diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.c | 848 |
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]; |