn_VertBuf*, uint prim_len);
-Gwn_Batch* create_BatchWithOwnVertexBufferAndElementList(Gwn_PrimType, Gwn_VertFormat*, uint v_len, uint prim_len);
-/* verts: shared, own */
-/* elem: none, shared, own */
-Gwn_Batch* create_BatchInGeneral(Gwn_PrimType, VertexBufferStuff, ElementListStuff);
-
-#endif /* future plans */
-
-
-/* Macros */
-
-#define GWN_BATCH_DISCARD_SAFE(batch) do { \
- if (batch != NULL) { \
- GWN_batch_discard(batch); \
- batch = NULL; \
- } \
-} while (0)
-
-#endif /* __GWN_BATCH_H__ */
diff --git a/intern/gawain/gawain/gwn_imm_util.h b/intern/gawain/gawain/gwn_imm_util.h
deleted file mode 100644
index e512d071dca..00000000000
--- a/intern/gawain/gawain/gwn_imm_util.h
+++ /dev/null
@@ -1,46 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2016 by Mike Erwin.
- * All rights reserved.
- *
- * Contributor(s): Blender Foundation
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/gpu/gwn_imm_util.h
- * \ingroup gpu
- *
- * Gawain element list (AKA index buffer)
- */
-
-#ifndef __GWN_IMM_UTIL_H__
-#define __GWN_IMM_UTIL_H__
-
-#include <stdlib.h>
-
-/* Draw 2D rectangles (replaces glRect functions) */
-/* caller is reponsible for vertex format & shader */
-void immRectf(uint pos, float x1, float y1, float x2, float y2);
-void immRecti(uint pos, int x1, int y1, int x2, int y2);
-
-/* Same as immRectf/immRecti but does not call immBegin/immEnd. To use with GWN_PRIM_TRIS. */
-void immRectf_fast_with_color(uint pos, uint col, float x1, float y1, float x2, float y2, const float color[4]);
-void immRecti_fast_with_color(uint pos, uint col, int x1, int y1, int x2, int y2, const float color[4]);
-
-#endif /* __GWN_IMM_UTIL_H__ */
diff --git a/intern/gawain/gawain/gwn_immediate.h b/intern/gawain/gawain/gwn_immediate.h
deleted file mode 100644
index 8231942d735..00000000000
--- a/intern/gawain/gawain/gwn_immediate.h
+++ /dev/null
@@ -1,132 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2016 by Mike Erwin.
- * All rights reserved.
- *
- * Contributor(s): Blender Foundation
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/gpu/gwn_immediate.h
- * \ingroup gpu
- *
- * Gawain immediate mode work-alike
- */
-
-#ifndef __GWN_IMMEDIATE_H__
-#define __GWN_IMMEDIATE_H__
-
-#include "gwn_vertex_format.h"
-#include "gwn_primitive.h"
-#include "gwn_shader_interface.h"
-#include "gwn_batch.h"
-
-Gwn_VertFormat* immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */
-
-void immBindProgram(uint32_t program, const Gwn_ShaderInterface*); /* every immBegin must have a program bound first. */
-void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */
-
-void immBegin(Gwn_PrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */
-void immBeginAtMost(Gwn_PrimType, uint max_vertex_len); /* can supply fewer vertices. */
-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. */
-Gwn_Batch* immBeginBatch(Gwn_PrimType, uint vertex_len);
-Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType, uint vertex_len);
-
-/* Provide attribute values that can change per vertex. */
-/* First vertex after immBegin must have all its attributes specified. */
-/* Skipped attributes will continue using the previous value for that attrib_id. */
-void immAttrib1f(uint attrib_id, float x);
-void immAttrib2f(uint attrib_id, float x, float y);
-void immAttrib3f(uint attrib_id, float x, float y, float z);
-void immAttrib4f(uint attrib_id, float x, float y, float z, float w);
-
-void immAttrib2i(uint attrib_id, int x, int y);
-
-void immAttrib1u(uint attrib_id, uint x);
-
-void immAttrib2s(uint attrib_id, short x, short y);
-
-void immAttrib2fv(uint attrib_id, const float data[2]);
-void immAttrib3fv(uint attrib_id, const float data[3]);
-void immAttrib4fv(uint attrib_id, const float data[4]);
-
-void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b);
-void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
-
-void immAttrib3ubv(uint attrib_id, const unsigned char data[4]);
-void immAttrib4ubv(uint attrib_id, const unsigned char data[4]);
-
-/* Explicitly skip an attribute. */
-/* This advanced option kills automatic value copying for this attrib_id. */
-void immSkipAttrib(uint attrib_id);
-
-/* Provide one last attribute value & end the current vertex. */
-/* This is most often used for 2D or 3D position (similar to glVertex). */
-void immVertex2f(uint attrib_id, float x, float y);
-void immVertex3f(uint attrib_id, float x, float y, float z);
-void immVertex4f(uint attrib_id, float x, float y, float z, float w);
-
-void immVertex2i(uint attrib_id, int x, int y);
-
-void immVertex2s(uint attrib_id, short x, short y);
-
-void immVertex2fv(uint attrib_id, const float data[2]);
-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]);
-
-/* Convenience functions for setting "uniform vec4 color". */
-/* The rgb functions have implicit alpha = 1.0. */
-void immUniformColor4f(float r, float g, float b, float a);
-void immUniformColor4fv(const float rgba[4]);
-void immUniformColor3f(float r, float g, float b);
-void immUniformColor3fv(const float rgb[3]);
-void immUniformColor3fvAlpha(const float rgb[3], float a);
-
-void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b);
-void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
-void immUniformColor3ubv(const unsigned char rgb[3]);
-void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char a);
-void immUniformColor4ubv(const unsigned char rgba[4]);
-
-/* These are called by the system -- not part of drawing API. */
-void immInit(void);
-void immActivate(void);
-void immDeactivate(void);
-void immDestroy(void);
-
-#endif /* __GWN_IMMEDIATE_H__ */
diff --git a/intern/gawain/src/gwn_batch.c b/intern/gawain/src/gwn_batch.c
deleted file mode 100644
index 5daf0e87aec..00000000000
--- a/intern/gawain/src/gwn_batch.c
+++ /dev/null
@@ -1,645 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2016 by Mike Erwin.
- * All rights reserved.
- *
- * Contributor(s): Blender Foundation
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/gpu/intern/gwn_batch.c
- * \ingroup gpu
- *
- * Gawain geometry batch
- * Contains VAOs + VBOs + Shader representing a drawable entity.
- */
-
-#include "gwn_batch.h"
-#include "gwn_batch_private.h"
-#include "gwn_buffer_id.h"
-#include "gwn_vertex_array_id.h"
-#include "gwn_primitive_private.h"
-#include <stdlib.h>
-#include <string.h>
-
-/* necessary functions from matrix API */
-extern void GPU_matrix_bind(const Gwn_ShaderInterface* shaderface);
-
-static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first);
-
-void gwn_batch_vao_cache_clear(Gwn_Batch* batch)
-{
- if (batch->context == NULL) {
- return;
- }
- if (batch->is_dynamic_vao_count) {
- for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
- if (batch->dynamic_vaos.vao_ids[i]) {
- GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
- }
- if (batch->dynamic_vaos.interfaces[i]) {
- GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->dynamic_vaos.interfaces[i], batch);
- }
- }
- free(batch->dynamic_vaos.interfaces);
- free(batch->dynamic_vaos.vao_ids);
- }
- else {
- for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
- if (batch->static_vaos.vao_ids[i]) {
- GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
- }
- if (batch->static_vaos.interfaces[i]) {
- GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->static_vaos.interfaces[i], batch);
- }
- }
- }
- batch->is_dynamic_vao_count = false;
- for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
- batch->static_vaos.vao_ids[i] = 0;
- batch->static_vaos.interfaces[i] = NULL;
- }
- gwn_context_remove_batch(batch->context, batch);
- batch->context = NULL;
-}
-
-Gwn_Batch* GWN_batch_create_ex(
- Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
- uint owns_flag)
-{
- Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch));
- GWN_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
- return batch;
-}
-
-void GWN_batch_init_ex(
- Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
- uint owns_flag)
-{
-#if TRUST_NO_ONE
- assert(verts != NULL);
-#endif
-
- batch->verts[0] = verts;
- for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
- batch->verts[v] = NULL;
- }
- batch->inst = NULL;
- batch->elem = elem;
- batch->gl_prim_type = convert_prim_type_to_gl(prim_type);
- batch->phase = GWN_BATCH_READY_TO_DRAW;
- batch->is_dynamic_vao_count = false;
- batch->owns_flag = owns_flag;
- batch->free_callback = NULL;
-}
-
-/* This will share the VBOs with the new batch. */
-Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src)
-{
- Gwn_Batch* batch = GWN_batch_create_ex(GWN_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
-
- batch->gl_prim_type = batch_src->gl_prim_type;
- for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
- batch->verts[v] = batch_src->verts[v];
- }
- return batch;
-}
-
-void GWN_batch_discard(Gwn_Batch* batch)
-{
- if (batch->owns_flag & GWN_BATCH_OWNS_INDEX) {
- GWN_indexbuf_discard(batch->elem);
- }
- if (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES) {
- GWN_vertbuf_discard(batch->inst);
- }
- if ((batch->owns_flag & ~GWN_BATCH_OWNS_INDEX) != 0) {
- for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
- if (batch->verts[v] == NULL) {
- break;
- }
- if (batch->owns_flag & (1 << v)) {
- GWN_vertbuf_discard(batch->verts[v]);
- }
- }
- }
- gwn_batch_vao_cache_clear(batch);
-
- if (batch->free_callback) {
- batch->free_callback(batch, batch->callback_data);
- }
- free(batch);
-}
-
-void GWN_batch_callback_free_set(Gwn_Batch* batch, void (*callback)(Gwn_Batch*, void*), void* user_data)
-{
- batch->free_callback = callback;
- batch->callback_data = user_data;
-}
-
-void GWN_batch_instbuf_set(Gwn_Batch* batch, Gwn_VertBuf* inst, bool own_vbo)
-{
-#if TRUST_NO_ONE
- assert(inst != NULL);
-#endif
- /* redo the bindings */
- gwn_batch_vao_cache_clear(batch);
-
- if (batch->inst != NULL && (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES)) {
- GWN_vertbuf_discard(batch->inst);
- }
- batch->inst = inst;
-
- if (own_vbo) {
- batch->owns_flag |= GWN_BATCH_OWNS_INSTANCES;
- }
- else {
- batch->owns_flag &= ~GWN_BATCH_OWNS_INSTANCES;
- }
-}
-
-/* Returns the index of verts in the batch. */
-int GWN_batch_vertbuf_add_ex(
- Gwn_Batch* batch, Gwn_VertBuf* verts,
- bool own_vbo)
-{
- /* redo the bindings */
- gwn_batch_vao_cache_clear(batch);
-
- for (uint v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
- if (batch->verts[v] == NULL) {
-#if TRUST_NO_ONE
- /* for now all VertexBuffers must have same vertex_len */
- assert(verts->vertex_len == batch->verts[0]->vertex_len);
-#endif
- batch->verts[v] = verts;
- /* TODO: mark dirty so we can keep attrib bindings up-to-date */
- if (own_vbo)
- batch->owns_flag |= (1 << v);
- return v;
- }
- }
-
- /* we only make it this far if there is no room for another Gwn_VertBuf */
-#if TRUST_NO_ONE
- assert(false);
-#endif
- return -1;
-}
-
-static GLuint batch_vao_get(Gwn_Batch *batch)
-{
- /* Search through cache */
- if (batch->is_dynamic_vao_count) {
- for (int i = 0; i < batch->dynamic_vaos.count; ++i)
- if (batch->dynamic_vaos.interfaces[i] == batch->interface)
- return batch->dynamic_vaos.vao_ids[i];
- }
- else {
- for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
- if (batch->static_vaos.interfaces[i] == batch->interface)
- return batch->static_vaos.vao_ids[i];
- }
-
- /* Set context of this batch.
- * It will be bound to it until gwn_batch_vao_cache_clear is called.
