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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_interface.c')
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c486
1 files changed, 302 insertions, 184 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
index f23a0a438d6..9d9f98c6bb0 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.c
@@ -24,6 +24,10 @@
*/
#include "BKE_global.h"
+
+#include "BLI_bitmap.h"
+#include "BLI_math_base.h"
+
#include "MEM_guardedalloc.h"
#include "GPU_shader_interface.h"
@@ -36,7 +40,6 @@
#include <string.h>
#define DEBUG_SHADER_INTERFACE 0
-#define DEBUG_SHADER_UNIFORMS 0
#if DEBUG_SHADER_INTERFACE
# include <stdio.h>
@@ -45,8 +48,6 @@
static const char *BuiltinUniform_name(GPUUniformBuiltin u)
{
static const char *names[] = {
- [GPU_UNIFORM_NONE] = NULL,
-
[GPU_UNIFORM_MODEL] = "ModelMatrix",
[GPU_UNIFORM_VIEW] = "ViewMatrix",
[GPU_UNIFORM_MODELVIEW] = "ModelViewMatrix",
@@ -68,14 +69,27 @@ static const char *BuiltinUniform_name(GPUUniformBuiltin u)
[GPU_UNIFORM_BASE_INSTANCE] = "baseInstance",
[GPU_UNIFORM_RESOURCE_CHUNK] = "resourceChunk",
[GPU_UNIFORM_RESOURCE_ID] = "resourceId",
+ [GPU_UNIFORM_SRGB_TRANSFORM] = "srgbTarget",
- [GPU_UNIFORM_CUSTOM] = NULL,
[GPU_NUM_UNIFORMS] = NULL,
};
return names[u];
}
+static const char *BuiltinUniformBlock_name(GPUUniformBlockBuiltin u)
+{
+ static const char *names[] = {
+ [GPU_UNIFORM_BLOCK_VIEW] = "viewBlock",
+ [GPU_UNIFORM_BLOCK_MODEL] = "modelBlock",
+ [GPU_UNIFORM_BLOCK_INFO] = "infoBlock",
+
+ [GPU_NUM_UNIFORM_BLOCKS] = NULL,
+ };
+
+ return names[u];
+}
+
GPU_INLINE bool match(const char *a, const char *b)
{
return strcmp(a, b) == 0;
@@ -90,129 +104,136 @@ GPU_INLINE uint hash_string(const char *str)
return i;
}
-GPU_INLINE void set_input_name(GPUShaderInterface *shaderface,
- GPUShaderInput *input,
- const char *name,
- uint32_t name_len)
+GPU_INLINE uint32_t set_input_name(GPUShaderInterface *shaderface,
+ GPUShaderInput *input,
+ 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 */
-}
+ /* remove "[0]" from array name */
+ if (name[name_len - 1] == ']') {
+ name[name_len - 3] = '\0';
+ name_len -= 3;
+ }
-GPU_INLINE void shader_input_to_bucket(GPUShaderInput *input,
- GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
-{
- const uint bucket_index = input->name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
- input->next = buckets[bucket_index];
- buckets[bucket_index] = input;
+ input->name_offset = (uint32_t)(name - shaderface->name_buffer);
+ input->name_hash = hash_string(name);
+ return name_len + 1; /* include NULL terminator */
}
-GPU_INLINE const GPUShaderInput *buckets_lookup(
- GPUShaderInput *const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS],
- const char *name_buffer,
- const char *name)
+GPU_INLINE const GPUShaderInput *input_lookup(const GPUShaderInterface *shaderface,
+ const GPUShaderInput *const inputs,
+ const uint inputs_len,
+ const char *name)
{
const uint name_hash = hash_string(name);
- const uint bucket_index = name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
- const GPUShaderInput *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 GPUShaderInput *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;
+ /* Simple linear search for now. */
+ for (int i = inputs_len - 1; i >= 0; i--) {
+ if (inputs[i].name_hash == name_hash) {
+ if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) {
+ /* Hash colision resolve. */
+ for (; i >= 0 && inputs[i].name_hash == name_hash; i--) {
+ if (match(name, shaderface->name_buffer + inputs[i].name_offset)) {
+ return inputs + i; /* not found */
+ }
+ }
+ return NULL; /* not found */
+ }
+ else {
+ /* This is a bit dangerous since we could have a hash collision.
