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Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate.c')
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c848
1 files changed, 841 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index 5f22b7f9279..9674cf0b9f7 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -15,22 +15,144 @@
* 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/gpu_immediate.c
+ * \ingroup gpu
+ *
+ * GPU immediate mode work-alike
+ */
+
#include "UI_resources.h"
-#include "BLI_utildefines.h"
+#include "GPU_attr_binding.h"
+#include "GPU_immediate.h"
+
+#include "gpu_attr_binding_private.h"
+#include "gpu_context_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 GPUShaderInterface *);
+extern bool GPU_matrix_dirty_get(void);
+
+typedef struct {
+ /* TODO: organize this struct by frequency of change (run-time) */
+
+ GPUBatch *batch;
+ GPUContext *context;
+
+ /* current draw call */
+ GLubyte *buffer_data;
+ uint buffer_offset;
+ uint buffer_bytes_mapped;
+ uint vertex_len;
+ bool strict_vertex_len;
+ GPUPrimType prim_type;
+
+ GPUVertFormat 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 GPUShaderInterface *shader_interface;
+ GPUAttrBinding 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 = GPU_buf_alloc();
+ glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
+ glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
+
+ imm.prim_type = GPU_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 == GPU_PRIM_NONE); /* make sure we're not between a Begin/End pair */
+ assert(imm.vao_id == 0);
+#endif
+ imm.vao_id = GPU_vao_alloc();
+ imm.context = GPU_context_active_get();
+}
+
+void immDeactivate(void)
+{
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we're not between a Begin/End pair */
+ assert(imm.vao_id != 0);
+#endif
+ GPU_vao_free(imm.vao_id, imm.context);
+ imm.vao_id = 0;
+ imm.prev_enabled_attrib_bits = 0;
+}
+
+void immDestroy(void)
+{
+ GPU_buf_free(imm.vbo_id);
+ initialized = false;
+}
+
+GPUVertFormat *immVertexFormat(void)
+{
+ GPU_vertformat_clear(&imm.vertex_format);
+ return &imm.vertex_format;
+}
+
+void immBindProgram(GLuint program, const GPUShaderInterface *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 +160,718 @@ 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, GPUPrimType prim_type)
+{
+ /* does vertex_len make sense for this primitive type? */
+ if (vertex_len == 0) {
+ return false;
+ }
+
+ switch (prim_type) {
+ case GPU_PRIM_POINTS:
+ return true;
+ case GPU_PRIM_LINES:
+ return vertex_len % 2 == 0;
+ case GPU_PRIM_LINE_STRIP:
+ case GPU_PRIM_LINE_LOOP:
+ return vertex_len >= 2;
+ case GPU_PRIM_LINE_STRIP_ADJ:
+ return vertex_len >= 4;
+ case GPU_PRIM_TRIS:
+ return vertex_len % 3 == 0;
+ case GPU_PRIM_TRI_STRIP:
+ case GPU_PRIM_TRI_FAN:
+ return vertex_len >= 3;
+ default:
+ return false;
+ }
+}
+#endif
+
+void immBegin(GPUPrimType prim_type, uint vertex_len)
+{
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == GPU_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(GPUPrimType prim_type, uint vertex_len)
+{
+#if TRUST_NO_ONE
+ assert(vertex_len > 0);
+#endif
+
+ imm.strict_vertex_len = false;
+ immBegin(prim_type, vertex_len);
+}
+
+
+GPUBatch *immBeginBatch(GPUPrimType prim_type, uint vertex_len)
+{
+#if TRUST_NO_ONE
+ assert(initialized);
+ assert(imm.prim_type == GPU_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;
+
+ GPUVertBuf *verts = GPU_vertbuf_create_with_format(&imm.vertex_format);
+ GPU_vertbuf_data_alloc(verts, vertex_len);
+
+ imm.buffer_bytes_mapped = GPU_vertbuf_size_get(verts);
+ imm.vertex_data = verts->data;
+
+ imm.batch = GPU_batch_create_ex(prim_type, verts, NULL, GPU_BATCH_OWNS_VBO);
+ imm.batch->phase = GPU_BATCH_BUILDING;
+
+ return imm.batch;
+}
+
+GPUBatch *immBeginBatchAtMost(GPUPrimType 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 < GPU_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 GPUVertAttr *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 GPU_FETCH_FLOAT:
+ case GPU_FETCH_INT_TO_FLOAT:
+ glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
+ break;
+ case GPU_FETCH_INT_TO_FLOAT_UNIT:
+ glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
+ break;
+ case GPU_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 != GPU_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) {
+ GPU_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
+ /* TODO: resize only if vertex count is much smaller */
+ }
+ GPU_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
+ imm.batch->phase = GPU_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 = GPU_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)
+{
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GPU_COMP_F32);
+ assert(attrib->comp_len == 1);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GPU_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)
+{
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GPU_COMP_F32);
+ assert(attrib->comp_len == 2);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GPU_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)
+{
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GPU_COMP_F32);
+ assert(attrib->comp_len == 3);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GPU_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)
+{
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GPU_COMP_F32);
+ assert(attrib->comp_len == 4);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GPU_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)
+{
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GPU_COMP_U32);
+ assert(attrib->comp_len == 1);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GPU_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)
+{
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GPU_COMP_I32);
+ assert(attrib->comp_len == 2);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GPU_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)
+{
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GPU_COMP_I16);
+ assert(attrib->comp_len == 2);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GPU_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)
+{
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GPU_COMP_U8);
+ assert(attrib->comp_len == 3);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GPU_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)
+{
+ GPUVertAttr *attrib = imm.vertex_format.attribs + attrib_id;
+#if TRUST_NO_ONE
+ assert(attrib_id < imm.vertex_format.attr_len);
+ assert(attrib->comp_type == GPU_COMP_U8);
+ assert(attrib->comp_len == 4);
+ assert(imm.vertex_idx < imm.vertex_len);
+ assert(imm.prim_type != GPU_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 != GPU_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 != GPU_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 GPUVertAttr *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 GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
+# else
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_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 GPUShaderInput* uniform = GPU_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 GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(imm.shader_interface, GPU_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];