- * Until then it can only be drawn with this context. */
- if (batch->context == NULL) {
- batch->context = GWN_context_active_get();
- gwn_context_add_batch(batch->context, batch);
- }
-#if TRUST_NO_ONE
- else {
- /* Make sure you are not trying to draw this batch in another context. */
- assert(batch->context == GWN_context_active_get());
- }
-#endif
-
- /* Cache miss, time to add a new entry! */
- GLuint new_vao = 0;
- if (!batch->is_dynamic_vao_count) {
- int i; /* find first unused slot */
- for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
- if (batch->static_vaos.vao_ids[i] == 0)
- break;
-
- if (i < GWN_BATCH_VAO_STATIC_LEN) {
- batch->static_vaos.interfaces[i] = batch->interface;
- batch->static_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
- }
- else {
- /* Not enough place switch to dynamic. */
- batch->is_dynamic_vao_count = true;
- /* Erase previous entries, they will be added back if drawn again. */
- for (int j = 0; j < GWN_BATCH_VAO_STATIC_LEN; ++j) {
- GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface*)batch->static_vaos.interfaces[j], batch);
- GWN_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 = GWN_BATCH_VAO_DYN_ALLOC_COUNT;
- batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(Gwn_ShaderInterface*));
- batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint));
- }
- }
-
- if (batch->is_dynamic_vao_count) {
- int i; /* find first unused slot */
- for (i = 0; i < batch->dynamic_vaos.count; ++i)
- if (batch->dynamic_vaos.vao_ids[i] == 0)
- break;
-
- if (i == batch->dynamic_vaos.count) {
- /* Not enough place, realloc the array. */
- i = batch->dynamic_vaos.count;
- batch->dynamic_vaos.count += GWN_BATCH_VAO_DYN_ALLOC_COUNT;
- batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(Gwn_ShaderInterface*) * 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(Gwn_ShaderInterface*) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
- memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
- }
- batch->dynamic_vaos.interfaces[i] = batch->interface;
- batch->dynamic_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
- }
-
- GWN_shaderinterface_add_batch_ref((Gwn_ShaderInterface*)batch->interface, batch);
-
-#if TRUST_NO_ONE
- assert(new_vao != 0);
-#endif
-
- /* We just got a fresh VAO we need to initialize it. */
- glBindVertexArray(new_vao);
- batch_update_program_bindings(batch, 0);
- glBindVertexArray(0);
-
- return new_vao;
-}
-
-void GWN_batch_program_set_no_use(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface)
-{
-#if TRUST_NO_ONE
- assert(glIsProgram(shaderface->program));
- assert(batch->program_in_use == 0);
-#endif
- batch->interface = shaderface;
- batch->program = program;
- batch->vao_id = batch_vao_get(batch);
-}
-
-void GWN_batch_program_set(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface)
-{
- GWN_batch_program_set_no_use(batch, program, shaderface);
- GWN_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
-}
-
-void gwn_batch_remove_interface_ref(Gwn_Batch* batch, const Gwn_ShaderInterface* interface)
-{
- if (batch->is_dynamic_vao_count) {
- for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
- if (batch->dynamic_vaos.interfaces[i] == interface) {
- GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
- batch->dynamic_vaos.vao_ids[i] = 0;
- batch->dynamic_vaos.interfaces[i] = NULL;
- break; /* cannot have duplicates */
- }
- }
- }
- else {
- int i;
- for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
- if (batch->static_vaos.interfaces[i] == interface) {
- GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
- batch->static_vaos.vao_ids[i] = 0;
- batch->static_vaos.interfaces[i] = NULL;
- break; /* cannot have duplicates */
- }
- }
- }
-}
-
-static void create_bindings(
- Gwn_VertBuf* verts, const Gwn_ShaderInterface* interface,
- uint v_first, const bool use_instancing)
-{
- const Gwn_VertFormat* format = &verts->format;
-
- const uint attr_len = format->attr_len;
- const uint stride = format->stride;
-
- GWN_vertbuf_use(verts);
-
- for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
- const Gwn_VertAttr* 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 Gwn_ShaderInput* input = GWN_shaderinterface_attr(interface, a->name[n_idx]);
-
- if (input == NULL) continue;
-
- if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) {
-#if TRUST_NO_ONE
- assert(a->fetch_mode == GWN_FETCH_FLOAT);
- assert(a->gl_comp_type == GL_FLOAT);
-#endif
- for (int i = 0; i < a->comp_len / 4; ++i) {
- 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);
- }
- }
- else
- {
- glEnableVertexAttribArray(input->location);
- glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0);
-
- switch (a->fetch_mode) {
- case GWN_FETCH_FLOAT:
- case GWN_FETCH_INT_TO_FLOAT:
- glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
- break;
- case GWN_FETCH_INT_TO_FLOAT_UNIT:
- glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
- break;
- case GWN_FETCH_INT:
- glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer);
- break;
- }
- }
- }
- }
-}
-
-static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first)
-{
- for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) {
- create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
- }
- if (batch->inst) {
- create_bindings(batch->inst, batch->interface, v_first, true);
- }
- if (batch->elem) {
- GWN_indexbuf_use(batch->elem);
- }
-}
-
-void GWN_batch_program_use_begin(Gwn_Batch* 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". */
- /* TODO: make not fragile (somehow) */
-
- if (!batch->program_in_use) {
- glUseProgram(batch->program);
- batch->program_in_use = true;
- }
-}
-
-void GWN_batch_program_use_end(Gwn_Batch* batch)
-{
- if (batch->program_in_use) {
-#if PROGRAM_NO_OPTI
- glUseProgram(0);
-#endif
- batch->program_in_use = false;
- }
-}
-
-#if TRUST_NO_ONE
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform);
-#else
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name);
-#endif
-
-void GWN_batch_uniform_1ui(Gwn_Batch* batch, const char* name, int value)
-{
- GET_UNIFORM
- glUniform1ui(uniform->location, value);
-}
-
-void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value)
-{
- GET_UNIFORM
- glUniform1i(uniform->location, value);
-}
-
-void GWN_batch_uniform_1b(Gwn_Batch* batch, const char* name, bool value)
-{
- GET_UNIFORM
- glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
-}
-
-void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y)
-{
- GET_UNIFORM
- glUniform2f(uniform->location, x, y);
-}
-
-void GWN_batch_uniform_3f(Gwn_Batch* batch, const char* name, float x, float y, float z)
-{
- GET_UNIFORM
- glUniform3f(uniform->location, x, y, z);
-}
-
-void GWN_batch_uniform_4f(Gwn_Batch* batch, const char* name, float x, float y, float z, float w)
-{
- GET_UNIFORM
- glUniform4f(uniform->location, x, y, z, w);
-}
-
-void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x)
-{
- GET_UNIFORM
- glUniform1f(uniform->location, x);
-}
-
-void GWN_batch_uniform_2fv(Gwn_Batch* batch, const char* name, const float data[2])
-{
- GET_UNIFORM
- glUniform2fv(uniform->location, 1, data);
-}
-
-void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3])
-{
- GET_UNIFORM
- glUniform3fv(uniform->location, 1, data);
-}
-
-void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4])
-{
- GET_UNIFORM
- glUniform4fv(uniform->location, 1, data);
-}
-
-void GWN_batch_uniform_2fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
-{
- GET_UNIFORM
- glUniform2fv(uniform->location, len, data);
-}
-
-void GWN_batch_uniform_4fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
-{
- GET_UNIFORM
- glUniform4fv(uniform->location, len, data);
-}
-
-void GWN_batch_uniform_mat4(Gwn_Batch* batch, const char* name, const float data[4][4])
-{
- GET_UNIFORM
- glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data);
-}
-
-static void primitive_restart_enable(const Gwn_IndexBuf *el)
-{
- // TODO(fclem) Replace by GL_PRIMITIVE_RESTART_FIXED_INDEX when we have ogl 4.3
- glEnable(GL_PRIMITIVE_RESTART);
- GLuint restart_index = (GLuint)0xFFFFFFFF;
-
-#if GWN_TRACK_INDEX_RANGE
- if (el->index_type == GWN_INDEX_U8)
- restart_index = (GLuint)0xFF;
- else if (el->index_type == GWN_INDEX_U16)
- restart_index = (GLuint)0xFFFF;
-#endif
-
- glPrimitiveRestartIndex(restart_index);
-}
-
-static void primitive_restart_disable(void)
-{
- glDisable(GL_PRIMITIVE_RESTART);
-}
-
-void GWN_batch_draw(Gwn_Batch* batch)
-{
-#if TRUST_NO_ONE
- assert(batch->phase == GWN_BATCH_READY_TO_DRAW);
- assert(batch->verts[0]->vbo_id != 0);
-#endif
- GWN_batch_program_use_begin(batch);
- GPU_matrix_bind(batch->interface); // external call.
-
- GWN_batch_draw_range_ex(batch, 0, 0, false);
-
- GWN_batch_program_use_end(batch);
-}
-
-void GWN_batch_draw_range_ex(Gwn_Batch* 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
-#endif
- const bool do_instance = (force_instance || batch->inst);
-
- // If using offset drawing, use the default VAO and redo bindings.
- if (v_first != 0 && (do_instance || batch->elem)) {
- glBindVertexArray(GWN_vao_default());
- batch_update_program_bindings(batch, v_first);
- }
- else {
- glBindVertexArray(batch->vao_id);
- }
-
- if (do_instance) {
- /* Infer length if vertex count is not given */
- if (v_count == 0) {
- v_count = batch->inst->vertex_len;
- }
-
- if (batch->elem) {
- const Gwn_IndexBuf* el = batch->elem;
-
- if (el->use_prim_restart) {
- primitive_restart_enable(el);
- }
-#if GWN_TRACK_INDEX_RANGE
- glDrawElementsInstancedBaseVertex(batch->gl_prim_type,
- el->index_len,
- el->gl_index_type,
- 0,
- v_count,
- el->base_index);
-#else
- glDrawElementsInstanced(batch->gl_prim_type, el->index_len, GL_UNSIGNED_INT, 0, v_count);
-#endif
- if (el->use_prim_restart) {
- primitive_restart_disable();
- }
- }
- else {
- glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_len, v_count);
- }
- }
- else {
- /* Infer length if vertex count is not given */
- if (v_count == 0) {
- v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
- }
-
- if (batch->elem) {
- const Gwn_IndexBuf* el = batch->elem;
-
- if (el->use_prim_restart) {
- primitive_restart_enable(el);
- }
-
-#if GWN_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);
- }
- else {
- glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0);
- }
-#else
- glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, 0);
-#endif
- if (el->use_prim_restart) {
- primitive_restart_disable();
- }
- }
- else {
- glDrawArrays(batch->gl_prim_type, v_first, v_count);
- }
- }
-
- /* Performance hog if you are drawing with the same vao multiple time.
- * Only activate for debugging. */
- // glBindVertexArray(0);
-}
-
-/* just draw some vertices and let shader place them where we want. */
-void GWN_draw_primitive(Gwn_PrimType prim_type, int v_count)
- {
- /* we cannot draw without vao ... annoying ... */
- glBindVertexArray(GWN_vao_default());
-
- GLenum type = convert_prim_type_to_gl(prim_type);
- glDrawArrays(type, 0, v_count);
-
- /* Performance hog if you are drawing with the same vao multiple time.
- * Only activate for debugging.*/
- // glBindVertexArray(0);
- }
diff --git a/intern/gawain/src/gwn_imm_util.c b/intern/gawain/src/gwn_imm_util.c
deleted file mode 100644
index cdf55c3dfc4..00000000000
--- a/intern/gawain/src/gwn_imm_util.c
+++ /dev/null
@@ -1,100 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2016 by Mike Erwin.
- * All rights reserved.
- *
- * Contributor(s): Blender Foundation
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/gpu/intern/gwn_imm_util.c
- * \ingroup gpu
- *
- * Gawain immediate mode drawing utilities
- */
-
-#include "gwn_imm_util.h"
-#include "gwn_immediate.h"
-#include <stdlib.h>
-
-void immRectf(uint pos, float x1, float y1, float x2, float y2)
-{
- immBegin(GWN_PRIM_TRI_FAN, 4);
- immVertex2f(pos, x1, y1);
- immVertex2f(pos, x2, y1);
- immVertex2f(pos, x2, y2);
- immVertex2f(pos, x1, y2);
- immEnd();
-}
-
-void immRecti(uint pos, int x1, int y1, int x2, int y2)
-{
- immBegin(GWN_PRIM_TRI_FAN, 4);
- immVertex2i(pos, x1, y1);
- immVertex2i(pos, x2, y1);
- immVertex2i(pos, x2, y2);
- immVertex2i(pos, x1, y2);
- immEnd();
-}
-
-void immRectf_fast_with_color(uint pos, uint col, float x1, float y1, float x2, float y2, const float color[4])
-{
- immAttrib4fv(col, color);
- immVertex2f(pos, x1, y1);
- immAttrib4fv(col, color);
- immVertex2f(pos, x2, y1);
- immAttrib4fv(col, color);
- immVertex2f(pos, x2, y2);
-
- immAttrib4fv(col, color);
- immVertex2f(pos, x1, y1);
- immAttrib4fv(col, color);
- immVertex2f(pos, x2, y2);
- immAttrib4fv(col, color);
- immVertex2f(pos, x1, y2);
-}
-
-void immRecti_fast_with_color(uint pos, uint col, int x1, int y1, int x2, int y2, const float color[4])
-{
- immAttrib4fv(col, color);
- immVertex2i(pos, x1, y1);
- immAttrib4fv(col, color);
- immVertex2i(pos, x2, y1);
- immAttrib4fv(col, color);
- immVertex2i(pos, x2, y2);
-
- immAttrib4fv(col, color);
- immVertex2i(pos, x1, y1);
- immAttrib4fv(col, color);
- immVertex2i(pos, x2, y2);
- immAttrib4fv(col, color);
- immVertex2i(pos, x1, y2);
-}
-
-#if 0 /* more complete version in case we want that */
-void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4])
-{
- Gwn_VertFormat *format = immVertexFormat();
- uint pos = add_attrib(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- immUniformColor4fv(color);
- immRecti(pos, x1, y1, x2, y2);
- immUnbindProgram();
-}
-#endif
diff --git a/intern/gawain/src/gwn_immediate.c b/intern/gawain/src/gwn_immediate.c
deleted file mode 100644
index 442aa85ece4..00000000000
--- a/intern/gawain/src/gwn_immediate.c
+++ /dev/null
@@ -1,863 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2016 by Mike Erwin.
- * All rights reserved.
- *
- * Contributor(s): Blender Foundation
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/gpu/intern/gwn_immediate.c
- * \ingroup gpu
- *
- * Gawain immediate mode work-alike
- */
-
-#include "gwn_immediate.h"
-#include "gwn_buffer_id.h"
-#include "gwn_attr_binding.h"
-#include "gwn_attr_binding_private.h"
-#include "gwn_vertex_format_private.h"
-#include "gwn_vertex_array_id.h"
-#include "gwn_primitive_private.h"
-#include <string.h>
-#include <stdlib.h>
-
-/* necessary functions from matrix API */
-extern void GPU_matrix_bind(const Gwn_ShaderInterface*);
-extern bool GPU_matrix_dirty_get(void);
-
-typedef struct {
- /* TODO: organize this struct by frequency of change (run-time) */
-
- Gwn_Batch* batch;
- Gwn_Context* context;
-
- /* current draw call */
- GLubyte* buffer_data;
- uint buffer_offset;
- uint buffer_bytes_mapped;
- uint vertex_len;
- bool strict_vertex_len;
- Gwn_PrimType prim_type;
-
- Gwn_VertFormat vertex_format;
-
- /* current vertex */
- uint vertex_idx;
- 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 Gwn_ShaderInterface* shader_interface;
- Gwn_AttrBinding attrib_binding;
- uint16_t prev_enabled_attrib_bits; /* <-- only affects this VAO, so we're ok */
-} Immediate;
-
-/* size of internal buffer -- make this adjustable? */
-#define IMM_BUFFER_SIZE (4 * 1024 * 1024)
-
-static bool initialized = false;
-static Immediate imm;
-
-void immInit(void)
-{
-#if TRUST_NO_ONE
- assert(!initialized);
-#endif
- memset(&imm, 0, sizeof(Immediate));
-
- imm.vbo_id = GWN_buf_id_alloc();
- glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
- glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
-
- imm.prim_type = GWN_PRIM_NONE;
- imm.strict_vertex_len = true;
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- initialized = true;
-}
-
-void immActivate(void)
-{
-#if TRUST_NO_ONE
- assert(initialized);
- assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we're not between a Begin/End pair */
- assert(imm.vao_id == 0);
-#endif
- imm.vao_id = GWN_vao_alloc();
- imm.context = GWN_context_active_get();
-}
-
-void immDeactivate(void)
-{
-#if TRUST_NO_ONE
- assert(initialized);
- assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we're not between a Begin/End pair */
- assert(imm.vao_id != 0);
-#endif
- GWN_vao_free(imm.vao_id, imm.context);
- imm.vao_id = 0;
- imm.prev_enabled_attrib_bits = 0;
-}
-
-void immDestroy(void)
-{
- GWN_buf_id_free(imm.vbo_id);
- initialized = false;
-}
-
-Gwn_VertFormat* immVertexFormat(void)
-{
- GWN_vertformat_clear(&imm.vertex_format);
- return &imm.vertex_format;
-}
-
-void immBindProgram(GLuint program, const Gwn_ShaderInterface* shaderface)
-{
-#if TRUST_NO_ONE
- assert(imm.bound_program == 0);
- assert(glIsProgram(program));
-#endif
-
- imm.bound_program = program;
- imm.shader_interface = shaderface;
-
- if (!imm.vertex_format.packed)
- VertexFormat_pack(&imm.vertex_format);
-
- glUseProgram(program);
- get_attrib_locations(&imm.vertex_format, &imm.attrib_binding, shaderface);
- GPU_matrix_bind(shaderface);