+ * where the asked uniform that does not exist has the same hash
+ * as a real uniform. */
+ BLI_assert(match(name, shaderface->name_buffer + inputs[i].name_offset));
+ return inputs + i;
+ }
}
}
return NULL; /* not found */
}
-GPU_INLINE void buckets_free(GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
+/* Note that this modify the src array. */
+GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const uint input_len)
{
- for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; bucket_index++) {
- GPUShaderInput *input = buckets[bucket_index];
- while (input != NULL) {
- GPUShaderInput *input_next = input->next;
- MEM_freeN(input);
- input = input_next;
+ for (uint i = 0; i < input_len; i++) {
+ GPUShaderInput *input_src = &src[0];
+ for (uint j = 1; j < input_len; j++) {
+ if (src[j].name_hash > input_src->name_hash) {
+ input_src = &src[j];
+ }
}
+ dst[i] = *input_src;
+ input_src->name_hash = 0;
}
}
-static bool setup_builtin_uniform(GPUShaderInput *input, const char *name)
+static int block_binding(int32_t program, uint32_t block_index)
{
- /* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */
-
- /* detect built-in uniforms (name must match) */
- for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; u++) {
- const char *builtin_name = BuiltinUniform_name(u);
- if (match(name, builtin_name)) {
- input->builtin_type = u;
- return true;
- }
- }
- input->builtin_type = GPU_UNIFORM_CUSTOM;
- return false;
+ /* For now just assign a consecutive index. In the future, we should set it in
+ * the shader using layout(binding = i) and query its value. */
+ glUniformBlockBinding(program, block_index, block_index);
+ return block_index;
}
-static const GPUShaderInput *add_uniform(GPUShaderInterface *shaderface, const char *name)
+static int sampler_binding(int32_t program,
+ uint32_t uniform_index,
+ int32_t uniform_location,
+ int *sampler_len)
{
- GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput Unif");
-
- input->location = glGetUniformLocation(shaderface->program, name);
-
- const uint name_len = strlen(name);
- /* Include NULL terminator. */
- shaderface->name_buffer = MEM_reallocN(shaderface->name_buffer,
- shaderface->name_buffer_offset + name_len + 1);
- 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 != GPU_UNIFORM_NONE && input->builtin_type != GPU_UNIFORM_CUSTOM) {
- shaderface->builtin_uniforms[input->builtin_type] = input;
+ /* Identify sampler uniforms and asign sampler units to them. */
+ GLint type;
+ glGetActiveUniformsiv(program, 1, &uniform_index, GL_UNIFORM_TYPE, &type);
+
+ switch (type) {
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_CUBE_MAP_ARRAY_ARB: /* OpenGL 4.0 */
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_1D_ARRAY:
+ case GL_SAMPLER_2D_ARRAY:
+ case GL_SAMPLER_1D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_MULTISAMPLE:
+ case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_SAMPLER_CUBE_SHADOW:
+ case GL_SAMPLER_BUFFER:
+ case GL_INT_SAMPLER_1D:
+ case GL_INT_SAMPLER_2D:
+ case GL_INT_SAMPLER_3D:
+ case GL_INT_SAMPLER_CUBE:
+ case GL_INT_SAMPLER_1D_ARRAY:
+ case GL_INT_SAMPLER_2D_ARRAY:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_INT_SAMPLER_BUFFER:
+ case GL_UNSIGNED_INT_SAMPLER_1D:
+ case GL_UNSIGNED_INT_SAMPLER_2D:
+ case GL_UNSIGNED_INT_SAMPLER_3D:
+ case GL_UNSIGNED_INT_SAMPLER_CUBE:
+ case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_BUFFER: {
+ /* For now just assign a consecutive index. In the future, we should set it in
+ * the shader using layout(binding = i) and query its value. */
+ int binding = *sampler_len;
+ glUniform1i(uniform_location, binding);
+ (*sampler_len)++;
+ return binding;
+ }
+ default:
+ return -1;
}
-#if DEBUG_SHADER_INTERFACE
- printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n",
- shaderface,
- shaderface->program,
- name,
- input->location);
-#endif
- return input;
}
GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
{
- GPUShaderInterface *shaderface = MEM_callocN(sizeof(GPUShaderInterface), "GPUShaderInterface");
- shaderface->program = program;
-
-#if DEBUG_SHADER_INTERFACE
