diff options
Diffstat (limited to 'intern/gawain/src/batch.c')
-rw-r--r-- | intern/gawain/src/batch.c | 152 |
1 files changed, 76 insertions, 76 deletions
diff --git a/intern/gawain/src/batch.c b/intern/gawain/src/batch.c index a1e173f6685..17e45084613 100644 --- a/intern/gawain/src/batch.c +++ b/intern/gawain/src/batch.c @@ -15,59 +15,59 @@ #include <stdlib.h> // necessary functions from matrix API -extern void gpuBindMatrices(const ShaderInterface* shaderface); +extern void gpuBindMatrices(const Gwn_ShaderInterface* shaderface); extern bool gpuMatricesDirty(void); // how best to use this here? -Batch* Batch_create(PrimitiveType prim_type, VertexBuffer* verts, ElementList* elem) +Gwn_Batch* GWN_batch_create(Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem) { - Batch* batch = calloc(1, sizeof(Batch)); + Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch)); - Batch_init(batch, prim_type, verts, elem); + GWN_batch_init(batch, prim_type, verts, elem); return batch; } -void Batch_init(Batch* batch, PrimitiveType prim_type, VertexBuffer* verts, ElementList* elem) +void GWN_batch_init(Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem) { #if TRUST_NO_ONE assert(verts != NULL); #endif batch->verts[0] = verts; - for (int v = 1; v < BATCH_MAX_VBO_CT; ++v) + for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) batch->verts[v] = NULL; batch->elem = elem; batch->prim_type = prim_type; batch->gl_prim_type = convert_prim_type_to_gl(prim_type); - batch->phase = READY_TO_DRAW; + batch->phase = GWN_BATCH_READY_TO_DRAW; } -void Batch_discard(Batch* batch) +void GWN_batch_discard(Gwn_Batch* batch) { if (batch->vao_id) - vao_id_free(batch->vao_id); + GWN_vao_free(batch->vao_id); free(batch); } -void Batch_discard_all(Batch* batch) +void GWN_batch_discard_all(Gwn_Batch* batch) { - for (int v = 0; v < BATCH_MAX_VBO_CT; ++v) + for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { if (batch->verts[v] == NULL) break; - VertexBuffer_discard(batch->verts[v]); + GWN_vertbuf_discard(batch->verts[v]); } if (batch->elem) - ElementList_discard(batch->elem); + GWN_indexbuf_discard(batch->elem); - Batch_discard(batch); + GWN_batch_discard(batch); } -int Batch_add_VertexBuffer(Batch* batch, VertexBuffer* verts) +int GWN_batch_vertbuf_add(Gwn_Batch* batch, Gwn_VertBuf* verts) { - for (unsigned v = 0; v < BATCH_MAX_VBO_CT; ++v) + for (unsigned v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { if (batch->verts[v] == NULL) { @@ -82,14 +82,14 @@ int Batch_add_VertexBuffer(Batch* batch, VertexBuffer* verts) } } - // we only make it this far if there is no room for another VertexBuffer + // we only make it this far if there is no room for another Gwn_VertBuf #if TRUST_NO_ONE assert(false); #endif return -1; } -void Batch_set_program(Batch* batch, GLuint program, const ShaderInterface* shaderface) +void GWN_batch_program_set(Gwn_Batch* batch, GLuint program, const Gwn_ShaderInterface* shaderface) { #if TRUST_NO_ONE assert(glIsProgram(program)); @@ -99,38 +99,38 @@ void Batch_set_program(Batch* batch, GLuint program, const ShaderInterface* shad batch->interface = shaderface; batch->program_dirty = true; - Batch_use_program(batch); // hack! to make Batch_Uniform* simpler + GWN_batch_program_use_begin(batch); // hack! to make Batch_Uniform* simpler } -static void Batch_update_program_bindings(Batch* batch) +static void Batch_update_program_bindings(Gwn_Batch* batch) { // disable all as a precaution // why are we not using prev_attrib_enabled_bits?? see immediate.c - for (unsigned a_idx = 0; a_idx < MAX_VERTEX_ATTRIBS; ++a_idx) + for (unsigned a_idx = 0; a_idx < GWN_VERT_ATTR_MAX_LEN; ++a_idx) glDisableVertexAttribArray(a_idx); - for (int v = 0; v < BATCH_MAX_VBO_CT; ++v) + for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { - VertexBuffer* verts = batch->verts[v]; + Gwn_VertBuf* verts = batch->verts[v]; if (verts == NULL) break; - const VertexFormat* format = &verts->format; + const Gwn_VertFormat* format = &verts->format; const unsigned attrib_ct = format->attrib_ct; const unsigned stride = format->stride; - VertexBuffer_use(verts); + GWN_vertbuf_use(verts); for (unsigned a_idx = 0; a_idx < attrib_ct; ++a_idx) { - const Attrib* a = format->attribs + a_idx; + const Gwn_VertAttr* a = format->attribs + a_idx; const GLvoid* pointer = (const GLubyte*)0 + a->offset; for (unsigned n_idx = 0; n_idx < a->name_ct; ++n_idx) { - const