-}
-
-void immUnbindProgram(void)
-{
-#if TRUST_NO_ONE
- assert(imm.bound_program != 0);
-#endif
-#if PROGRAM_NO_OPTI
- glUseProgram(0);
-#endif
- imm.bound_program = 0;
-}
-
-#if TRUST_NO_ONE
-static bool vertex_count_makes_sense_for_primitive(uint vertex_len, Gwn_PrimType prim_type)
-{
- /* does vertex_len make sense for this primitive type? */
- if (vertex_len == 0) {
- return false;
- }
-
- switch (prim_type) {
- case GWN_PRIM_POINTS:
- return true;
- case GWN_PRIM_LINES:
- return vertex_len % 2 == 0;
- case GWN_PRIM_LINE_STRIP:
- case GWN_PRIM_LINE_LOOP:
- return vertex_len >= 2;
- case GWN_PRIM_LINE_STRIP_ADJ:
- return vertex_len >= 4;
- case GWN_PRIM_TRIS:
- return vertex_len % 3 == 0;
- case GWN_PRIM_TRI_STRIP:
- case GWN_PRIM_TRI_FAN:
- return vertex_len >= 3;
- default:
- return false;
- }
-}
-#endif
-
-void immBegin(Gwn_PrimType prim_type, uint vertex_len)
-{
-#if TRUST_NO_ONE
- assert(initialized);
- assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we haven't already begun */
- assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
-#endif
- imm.prim_type = prim_type;
- imm.vertex_len = vertex_len;
- imm.vertex_idx = 0;
- imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
-
- /* how many bytes do we need for this draw call? */
- const uint bytes_needed = vertex_buffer_size(&imm.vertex_format, vertex_len);
-
-#if TRUST_NO_ONE
- assert(bytes_needed <= IMM_BUFFER_SIZE);
-#endif
-
- glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
-
- /* does the current buffer have enough room? */
- const uint available_bytes = IMM_BUFFER_SIZE - imm.buffer_offset;
- /* ensure vertex data is aligned */
- const uint pre_padding = padding(imm.buffer_offset, imm.vertex_format.stride); /* might waste a little space, but it's safe */
- if ((bytes_needed + pre_padding) <= available_bytes) {
- imm.buffer_offset += pre_padding;
- }
- else {
- /* orphan this buffer & start with a fresh one */
- /* this method works on all platforms, old & new */
- glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
-
- imm.buffer_offset = 0;
- }
-
-/* printf("mapping %u to %u\n", imm.buffer_offset, imm.buffer_offset + bytes_needed - 1); */
-
- imm.buffer_data = glMapBufferRange(GL_ARRAY_BUFFER, imm.buffer_offset, bytes_needed,
- GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | (imm.strict_vertex_len ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT));
-
-#if TRUST_NO_ONE
- assert(imm.buffer_data != NULL);
-#endif
-
- imm.buffer_bytes_mapped = bytes_needed;
- imm.vertex_data = imm.buffer_data;
-}
-
-void immBeginAtMost(Gwn_PrimType prim_type, uint vertex_len)
-{
-#if TRUST_NO_ONE
- assert(vertex_len > 0);
-#endif
-
- imm.strict_vertex_len = false;
- immBegin(prim_type, vertex_len);
-}
-
-
-Gwn_Batch* immBeginBatch(Gwn_PrimType prim_type, uint vertex_len)
-{
-#if TRUST_NO_ONE
- assert(initialized);
- assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we haven't already begun */
- assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
-#endif
- imm.prim_type = prim_type;
- imm.vertex_len = vertex_len;
- imm.vertex_idx = 0;
- imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
-
- Gwn_VertBuf* verts = GWN_vertbuf_create_with_format(&imm.vertex_format);
- GWN_vertbuf_data_alloc(verts, vertex_len);
-
- imm.buffer_bytes_mapped = GWN_vertbuf_size_get(verts);
- imm.vertex_data = verts->data;
-
- imm.batch = GWN_batch_create_ex(prim_type, verts, NULL, GWN_BATCH_OWNS_VBO);
- imm.batch->phase = GWN_BATCH_BUILDING;
-
- return imm.batch;
-}
-
-Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType prim_type, uint vertex_len)
-{
- imm.strict_vertex_len = false;
- return immBeginBatch(prim_type, vertex_len);
-}
-
-static void immDrawSetup(void)
-{
- /* set up VAO -- can be done during Begin or End really */
- glBindVertexArray(imm.vao_id);
-
- /* enable/disable vertex attribs as needed */
- if (imm.attrib_binding.enabled_bits != imm.prev_enabled_attrib_bits) {
- for (uint loc = 0; loc < GWN_VERT_ATTR_MAX_LEN; ++loc) {
- bool is_enabled = imm.attrib_binding.enabled_bits & (1 << loc);
- bool was_enabled = imm.prev_enabled_attrib_bits & (1 << loc);
-
- if (is_enabled && !was_enabled) {
- glEnableVertexAttribArray(loc);
- }
- else if (was_enabled && !is_enabled) {
- glDisableVertexAttribArray(loc);
- }
- }
-
- imm.prev_enabled_attrib_bits = imm.attrib_binding.enabled_bits;
- }
-
- const uint stride = imm.vertex_format.stride;
-
- for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
- const Gwn_VertAttr* a = imm.vertex_format.attribs + a_idx;
-
- const uint offset = imm.buffer_offset + a->offset;
- const GLvoid* pointer = (const GLubyte*)0 + offset;
-
- const uint loc = read_attrib_location(&imm.attrib_binding, a_idx);
-
- switch (a->fetch_mode) {
- case GWN_FETCH_FLOAT:
- case GWN_FETCH_INT_TO_FLOAT:
- glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
- break;
- case GWN_FETCH_INT_TO_FLOAT_UNIT:
- glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
- break;
- case GWN_FETCH_INT:
- glVertexAttribIPointer(loc, a->comp_len, a->gl_comp_type, stride, pointer);
- }
- }
-
- if (GPU_matrix_dirty_get()) {
- GPU_matrix_bind(imm.shader_interface);
- }
-}
-
-void immEnd(void)
-{
-#if TRUST_NO_ONE
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
-
- uint buffer_bytes_used;
- if (imm.strict_vertex_len) {
-#if TRUST_NO_ONE
- assert(imm.vertex_idx == imm.vertex_len); /* with all vertices defined */
-#endif
- buffer_bytes_used = imm.buffer_bytes_mapped;
- }
- else {
-#if TRUST_NO_ONE
- assert(imm.vertex_idx <= imm.vertex_len);
-#endif
- if (imm.vertex_idx == imm.vertex_len) {
- buffer_bytes_used = imm.buffer_bytes_mapped;
- }
- else {
-#if TRUST_NO_ONE
- assert(imm.vertex_idx == 0 || vertex_count_makes_sense_for_primitive(imm.vertex_idx, imm.prim_type));
-#endif
- imm.vertex_len = imm.vertex_idx;
- buffer_bytes_used = vertex_buffer_size(&imm.vertex_format, imm.vertex_len);
- /* unused buffer bytes are available to the next immBegin */
- }
- /* tell OpenGL what range was modified so it doesn't copy the whole mapped range */
- glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used);
- }
-
- if (imm.batch) {
- if (buffer_bytes_used != imm.buffer_bytes_mapped) {
- GWN_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
- /* TODO: resize only if vertex count is much smaller */
- }
- GWN_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
- imm.batch->phase = GWN_BATCH_READY_TO_DRAW;
- imm.batch = NULL; /* don't free, batch belongs to caller */
- }
- else {
- glUnmapBuffer(GL_ARRAY_BUFFER);
- if (imm.vertex_len > 0) {
- immDrawSetup();
- glDrawArrays(convert_prim_type_to_gl(imm.prim_type), 0, imm.vertex_len);
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
- /* prep for next immBegin */
- imm.buffer_offset += buffer_bytes_used;
- }
-
- /* prep for next immBegin */
- imm.prim_type = GWN_PRIM_NONE;
- imm.strict_vertex_len = true;
-}
-
-static void setAttribValueBit(uint attrib_id)
-{
- uint16_t mask = 1 << attrib_id;
-#if TRUST_NO_ONE
- assert(imm.unassigned_attrib_bits & mask); /* not already set */
-#endif
- imm.unassigned_attrib_bits &= ~mask;
-}
-
-
-/* --- generic attribute functions --- */
-
-void immAttrib1f(uint attrib_id, float x)
-{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_F32);
- assert(attrib->comp_len == 1);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-
- float* data = (float*)(imm.vertex_data + attrib->offset);
-/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
-
- data[0] = x;
-}
-
-void immAttrib2f(uint attrib_id, float x, float y)
-{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_F32);
- assert(attrib->comp_len == 2);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-
- float* data = (float*)(imm.vertex_data + attrib->offset);
-/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
-
- data[0] = x;
- data[1] = y;
-}
-
-void immAttrib3f(uint attrib_id, float x, float y, float z)
-{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_F32);
- assert(attrib->comp_len == 3);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-
- float* data = (float*)(imm.vertex_data + attrib->offset);
-/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
-
- data[0] = x;
- data[1] = y;
- data[2] = z;
-}
-
-void immAttrib4f(uint attrib_id, float x, float y, float z, float w)
-{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_F32);
- assert(attrib->comp_len == 4);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-
- float* data = (float*)(imm.vertex_data + attrib->offset);
-/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
-
- data[0] = x;
- data[1] = y;
- data[2] = z;
- data[3] = w;
-}
-
-void immAttrib1u(uint attrib_id, uint x)
-{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_U32);
- assert(attrib->comp_len == 1);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-
- uint* data = (uint*)(imm.vertex_data + attrib->offset);
-
- data[0] = x;
-}
-
-void immAttrib2i(uint attrib_id, int x, int y)
-{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_I32);
- assert(attrib->comp_len == 2);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-
- int* data = (int*)(imm.vertex_data + attrib->offset);
-
- data[0] = x;
- data[1] = y;
-}
-
-void immAttrib2s(uint attrib_id, short x, short y)
-{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_I16);
- assert(attrib->comp_len == 2);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-
- short* data = (short*)(imm.vertex_data + attrib->offset);
-
- data[0] = x;
- data[1] = y;
-}
-
-void immAttrib2fv(uint attrib_id, const float data[2])
-{
- immAttrib2f(attrib_id, data[0], data[1]);
-}
-
-void immAttrib3fv(uint attrib_id, const float data[3])
-{
- immAttrib3f(attrib_id, data[0], data[1], data[2]);
-}
-
-void immAttrib4fv(uint attrib_id, const float data[4])
-{
- immAttrib4f(attrib_id, data[0], data[1], data[2], data[3]);
-}
-
-void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b)
-{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_U8);
- assert(attrib->comp_len == 3);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-
- GLubyte* data = imm.vertex_data + attrib->offset;
-/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
-
- data[0] = r;
- data[1] = g;
- data[2] = b;
-}
-
-void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
-{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_U8);
- assert(attrib->comp_len == 4);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-
- GLubyte* data = imm.vertex_data + attrib->offset;
-/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
-
- data[0] = r;
- data[1] = g;
- data[2] = b;
- data[3] = a;
-}
-
-void immAttrib3ubv(uint attrib_id, const unsigned char data[3])
-{
- immAttrib3ub(attrib_id, data[0], data[1], data[2]);
-}
-
-void immAttrib4ubv(uint attrib_id, const unsigned char data[4])
-{
- immAttrib4ub(attrib_id, data[0], data[1], data[2], data[3]);
-}
-
-void immSkipAttrib(uint attrib_id)
-{
-#if TRUST_NO_ONE
- assert(attrib_id < imm.vertex_format.attr_len);
- assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
-#endif
- setAttribValueBit(attrib_id);
-}
-
-static void immEndVertex(void) /* and move on to the next vertex */
-{
-#if TRUST_NO_ONE
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
- assert(imm.vertex_idx < imm.vertex_len);
-#endif
-
- /* have all attribs been assigned values?
- * if not, copy value from previous vertex */
- if (imm.unassigned_attrib_bits) {
-#if TRUST_NO_ONE
- assert(imm.vertex_idx > 0); /* first vertex must have all attribs specified */
-#endif
- for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
- if ((imm.unassigned_attrib_bits >> a_idx) & 1) {
- const Gwn_VertAttr* 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;
- memcpy(data, data - imm.vertex_format.stride, a->sz);
- /* TODO: consolidate copy of adjacent attributes */
- }
- }
- }
-
- imm.vertex_idx++;
- imm.vertex_data += imm.vertex_format.stride;
- imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
-}
-
-void immVertex2f(uint attrib_id, float x, float y)
-{
- immAttrib2f(attrib_id, x, y);
- immEndVertex();
-}
-
-void immVertex3f(uint attrib_id, float x, float y, float z)
-{
- immAttrib3f(attrib_id, x, y, z);
- immEndVertex();
-}
-
-void immVertex4f(uint attrib_id, float x, float y, float z, float w)
-{
- immAttrib4f(attrib_id, x, y, z, w);
- immEndVertex();
-}
-
-void immVertex2i(uint attrib_id, int x, int y)
-{
- immAttrib2i(attrib_id, x, y);
- immEndVertex();
-}
-
-void immVertex2s(uint attrib_id, short x, short y)
-{
- immAttrib2s(attrib_id, x, y);
- immEndVertex();
-}
-
-void immVertex2fv(uint attrib_id, const float data[2])
-{
- immAttrib2f(attrib_id, data[0], data[1]);
- immEndVertex();
-}
-
-void immVertex3fv(uint attrib_id, const float data[3])
-{
- immAttrib3f(attrib_id, data[0], data[1], data[2]);
- immEndVertex();
-}
-
-void immVertex2iv(uint attrib_id, const int data[2])
-{
- immAttrib2i(attrib_id, data[0], data[1]);
- immEndVertex();
-}
-
-
-/* --- generic uniform functions --- */
-
-#if 0
- #if TRUST_NO_ONE
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
- #else
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name);
- #endif
-#else
- /* NOTE: It is possible to have uniform fully optimized out from the shader.
- * In this case we can't assert failure or allow NULL-pointer dereference.
- * TODO(sergey): How can we detect existing-but-optimized-out uniform but still
- * catch typos in uniform names passed to immUniform*() functions? */
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
-#endif
-
-void immUniform1f(const char* name, float x)
-{
- GET_UNIFORM
- glUniform1f(uniform->location, x);
-}
-
-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])
-{
- GET_UNIFORM
- glUniform2fv(uniform->location, 1, data);
-}
-
-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])
-{
- GET_UNIFORM
- glUniform3fv(uniform->location, 1, data);
-}
-
-/* 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)
-{
- /* look up "name[0]" when given "name" */
- const size_t len = strlen(bare_name);
-#if TRUST_NO_ONE
- assert(len <= MAX_UNIFORM_NAME_LEN);
-#endif
- char name[MAX_UNIFORM_NAME_LEN];
- strcpy(name, bare_name);
- name[len + 0] = '[';
- name[len + 1] = '0';
- name[len + 2] = ']';
- name[len + 3] = '\0';
-
- GET_UNIFORM
- glUniform3fv(uniform->location, count, data);
-}
-
-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])
-{
- GET_UNIFORM
- glUniform4fv(uniform->location, 1, data);
-}
-
-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);
-#if TRUST_NO_ONE
- assert(len <= MAX_UNIFORM_NAME_LEN);
-#endif
- char name[MAX_UNIFORM_NAME_LEN];
- strcpy(name, bare_name);
- name[len + 0] = '[';
- name[len + 1] = '0';
- name[len + 2] = ']';
- name[len + 3] = '\0';
-
- GET_UNIFORM
- glUniform4fv(uniform->location, count, data);
-}
-
-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)
-{
- GET_UNIFORM
- glUniform1i(uniform->location, x);
-}
-
-void immUniform4iv(const char* name, const int data[4])
-{
- GET_UNIFORM
- glUniform4iv(uniform->location, 1, data);
-}
-
-/* --- convenience functions for setting "uniform vec4 color" --- */
-
-void immUniformColor4f(float r, float g, float b, float a)
-{
- const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform_builtin(imm.shader_interface, GWN_UNIFORM_COLOR);
-#if TRUST_NO_ONE
- assert(uniform != NULL);
-#endif
- glUniform4f(uniform->location, r, g, b, a);
-}
-
-void immUniformColor4fv(const float rgba[4])
-{
- immUniformColor4f(rgba[0], rgba[1], rgba[2], rgba[3]);
-}
-
-void immUniformColor3f(float r, float g, float b)
-{
- immUniformColor4f(r, g, b, 1.0f);
-}
-
-void immUniformColor3fv(const float rgb[3])
-{
- immUniformColor4f(rgb[0], rgb[1], rgb[2], 1.0f);
-}
-
-void immUniformColor3fvAlpha(const float rgb[3], float a)
-{
- immUniformColor4f(rgb[0], rgb[1], rgb[2], a);
-}
-
-/* TODO: v-- treat as sRGB? --v */
-
-void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b)
-{
- const float scale = 1.0f / 255.0f;
- immUniformColor4f(scale * r, scale * g, scale * b, 1.0f);
-}
-
-void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
-{
- const float scale = 1.0f / 255.0f;
- immUniformColor4f(scale * r, scale * g, scale * b, scale * a);
-}
-
-void immUniformColor3ubv(const unsigned char rgb[3])
-{
- immUniformColor3ub(rgb[0], rgb[1], rgb[2]);
-}
-
-void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char alpha)
-{
- immUniformColor4ub(rgb[0], rgb[1], rgb[2], alpha);
-}
-
-void immUniformColor4ubv(const unsigned char rgba[4])
-{
- immUniformColor4ub(rgba[0], rgba[1], rgba[2], rgba[3]);
-}
diff --git a/intern/opencolorio/CMakeLists.txt b/intern/opencolorio/CMakeLists.txt
index 2611477252a..10898e4239b 100644
--- a/intern/opencolorio/CMakeLists.txt
+++ b/intern/opencolorio/CMakeLists.txt
@@ -27,8 +27,8 @@ set(INC
.