- printf("%s {\n", __func__); /* enter function */
- printf("GPUShaderInterface %p, program %d\n", shaderface, program);
+#ifndef NDEBUG
+ GLint curr_program;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &curr_program);
+ BLI_assert(curr_program == program);
#endif
GLint max_attr_name_len = 0, attr_len = 0;
@@ -223,6 +244,11 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len);
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len);
+ GLint max_uniform_name_len = 0, active_uniform_len = 0, uniform_len = 0;
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_len);
+ glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active_uniform_len);
+ uniform_len = active_uniform_len;
+
/* Work around driver bug with Intel HD 4600 on Windows 7/8, where
* GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH does not work. */
if (attr_len > 0 && max_attr_name_len == 0) {
@@ -231,78 +257,190 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
if (ubo_len > 0 && max_ubo_name_len == 0) {
max_ubo_name_len = 256;
}
+ if (uniform_len > 0 && max_uniform_name_len == 0) {
+ max_uniform_name_len = 256;
+ }
- const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len;
- shaderface->name_buffer = MEM_mallocN(name_buffer_len, "name_buffer");
-
- /* Attributes */
- for (uint32_t i = 0; i < attr_len; i++) {
- GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput Attr");
- GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
- char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
- GLsizei name_len = 0;
+ /* GL_ACTIVE_UNIFORMS lied to us! Remove the UBO uniforms from the total before
+ * allocating the uniform array. */
+ GLint max_ubo_uni_len = 0;
+ for (int i = 0; i < ubo_len; i++) {
+ GLint ubo_uni_len;
+ glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
+ max_ubo_uni_len = max_ii(max_ubo_uni_len, ubo_uni_len);
+ uniform_len -= ubo_uni_len;
+ }
+ /* Bit set to true if uniform comes from a uniform block. */
+ BLI_bitmap *uniforms_from_blocks = BLI_BITMAP_NEW(active_uniform_len, __func__);
+ /* Set uniforms from block for exclusion. */
+ GLint *ubo_uni_ids = MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__);
+ for (int i = 0; i < ubo_len; i++) {
+ GLint ubo_uni_len;
+ glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
+ glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, ubo_uni_ids);
+ for (int u = 0; u < ubo_uni_len; u++) {
+ BLI_BITMAP_ENABLE(uniforms_from_blocks, ubo_uni_ids[u]);
+ }
+ }
+ MEM_freeN(ubo_uni_ids);
- glGetActiveAttrib(
- program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
+ uint32_t name_buffer_offset = 0;
+ const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len +
+ uniform_len * max_uniform_name_len;
- /* remove "[0]" from array name */
- if (name[name_len - 1] == ']') {
- name[name_len - 3] = '\0';
- name_len -= 3;
- }
+ int input_tot_len = attr_len + ubo_len + uniform_len;
+ size_t interface_size = sizeof(GPUShaderInterface) + sizeof(GPUShaderInput) * input_tot_len;
- /* TODO: reject DOUBLE gl_types */
+ GPUShaderInterface *shaderface = MEM_callocN(interface_size, "GPUShaderInterface");
+ shaderface->attribute_len = attr_len;
+ shaderface->ubo_len = ubo_len;
+ shaderface->uniform_len = uniform_len;
+ shaderface->name_buffer = MEM_mallocN(name_buffer_len, "name_buffer");
+ GPUShaderInput *inputs = shaderface->inputs;
- input->location = glGetAttribLocation(program, name);
+ /* Temp buffer. */
+ int input_tmp_len = max_iii(attr_len, ubo_len, uniform_len);
+ GPUShaderInput *inputs_tmp = MEM_mallocN(sizeof(GPUShaderInput) * input_tmp_len, "name_buffer");
- set_input_name(shaderface, input, name, name_len);
+ /* Attributes */
+ shaderface->enabled_attr_mask = 0;
+ for (int i = 0, idx = 0; i < attr_len; i++) {
+ char *name = shaderface->name_buffer + name_buffer_offset;
+ GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
+ GLsizei name_len = 0;
+ GLenum type;
+ GLint size;
+
+ glGetActiveAttrib(program, i, remaining_buffer, &name_len, &size, &type, name);
+ GLint location = glGetAttribLocation(program, name);
+ /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