ShaderInput* input = ShaderInterface_attrib(batch->interface, a->name[n_idx]); + const Gwn_ShaderInput* input = GWN_shaderinterface_attr(batch->interface, a->name[n_idx]); if (input == NULL) continue; @@ -138,14 +138,14 @@ static void Batch_update_program_bindings(Batch* batch) switch (a->fetch_mode) { - case KEEP_FLOAT: - case CONVERT_INT_TO_FLOAT: + case GWN_FETCH_FLOAT: + case GWN_FETCH_INT_TO_FLOAT: glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_FALSE, stride, pointer); break; - case NORMALIZE_INT_TO_FLOAT: + case GWN_FETCH_INT_TO_FLOAT_UNIT: glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_TRUE, stride, pointer); break; - case KEEP_INT: + case GWN_FETCH_INT: glVertexAttribIPointer(input->location, a->comp_ct, a->gl_comp_type, stride, pointer); } } @@ -155,7 +155,7 @@ static void Batch_update_program_bindings(Batch* batch) batch->program_dirty = false; } -void Batch_use_program(Batch* batch) +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". @@ -168,7 +168,7 @@ void Batch_use_program(Batch* batch) } } -void Batch_done_using_program(Batch* batch) +void GWN_batch_program_use_end(Gwn_Batch* batch) { if (batch->program_in_use) { @@ -178,81 +178,81 @@ void Batch_done_using_program(Batch* batch) } #if TRUST_NO_ONE - #define GET_UNIFORM const ShaderInput* uniform = ShaderInterface_uniform(batch->interface, name); assert(uniform); + #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform); #else - #define GET_UNIFORM const ShaderInput* uniform = ShaderInterface_uniform(batch->interface, name); + #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); #endif -void Batch_Uniform1i(Batch* batch, const char* name, int value) +void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value) { GET_UNIFORM glUniform1i(uniform->location, value); } -void Batch_Uniform1b(Batch* batch, const char* name, bool 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 Batch_Uniform2f(Batch* batch, const char* name, float x, float y) +void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y) { GET_UNIFORM glUniform2f(uniform->location, x, y); } -void Batch_Uniform3f(Batch* batch, const char* name, float x, float y, float z) +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 Batch_Uniform4f(Batch* batch, const char* name, float x, float y, float z, float w) +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 Batch_Uniform1f(Batch* batch, const char* name, float x) +void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x) { GET_UNIFORM glUniform1f(uniform->location, x); } -void Batch_Uniform3fv(Batch* batch, const char* name, const float data[3]) +void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3]) { GET_UNIFORM glUniform3fv(uniform->location, 1, data); } -void Batch_Uniform4fv(Batch* batch, const char* name, const float data[4]) +void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4]) { GET_UNIFORM glUniform4fv(uniform->location, 1, data); } -static void Batch_prime(Batch* batch) +static void Batch_prime(Gwn_Batch* batch) { - batch->vao_id = vao_id_alloc(); + batch->vao_id = GWN_vao_alloc(); glBindVertexArray(batch->vao_id); - for (int v = 0; v < BATCH_MAX_VBO_CT; ++v) + for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { if (batch->verts[v] == NULL) break; - VertexBuffer_use(batch->verts[v]); + GWN_vertbuf_use(batch->verts[v]); } if (batch->elem) - ElementList_use(batch->elem); + GWN_indexbuf_use(batch->elem); // vertex attribs and element list remain bound to this VAO } -void Batch_draw(Batch* batch) +void GWN_batch_draw(Gwn_Batch* batch) { #if TRUST_NO_ONE - assert(batch->phase == READY_TO_DRAW); + assert(batch->phase == GWN_BATCH_READY_TO_DRAW); assert(glIsProgram(batch->program)); #endif @@ -264,15 +264,15 @@ void Batch_draw(Batch* batch) if (batch->program_dirty) Batch_update_program_bindings(batch); - Batch_use_program(batch); + GWN_batch_program_use_begin(batch); gpuBindMatrices(batch->interface); if (batch->elem) { - const ElementList* el = batch->elem; + const Gwn_IndexBuf* el = batch->elem; -#if TRACK_INDEX_RANGE +#if GWN_TRACK_INDEX_RANGE if (el->base_index) glDrawRangeElementsBaseVertex(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0, el->base_index); else @@ -284,14 +284,14 @@ void Batch_draw(Batch* batch) else glDrawArrays(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct); - Batch_done_using_program(batch); + GWN_batch_program_use_end(batch); glBindVertexArray(0); } // clement : temp stuff -void Batch_draw_stupid(Batch* batch) +void GWN_batch_draw_stupid(Gwn_Batch* batch) { if (batch->vao_id) glBindVertexArray(batch->vao_id); @@ -301,15 +301,15 @@ void Batch_draw_stupid(Batch* batch) if (batch->program_dirty) Batch_update_program_bindings(batch); - // Batch_use_program(batch); + // GWN_batch_program_use_begin(batch); //gpuBindMatrices(batch->program); if (batch->elem) { - const ElementList* el = batch->elem; + const Gwn_IndexBuf* el = batch->elem; -#if TRACK_INDEX_RANGE +#if GWN_TRACK_INDEX_RANGE if (el->base_index) glDrawRangeElementsBaseVertex(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0, el->base_index); else @@ -321,12 +321,12 @@ void Batch_draw_stupid(Batch* batch) else glDrawArrays(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct); - // Batch_done_using_program(batch); + // GWN_batch_program_use_end(batch); glBindVertexArray(0); } // clement : temp stuff -void Batch_draw_stupid_instanced(Batch* batch, unsigned int instance_vbo, int instance_count, +void GWN_batch_draw_stupid_instanced(Gwn_Batch* batch, unsigned int instance_vbo, int instance_count, int attrib_nbr, int attrib_stride, int attrib_size[16], int attrib_loc[16]) { if (batch->vao_id) @@ -358,24 +358,24 @@ void Batch_draw_stupid_instanced(Batch* batch, unsigned int instance_vbo, int in } glBindBuffer(GL_ARRAY_BUFFER, 0); - // Batch_use_program(batch); + // GWN_batch_program_use_begin(batch); //gpuBindMatrices(batch->program); if (batch->elem) { - const ElementList* el = batch->elem; + const Gwn_IndexBuf* el = batch->elem; glDrawElementsInstanced(batch->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0, instance_count); } else glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct, instance_count); - // Batch_done_using_program(batch); + // GWN_batch_program_use_end(batch); glBindVertexArray(0); } -void Batch_draw_stupid_instanced_with_batch(Batch* batch_instanced, Batch* batch_instancing) +void GWN_batch_draw_stupid_instanced_with_batch(Gwn_Batch* batch_instanced, Gwn_Batch* batch_instancing) { if (batch_instanced->vao_id) glBindVertexArray(batch_instanced->vao_id); @@ -385,24 +385,24 @@ void Batch_draw_stupid_instanced_with_batch(Batch* batch_instanced, Batch* batch if (batch_instanced->program_dirty) Batch_update_program_bindings(batch_instanced); - VertexBuffer* verts = batch_instancing->verts[0]; + Gwn_VertBuf* verts = batch_instancing->verts[0]; - const VertexFormat* format = &verts->format; + const Gwn_VertFormat* format = &verts->format; const unsigned attrib_ct = format->attrib_ct; const unsigned stride = format->stride; - VertexBuffer_use(verts); + GWN_vertbuf_use(verts); for (unsigned a_idx = 0; a_idx < attrib_ct; ++a_idx) { - const Attrib* a = format->attribs + a_idx; + const Gwn_VertAttr* a = format->attribs + a_idx; const GLvoid* pointer = (const GLubyte*)0 + a->offset; for (unsigned n_idx = 0; n_idx < a->name_ct; ++n_idx) { - const ShaderInput* input = ShaderInterface_attrib(batch_instanced->interface, a->name[n_idx]); + const Gwn_ShaderInput* input = GWN_shaderinterface_attr(batch_instanced->interface, a->name[n_idx]); if (input == NULL) continue; @@ -411,32 +411,32 @@ void Batch_draw_stupid_instanced_with_batch(Batch* batch_instanced, Batch* batch switch (a->fetch_mode) { - case KEEP_FLOAT: - case CONVERT_INT_TO_FLOAT: + case GWN_FETCH_FLOAT: + case GWN_FETCH_INT_TO_FLOAT: glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_FALSE, stride, pointer); break; - case NORMALIZE_INT_TO_FLOAT: + case GWN_FETCH_INT_TO_FLOAT_UNIT: glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_TRUE, stride, pointer); break; - case KEEP_INT: + case GWN_FETCH_INT: glVertexAttribIPointer(input->location, a->comp_ct, a->gl_comp_type, stride, pointer); } } } - // Batch_use_program(batch); + // GWN_batch_program_use_begin(batch); //gpuBindMatrices(batch->program); if (batch_instanced->elem) { - const ElementList* el = batch_instanced->elem; + const Gwn_IndexBuf* el = batch_instanced->elem; glDrawElementsInstanced(batch_instanced->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0, verts->vertex_ct); } else glDrawArraysInstanced(batch_instanced->gl_prim_type, 0, batch_instanced->verts[0]->vertex_ct, verts->vertex_ct); - // Batch_done_using_program(batch); + // GWN_batch_program_use_end(batch); glBindVertexArray(0); }
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