../glew-mx
../guardedalloc
- ../gawain
../../source/blender/blenlib
+ ../../source/blender/gpu
)
set(INC_SYS
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index 090422ff795..10acdb9d281 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -49,7 +49,7 @@
#endif
extern "C" {
-#include "gawain/gwn_immediate.h"
+#include "GPU_immediate.h"
}
using namespace OCIO_NAMESPACE;
diff --git a/source/blender/blenfont/intern/blf_internal_types.h b/source/blender/blenfont/intern/blf_internal_types.h
index 999773d0212..03bf7fa67d8 100644
--- a/source/blender/blenfont/intern/blf_internal_types.h
+++ b/source/blender/blenfont/intern/blf_internal_types.h
@@ -31,7 +31,7 @@
#ifndef __BLF_INTERNAL_TYPES_H__
#define __BLF_INTERNAL_TYPES_H__
-#include "../../../intern/gawain/gawain/gwn_vertex_buffer.h"
+#include "GPU_vertex_buffer.h"
#include "GPU_texture.h"
#define BLF_BATCH_DRAW_LEN_MAX 2048 /* in glyph */
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index bf3ee34a03e..a6d11f1edac 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -45,7 +45,7 @@
#include "eevee_lightcache.h"
#include "eevee_private.h"
-#include "../../../intern/gawain/gawain/gwn_context.h"
+#include "GPU_context.h"
#include "WM_api.h"
#include "WM_types.h"
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 58ce9dd5218..4c6f8962d82 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -82,7 +82,7 @@
#include "engines/workbench/workbench_engine.h"
#include "engines/external/external_engine.h"
-#include "../../../intern/gawain/gawain/gwn_context.h"
+#include "GPU_context.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index d25e372c26e..2d44fb5b6d8 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -35,6 +35,7 @@
#include "BLI_threads.h"
#include "GPU_batch.h"
+#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_shader.h"
#include "GPU_uniformbuffer.h"
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 716e00164ce..3d207b85760 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -50,7 +50,6 @@ set(INC
../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/smoke/extern
- ../../../intern/gawain
)
set(INC_SYS
@@ -58,14 +57,17 @@ set(INC_SYS
)
set(SRC
+ intern/gpu_attr_binding.c
intern/gpu_basic_shader.c
intern/gpu_batch.c
intern/gpu_batch_presets.c
intern/gpu_batch_utils.c
+ intern/gpu_buffer_id.cpp
intern/gpu_buffers.c
intern/gpu_codegen.c
intern/gpu_debug.c
intern/gpu_draw.c
+ intern/gpu_element.c
intern/gpu_extensions.c
intern/gpu_framebuffer.c
intern/gpu_immediate.c
@@ -73,13 +75,18 @@ set(SRC
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_matrix.c
+ intern/gpu_primitive.c
intern/gpu_select.c
intern/gpu_select_pick.c
intern/gpu_select_sample_query.c
intern/gpu_shader.c
+ intern/gpu_shader_interface.c
intern/gpu_state.c
intern/gpu_texture.c
intern/gpu_uniformbuffer.c
+ intern/gpu_vertex_array_id.cpp
+ intern/gpu_vertex_buffer.c
+ intern/gpu_vertex_format.c
intern/gpu_viewport.c
shaders/gpu_shader_fx_lib.glsl
@@ -103,11 +110,15 @@ set(SRC
shaders/gpu_shader_smoke_frag.glsl
shaders/gpu_shader_smoke_vert.glsl
+ GPU_attr_binding.h
GPU_basic_shader.h
GPU_batch.h
+ GPU_buffer_id.h
GPU_buffers.h
+ GPU_common.h
GPU_debug.h
GPU_draw.h
+ GPU_element.h
GPU_extensions.h
GPU_framebuffer.h
GPU_glew.h
@@ -117,17 +128,26 @@ set(SRC
GPU_legacy_stubs.h
GPU_material.h
GPU_matrix.h
+ GPU_primitive.h
GPU_select.h
GPU_shader.h
+ GPU_shader_interface.h
GPU_state.h
GPU_texture.h
GPU_uniformbuffer.h
+ GPU_vertex_array_id.h
+ GPU_vertex_buffer.h
+ GPU_vertex_format.h
GPU_viewport.h
+ intern/gpu_attr_binding_private.h
+ intern/gpu_batch_private.h
intern/gpu_codegen.h
+ intern/gpu_primitive_private.h
intern/gpu_private.h
intern/gpu_select_private.h
intern/gpu_shader_private.h
+ intern/gpu_vertex_format_private.h
)
data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
diff --git a/intern/gawain/gawain/gwn_attr_binding.h b/source/blender/gpu/GPU_attr_binding.h
index 8030e86ea92..41050a095cd 100644
--- a/intern/gawain/gawain/gwn_attr_binding.h
+++ b/source/blender/gpu/GPU_attr_binding.h
@@ -32,7 +32,7 @@
#ifndef __GWN_ATTR_BINDING_H__
#define __GWN_ATTR_BINDING_H__
-#include "gwn_common.h"
+#include "GPU_common.h"
typedef struct Gwn_AttrBinding {
uint64_t loc_bits; /* store 4 bits for each of the 16 attribs */
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index f73968eda54..4c98eb8f537 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -15,37 +15,185 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
- * The Original Code is Copyright (C) 2016 Blender Foundation.
+ * The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*
- *
- * Contributor(s): Mike Erwin
+ * Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
-/* Batched geometry rendering is powered by the Gawain library.
- * This file contains any additions or modifications specific to Blender.
+/** \file blender/gpu/gwn_batch.h
+ * \ingroup gpu
+ *
+ * Gawain geometry batch
+ * Contains VAOs + VBOs + Shader representing a drawable entity.
*/
-#ifndef __GPU_BATCH_H__
-#define __GPU_BATCH_H__
+#ifndef __GWN_BATCH_H__
+#define __GWN_BATCH_H__
-#include "../../../intern/gawain/gawain/gwn_batch.h"
-#include "../../../intern/gawain/gawain/gwn_batch_private.h"
+#include "GPU_vertex_buffer.h"
+#include "GPU_element.h"
+#include "GPU_shader_interface.h"
+#include "GPU_shader.h"
-// TODO: CMake magic to do this:
-// #include "gawain/batch.h"
+typedef enum {
+ GWN_BATCH_READY_TO_FORMAT,
+ GWN_BATCH_READY_TO_BUILD,
+ GWN_BATCH_BUILDING,
+ GWN_BATCH_READY_TO_DRAW
+} Gwn_BatchPhase;
-#include "BLI_compiler_attrs.h"
-#include "BLI_sys_types.h"
+#define GWN_BATCH_VBO_MAX_LEN 3
+#define GWN_BATCH_VAO_STATIC_LEN 3
+#define GWN_BATCH_VAO_DYN_ALLOC_COUNT 16
-#include "GPU_shader.h"
+typedef struct Gwn_Batch {
+ /* geometry */
+ Gwn_VertBuf* verts[GWN_BATCH_VBO_MAX_LEN]; /* verts[0] is required, others can be NULL */
+ Gwn_VertBuf* inst; /* instance attribs */
+ Gwn_IndexBuf* 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 Gwn_ShaderInterface* interface;
+
+ /* book-keeping */
+ uint owns_flag;
+ struct Gwn_Context *context; /* used to free all vaos. this implies all vaos were created under the same context. */
+ Gwn_BatchPhase phase;
+ bool program_in_use;
+
+ /* Vao management: remembers all geometry state (vertex attrib bindings & element buffer)
+ * for each shader interface. Start with a static number of vaos and fallback to dynamic count
+ * if necessary. Once a batch goes dynamic it does not go back. */
+ bool is_dynamic_vao_count;
+ union {
+ /* Static handle count */
+ struct {
+ const struct Gwn_ShaderInterface* interfaces[GWN_BATCH_VAO_STATIC_LEN];
+ uint32_t vao_ids[GWN_BATCH_VAO_STATIC_LEN];
+ } static_vaos;
+ /* Dynamic handle count */
+ struct {
+ uint count;
+ const struct Gwn_ShaderInterface** 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 Gwn_Batch*, void*);
+ void* callback_data;
+} Gwn_Batch;
+
+enum {
+ GWN_BATCH_OWNS_VBO = (1 << 0),
+ /* each vbo index gets bit-shifted */
+ GWN_BATCH_OWNS_INSTANCES = (1 << 30),
+ GWN_BATCH_OWNS_INDEX = (1 << 31),
+};
+
+Gwn_Batch* GWN_batch_create_ex(Gwn_PrimType, Gwn_VertBuf*, Gwn_IndexBuf*, uint owns_flag);
+void GWN_batch_init_ex(Gwn_Batch*, Gwn_PrimType, Gwn_VertBuf*, Gwn_IndexBuf*, uint owns_flag);
+Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src);
+
+#define GWN_batch_create(prim, verts, elem) \
+ GWN_batch_create_ex(prim, verts, elem, 0)
+#define GWN_batch_init(batch, prim, verts, elem) \
+ GWN_batch_init_ex(batch, prim, verts, elem, 0)
+
+void GWN_batch_discard(Gwn_Batch*); /* verts & elem are not discarded */
+
+void gwn_batch_vao_cache_clear(Gwn_Batch*);
+
+void GWN_batch_callback_free_set(Gwn_Batch*, void (*callback)(Gwn_Batch*, void*), void*);
+
+void GWN_batch_instbuf_set(Gwn_Batch*, Gwn_VertBuf*, bool own_vbo); /* Instancing */
+
+int GWN_batch_vertbuf_add_ex(Gwn_Batch*, Gwn_VertBuf*, bool own_vbo);
+
+#define GWN_batch_vertbuf_add(batch, verts) \
+ GWN_batch_vertbuf_add_ex(batch, verts, false)
-/* gpu_batch.c */
-void GWN_batch_program_set_builtin(Gwn_Batch *batch, GPUBuiltinShader shader_id) ATTR_NONNULL(1);
+void GWN_batch_program_set_no_use(Gwn_Batch*, uint32_t program, const Gwn_ShaderInterface*);
+void GWN_batch_program_set(Gwn_Batch*, uint32_t program, const Gwn_ShaderInterface*);
+void GWN_batch_program_set_builtin(Gwn_Batch *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 GWN_batch_program_use_begin(Gwn_Batch*); /* call before Batch_Uniform (temp hack?) */
+void GWN_batch_program_use_end(Gwn_Batch*);
+
+void GWN_batch_uniform_1ui(Gwn_Batch*, const char* name, int value);
+void GWN_batch_uniform_1i(Gwn_Batch*, const char* name, int value);
+void GWN_batch_uniform_1b(Gwn_Batch*, const char* name, bool value);
+void GWN_batch_uniform_1f(Gwn_Batch*, const char* name, float value);
+void GWN_batch_uniform_2f(Gwn_Batch*, const char* name, float x, float y);
+void GWN_batch_uniform_3f(Gwn_Batch*, const char* name, float x, float y, float z);
+void GWN_batch_uniform_4f(Gwn_Batch*, const char* name, float x, float y, float z, float w);
+void GWN_batch_uniform_2fv(Gwn_Batch*, const char* name, const float data[2]);
+void GWN_batch_uniform_3fv(Gwn_Batch*, const char* name, const float data[3]);
+void GWN_batch_uniform_4fv(Gwn_Batch*, const char* name, const float data[4]);
+void GWN_batch_uniform_2fv_array(Gwn_Batch*, const char* name, int len, const float *data);
+void GWN_batch_uniform_4fv_array(Gwn_Batch*, const char* name, int len, const float *data);
+void GWN_batch_uniform_mat4(Gwn_Batch*, const char* name, const float data[4][4]);
+
+void GWN_batch_draw(Gwn_Batch*);
+
+/* This does not bind/unbind shader and does not call GPU_matrix_bind() */
+void GWN_batch_draw_range_ex(Gwn_Batch*, int v_first, int v_count, bool force_instance);
+
+/* Does not even need batch */
+void GWN_draw_primitive(Gwn_PrimType, int v_count);
+
+#if 0 /* future plans */
+
+/* Can multiple batches share a Gwn_VertBuf? Use ref count? */
+
+
+/* We often need a batch with its own data, to be created and discarded together. */
+/* WithOwn variants reduce number of system allocations. */
+
+typedef struct BatchWithOwnVertexBuffer {
+ Gwn_Batch batch;
+ Gwn_VertBuf verts; /* link batch.verts to this */
+} BatchWithOwnVertexBuffer;
+
+typedef struct BatchWithOwnElementList {
+ Gwn_Batch batch;
+ Gwn_IndexBuf elem; /* link batch.elem to this */
+} BatchWithOwnElementList;
+
+typedef struct BatchWithOwnVertexBufferAndElementList {
+ Gwn_Batch batch;
+ Gwn_IndexBuf elem; /* link batch.elem to this */
+ Gwn_VertBuf verts; /* link batch.verts to this */
+} BatchWithOwnVertexBufferAndElementList;
+
+Gwn_Batch* create_BatchWithOwnVertexBuffer(Gwn_PrimType, Gwn_VertFormat*, uint v_len, Gwn_IndexBuf*);
+Gwn_Batch* create_BatchWithOwnElementList(Gwn_PrimType, Gwn_VertBuf*, uint prim_len);
+Gwn_Batch* create_BatchWithOwnVertexBufferAndElementList(Gwn_PrimType, Gwn_VertFormat*, uint v_len, uint prim_len);
+/* verts: shared, own */
+/* elem: none, shared, own */
+Gwn_Batch* create_BatchInGeneral(Gwn_PrimType, VertexBufferStuff, ElementListStuff);
+
+#endif /* future plans */
void gpu_batch_init(void);
void gpu_batch_exit(void);
-#endif /* __GPU_BATCH_H__ */
+/* Macros */
+
+#define GWN_BATCH_DISCARD_SAFE(batch) do { \
+ if (batch != NULL) { \
+ GWN_batch_discard(batch); \
+ batch = NULL; \
+ } \
+} while (0)
+
+#endif /* __GWN_BATCH_H__ */
diff --git a/intern/gawain/gawain/gwn_buffer_id.h b/source/blender/gpu/GPU_buffer_id.h
index 0c2537a5d5a..fd680ff31f5 100644
--- a/intern/gawain/gawain/gwn_buffer_id.h
+++ b/source/blender/gpu/GPU_buffer_id.h
@@ -41,7 +41,7 @@
extern "C" {
#endif
-#include "gwn_common.h"
+#include "GPU_common.h"
GLuint GWN_buf_id_alloc(void);
void GWN_buf_id_free(GLuint buffer_id);
diff --git a/intern/gawain/gawain/gwn_common.h b/source/blender/gpu/GPU_common.h
index 2587e8670a9..2587e8670a9 100644
--- a/intern/gawain/gawain/gwn_common.h
+++ b/source/blender/gpu/GPU_common.h
diff --git a/intern/gawain/gawain/gwn_context.h b/source/blender/gpu/GPU_context.h
index 7784fc30562..0cedc109645 100644
--- a/intern/gawain/gawain/gwn_context.h
+++ b/source/blender/gpu/GPU_context.h
@@ -36,9 +36,9 @@
extern "C" {
#endif
-#include "gwn_common.h"
-#include "gwn_batch.h"
-#include "gwn_shader_interface.h"
+#include "GPU_common.h"
+#include "GPU_batch.h"
+#include "GPU_shader_interface.h"
typedef struct Gwn_Context Gwn_Context;
diff --git a/intern/gawain/gawain/gwn_element.h b/source/blender/gpu/GPU_element.h
index 2d5b6bb692b..0c23e90569b 100644
--- a/intern/gawain/gawain/gwn_element.h
+++ b/source/blender/gpu/GPU_element.h
@@ -32,7 +32,7 @@
#ifndef __GWN_ELEMENT_H__
#define __GWN_ELEMENT_H__
-#include "gwn_primitive.h"
+#include "GPU_primitive.h"
#define GWN_TRACK_INDEX_RANGE 1
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
index 2a2692e6baf..c5892886825 100644
--- a/source/blender/gpu/GPU_immediate.h
+++ b/source/blender/gpu/GPU_immediate.h
@@ -24,29 +24,113 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/* Immediate mode rendering is powered by the Gawain library.
