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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_interface.cc')
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.cc526
1 files changed, 56 insertions, 470 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_interface.cc b/source/blender/gpu/intern/gpu_shader_interface.cc
index 4511d4a199d..dc59dca9f78 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.cc
+++ b/source/blender/gpu/intern/gpu_shader_interface.cc
@@ -23,157 +23,41 @@
* GPU shader interface (C --> GLSL)
*/
-#include "BKE_global.h"
-
-#include "BLI_bitmap.h"
-#include "BLI_math_base.h"
-
#include "MEM_guardedalloc.h"
-#include "GPU_shader_interface.h"
-
-#include "gpu_batch_private.h"
-#include "gpu_context_private.hh"
-
-#include <stddef.h>
-#include <stdlib.h>
-#include <string.h>
+#include "BLI_span.hh"
+#include "BLI_vector.hh"
-#define DEBUG_SHADER_INTERFACE 0
-
-#if DEBUG_SHADER_INTERFACE
-# include <stdio.h>
-#endif
-
-static const char *BuiltinUniform_name(GPUUniformBuiltin u)
-{
- switch (u) {
- case GPU_UNIFORM_MODEL:
- return "ModelMatrix";
- case GPU_UNIFORM_VIEW:
- return "ViewMatrix";
- case GPU_UNIFORM_MODELVIEW:
- return "ModelViewMatrix";
- case GPU_UNIFORM_PROJECTION:
- return "ProjectionMatrix";
- case GPU_UNIFORM_VIEWPROJECTION:
- return "ViewProjectionMatrix";
- case GPU_UNIFORM_MVP:
- return "ModelViewProjectionMatrix";
-
- case GPU_UNIFORM_MODEL_INV:
- return "ModelMatrixInverse";
- case GPU_UNIFORM_VIEW_INV:
- return "ViewMatrixInverse";
- case GPU_UNIFORM_MODELVIEW_INV:
- return "ModelViewMatrixInverse";
- case GPU_UNIFORM_PROJECTION_INV:
- return "ProjectionMatrixInverse";
- case GPU_UNIFORM_VIEWPROJECTION_INV:
- return "ViewProjectionMatrixInverse";
-
- case GPU_UNIFORM_NORMAL:
- return "NormalMatrix";
- case GPU_UNIFORM_ORCO:
- return "OrcoTexCoFactors";
- case GPU_UNIFORM_CLIPPLANES:
- return "WorldClipPlanes";
-
- case GPU_UNIFORM_COLOR:
- return "color";
- case GPU_UNIFORM_BASE_INSTANCE:
- return "baseInstance";
- case GPU_UNIFORM_RESOURCE_CHUNK:
- return "resourceChunk";
- case GPU_UNIFORM_RESOURCE_ID:
- return "resourceId";
- case GPU_UNIFORM_SRGB_TRANSFORM:
- return "srgbTarget";
-
- default:
- return NULL;
- }
-}
+#include "gpu_shader_interface.hh"
-static const char *BuiltinUniformBlock_name(GPUUniformBlockBuiltin u)
-{
- switch (u) {
- case GPU_UNIFORM_BLOCK_VIEW:
- return "viewBlock";
- case GPU_UNIFORM_BLOCK_MODEL:
- return "modelBlock";
- case GPU_UNIFORM_BLOCK_INFO:
- return "infoBlock";
- default:
- return NULL;
- }
-}
+namespace blender::gpu {
-GPU_INLINE bool match(const char *a, const char *b)
+ShaderInterface::ShaderInterface(void)
{
- return STREQ(a, b);
+ /* TODO(fclem) add unique ID for debugging. */
}
-GPU_INLINE uint hash_string(const char *str)
+ShaderInterface::~ShaderInterface(void)
{
- uint i = 0, c;
- while ((c = *str++)) {
- i = i * 37 + c;
- }
- return i;
+ /* Free memory used by name_buffer. */
+ MEM_freeN(name_buffer_);
+ MEM_freeN(inputs_);
}
-GPU_INLINE uint32_t set_input_name(GPUShaderInterface *shaderface,
- GPUShaderInput *input,
- char *name,
- uint32_t name_len)
+static void sort_input_list(MutableSpan<ShaderInput> dst)
{
- /* remove "[0]" from array name */
- if (name[name_len - 1] == ']') {
- name[name_len - 3] = '\0';
- name_len -= 3;
+ if (dst.size() == 0) {
+ return;
}
- 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 *input_lookup(const GPUShaderInterface *shaderface,
- const GPUShaderInput *const inputs,
- const uint inputs_len,
- const char *name)
-{
- const uint name_hash = hash_string(name);
- /* 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 */
- }
-
- /* 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 */
-}
+ Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
+ MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
+ src.copy_from(dst);
-/* Note that this modify the src array. */
-GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const uint input_len)
-{
- for (uint i = 0; i < input_len; i++) {
- GPUShaderInput *input_src = &src[0];
- for (uint j = 1; j < input_len; j++) {
+ /* Simple sorting by going through the array and selecting the biggest element each time. */
+ for (uint i = 0; i < dst.size(); i++) {
+ ShaderInput *input_src = &src[0];
+ for (uint j = 1; j < src.size(); j++) {
if (src[j].name_hash > input_src->name_hash) {
input_src = &src[j];
}
@@ -183,358 +67,60 @@ GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const
}
}
-static int block_binding(int32_t program, uint32_t block_index)
+/* Sorts all inputs inside their respective array.
+ * This is to allow fast hash collision detection.