+ if (location == -1) {
+ shaderface->attribute_len--;
+ continue;
+ }
- shader_input_to_bucket(input, shaderface->attr_buckets);
+ GPUShaderInput *input = &inputs_tmp[idx++];
+ input->location = input->binding = location;
-#if DEBUG_SHADER_INTERFACE
- printf("attr[%u] '%s' at location %d\n", i, name, input->location);
-#endif
+ name_buffer_offset += set_input_name(shaderface, input, name, name_len);
+ shaderface->enabled_attr_mask |= (1 << input->location);
}
+ sort_input_list(inputs, inputs_tmp, shaderface->attribute_len);
+ inputs += shaderface->attribute_len;
+
/* Uniform Blocks */
- for (uint32_t i = 0; i < ubo_len; i++) {
- GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput UBO");
- GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
- char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
+ for (int i = 0, idx = 0; i < ubo_len; i++) {
+ char *name = shaderface->name_buffer + name_buffer_offset;
+ GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
GLsizei name_len = 0;
glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
- input->location = i;
+ GPUShaderInput *input = &inputs_tmp[idx++];
+ input->binding = input->location = block_binding(program, i);
- set_input_name(shaderface, input, name, name_len);
+ name_buffer_offset += set_input_name(shaderface, input, name, name_len);
+ shaderface->enabled_ubo_mask |= (1 << input->binding);
+ }
+ sort_input_list(inputs, inputs_tmp, shaderface->ubo_len);
+ inputs += shaderface->ubo_len;
- shader_input_to_bucket(input, shaderface->ubo_buckets);
+ /* Uniforms */
+ for (int i = 0, idx = 0, sampler = 0; i < active_uniform_len; i++) {
+ if (BLI_BITMAP_TEST(uniforms_from_blocks, i)) {
+ continue;
+ }
+ char *name = shaderface->name_buffer + name_buffer_offset;
+ GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
+ GLsizei name_len = 0;
-#if DEBUG_SHADER_INTERFACE
- printf("ubo '%s' at location %d\n", name, input->location);
-#endif
+ glGetActiveUniformName(program, i, remaining_buffer, &name_len, name);
+
+ GPUShaderInput *input = &inputs_tmp[idx++];
+ input->location = glGetUniformLocation(program, name);
+ input->binding = sampler_binding(program, i, input->location, &sampler);
+
+ name_buffer_offset += set_input_name(shaderface, input, name, name_len);
+ shaderface->enabled_tex_mask |= (input->binding != -1) ? (1lu << input->binding) : 0lu;
}
+ sort_input_list(inputs, inputs_tmp, shaderface->uniform_len);
+
/* Builtin Uniforms */
- for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; u++) {
- const char *builtin_name = BuiltinUniform_name(u);
- if (glGetUniformLocation(program, builtin_name) != -1) {
- add_uniform((GPUShaderInterface *)shaderface, builtin_name);
- }
+ for (GPUUniformBuiltin u = 0; u < GPU_NUM_UNIFORMS; u++) {
+ shaderface->builtins[u] = glGetUniformLocation(program, BuiltinUniform_name(u));
}
+
+ /* Builtin Uniforms Blocks */
+ for (GPUUniformBlockBuiltin u = 0; u < GPU_NUM_UNIFORM_BLOCKS; u++) {
+ const GPUShaderInput *block = GPU_shaderinterface_ubo(shaderface, BuiltinUniformBlock_name(u));
+ shaderface->builtin_blocks[u] = (block != NULL) ? block->binding : -1;
+ }
+
/* Batches ref buffer */
shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
"GPUShaderInterface batches");
+ MEM_freeN(uniforms_from_blocks);
+ MEM_freeN(inputs_tmp);
+
+ /* Resize name buffer to save some memory. */
+ if (name_buffer_offset < name_buffer_len) {
+ shaderface->name_buffer = MEM_reallocN(shaderface->name_buffer, name_buffer_offset);
+ }
+
+#if DEBUG_SHADER_INTERFACE
+ char *name_buf = shaderface->name_buffer;
+ printf("--- GPUShaderInterface %p, program %d ---\n", shaderface, program);
+ if (shaderface->attribute_len > 0) {
+ printf("Attributes {\n");
+ for (int i = 0; i < shaderface->attribute_len; i++) {
+ GPUShaderInput *input = shaderface->inputs + i;
+ printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
+ }
+ printf("};\n");
+ }
+ if (shaderface->ubo_len > 0) {
+ printf("Uniform Buffer Objects {\n");
+ for (int i = 0; i < shaderface->ubo_len; i++) {
+ GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len + i;