- * This file contains any additions or modifications specific to Blender.
+/** \file blender/gpu/GPU_immediate.h
+ * \ingroup gpu
+ *
+ * Gawain immediate mode work-alike
*/
#ifndef __GPU_IMMEDIATE_H__
#define __GPU_IMMEDIATE_H__
-#include "../../../intern/gawain/gawain/gwn_immediate.h"
-#include "../../../intern/gawain/gawain/gwn_imm_util.h"
+#include "GPU_vertex_format.h"
+#include "GPU_primitive.h"
+#include "GPU_shader_interface.h"
+#include "GPU_batch.h"
+#include "GPU_immediate_util.h"
+#include "GPU_shader.h"
-// TODO: CMake magic to do this:
-// #include "gawain/gwn_immediate.h"
-// #include "gawain/gwn_imm_util.h"
+Gwn_VertFormat* immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */
-#include "GPU_shader.h"
+void immBindProgram(uint32_t program, const Gwn_ShaderInterface*); /* every immBegin must have a program bound first. */
+void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */
+
+void immBegin(Gwn_PrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */
+void immBeginAtMost(Gwn_PrimType, uint max_vertex_len); /* can supply fewer vertices. */
+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. */
+Gwn_Batch* immBeginBatch(Gwn_PrimType, uint vertex_len);
+Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType, uint vertex_len);
+
+/* Provide attribute values that can change per vertex. */
+/* First vertex after immBegin must have all its attributes specified. */
+/* Skipped attributes will continue using the previous value for that attrib_id. */
+void immAttrib1f(uint attrib_id, float x);
+void immAttrib2f(uint attrib_id, float x, float y);
+void immAttrib3f(uint attrib_id, float x, float y, float z);
+void immAttrib4f(uint attrib_id, float x, float y, float z, float w);
+
+void immAttrib2i(uint attrib_id, int x, int y);
+
+void immAttrib1u(uint attrib_id, uint x);
+
+void immAttrib2s(uint attrib_id, short x, short y);
+
+void immAttrib2fv(uint attrib_id, const float data[2]);
+void immAttrib3fv(uint attrib_id, const float data[3]);
+void immAttrib4fv(uint attrib_id, const float data[4]);
+
+void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b);
+void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
+
+void immAttrib3ubv(uint attrib_id, const unsigned char data[4]);
+void immAttrib4ubv(uint attrib_id, const unsigned char data[4]);
+
+/* Explicitly skip an attribute. */
+/* This advanced option kills automatic value copying for this attrib_id. */
+void immSkipAttrib(uint attrib_id);
+
+/* Provide one last attribute value & end the current vertex. */
+/* This is most often used for 2D or 3D position (similar to glVertex). */
+void immVertex2f(uint attrib_id, float x, float y);
+void immVertex3f(uint attrib_id, float x, float y, float z);
+void immVertex4f(uint attrib_id, float x, float y, float z, float w);
+
+void immVertex2i(uint attrib_id, int x, int y);
+
+void immVertex2s(uint attrib_id, short x, short y);
+
+void immVertex2fv(uint attrib_id, const float data[2]);
+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]);
+
+/* Convenience functions for setting "uniform vec4 color". */
+/* The rgb functions have implicit alpha = 1.0. */
+void immUniformColor4f(float r, float g, float b, float a);
+void immUniformColor4fv(const float rgba[4]);
+void immUniformColor3f(float r, float g, float b);
+void immUniformColor3fv(const float rgb[3]);
+void immUniformColor3fvAlpha(const float rgb[3], float a);
+
+void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b);
+void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
+void immUniformColor3ubv(const unsigned char rgb[3]);
+void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char a);
+void immUniformColor4ubv(const unsigned char rgba[4]);
/* Extend immBindProgram to use Blender’s library of built-in shader programs.
* Use immUnbindProgram() when done. */
void immBindBuiltinProgram(GPUBuiltinShader shader_id);
-/*
- * Extend immUniformColor to take Blender's themes
- */
+/* Extend immUniformColor to take Blender's themes */
void immUniformThemeColor(int color_id);
void immUniformThemeColor3(int color_id);
void immUniformThemeColorShade(int color_id, int offset);
@@ -55,4 +139,10 @@ void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int
void immUniformThemeColorBlend(int color_id1, int color_id2, float fac);
void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
+/* These are called by the system -- not part of drawing API. */
+void immInit(void);
+void immActivate(void);
+void immDeactivate(void);
+void immDestroy(void);
+
#endif /* __GPU_IMMEDIATE_H__ */
diff --git a/source/blender/gpu/GPU_immediate_util.h b/source/blender/gpu/GPU_immediate_util.h
index c31d477ff5b..0a5c9805509 100644
--- a/source/blender/gpu/GPU_immediate_util.h
+++ b/source/blender/gpu/GPU_immediate_util.h
@@ -27,6 +27,15 @@
#ifndef __GPU_IMMEDIATE_UTIL_H__
#define __GPU_IMMEDIATE_UTIL_H__
+/* Draw 2D rectangles (replaces glRect functions) */
+/* caller is reponsible for vertex format & shader */
+void immRectf(uint pos, float x1, float y1, float x2, float y2);
+void immRecti(uint pos, int x1, int y1, int x2, int y2);
+
+/* Same as immRectf/immRecti but does not call immBegin/immEnd. To use with GWN_PRIM_TRIS. */
+void immRectf_fast_with_color(uint pos, uint col, float x1, float y1, float x2, float y2, const float color[4]);
+void immRecti_fast_with_color(uint pos, uint col, int x1, int y1, int x2, int y2, const float color[4]);
+
void imm_cpack(uint x);
void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int nsegments);
diff --git a/intern/gawain/gawain/gwn_primitive.h b/source/blender/gpu/GPU_primitive.h
index 346f77441d3..44348b9b593 100644
--- a/intern/gawain/gawain/gwn_primitive.h
+++ b/source/blender/gpu/GPU_primitive.h
@@ -32,7 +32,7 @@
#ifndef __GWN_PRIMITIVE_H__
#define __GWN_PRIMITIVE_H__
-#include "gwn_common.h"
+#include "GPU_common.h"
typedef enum {
GWN_PRIM_POINTS,
diff --git a/intern/gawain/gawain/gwn_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index 4b20719b329..36842e9847a 100644
--- a/intern/gawain/gawain/gwn_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -32,7 +32,7 @@
#ifndef __GWN_SHADER_INTERFACE_H__
#define __GWN_SHADER_INTERFACE_H__
-#include "gwn_common.h"
+#include "GPU_common.h"
typedef enum {
GWN_UNIFORM_NONE = 0, /* uninitialized/unknown */
diff --git a/intern/gawain/gawain/gwn_vertex_array_id.h b/source/blender/gpu/GPU_vertex_array_id.h
index 6ba26612b4e..925cd74511d 100644
--- a/intern/gawain/gawain/gwn_vertex_array_id.h
+++ b/source/blender/gpu/GPU_vertex_array_id.h
@@ -41,8 +41,8 @@
extern "C" {
#endif
-#include "gwn_common.h"
-#include "gwn_context.h"
+#include "GPU_common.h"
+#include "GPU_context.h"
GLuint GWN_vao_default(void);
GLuint GWN_vao_alloc(void);
diff --git a/intern/gawain/gawain/gwn_vertex_buffer.h b/source/blender/gpu/GPU_vertex_buffer.h
index 84ea12f86d1..7e4aa24ff2c 100644
--- a/intern/gawain/gawain/gwn_vertex_buffer.h
+++ b/source/blender/gpu/GPU_vertex_buffer.h
@@ -32,7 +32,7 @@
#ifndef __GWN_VERTEX_BUFFER_H__
#define __GWN_VERTEX_BUFFER_H__
-#include "gwn_vertex_format.h"
+#include "GPU_vertex_format.h"
#define VRAM_USAGE 1
/* How to create a Gwn_VertBuf: */
diff --git a/intern/gawain/gawain/gwn_vertex_format.h b/source/blender/gpu/GPU_vertex_format.h
index 1197a8ef842..91e31b5ece4 100644
--- a/intern/gawain/gawain/gwn_vertex_format.h
+++ b/source/blender/gpu/GPU_vertex_format.h
@@ -32,7 +32,7 @@
#ifndef __GWN_VERTEX_FORMAT_H__
#define __GWN_VERTEX_FORMAT_H__
-#include "gwn_common.h"
+#include "GPU_common.h"
#define GWN_VERT_ATTR_MAX_LEN 16
#define GWN_VERT_ATTR_MAX_NAMES 3
diff --git a/intern/gawain/src/gwn_attr_binding.c b/source/blender/gpu/intern/gpu_attr_binding.c
index 727aceb0140..e7eba369335 100644
--- a/intern/gawain/src/gwn_attr_binding.c
+++ b/source/blender/gpu/intern/gpu_attr_binding.c
@@ -29,8 +29,8 @@
* Gawain vertex attribute binding
*/
-#include "gwn_attr_binding.h"
-#include "gwn_attr_binding_private.h"
+#include "GPU_attr_binding.h"
+#include "gpu_attr_binding_private.h"
#include <stddef.h>
#include <stdlib.h>
diff --git a/intern/gawain/gawain/gwn_attr_binding_private.h b/source/blender/gpu/intern/gpu_attr_binding_private.h
index cead1896ec7..0e0bf89178a 100644
--- a/intern/gawain/gawain/gwn_attr_binding_private.h
+++ b/source/blender/gpu/intern/gpu_attr_binding_private.h
@@ -32,8 +32,8 @@
#ifndef __GWN_ATTR_BINDING_PRIVATE_H__
#define __GWN_ATTR_BINDING_PRIVATE_H__
-#include "gwn_vertex_format.h"
-#include "gwn_shader_interface.h"
+#include "GPU_vertex_format.h"
+#include "GPU_shader_interface.h"
void AttribBinding_clear(Gwn_AttrBinding*);
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 5bfd20e3c8b..90f30930884 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -15,32 +15,639 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
- * The Original Code is Copyright (C) 2016 Blender Foundation.
+ * The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*
- * The Original Code is: all of this file.
- *
- * Contributor(s): Mike Erwin
+ * Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file blender/gpu/intern/gpu_batch.c
+/** \file blender/gpu/intern/gwn_batch.c
* \ingroup gpu
+ *
+ * Gawain geometry batch
+ * Contains VAOs + VBOs + Shader representing a drawable entity.
*/
-#include "MEM_guardedalloc.h"
-
-#include "BLI_utildefines.h"
-#include "BLI_rect.h"
-#include "BLI_math.h"
-#include "BLI_polyfill_2d.h"
-#include "BLI_sort_utils.h"
-
-#include "GPU_batch.h" /* own include */
+#include "GPU_batch.h"
#include "GPU_batch_presets.h"
+#include "GPU_buffer_id.h"
+#include "GPU_matrix.h"
+#include "GPU_shader.h"
+#include "GPU_vertex_array_id.h"
+
+#include "gpu_batch_private.h"
+#include "gpu_primitive_private.h"
#include "gpu_shader_private.h"
+#include <stdlib.h>
+#include <string.h>
+
+static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first);
+
+void gwn_batch_vao_cache_clear(Gwn_Batch* batch)
+{
+ if (batch->context == NULL) {
+ return;
+ }
+ if (batch->is_dynamic_vao_count) {
+ for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
+ if (batch->dynamic_vaos.vao_ids[i]) {
+ GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
+ }
+ if (batch->dynamic_vaos.interfaces[i]) {
+ GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->dynamic_vaos.interfaces[i], batch);
+ }
+ }
+ free(batch->dynamic_vaos.interfaces);
+ free(batch->dynamic_vaos.vao_ids);
+ }
+ else {
+ for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
+ if (batch->static_vaos.vao_ids[i]) {
+ GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
+ }
+ if (batch->static_vaos.interfaces[i]) {
+ GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->static_vaos.interfaces[i], batch);
+ }
+ }
+ }
+ batch->is_dynamic_vao_count = false;
+ for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
+ batch->static_vaos.vao_ids[i] = 0;
+ batch->static_vaos.interfaces[i] = NULL;
+ }
+ gwn_context_remove_batch(batch->context, batch);
+ batch->context = NULL;
+}
+
+Gwn_Batch* GWN_batch_create_ex(
+ Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
+ uint owns_flag)
+{
+ Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch));
+ GWN_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
+ return batch;
+}
+
+void GWN_batch_init_ex(
+ Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
+ uint owns_flag)
+{
+#if TRUST_NO_ONE
+ assert(verts != NULL);
+#endif
+
+ batch->verts[0] = verts;
+ for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
+ batch->verts[v] = NULL;
+ }
+ batch->inst = NULL;
+ batch->elem = elem;
+ batch->gl_prim_type = convert_prim_type_to_gl(prim_type);
+ batch->phase = GWN_BATCH_READY_TO_DRAW;
+ batch->is_dynamic_vao_count = false;
+ batch->owns_flag = owns_flag;
+ batch->free_callback = NULL;
+}
+
+/* This will share the VBOs with the new batch. */
+Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src)
+{
+ Gwn_Batch* batch = GWN_batch_create_ex(GWN_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
+
+ batch->gl_prim_type = batch_src->gl_prim_type;
+ for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
+ batch->verts[v] = batch_src->verts[v];
+ }
+ return batch;
+}
+
+void GWN_batch_discard(Gwn_Batch* batch)
+{
+ if (batch->owns_flag & GWN_BATCH_OWNS_INDEX) {
+ GWN_indexbuf_discard(batch->elem);
+ }
+ if (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES) {
+ GWN_vertbuf_discard(batch->inst);
+ }
+ if ((batch->owns_flag & ~GWN_BATCH_OWNS_INDEX) != 0) {
+ for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
+ if (batch->verts[v] == NULL) {
+ break;
+ }
+ if (batch->owns_flag & (1 << v)) {
+ GWN_vertbuf_discard(batch->verts[v]);
+ }
+ }
+ }
+ gwn_batch_vao_cache_clear(batch);
+
+ if (batch->free_callback) {
+ batch->free_callback(batch, batch->callback_data);
+ }
+ free(batch);
+}
+
+void GWN_batch_callback_free_set(Gwn_Batch* batch, void (*callback)(Gwn_Batch*, void*), void* user_data)
+{
+ batch->free_callback = callback;
+ batch->callback_data = user_data;
+}
+
+void GWN_batch_instbuf_set(Gwn_Batch* batch, Gwn_VertBuf* inst, bool own_vbo)
+{
+#if TRUST_NO_ONE
+ assert(inst != NULL);
+#endif
+ /* redo the bindings */
+ gwn_batch_vao_cache_clear(batch);
+
+ if (batch->inst != NULL && (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES)) {
+ GWN_vertbuf_discard(batch->inst);
+ }
+ batch->inst = inst;
+
+ if (own_vbo) {
+ batch->owns_flag |= GWN_BATCH_OWNS_INSTANCES;
+ }
+ else {
+ batch->owns_flag &= ~GWN_BATCH_OWNS_INSTANCES;
+ }
+}
+
+/* Returns the index of verts in the batch. */
+int GWN_batch_vertbuf_add_ex(
+ Gwn_Batch* batch, Gwn_VertBuf* verts,
+ bool own_vbo)
+{
+ /* redo the bindings */
+ gwn_batch_vao_cache_clear(batch);
+
+ for (uint v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
+ if (batch->verts[v] == NULL) {
+#if TRUST_NO_ONE
+ /* for now all VertexBuffers must have same vertex_len */
+ assert(verts->vertex_len == batch->verts[0]->vertex_len);
+#endif
+ batch->verts[v] = verts;
+ /* TODO: mark dirty so we can keep attrib bindings up-to-date */
+ if (own_vbo)
+ batch->owns_flag |= (1 << v);
+ return v;
+ }
+ }
+
+ /* we only make it this far if there is no room for another Gwn_VertBuf */
+#if TRUST_NO_ONE
+ assert(false);
+#endif
+ return -1;
+}
+
+static GLuint batch_vao_get(Gwn_Batch *batch)
+{
+ /* Search through cache */
+ if (batch->is_dynamic_vao_count) {
+ for (int i = 0; i < batch->dynamic_vaos.count; ++i)
+ if (batch->dynamic_vaos.interfaces[i] == batch->interface)
+ return batch->dynamic_vaos.vao_ids[i];
+ }
+ else {
+ for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
+ if (batch->static_vaos.interfaces[i] == batch->interface)
+ return batch->static_vaos.vao_ids[i];
+ }
+
+ /* Set context of this batch.