+ * See ShaderInterface::input_lookup for more details. */
+void ShaderInterface::sort_inputs(void)
{
- /* 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;
+ sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
+ sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
+ sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
}
-static int sampler_binding(int32_t program,
- uint32_t uniform_index,
- int32_t uniform_location,
- int *sampler_len)
+void ShaderInterface::debug_print(void)
{
- /* Identify sampler uniforms and asign sampler units to them. */
- GLint type;
- glGetActiveUniformsiv(program, 1, &uniform_index, GL_UNIFORM_TYPE, &type);
+ Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
+ Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
+ Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
+ char *name_buf = name_buffer_;
+ const char format[] = " | %.8x : %4d : %s\n";
- 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;
+ printf(" \033[1mGPUShaderInterface : \033[0m\n");
+ if (attrs.size() > 0) {
+ printf("\n Attributes :\n");
}
-}
-
-GPUShaderInterface *GPU_shaderinterface_create(int32_t 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;
- glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attr_name_len);
- glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len);
-
- GLint max_ubo_name_len = 0, ubo_len = 0;
- 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) {
- max_attr_name_len = 256;
- }
- 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;
+ for (const ShaderInput &attr : attrs) {
+ printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
}
- /* 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;
+ if (uniforms.size() > 0) {
+ printf("\n Uniforms :\n");
}
- /* 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 = (GLint *)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]);
+ for (const ShaderInput &uni : uniforms) {
+ /* Bypass samplers. */
+ if (uni.binding == -1) {
+ printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
}
}
- MEM_freeN(ubo_uni_ids);
-
- 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;
-
- int input_tot_len = attr_len + ubo_len + uniform_len;
- size_t interface_size = sizeof(GPUShaderInterface) + sizeof(GPUShaderInput) * input_tot_len;
- GPUShaderInterface *shaderface = (GPUShaderInterface *)MEM_callocN(interface_size,
- "GPUShaderInterface");
- shaderface->attribute_len = attr_len;
- shaderface->ubo_len = ubo_len;
- shaderface->uniform_len = uniform_len;
- shaderface->name_buffer = (char *)MEM_mallocN(name_buffer_len, "name_buffer");
- GPUShaderInput *inputs = shaderface->inputs;
-
- /* Temp buffer. */
- int input_tmp_len = max_iii(attr_len, ubo_len, uniform_len);
- GPUShaderInput *inputs_tmp = (GPUShaderInput *)MEM_mallocN(
- sizeof(GPUShaderInput) * input_tmp_len, "name_buffer");
-
- /* 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;
- }
-
- GPUShaderInput *input = &inputs_tmp[idx++];
- input->location = input->binding = location;
-
- name_buffer_offset += set_input_name(shaderface, input, name, name_len);
- shaderface->enabled_attr_mask |= (1 << input->location);
+ if (ubos.size() > 0) {
+ printf("\n Uniform Buffer Objects :\n");
}
- sort_input_list(inputs, inputs_tmp, shaderface->attribute_len);
- inputs += shaderface->attribute_len;
-
- /* Uniform Blocks */
- 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);
-
- GPUShaderInput *input = &inputs_tmp[idx++];
- input->binding = input->location = block_binding(program, i);
-
- name_buffer_offset += set_input_name(shaderface, input, name, name_len);
- shaderface->enabled_ubo_mask |= (1 << input->binding);
+ for (const ShaderInput &ubo : ubos) {
+ printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
}
- sort_input_list(inputs, inputs_tmp, shaderface->ubo_len);
- inputs += shaderface->ubo_len;
-
- /* 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;
- 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 (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
- GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
- shaderface->builtins[u] = glGetUniformLocation(program, BuiltinUniform_name(u));
- }
-
- /* Builtin Uniforms Blocks */
- for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
- GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
- 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 = (GPUBatch **)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 = (char *)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 (enabled_tex_mask_ > 0) {
+ printf("\n Samplers :\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 name_buffer. */
- MEM_freeN(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) {
- gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface);
+ for (const ShaderInput &samp : uniforms) {
+ /* Bypass uniforms. */
+ if (samp.binding != -1) {
+ printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset);
}
}
- MEM_freeN(shaderface->batches);
- /* Free memory used by shader interface by its self. */
- MEM_freeN(shaderface);
-}
-const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface,
- const char *name)
-{
- uint ofs = 0;
- return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->attribute_len, name);
+ printf("\n");
}
-const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface,
- const char *name)
-{
- uint ofs = shaderface->attribute_len;
- return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->ubo_len, name);
-}
-
-const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface,
- const char *name)
-{
- uint ofs = shaderface->attribute_len + shaderface->ubo_len;
- return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->uniform_len, name);
-}
-
-int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
- GPUUniformBuiltin builtin)
-{
- BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS);
- return shaderface->builtins[builtin];
-}
-
-int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
- GPUUniformBlockBuiltin builtin)
-{
- BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS);
- return shaderface->builtin_blocks[builtin];
-}
-
-void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *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 += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
- shaderface->batches = (GPUBatch **)MEM_recallocN(shaderface->batches,
- sizeof(GPUBatch *) * shaderface->batches_len);
- }
- shaderface->batches[i] = batch;
-}
-
-void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
-{
- for (int i = 0; i < shaderface->batches_len; i++) {
- if (shaderface->batches[i] == batch) {
- shaderface->batches[i] = NULL;
- break; /* cannot have duplicates */
- }
- }
-}
+} // namespace blender::gpu