+ printf("\t(binding = %d) %s;\n", input->binding, name_buf + input->name_offset);
+ }
+ printf("};\n");
+ }
+ if (shaderface->enabled_tex_mask > 0) {
+ printf("Samplers {\n");
+ for (int i = 0; i < shaderface->uniform_len; i++) {
+ GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
+ shaderface->ubo_len + i;
+ if (input->binding != -1) {
+ printf("\t(location = %d, binding = %d) %s;\n",
+ input->location,
+ input->binding,
+ name_buf + input->name_offset);
+ }
+ }
+ printf("};\n");
+ }
+ if (shaderface->uniform_len > 0) {
+ printf("Uniforms {\n");
+ for (int i = 0; i < shaderface->uniform_len; i++) {
+ GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
+ shaderface->ubo_len + i;
+ if (input->binding == -1) {
+ printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
+ }
+ }
+ printf("};\n");
+ }
+ printf("--- GPUShaderInterface end ---\n\n");
+#endif
+
return shaderface;
}
void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
{
- /* Free memory used by buckets and has entries. */
- buckets_free(shaderface->uniform_buckets);
- buckets_free(shaderface->attr_buckets);
- buckets_free(shaderface->ubo_buckets);
/* Free memory used by name_buffer. */
MEM_freeN(shaderface->name_buffer);
/* Remove this interface from all linked Batches vao cache. */
@@ -316,59 +454,39 @@ void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
MEM_freeN(shaderface);
}
-const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface,
- const char *name)
+const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface,
+ const char *name)
{
- return buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
+ uint ofs = 0;
+ return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->attribute_len, name);
}
-const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *shaderface,
- const char *name)
+const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface,
+ const char *name)
{
- const GPUShaderInput *input = GPU_shaderinterface_uniform(shaderface, name);
- /* If input is not found add it so it's found next time. */
- if (input == NULL) {
- input = add_uniform((GPUShaderInterface *)shaderface, name);
-
- if ((G.debug & G_DEBUG_GPU) && (input->location == -1)) {
- fprintf(stderr, "GPUShaderInterface: Warning: Uniform '%s' not found!\n", name);
- }
- }
-
-#if DEBUG_SHADER_UNIFORMS
- if ((G.debug & G_DEBUG_GPU) && input->builtin_type != GPU_UNIFORM_NONE &&
- input->builtin_type != GPU_UNIFORM_CUSTOM) {
- /* Warn if we find a matching builtin, since these can be looked up much quicker. */
- fprintf(stderr,
- "GPUShaderInterface: Warning: Uniform '%s' is a builtin uniform but not queried as "
- "such!\n",
- name);
- }
-#endif
- return (input->location != -1) ? input : NULL;
+ uint ofs = shaderface->attribute_len;
+ return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->ubo_len, name);
}
-const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
- GPUUniformBuiltin builtin)
+const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface,
+ const char *name)
{
-#if TRUST_NO_ONE
- assert(builtin != GPU_UNIFORM_NONE);
- assert(builtin != GPU_UNIFORM_CUSTOM);
- assert(builtin != GPU_NUM_UNIFORMS);
-#endif
- return shaderface->builtin_uniforms[builtin];
+ uint ofs = shaderface->attribute_len + shaderface->ubo_len;
+ return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->uniform_len, name);
}
-const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface,
- const char *name)
+int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
+ GPUUniformBuiltin builtin)
{
- return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name);
+ BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS);
+ return shaderface->builtins[builtin];
}
-const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface,
- const char *name)
+int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
+ GPUUniformBlockBuiltin builtin)
{
- return buckets_lookup(shaderface->attr_buckets, shaderface->name_buffer, name);
+ BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS);
+ return shaderface->builtin_blocks[builtin];
}
void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)