+ * It will be bound to it until gwn_batch_vao_cache_clear is called.
+ * Until then it can only be drawn with this context. */
+ if (batch->context == NULL) {
+ batch->context = GWN_context_active_get();
+ gwn_context_add_batch(batch->context, batch);
+ }
+#if TRUST_NO_ONE
+ else {
+ /* Make sure you are not trying to draw this batch in another context. */
+ assert(batch->context == GWN_context_active_get());
+ }
+#endif
+
+ /* Cache miss, time to add a new entry! */
+ GLuint new_vao = 0;
+ if (!batch->is_dynamic_vao_count) {
+ int i; /* find first unused slot */
+ for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
+ if (batch->static_vaos.vao_ids[i] == 0)
+ break;
+
+ if (i < GWN_BATCH_VAO_STATIC_LEN) {
+ batch->static_vaos.interfaces[i] = batch->interface;
+ batch->static_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
+ }
+ else {
+ /* Not enough place switch to dynamic. */
+ batch->is_dynamic_vao_count = true;
+ /* Erase previous entries, they will be added back if drawn again. */
+ for (int j = 0; j < GWN_BATCH_VAO_STATIC_LEN; ++j) {
+ GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface*)batch->static_vaos.interfaces[j], batch);
+ GWN_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 = GWN_BATCH_VAO_DYN_ALLOC_COUNT;
+ batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(Gwn_ShaderInterface*));
+ batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint));
+ }
+ }
+
+ if (batch->is_dynamic_vao_count) {
+ int i; /* find first unused slot */
+ for (i = 0; i < batch->dynamic_vaos.count; ++i)
+ if (batch->dynamic_vaos.vao_ids[i] == 0)
+ break;
+
+ if (i == batch->dynamic_vaos.count) {
+ /* Not enough place, realloc the array. */
+ i = batch->dynamic_vaos.count;
+ batch->dynamic_vaos.count += GWN_BATCH_VAO_DYN_ALLOC_COUNT;
+ batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(Gwn_ShaderInterface*) * 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(Gwn_ShaderInterface*) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
+ memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
+ }
+ batch->dynamic_vaos.interfaces[i] = batch->interface;
+ batch->dynamic_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
+ }
+
+ GWN_shaderinterface_add_batch_ref((Gwn_ShaderInterface*)batch->interface, batch);
+
+#if TRUST_NO_ONE
+ assert(new_vao != 0);
+#endif
+
+ /* We just got a fresh VAO we need to initialize it. */
+ glBindVertexArray(new_vao);
+ batch_update_program_bindings(batch, 0);
+ glBindVertexArray(0);
+
+ return new_vao;
+}
+
+void GWN_batch_program_set_no_use(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface)
+{
+#if TRUST_NO_ONE
+ assert(glIsProgram(shaderface->program));
+ assert(batch->program_in_use == 0);
+#endif
+ batch->interface = shaderface;
+ batch->program = program;
+ batch->vao_id = batch_vao_get(batch);
+}
+
+void GWN_batch_program_set(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface)
+{
+ GWN_batch_program_set_no_use(batch, program, shaderface);
+ GWN_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
+}
+
+void gwn_batch_remove_interface_ref(Gwn_Batch* batch, const Gwn_ShaderInterface* interface)
+{
+ if (batch->is_dynamic_vao_count) {
+ for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
+ if (batch->dynamic_vaos.interfaces[i] == interface) {
+ GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
+ batch->dynamic_vaos.vao_ids[i] = 0;
+ batch->dynamic_vaos.interfaces[i] = NULL;
+ break; /* cannot have duplicates */
+ }
+ }
+ }
+ else {
+ int i;
+ for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
+ if (batch->static_vaos.interfaces[i] == interface) {
+ GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
+ batch->static_vaos.vao_ids[i] = 0;
+ batch->static_vaos.interfaces[i] = NULL;
+ break; /* cannot have duplicates */
+ }
+ }
+ }
+}
+
+static void create_bindings(
+ Gwn_VertBuf* verts, const Gwn_ShaderInterface* interface,
+ uint v_first, const bool use_instancing)
+{
+ const Gwn_VertFormat* format = &verts->format;
+
+ const uint attr_len = format->attr_len;
+ const uint stride = format->stride;
+
+ GWN_vertbuf_use(verts);
+
+ for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
+ const Gwn_VertAttr* 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 Gwn_ShaderInput* input = GWN_shaderinterface_attr(interface, a->name[n_idx]);
+
+ if (input == NULL) continue;
+
+ if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) {
+#if TRUST_NO_ONE
+ assert(a->fetch_mode == GWN_FETCH_FLOAT);
+ assert(a->gl_comp_type == GL_FLOAT);
+#endif
+ for (int i = 0; i < a->comp_len / 4; ++i) {
+ 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);
+ }
+ }
+ else
+ {
+ glEnableVertexAttribArray(input->location);
+ glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0);
+
+ switch (a->fetch_mode) {
+ case GWN_FETCH_FLOAT:
+ case GWN_FETCH_INT_TO_FLOAT:
+ glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
+ break;
+ case GWN_FETCH_INT_TO_FLOAT_UNIT:
+ glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
+ break;
+ case GWN_FETCH_INT:
+ glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer);
+ break;
+ }
+ }
+ }
+ }
+}
+
+static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first)
+{
+ for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) {
+ create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
+ }
+ if (batch->inst) {
+ create_bindings(batch->inst, batch->interface, v_first, true);
+ }
+ if (batch->elem) {
+ GWN_indexbuf_use(batch->elem);
+ }
+}
+
+void GWN_batch_program_use_begin(Gwn_Batch* 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". */
+ /* TODO: make not fragile (somehow) */
+
+ if (!batch->program_in_use) {
+ glUseProgram(batch->program);
+ batch->program_in_use = true;
+ }
+}
+
+void GWN_batch_program_use_end(Gwn_Batch* batch)
+{
+ if (batch->program_in_use) {
+#if PROGRAM_NO_OPTI
+ glUseProgram(0);
+#endif
+ batch->program_in_use = false;
+ }
+}
+
+#if TRUST_NO_ONE
+ #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform);
+#else
+ #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name);
+#endif
+
+void GWN_batch_uniform_1ui(Gwn_Batch* batch, const char* name, int value)
+{
+ GET_UNIFORM
+ glUniform1ui(uniform->location, value);
+}
+
+void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value)
+{
+ GET_UNIFORM
+ glUniform1i(uniform->location, value);
+}
+
+void GWN_batch_uniform_1b(Gwn_Batch* batch, const char* name, bool value)
+{
+ GET_UNIFORM
+ glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
+}
+
+void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y)
+{
+ GET_UNIFORM
+ glUniform2f(uniform->location, x, y);
+}
+
+void GWN_batch_uniform_3f(Gwn_Batch* batch, const char* name, float x, float y, float z)
+{
+ GET_UNIFORM
+ glUniform3f(uniform->location, x, y, z);
+}
+
+void GWN_batch_uniform_4f(Gwn_Batch* batch, const char* name, float x, float y, float z, float w)
+{
+ GET_UNIFORM
+ glUniform4f(uniform->location, x, y, z, w);
+}
+
+void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x)
+{
+ GET_UNIFORM
+ glUniform1f(uniform->location, x);
+}
+
+void GWN_batch_uniform_2fv(Gwn_Batch* batch, const char* name, const float data[2])
+{
+ GET_UNIFORM
+ glUniform2fv(uniform->location, 1, data);
+}
+
+void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3])
+{
+ GET_UNIFORM
+ glUniform3fv(uniform->location, 1, data);
+}
+
+void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4])
+{
+ GET_UNIFORM
+ glUniform4fv(uniform->location, 1, data);
+}
+
+void GWN_batch_uniform_2fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
+{
+ GET_UNIFORM
+ glUniform2fv(uniform->location, len, data);
+}
+
+void GWN_batch_uniform_4fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
+{
+ GET_UNIFORM
+ glUniform4fv(uniform->location, len, data);
+}
+
+void GWN_batch_uniform_mat4(Gwn_Batch* batch, const char* name, const float data[4][4])
+{
+ GET_UNIFORM
+ glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data);
+}
+
+static void primitive_restart_enable(const Gwn_IndexBuf *el)
+{
+ // TODO(fclem) Replace by GL_PRIMITIVE_RESTART_FIXED_INDEX when we have ogl 4.3
+ glEnable(GL_PRIMITIVE_RESTART);
+ GLuint restart_index = (GLuint)0xFFFFFFFF;
+
+#if GWN_TRACK_INDEX_RANGE
+ if (el->index_type == GWN_INDEX_U8)
+ restart_index = (GLuint)0xFF;
+ else if (el->index_type == GWN_INDEX_U16)
+ restart_index = (GLuint)0xFFFF;
+#endif
+
+ glPrimitiveRestartIndex(restart_index);
+}
+
+static void primitive_restart_disable(void)
+{
+ glDisable(GL_PRIMITIVE_RESTART);
+}
+
+void GWN_batch_draw(Gwn_Batch* batch)
+{
+#if TRUST_NO_ONE
+ assert(batch->phase == GWN_BATCH_READY_TO_DRAW);
+ assert(batch->verts[0]->vbo_id != 0);
+#endif
+ GWN_batch_program_use_begin(batch);
+ GPU_matrix_bind(batch->interface); // external call.
+
+ GWN_batch_draw_range_ex(batch, 0, 0, false);
+
+ GWN_batch_program_use_end(batch);
+}
+
+void GWN_batch_draw_range_ex(Gwn_Batch* 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
+#endif
+ const bool do_instance = (force_instance || batch->inst);
+
+ // If using offset drawing, use the default VAO and redo bindings.
+ if (v_first != 0 && (do_instance || batch->elem)) {
+ glBindVertexArray(GWN_vao_default());
+ batch_update_program_bindings(batch, v_first);
+ }
+ else {
+ glBindVertexArray(batch->vao_id);
+ }
+
+ if (do_instance) {
+ /* Infer length if vertex count is not given */
+ if (v_count == 0) {
+ v_count = batch->inst->vertex_len;
+ }
+
+ if (batch->elem) {
+ const Gwn_IndexBuf* el = batch->elem;
+
+ if (el->use_prim_restart) {
+ primitive_restart_enable(el);
+ }
+#if GWN_TRACK_INDEX_RANGE
+ glDrawElementsInstancedBaseVertex(batch->gl_prim_type,
+ el->index_len,
+ el->gl_index_type,
+ 0,
+ v_count,
+ el->base_index);
+#else
+ glDrawElementsInstanced(batch->gl_prim_type, el->index_len, GL_UNSIGNED_INT, 0, v_count);
+#endif
+ if (el->use_prim_restart) {
+ primitive_restart_disable();
+ }
+ }
+ else {
+ glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_len, v_count);
+ }
+ }
+ else {
+ /* Infer length if vertex count is not given */
+ if (v_count == 0) {
+ v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
+ }
+
+ if (batch->elem) {
+ const Gwn_IndexBuf* el = batch->elem;
+
+ if (el->use_prim_restart) {
+ primitive_restart_enable(el);
+ }
+
+#if GWN_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);
+ }
+ else {
+ glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0);
+ }
+#else
+ glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, 0);
+#endif
+ if (el->use_prim_restart) {
+ primitive_restart_disable();
+ }
+ }
+ else {
+ glDrawArrays(batch->gl_prim_type, v_first, v_count);
+ }
+ }
+
+ /* Performance hog if you are drawing with the same vao multiple time.
+ * Only activate for debugging. */
+ // glBindVertexArray(0);
+}
+
+/* just draw some vertices and let shader place them where we want. */
+void GWN_draw_primitive(Gwn_PrimType prim_type, int v_count)
+ {
+ /* we cannot draw without vao ... annoying ... */
+ glBindVertexArray(GWN_vao_default());
+
+ GLenum type = convert_prim_type_to_gl(prim_type);
+ glDrawArrays(type, 0, v_count);
+
+ /* Performance hog if you are drawing with the same vao multiple time.
+ * Only activate for debugging.*/
+ // glBindVertexArray(0);
+ }
+
+
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */
@@ -67,4 +674,4 @@ void gpu_batch_exit(void)
gpu_batch_presets_exit();
}
-/** \} */
+/** \} */ \ No newline at end of file
diff --git a/intern/gawain/gawain/gwn_batch_private.h b/source/blender/gpu/intern/gpu_batch_private.h
index e7d42ff0249..1e72bae503f 100644
--- a/intern/gawain/gawain/gwn_batch_private.h
+++ b/source/blender/gpu/intern/gpu_batch_private.h
@@ -37,12 +37,11 @@
extern "C" {
#endif
-#include "gwn_batch.h"
-#include "gwn_context.h"
-#include "gwn_shader_interface.h"
+#include "GPU_batch.h"
+#include "GPU_context.h"
+#include "GPU_shader_interface.h"
void gwn_batch_remove_interface_ref(Gwn_Batch*, const Gwn_ShaderInterface*);
-void gwn_batch_vao_cache_clear(Gwn_Batch*);
void gwn_context_add_batch(Gwn_Context*, Gwn_Batch*);
void gwn_context_remove_batch(Gwn_Context*, Gwn_Batch*);
diff --git a/intern/gawain/src/gwn_buffer_id.cpp b/source/blender/gpu/intern/gpu_buffer_id.cpp
index 2c267682f65..0c442f687a0 100644
--- a/intern/gawain/src/gwn_buffer_id.cpp
+++ b/source/blender/gpu/intern/gpu_buffer_id.cpp
@@ -29,7 +29,8 @@
* Gawain buffer IDs
*/
-#include "gwn_buffer_id.h"
+#include "GPU_buffer_id.h"
+
#include <mutex>
#include <vector>
diff --git a/intern/gawain/src/gwn_element.c b/source/blender/gpu/intern/gpu_element.c
index a8c99f20860..596530a6ff4 100644
--- a/intern/gawain/src/gwn_element.c
+++ b/source/blender/gpu/intern/gpu_element.c
@@ -29,8 +29,9 @@
* Gawain element list (AKA index buffer)
*/
-#include "gwn_element.h"
-#include "gwn_buffer_id.h"
+#include "GPU_element.h"
+#include "GPU_buffer_id.h"
+
#include <stdlib.h>
#define KEEP_SINGLE_COPY 1
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index 5f22b7f9279..661594faf39 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -15,22 +15,145 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
- * The Original Code is Copyright (C) 2016 Blender Foundation.
+ * The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*
- * The Original Code is: all of this file.
