diff options
Diffstat (limited to 'intern/gawain/src/gwn_shader_interface.c')
-rw-r--r-- | intern/gawain/src/gwn_shader_interface.c | 362 |
1 files changed, 0 insertions, 362 deletions
diff --git a/intern/gawain/src/gwn_shader_interface.c b/intern/gawain/src/gwn_shader_interface.c deleted file mode 100644 index d18af234fb0..00000000000 --- a/intern/gawain/src/gwn_shader_interface.c +++ /dev/null @@ -1,362 +0,0 @@ - -// Gawain shader interface (C --> GLSL) -// -// This code is part of the Gawain library, with modifications -// specific to integration with Blender. -// -// Copyright 2017 Mike Erwin -// -// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of -// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/. - -#include "gwn_batch_private.h" -#include "gwn_shader_interface.h" -#include "gwn_vertex_array_id.h" -#include <stdlib.h> -#include <stddef.h> -#include <string.h> - -#define DEBUG_SHADER_INTERFACE 0 - -#if DEBUG_SHADER_INTERFACE - #include <stdio.h> -#endif - -static const char* BuiltinUniform_name(Gwn_UniformBuiltin u) - { - static const char* names[] = - { - [GWN_UNIFORM_NONE] = NULL, - - [GWN_UNIFORM_MODEL] = "ModelMatrix", - [GWN_UNIFORM_VIEW] = "ViewMatrix", - [GWN_UNIFORM_MODELVIEW] = "ModelViewMatrix", - [GWN_UNIFORM_PROJECTION] = "ProjectionMatrix", - [GWN_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix", - [GWN_UNIFORM_MVP] = "ModelViewProjectionMatrix", - - [GWN_UNIFORM_MODEL_INV] = "ModelMatrixInverse", - [GWN_UNIFORM_VIEW_INV] = "ViewMatrixInverse", - [GWN_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse", - [GWN_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse", - [GWN_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse", - - [GWN_UNIFORM_NORMAL] = "NormalMatrix", - [GWN_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix", - [GWN_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors", - [GWN_UNIFORM_ORCO] = "OrcoTexCoFactors", - - [GWN_UNIFORM_COLOR] = "color", - [GWN_UNIFORM_EYE] = "eye", - [GWN_UNIFORM_CALLID] = "callId", - - [GWN_UNIFORM_CUSTOM] = NULL, - [GWN_NUM_UNIFORMS] = NULL, - }; - - return names[u]; - } - -GWN_INLINE bool match(const char* a, const char* b) - { - return strcmp(a, b) == 0; - } - -GWN_INLINE unsigned hash_string(const char *str) - { - unsigned i = 0, c; - - while ((c = *str++)) - { - i = i * 37 + c; - } - - return i; - } - -GWN_INLINE void set_input_name(Gwn_ShaderInterface* shaderface, Gwn_ShaderInput* input, - const char* name, uint32_t name_len) - { - input->name_offset = shaderface->name_buffer_offset; - input->name_hash = hash_string(name); - shaderface->name_buffer_offset += name_len + 1; // include NULL terminator - } - -GWN_INLINE void shader_input_to_bucket(Gwn_ShaderInput* input, - Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS]) - { - const unsigned bucket_index = input->name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS; - input->next = buckets[bucket_index]; - buckets[bucket_index] = input; - } - -GWN_INLINE const Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[GWN_NUM_SHADERINTERFACE_BUCKETS], - const char *name_buffer, const char *name) - { - const unsigned name_hash = hash_string(name); - const unsigned bucket_index = name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS; - const Gwn_ShaderInput* input = buckets[bucket_index]; - if (input == NULL) - { - // Requested uniform is not found at all. - return NULL; - } - // Optimization bit: if there is no hash collision detected when constructing shader interface - // it means we can only request the single possible uniform. Surely, it's possible we request - // uniform which causes hash collision, but that will be detected in debug builds. - if (input->next == NULL) - { - if (name_hash == input->name_hash) - { -#if TRUST_NO_ONE - assert(match(name_buffer + input->name_offset, name)); -#endif - return input; - } - return NULL; - } - // Work through possible collisions. - const Gwn_ShaderInput* next = input; - while (next != NULL) - { - input = next; - next = input->next; - - if (input->name_hash != name_hash) - { - continue; - } - if (match(name_buffer + input->name_offset, name)) - { - return input; - } - } - return NULL; // not found - } - -GWN_INLINE void buckets_free(Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS]) - { - for (unsigned bucket_index = 0; bucket_index < GWN_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) - { - Gwn_ShaderInput *input = buckets[bucket_index]; - while (input != NULL) - { - Gwn_ShaderInput *input_next = input->next; - free(input); - input = input_next; - } - } - } - -static bool setup_builtin_uniform(Gwn_ShaderInput* input, const char* name) - { - // TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types - - // detect built-in uniforms (name must match) - for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u) - { - const char* builtin_name = BuiltinUniform_name(u); - if (match(name, builtin_name)) - { - input->builtin_type = u; - return true; - } - } - - input->builtin_type = GWN_UNIFORM_CUSTOM; - return false; - } - -static const Gwn_ShaderInput* add_uniform(Gwn_ShaderInterface* shaderface, const char* name) - { - Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput)); - - input->location = glGetUniformLocation(shaderface->program, name); - - unsigned name_len = strlen(name); - shaderface->name_buffer = realloc(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); // include NULL terminator - char* name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset; - strcpy(name_buffer, name); - - set_input_name(shaderface, input, name, name_len); - setup_builtin_uniform(input, name); - - shader_input_to_bucket(input, shaderface->uniform_buckets); - if (input->builtin_type != GWN_UNIFORM_NONE && - input->builtin_type != GWN_UNIFORM_CUSTOM) - { - shaderface->builtin_uniforms[input->builtin_type] = input; - } -#if DEBUG_SHADER_INTERFACE - printf("Gwn_ShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface, shaderface->program, name, input->location); -#endif - return input; - } - -Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program) - { - Gwn_ShaderInterface* shaderface = calloc(1, sizeof(Gwn_ShaderInterface)); - shaderface->program = program; - -#if DEBUG_SHADER_INTERFACE - printf("%s {\n", __func__); // enter function - printf("Gwn_ShaderInterface %p, program %d\n", shaderface, program); -#endif - - GLint max_attrib_name_len, attr_len; - glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attrib_name_len); - glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len); - - GLint max_ubo_name_len, ubo_len; - glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len); - glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len); - - const uint32_t name_buffer_len = attr_len * max_attrib_name_len + ubo_len * max_ubo_name_len; - shaderface->name_buffer = malloc(name_buffer_len); - - // Attributes - for (uint32_t i = 0; i < attr_len; ++i) - { - Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput)); - GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset; - char* name = shaderface->name_buffer + shaderface->name_buffer_offset; - GLsizei name_len = 0; - - glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name); - - // remove "[0]" from array name - if (name[name_len-1] == ']') - { - name[name_len-3] = '\0'; - name_len -= 3; - } - - // TODO: reject DOUBLE gl_types - - input->location = glGetAttribLocation(program, name); - - set_input_name(shaderface, input, name, name_len); - - shader_input_to_bucket(input, shaderface->attrib_buckets); - -#if DEBUG_SHADER_INTERFACE - printf("attrib[%u] '%s' at location %d\n", i, name, input->location); -#endif - } - - // Uniform Blocks - for (uint32_t i = 0; i < ubo_len; ++i) - { - Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput)); - GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset; - char* name = shaderface->name_buffer + shaderface->name_buffer_offset; - GLsizei name_len = 0; - - glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name); - - input->location = i; - - set_input_name(shaderface, input, name, name_len); - - shader_input_to_bucket(input, shaderface->ubo_buckets); - -#if DEBUG_SHADER_INTERFACE - printf("ubo '%s' at location %d\n", name, input->location); -#endif - } - - // Builtin Uniforms - for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u) - { - const char* builtin_name = BuiltinUniform_name(u); - if (glGetUniformLocation(program, builtin_name) != -1) - add_uniform((Gwn_ShaderInterface*)shaderface, builtin_name); - } - - // Batches ref buffer - shaderface->batches_len = GWN_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = calloc(shaderface->batches_len, sizeof(Gwn_Batch*)); - - return shaderface; - } - -void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface) - { - // Free memory used by buckets and has entries. - buckets_free(shaderface->uniform_buckets); - buckets_free(shaderface->attrib_buckets); - buckets_free(shaderface->ubo_buckets); - // Free memory used by name_buffer. - free(shaderface->name_buffer); - // Remove this interface from all linked Batches vao cache. - for (int i = 0; i < shaderface->batches_len; ++i) - if (shaderface->batches[i] != NULL) - gwn_batch_remove_interface_ref(shaderface->batches[i], shaderface); - - free(shaderface->batches); - // Free memory used by shader interface by its self. - free(shaderface); - } - -const Gwn_ShaderInput* GWN_shaderinterface_uniform(const Gwn_ShaderInterface* shaderface, const char* name) - { - // TODO: Warn if we find a matching builtin, since these can be looked up much quicker. - const Gwn_ShaderInput* input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name); - - // If input is not found add it so it's found next time. - if (input == NULL) - input = add_uniform((Gwn_ShaderInterface*)shaderface, name); - - return (input->location != -1) ? input : NULL; - } - -const Gwn_ShaderInput* GWN_shaderinterface_uniform_builtin(const Gwn_ShaderInterface* shaderface, Gwn_UniformBuiltin builtin) - { -#if TRUST_NO_ONE - assert(builtin != GWN_UNIFORM_NONE); - assert(builtin != GWN_UNIFORM_CUSTOM); - assert(builtin != GWN_NUM_UNIFORMS); -#endif - return shaderface->builtin_uniforms[builtin]; - } - -const Gwn_ShaderInput* GWN_shaderinterface_ubo(const Gwn_ShaderInterface* shaderface, const char* name) - { - return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name); - } - -const Gwn_ShaderInput* GWN_shaderinterface_attr(const Gwn_ShaderInterface* shaderface, const char* name) - { - return buckets_lookup(shaderface->attrib_buckets, shaderface->name_buffer, name); - } - -void GWN_shaderinterface_add_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batch* batch) - { - int i; // find first unused slot - for (i = 0; i < shaderface->batches_len; ++i) - if (shaderface->batches[i] == NULL) - break; - - if (i == shaderface->batches_len) - { - // Not enough place, realloc the array. - i = shaderface->batches_len; - shaderface->batches_len += GWN_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = realloc(shaderface->batches, sizeof(Gwn_Batch*) * shaderface->batches_len); - memset(shaderface->batches + i, 0, sizeof(Gwn_Batch*) * GWN_SHADERINTERFACE_REF_ALLOC_COUNT); - } - - shaderface->batches[i] = batch; - } - -void GWN_shaderinterface_remove_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batch* batch) - { - for (int i = 0; i < shaderface->batches_len; ++i) - { - if (shaderface->batches[i] == batch) - { - shaderface->batches[i] = NULL; - break; // cannot have duplicates - } - } - } |