Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/gawain/src/gwn_shader_interface.c')
-rw-r--r--intern/gawain/src/gwn_shader_interface.c323
1 files changed, 161 insertions, 162 deletions
diff --git a/intern/gawain/src/gwn_shader_interface.c b/intern/gawain/src/gwn_shader_interface.c
index d18af234fb0..997d5215d5b 100644
--- a/intern/gawain/src/gwn_shader_interface.c
+++ b/intern/gawain/src/gwn_shader_interface.c
@@ -1,13 +1,33 @@
-
-// 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/.
+/*
+ * ***** 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_shader_interface.c
+ * \ingroup gpu
+ *
+ * Gawain shader interface (C --> GLSL)
+ */
#include "gwn_batch_private.h"
#include "gwn_shader_interface.h"
@@ -23,9 +43,8 @@
#endif
static const char* BuiltinUniform_name(Gwn_UniformBuiltin u)
- {
- static const char* names[] =
- {
+{
+ static const char* names[] = {
[GWN_UNIFORM_NONE] = NULL,
[GWN_UNIFORM_MODEL] = "ModelMatrix",
@@ -52,154 +71,142 @@ static const char* BuiltinUniform_name(Gwn_UniformBuiltin u)
[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++))
- {
+GWN_INLINE uint hash_string(const char *str)
+{
+ uint i = 0, c;
+ while ((c = *str++)) {
i = i * 37 + c;
- }
-
- return i;
}
+ 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
- }
+ 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;
+{
+ const uint 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 uint name_hash = hash_string(name);
+ const uint 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 (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));
+ assert(match(name_buffer + input->name_offset, name));
#endif
- return input;
- }
- return NULL;
+ return input;
}
- // Work through possible collisions.
+ return NULL;
+ }
+ /* Work through possible collisions. */
const Gwn_ShaderInput* next = input;
- while (next != NULL)
- {
+ while (next != NULL) {
input = next;
next = input->next;
-
- if (input->name_hash != name_hash)
- {
+ if (input->name_hash != name_hash) {
continue;
- }
- if (match(name_buffer + input->name_offset, name))
- {
+ }
+ if (match(name_buffer + input->name_offset, name)) {
return input;
- }
}
- return NULL; // not found
}
+ 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)
- {
+{
+ for (uint bucket_index = 0; bucket_index < GWN_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) {
Gwn_ShaderInput *input = buckets[bucket_index];
- while (input != NULL)
- {
+ 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
+{
+ /* 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)
- {
+ /* 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))
- {
+ 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));
+{
+ Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput));
- input->location = glGetUniformLocation(shaderface->program, name);
+ 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);
+ uint name_len = strlen(name);
+ shaderface->name_buffer = realloc(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); /* include NULL terminator */
+ char* name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset;
+ 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;
- }
+ 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);
+ printf("Gwn_ShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface,
+ shaderface->program,
+ name,
+ input->location);
#endif
- return input;
- }
+ 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("%s {\n", __func__); /* enter function */
printf("Gwn_ShaderInterface %p, program %d\n", shaderface, program);
#endif
@@ -214,9 +221,8 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program)
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)
- {
+ /* 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;
@@ -224,14 +230,13 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program)
glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
- // remove "[0]" from array name
- if (name[name_len-1] == ']')
- {
+ /* remove "[0]" from array name */
+ if (name[name_len-1] == ']') {
name[name_len-3] = '\0';
name_len -= 3;
- }
+ }
- // TODO: reject DOUBLE gl_types
+ /* TODO: reject DOUBLE gl_types */
input->location = glGetAttribLocation(program, name);
@@ -242,11 +247,9 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program)
#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)
- {
+ }
+ /* 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;
@@ -263,100 +266,96 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program)
#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)
- {
+ }
+ /* 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)
+ if (glGetUniformLocation(program, builtin_name) != -1) {
add_uniform((Gwn_ShaderInterface*)shaderface, builtin_name);
}
-
- // Batches ref buffer
+ }
+ /* 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.
+{
+ /* 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 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)
+ /* 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 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.
+{
+ /* 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)
+ /* 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;
}
+ return (input->location != -1) ? input : NULL;
+}
-const Gwn_ShaderInput* GWN_shaderinterface_uniform_builtin(const Gwn_ShaderInterface* shaderface, Gwn_UniformBuiltin builtin)
- {
+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)
+{
+ 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.
+ }
+ }
+ 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;
}
+ 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)
- {
+{
+ for (int i = 0; i < shaderface->batches_len; ++i) {
+ if (shaderface->batches[i] == batch) {
shaderface->batches[i] = NULL;
- break; // cannot have duplicates
- }
+ break; /* cannot have duplicates */
}
}
+}