- *
- * Contributor(s): Mike Erwin
+ * Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
-#include "GPU_immediate.h"
-#include "GPU_matrix.h"
+/** \file blender/gpu/intern/gwn_immediate.c
+ * \ingroup gpu
+ *
+ * Gawain immediate mode work-alike
+ */
+
#include "UI_resources.h"
-#include "BLI_utildefines.h"
+#include "GPU_attr_binding.h"
+#include "GPU_buffer_id.h"
+#include "GPU_immediate.h"
+#include "GPU_vertex_array_id.h"
+
+#include "gpu_attr_binding_private.h"
+#include "gpu_primitive_private.h"
#include "gpu_shader_private.h"
+#include "gpu_vertex_format_private.h"
+
+#include <string.h>
+#include <stdlib.h>
+
+/* necessary functions from matrix API */
+extern void GPU_matrix_bind(const Gwn_ShaderInterface*);
+extern bool GPU_matrix_dirty_get(void);
+
+typedef struct {
+ /* TODO: organize this struct by frequency of change (run-time) */
+
+ Gwn_Batch* batch;
+ Gwn_Context* context;
+
+ /* current draw call */
+ GLubyte* buffer_data;
+ uint buffer_offset;
+ uint buffer_bytes_mapped;
+ uint vertex_len;
+ bool strict_vertex_len;
+ Gwn_PrimType prim_type;
+
+ Gwn_VertFormat vertex_format;
+
+ /* current vertex */
+ uint vertex_idx;
+ 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 Gwn_ShaderInterface* shader_interface;
+ Gwn_AttrBinding attrib_binding;
+ uint16_t prev_enabled_attrib_bits; /* <-- only affects this VAO, so we're ok */
+} Immediate;
+
+/* size of internal buffer -- make this adjustable? */
+#define IMM_BUFFER_SIZE (4 * 1024 * 1024)
+
+static bool initialized = false;
+static Immediate imm;
+
+void immInit(void)
+{
+#if TRUST_NO_ONE
+ assert(!initialized);
+#endif
+ memset(&imm, 0, sizeof(Immediate));
+
+ imm.vbo_id = GWN_buf_id_alloc();
+ glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
+ glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
+
+ imm.prim_type = GWN_PRIM_NONE;
+ imm.strict_vertex_len = true;
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ initialized = true;
+}
+
+void immActivate(void)
+{
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we're not between a Begin/End pair */
+ assert(imm.vao_id == 0);
+#endif
+ imm.vao_id = GWN_vao_alloc();
+ imm.context = GWN_context_active_get();
+}
+
+void immDeactivate(void)
+{
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we're not between a Begin/End pair */
+ assert(imm.vao_id != 0);
+#endif
+ GWN_vao_free(imm.vao_id, imm.context);
+ imm.vao_id = 0;
+ imm.prev_enabled_attrib_bits = 0;
+}
+
+void immDestroy(void)
+{
+ GWN_buf_id_free(imm.vbo_id);
+ initialized = false;
+}
+
+Gwn_VertFormat* immVertexFormat(void)
+{
+ GWN_vertformat_clear(&imm.vertex_format);
+ return &imm.vertex_format;
+}
+
+void immBindProgram(GLuint program, const Gwn_ShaderInterface* shaderface)
+{
+#if TRUST_NO_ONE
+ assert(imm.bound_program == 0);
+ assert(glIsProgram(program));
+#endif
+
+ imm.bound_program = program;
+ imm.shader_interface = shaderface;
+
+ if (!imm.vertex_format.packed)
+ VertexFormat_pack(&imm.vertex_format);
+
+ glUseProgram(program);
+ get_attrib_locations(&imm.vertex_format, &imm.attrib_binding, shaderface);
+ GPU_matrix_bind(shaderface);
+}
void immBindBuiltinProgram(GPUBuiltinShader shader_id)
{
@@ -38,6 +161,718 @@ void immBindBuiltinProgram(GPUBuiltinShader shader_id)
immBindProgram(shader->program, shader->interface);
}
+void immUnbindProgram(void)
+{
+#if TRUST_NO_ONE
+ assert(imm.bound_program != 0);
+#endif
+#if PROGRAM_NO_OPTI
+ glUseProgram(0);
+#endif
+ imm.bound_program = 0;
+}
+
+#if TRUST_NO_ONE
+static bool vertex_count_makes_sense_for_primitive(uint vertex_len, Gwn_PrimType prim_type)
+{
+ /* does vertex_len make sense for this primitive type? */
+ if (vertex_len == 0) {
+ return false;
+ }
+
+ switch (prim_type) {
+ case GWN_PRIM_POINTS:
+ return true;
+ case GWN_PRIM_LINES:
+ return vertex_len % 2 == 0;
+ case GWN_PRIM_LINE_STRIP:
+ case GWN_PRIM_LINE_LOOP:
+ return vertex_len >= 2;
+ case GWN_PRIM_LINE_STRIP_ADJ:
+ return vertex_len >= 4;
+ case GWN_PRIM_TRIS:
+ return vertex_len % 3 == 0;
+ case GWN_PRIM_TRI_STRIP:
+ case GWN_PRIM_TRI_FAN:
+ return vertex_len >= 3;
+ default:
+ return false;
+ }
+}
+#endif
+
+void immBegin(Gwn_PrimType prim_type, uint vertex_len)
+{
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we haven't already begun */
+ assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
+#endif
+ imm.prim_type = prim_type;
+ imm.vertex_len = vertex_len;
+ imm.vertex_idx = 0;
+ imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
+
+ /* how many bytes do we need for this draw call? */
+ const uint bytes_needed = vertex_buffer_size(&imm.vertex_format, vertex_len);
+
+#if TRUST_NO_ONE
+ assert(bytes_needed <= IMM_BUFFER_SIZE);
+#endif
+
+ glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
+
+ /* does the current buffer have enough room? */
+ const uint available_bytes = IMM_BUFFER_SIZE - imm.buffer_offset;
+ /* ensure vertex data is aligned */
+ const uint pre_padding = padding(imm.buffer_offset, imm.vertex_format.stride); /* might waste a little space, but it's safe */
+ if ((bytes_needed + pre_padding) <= available_bytes) {
+ imm.buffer_offset += pre_padding;
+ }
+ else {
+ /* orphan this buffer & start with a fresh one */
+ /* this method works on all platforms, old & new */
+ glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
+
+ imm.buffer_offset = 0;
+ }
+
+/* printf("mapping %u to %u\n", imm.buffer_offset, imm.buffer_offset + bytes_needed - 1); */
+
+ imm.buffer_data = glMapBufferRange(GL_ARRAY_BUFFER, imm.buffer_offset, bytes_needed,
+ GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | (imm.strict_vertex_len ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT));
+
+#if TRUST_NO_ONE
+ assert(imm.buffer_data != NULL);
+#endif
+
+ imm.buffer_bytes_mapped = bytes_needed;
+ imm.vertex_data = imm.buffer_data;
+}
+
+void immBeginAtMost(Gwn_PrimType prim_type, uint vertex_len)
+{
+#if TRUST_NO_ONE
+ assert(vertex_len > 0);
+#endif
+
+ imm.strict_vertex_len = false;
+ immBegin(prim_type, vertex_len);
+}
+
+
+Gwn_Batch* immBeginBatch(Gwn_PrimType prim_type, uint vertex_len)
+{
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we haven't already begun */
+ assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
+#endif
+ imm.prim_type = prim_type;
+ imm.vertex_len = vertex_len;
+ imm.vertex_idx = 0;
+ imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
+
+ Gwn_VertBuf* verts = GWN_vertbuf_create_with_format(&imm.vertex_format);
+ GWN_vertbuf_data_alloc(verts, vertex_len);
+
+ imm.buffer_bytes_mapped = GWN_vertbuf_size_get(verts);
+ imm.vertex_data = verts->data;
+
+ imm.batch = GWN_batch_create_ex(prim_type, verts, NULL, GWN_BATCH_OWNS_VBO);
+ imm.batch->phase = GWN_BATCH_BUILDING;
+
+ return imm.batch;
+}
+
+Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType prim_type, uint vertex_len)
+{
+ imm.strict_vertex_len = false;
+ return immBeginBatch(prim_type, vertex_len);
+}
+
+static void immDrawSetup(void)
+{
+ /* set up VAO -- can be done during Begin or End really */
+ glBindVertexArray(imm.vao_id);
+
+ /* enable/disable vertex attribs as needed */
+ if (imm.attrib_binding.enabled_bits != imm.prev_enabled_attrib_bits) {
+ for (uint loc = 0; loc < GWN_VERT_ATTR_MAX_LEN; ++loc) {
+ bool is_enabled = imm.attrib_binding.enabled_bits & (1 << loc);
+ bool was_enabled = imm.prev_enabled_attrib_bits & (1 << loc);
+
+ if (is_enabled && !was_enabled) {
+ glEnableVertexAttribArray(loc);
+ }
+ else if (was_enabled && !is_enabled) {
+ glDisableVertexAttribArray(loc);
+ }
+ }
+
+ imm.prev_enabled_attrib_bits = imm.attrib_binding.enabled_bits;
+ }
+
+ const uint stride = imm.vertex_format.stride;
+
+ for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
+ const Gwn_VertAttr* a = imm.vertex_format.attribs + a_idx;
+
+ const uint offset = imm.buffer_offset + a->offset;
+ const GLvoid* pointer = (const GLubyte*)0 + offset;
+
+ const uint loc = read_attrib_location(&imm.attrib_binding, a_idx);
+
+ switch (a->fetch_mode) {
+ case GWN_FETCH_FLOAT:
+ case GWN_FETCH_INT_TO_FLOAT:
+ glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
+ break;
+ case GWN_FETCH_INT_TO_FLOAT_UNIT:
+ glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
+ break;
+ case GWN_FETCH_INT:
+ glVertexAttribIPointer(loc, a->comp_len, a->gl_comp_type, stride, pointer);
+ }
+ }
+
+ if (GPU_matrix_dirty_get()) {
+ GPU_matrix_bind(imm.shader_interface);
+ }
+}
+
+void immEnd(void)
+{
+#if TRUST_NO_ONE
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+
+ uint buffer_bytes_used;
+ if (imm.strict_vertex_len) {
+#if TRUST_NO_ONE
+ assert(imm.vertex_idx == imm.vertex_len); /* with all vertices defined */
+#endif
+ buffer_bytes_used = imm.buffer_bytes_mapped;
+ }
+ else {
+#if TRUST_NO_ONE
+ assert(imm.vertex_idx <= imm.vertex_len);
+#endif
+ if (imm.vertex_idx == imm.vertex_len) {
+ buffer_bytes_used = imm.buffer_bytes_mapped;
+ }
+ else {
+#if TRUST_NO_ONE
+ assert(imm.vertex_idx == 0 || vertex_count_makes_sense_for_primitive(imm.vertex_idx, imm.prim_type));
+#endif
+ imm.vertex_len = imm.vertex_idx;
+ buffer_bytes_used = vertex_buffer_size(&imm.vertex_format, imm.vertex_len);
+ /* unused buffer bytes are available to the next immBegin */
+ }
+ /* tell OpenGL what range was modified so it doesn't copy the whole mapped range */
+ glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used);
+ }
+
+ if (imm.batch) {
+ if (buffer_bytes_used != imm.buffer_bytes_mapped) {
+ GWN_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
+ /* TODO: resize only if vertex count is much smaller */
+ }
+ GWN_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
+ imm.batch->phase = GWN_BATCH_READY_TO_DRAW;
+ imm.batch = NULL; /* don't free, batch belongs to caller */
+ }
+ else {
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ if (imm.vertex_len > 0) {
+ immDrawSetup();
+ glDrawArrays(convert_prim_type_to_gl(imm.prim_type), 0, imm.vertex_len);
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+ /* prep for next immBegin */
+ imm.buffer_offset += buffer_bytes_used;
+ }
+
+ /* prep for next immBegin */
+ imm.prim_type = GWN_PRIM_NONE;
+ imm.strict_vertex_len = true;
+}
+
+static void setAttribValueBit(uint attrib_id)
+{
+ uint16_t mask = 1 << attrib_id;
+#if TRUST_NO_ONE
+ assert(imm.unassigned_attrib_bits & mask); /* not already set */
+#endif
+ imm.unassigned_attrib_bits &= ~mask;
+}
+
+
+/* --- generic attribute functions --- */
+
+void immAttrib1f(uint attrib_id, float x)
+{
+ Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GWN_COMP_F32);
+ assert(attrib->comp_len == 1);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+
+ float* data = (float*)(imm.vertex_data + attrib->offset);
+/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
+
+ data[0] = x;
+}
+
+void immAttrib2f(uint attrib_id, float x, float y)
+{
+ Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GWN_COMP_F32);
+ assert(attrib->comp_len == 2);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+
+ float* data = (float*)(imm.vertex_data + attrib->offset);
+/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
+
+ data[0] = x;
+ data[1] = y;
+}
+
+void immAttrib3f(uint attrib_id, float x, float y, float z)
+{
+ Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GWN_COMP_F32);
+ assert(attrib->comp_len == 3);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+
+ float* data = (float*)(imm.vertex_data + attrib->offset);
+/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
+
+ data[0] = x;
+ data[1] = y;
+ data[2] = z;
+}
+
+void immAttrib4f(uint attrib_id, float x, float y, float z, float w)
+{
+ Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GWN_COMP_F32);
+ assert(attrib->comp_len == 4);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+
+ float* data = (float*)(imm.vertex_data + attrib->offset);
+/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
+
+ data[0] = x;
+ data[1] = y;
+ data[2] = z;
+ data[3] = w;
+}
+
+void immAttrib1u(uint attrib_id, uint x)
+{
+ Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GWN_COMP_U32);
+ assert(attrib->comp_len == 1);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+
+ uint* data = (uint*)(imm.vertex_data + attrib->offset);
+
+ data[0] = x;
+}
+
+void immAttrib2i(uint attrib_id, int x, int y)
+{
+ Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GWN_COMP_I32);
+ assert(attrib->comp_len == 2);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+
+ int* data = (int*)(imm.vertex_data + attrib->offset);
+
+ data[0] = x;
+ data[1] = y;
+}
+
+void immAttrib2s(uint attrib_id, short x, short y)
+{
+ Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GWN_COMP_I16);
+ assert(attrib->comp_len == 2);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+
+ short* data = (short*)(imm.vertex_data + attrib->offset);
+
+ data[0] = x;
+ data[1] = y;
+}
+
+void immAttrib2fv(uint attrib_id, const float data[2])
+{
+ immAttrib2f(attrib_id, data[0], data[1]);
+}
+
+void immAttrib3fv(uint attrib_id, const float data[3])
+{
+ immAttrib3f(attrib_id, data[0], data[1], data[2]);
+}
+
+void immAttrib4fv(uint attrib_id, const float data[4])
+{
+ immAttrib4f(attrib_id, data[0], data[1], data[2], data[3]);
+}
+
+void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b)
+{
+ Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GWN_COMP_U8);
+ assert(attrib->comp_len == 3);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+
+ GLubyte* data = imm.vertex_data + attrib->offset;
+/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
+
+ data[0] = r;
+ data[1] = g;
+ data[2] = b;
+}
+
+void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
+{
+ Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GWN_COMP_U8);
+ assert(attrib->comp_len == 4);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+
+ GLubyte* data = imm.vertex_data + attrib->offset;
+/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
+
+ data[0] = r;
+ data[1] = g;
+ data[2] = b;
+ data[3] = a;
+}
+
+void immAttrib3ubv(uint attrib_id, const unsigned char data[3])
+{
+ immAttrib3ub(attrib_id, data[0], data[1], data[2]);
+}
+
+void immAttrib4ubv(uint attrib_id, const unsigned char data[4])
+{
+ immAttrib4ub(attrib_id, data[0], data[1], data[2], data[3]);
+}
+
+void immSkipAttrib(uint attrib_id)
+{
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+#endif
+ setAttribValueBit(attrib_id);
+}
+
+static void immEndVertex(void) /* and move on to the next vertex */
+{
+#if TRUST_NO_ONE
+ assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.vertex_idx < imm.vertex_len);
+#endif
+
+ /* have all attribs been assigned values?
+ * if not, copy value from previous vertex */
+ if (imm.unassigned_attrib_bits) {
+#if TRUST_NO_ONE
+ assert(imm.vertex_idx > 0); /* first vertex must have all attribs specified */
+#endif
+ for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
+ if ((imm.unassigned_attrib_bits >> a_idx) & 1) {
+ const Gwn_VertAttr* 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;
+ memcpy(data, data - imm.vertex_format.stride, a->sz);
+ /* TODO: consolidate copy of adjacent attributes */
+ }
+ }
+ }
+
+ imm.vertex_idx++;
+ imm.vertex_data += imm.vertex_format.stride;
+ imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
+}
+
+void immVertex2f(uint attrib_id, float x, float y)
+{
+ immAttrib2f(attrib_id, x, y);
+ immEndVertex();
+}
+
+void immVertex3f(uint attrib_id, float x, float y, float z)
+{
+ immAttrib3f(attrib_id, x, y, z);
+ immEndVertex();
+}
+
+void immVertex4f(uint attrib_id, float x, float y, float z, float w)
+{
+ immAttrib4f(attrib_id, x, y, z, w);
+ immEndVertex();
+}
+
+void immVertex2i(uint attrib_id, int x, int y)
+{
+ immAttrib2i(attrib_id, x, y);
+ immEndVertex();
+}
+
+void immVertex2s(uint attrib_id, short x, short y)
+{
+ immAttrib2s(attrib_id, x, y);
+ immEndVertex();
+}
+
+void immVertex2fv(uint attrib_id, const float data[2])
+{
+ immAttrib2f(attrib_id, data[0], data[1]);
+ immEndVertex();
+}
+
+void immVertex3fv(uint attrib_id, const float data[3])
+{
+ immAttrib3f(attrib_id, data[0], data[1], data[2]);
+ immEndVertex();
+}
+
+void immVertex2iv(uint attrib_id, const int data[2])
+{
+ immAttrib2i(attrib_id, data[0], data[1]);
+ immEndVertex();
+}
+
+
+/* --- generic uniform functions --- */
+
+#if 0
+ #if TRUST_NO_ONE
+ #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
+ #else
+ #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name);
+ #endif
+#else
+ /* NOTE: It is possible to have uniform fully optimized out from the shader.
+ * In this case we can't assert failure or allow NULL-pointer dereference.
+ * TODO(sergey): How can we detect existing-but-optimized-out uniform but still
+ * catch typos in uniform names passed to immUniform*() functions? */
+ #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
+#endif
+
+void immUniform1f(const char* name, float x)
+{
+ GET_UNIFORM
+ glUniform1f(uniform->location, x);
+}
+
+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])
+{
+ GET_UNIFORM
+ glUniform2fv(uniform->location, 1, data);
+}
+
+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])
+{
+ GET_UNIFORM
+ glUniform3fv(uniform->location, 1, data);
+}
+
+/* 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)
+{
+ /* look up "name[0]" when given "name" */
+ const size_t len = strlen(bare_name);
+#if TRUST_NO_ONE
+ assert(len <= MAX_UNIFORM_NAME_LEN);
+#endif
+ char name[MAX_UNIFORM_NAME_LEN];
+ strcpy(name, bare_name);
+ name[len + 0] = '[';
+ name[len + 1] = '0';
+ name[len + 2] = ']';
+ name[len + 3] = '\0';
+
+ GET_UNIFORM
+ glUniform3fv(uniform->location, count, data);
+}
+
+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])
+{
+ GET_UNIFORM
+ glUniform4fv(uniform->location, 1, data);
+}
+
+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);
+#if TRUST_NO_ONE
+ assert(len <= MAX_UNIFORM_NAME_LEN);
+#endif
+ char name[MAX_UNIFORM_NAME_LEN];
+ strcpy(name, bare_name);
+ name[len + 0] = '[';
+ name[len + 1] = '0';
+ name[len + 2] = ']';
+ name[len + 3] = '\0';
+
+ GET_UNIFORM
+ glUniform4fv(uniform->location, count, data);
+}
+
+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)
+{
+ GET_UNIFORM
+ glUniform1i(uniform->location, x);
+}
+
+void immUniform4iv(const char* name, const int data[4])
+{
+ GET_UNIFORM
+ glUniform4iv(uniform->location, 1, data);
+}
+
+/* --- convenience functions for setting "uniform vec4 color" --- */
+
+void immUniformColor4f(float r, float g, float b, float a)
+{
+ const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform_builtin(imm.shader_interface, GWN_UNIFORM_COLOR);
+#if TRUST_NO_ONE
+ assert(uniform != NULL);
+#endif
+ glUniform4f(uniform->location, r, g, b, a);
+}
+
+void immUniformColor4fv(const float rgba[4])
+{
+ immUniformColor4f(rgba[0], rgba[1], rgba[2], rgba[3]);
+}
+
+void immUniformColor3f(float r, float g, float b)
+{
+ immUniformColor4f(r, g, b, 1.0f);
+}
+
+void immUniformColor3fv(const float rgb[3])
+{
+ immUniformColor4f(rgb[0], rgb[1], rgb[2], 1.0f);
+}
+
+void immUniformColor3fvAlpha(const float rgb[3], float a)
+{
+ immUniformColor4f(rgb[0], rgb[1], rgb[2], a);
+}
+
+/* TODO: v-- treat as sRGB? --v */
+
+void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b)
+{
+ const float scale = 1.0f / 255.0f;
+ immUniformColor4f(scale * r, scale * g, scale * b, 1.0f);
+}
+
+void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
+{
+ const float scale = 1.0f / 255.0f;
+ immUniformColor4f(scale * r, scale * g, scale * b, scale * a);
+}
+
+void immUniformColor3ubv(const unsigned char rgb[3])
+{
+ immUniformColor3ub(rgb[0], rgb[1], rgb[2]);
+}
+
+void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char alpha)
+{
+ immUniformColor4ub(rgb[0], rgb[1], rgb[2], alpha);
+}
+
+void immUniformColor4ubv(const unsigned char rgba[4])
+{
+ immUniformColor4ub(rgba[0], rgba[1], rgba[2], rgba[3]);
+}
+
void immUniformThemeColor(int color_id)
{
float color[4];
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index 30672af9c02..4b2fb1b8e8a 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -18,8 +18,10 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file source/blender/gpu/intern/gpu_immediate_util.c
+/** \file blender/gpu/intern/gwn_imm_util.c
* \ingroup gpu
+ *
+ * Gawain immediate mode drawing utilities
*/
#include <stdio.h>
@@ -66,6 +68,72 @@ static const int cube_line_index[12][2] = {
{6, 7},
};
+void immRectf(uint pos, float x1, float y1, float x2, float y2)
+{
+ immBegin(GWN_PRIM_TRI_FAN, 4);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x1, y2);
+ immEnd();
+}
+
+void immRecti(uint pos, int x1, int y1, int x2, int y2)
+{
+ immBegin(GWN_PRIM_TRI_FAN, 4);
+ immVertex2i(pos, x1, y1);
+ immVertex2i(pos, x2, y1);
+ immVertex2i(pos, x2, y2);
+ immVertex2i(pos, x1, y2);
+ immEnd();
+}
+
+void immRectf_fast_with_color(uint pos, uint col, float x1, float y1, float x2, float y2, const float color[4])
+{
+ immAttrib4fv(col, color);
+ immVertex2f(pos, x1, y1);
+ immAttrib4fv(col, color);
+ immVertex2f(pos, x2, y1);
+ immAttrib4fv(col, color);
+ immVertex2f(pos, x2, y2);
+
+ immAttrib4fv(col, color);
+ immVertex2f(pos, x1, y1);
+ immAttrib4fv(col, color);
+ immVertex2f(pos, x2, y2);
+ immAttrib4fv(col, color);
+ immVertex2f(pos, x1, y2);
+}
+
+void immRecti_fast_with_color(uint pos, uint col, int x1, int y1, int x2, int y2, const float color[4])
+{
+ immAttrib4fv(col, color);
+ immVertex2i(pos, x1, y1);
+ immAttrib4fv(col, color);
+ immVertex2i(pos, x2, y1);
+ immAttrib4fv(col, color);
+ immVertex2i(pos, x2, y2);
+
+ immAttrib4fv(col, color);
+ immVertex2i(pos, x1, y1);
+ immAttrib4fv(col, color);
+ immVertex2i(pos, x2, y2);
+ immAttrib4fv(col, color);
+ immVertex2i(pos, x1, y2);
+}
+
+#if 0 /* more complete version in case we want that */
+void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4])
+{
+ Gwn_VertFormat *format = immVertexFormat();
+ uint pos = add_attrib(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4fv(color);
+ immRecti(pos, x1, y1, x2, y2);
+ immUnbindProgram();
+}
+#endif
+
/**
* Pack color into 3 bytes
*
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
index 2af1375a620..13c6fbea1c6 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -29,7 +29,7 @@
* \ingroup gpu
*/
-#include "../../../intern/gawain/gawain/gwn_shader_interface.h"
+#include "GPU_shader_interface.h"
#define SUPPRESS_GENERIC_MATRIX_API
#define USE_GPU_PY_MATRIX_API /* only so values are declared */
diff --git a/intern/gawain/src/gwn_primitive.c b/source/blender/gpu/intern/gpu_primitive.c
index bec638a4972..0f0c28c05dc 100644
--- a/intern/gawain/src/gwn_primitive.c
+++ b/source/blender/gpu/intern/gpu_primitive.c
@@ -29,8 +29,8 @@
* Gawain geometric primitives
*/
-#include "gwn_primitive.h"
-#include "gwn_primitive_private.h"
+#include "GPU_primitive.h"
+#include "gpu_primitive_private.h"
Gwn_PrimClass GWN_primtype_class(Gwn_PrimType prim_type)
{
diff --git a/intern/gawain/gawain/gwn_primitive_private.h b/source/blender/gpu/intern/gpu_primitive_private.h
index 6d3f1e20da7..6d3f1e20da7 100644
--- a/intern/gawain/gawain/gwn_primitive_private.h
+++ b/source/blender/gpu/intern/gpu_primitive_private.h
diff --git a/intern/gawain/src/gwn_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
index 997d5215d5b..56b25726a84 100644
--- a/intern/gawain/src/gwn_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.c
@@ -29,9 +29,9 @@
* Gawain shader interface (C --> GLSL)
*/
-#include "gwn_batch_private.h"
-#include "gwn_shader_interface.h"
-#include "gwn_vertex_array_id.h"
+#include "gpu_batch_private.h"
+#include "GPU_shader_interface.h"
+#include "GPU_vertex_array_id.h"
#include <stdlib.h>
#include <stddef.h>
#include <string.h>
diff --git a/source/blender/gpu/intern/gpu_shader_private.h b/source/blender/gpu/intern/gpu_shader_private.h
index de5439c5638..bf54d269fb5 100644
--- a/source/blender/gpu/intern/gpu_shader_private.h
+++ b/source/blender/gpu/intern/gpu_shader_private.h
@@ -26,7 +26,7 @@
#define __GPU_SHADER_PRIVATE_H__
#include "GPU_glew.h"
-#include "gawain/gwn_shader_interface.h"
+#include "GPU_shader_interface.h"
struct GPUShader {
GLuint program; /* handle for full program (links shader stages below) */
diff --git a/intern/gawain/src/gwn_vertex_array_id.cpp b/source/blender/gpu/intern/gpu_vertex_array_id.cpp
index 04470bf6844..de5be15ec19 100644
--- a/intern/gawain/src/gwn_vertex_array_id.cpp
+++ b/source/blender/gpu/intern/gpu_vertex_array_id.cpp
@@ -34,9 +34,9 @@
* - free can be called from any thread
*/
-#include "gwn_batch_private.h"
-#include "gwn_vertex_array_id.h"
-#include "gwn_context.h"
+#include "gpu_batch_private.h"
+#include "GPU_vertex_array_id.h"
+#include "GPU_context.h"
#include <vector>
#include <string.h>
#include <pthread.h>
diff --git a/intern/gawain/src/gwn_vertex_buffer.c b/source/blender/gpu/intern/gpu_vertex_buffer.c
index c3440b25da2..32f3d494015 100644
--- a/intern/gawain/src/gwn_vertex_buffer.c
+++ b/source/blender/gpu/intern/gpu_vertex_buffer.c
@@ -29,9 +29,9 @@
* Gawain vertex buffer
*/
-#include "gwn_vertex_buffer.h"
-#include "gwn_buffer_id.h"
-#include "gwn_vertex_format_private.h"
+#include "GPU_vertex_buffer.h"
+#include "GPU_buffer_id.h"
+#include "gpu_vertex_format_private.h"
#include <stdlib.h>
#include <string.h>
diff --git a/intern/gawain/src/gwn_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c
index 41179ae21eb..bd9f9250564 100644
--- a/intern/gawain/src/gwn_vertex_format.c
+++ b/source/blender/gpu/intern/gpu_vertex_format.c
@@ -29,8 +29,8 @@
* Gawain vertex format
*/
-#include "gwn_vertex_format.h"
-#include "gwn_vertex_format_private.h"
+#include "GPU_vertex_format.h"
+#include "gpu_vertex_format_private.h"
#include <stddef.h>
#include <string.h>
diff --git a/intern/gawain/gawain/gwn_vertex_format_private.h b/source/blender/gpu/intern/gpu_vertex_format_private.h
index 3cae9969fd8..3cae9969fd8 100644
--- a/intern/gawain/gawain/gwn_vertex_format_private.h
+++ b/source/blender/gpu/intern/gpu_vertex_format_private.h
diff --git a/source/blender/python/gawain/gwn_py_api.c b/source/blender/python/gawain/gwn_py_api.c
index d79ef070649..1f7a1297448 100644
--- a/source/blender/python/gawain/gwn_py_api.c
+++ b/source/blender/python/gawain/gwn_py_api.c
@@ -27,8 +27,8 @@
#include <Python.h>
-#include "gawain/gwn_batch.h"
-#include "gawain/gwn_vertex_format.h"
+#include "GPU_batch.h"
+#include "GPU_vertex_format.h"
#include "gwn_py_api.h"
#include "gwn_py_types.h"
diff --git a/source/blender/python/gawain/gwn_py_types.c b/source/blender/python/gawain/gwn_py_types.c
index bdf0be9f7e1..04c50ac0784 100644
--- a/source/blender/python/gawain/gwn_py_types.c
+++ b/source/blender/python/gawain/gwn_py_types.c
@@ -27,8 +27,8 @@
#include <Python.h>
-#include "gawain/gwn_batch.h"
-#include "gawain/gwn_vertex_format.h"
+#include "GPU_batch.h"
+#include "GPU_vertex_format.h"
#include "BLI_math.h"
diff --git a/source/blender/render/CMakeLists.txt b/source/blender/render/CMakeLists.txt
index d3fef51e9e9..8f921d7850a 100644
--- a/source/blender/render/CMakeLists.txt
+++ b/source/blender/render/CMakeLists.txt
@@ -37,6 +37,7 @@ set(INC
../nodes
../physics
../draw
+ ../gpu
../../../intern/atomic
../../../intern/guardedalloc
../../../intern/mikktspace
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index 82595527d30..af8746a4734 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -97,7 +97,7 @@
#include "../../../windowmanager/WM_api.h" /* XXX */
#include "../../../windowmanager/wm_window.h" /* XXX */
-#include "../../../intern/gawain/gawain/gwn_context.h"
+#include "GPU_context.h"
#ifdef WITH_FREESTYLE
# include "FRS_freestyle.h"
diff --git a/source/blender/windowmanager/intern/wm_playanim.c b/source/blender/windowmanager/intern/wm_playanim.c
index d1a7f4ffea1..00e7f77569b 100644
--- a/source/blender/windowmanager/intern/wm_playanim.c
+++ b/source/blender/windowmanager/intern/wm_playanim.c
@@ -69,7 +69,7 @@
#include "GPU_matrix.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
-#include "GPU_batch.h"
+#include "GPU_context.h"
#include "GPU_init_exit.h"
#include "DNA_scene_types.h"
diff --git a/source/blender/windowmanager/intern/wm_window.c b/source/blender/windowmanager/intern/wm_window.c
index f55fc5703f4..669480bf098 100644
--- a/source/blender/windowmanager/intern/wm_window.c
+++ b/source/blender/windowmanager/intern/wm_window.c
@@ -90,12 +90,11 @@
#include "GPU_immediate.h"
#include "GPU_material.h"
#include "GPU_texture.h"
+#include "GPU_context.h"
#include "BLF_api.h"
#include "UI_resources.h"
-#include "../../../intern/gawain/gawain/gwn_context.h"
-
/* for assert */
#ifndef NDEBUG
# include "BLI_threads.h"