diff options
Diffstat (limited to 'source/blender/gpu/opengl')
-rw-r--r-- | source/blender/gpu/opengl/gl_shader.cc | 18 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_shader_interface.cc | 37 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_shader_interface.hh | 3 |
3 files changed, 53 insertions, 5 deletions
diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc index 66a1bd5ceb7..63ba0ab0a34 100644 --- a/source/blender/gpu/opengl/gl_shader.cc +++ b/source/blender/gpu/opengl/gl_shader.cc @@ -225,8 +225,10 @@ bool GLShader::finalize() this->print_log(sources, log, "Linking", true, &parser); return false; } - - interface = new GLShaderInterface(shader_program_); + const UniformBuiltinStructType *type_info = m_shader_struct != nullptr ? + &m_shader_struct->type_info() : + nullptr; + interface = new GLShaderInterface(type_info, shader_program_); return true; } @@ -308,6 +310,12 @@ void GLShader::transform_feedback_disable() void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data) { + if (m_shader_struct) { + if (m_shader_struct->uniform_float(location, comp_len, array_size, data)) { + return; + } + } + switch (comp_len) { case 1: glUniform1fv(location, array_size, data); @@ -335,6 +343,12 @@ void GLShader::uniform_float(int location, int comp_len, int array_size, const f void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data) { + if (m_shader_struct) { + if (m_shader_struct->uniform_int(location, comp_len, array_size, data)) { + return; + } + } + switch (comp_len) { case 1: glUniform1iv(location, array_size, data); diff --git a/source/blender/gpu/opengl/gl_shader_interface.cc b/source/blender/gpu/opengl/gl_shader_interface.cc index 9cf072b2e8a..d9291cd642a 100644 --- a/source/blender/gpu/opengl/gl_shader_interface.cc +++ b/source/blender/gpu/opengl/gl_shader_interface.cc @@ -145,7 +145,7 @@ static inline int ssbo_binding(int32_t program, uint32_t ssbo_index) /** \name Creation / Destruction * \{ */ -GLShaderInterface::GLShaderInterface(GLuint program) +GLShaderInterface::GLShaderInterface(const UniformBuiltinStructType *type_info, GLuint program) { /* Necessary to make #glUniform works. */ glUseProgram(program); @@ -187,6 +187,20 @@ GLShaderInterface::GLShaderInterface(GLuint program) max_ssbo_name_len = 256; } + /* Perform uniform builtin structs after work around to make sure the work around is passed. */ + if (type_info) { + for (int i = 0; i < GPU_NUM_UNIFORMS; i++) { + const GPUUniformBuiltin builtin_uniform = static_cast<const GPUUniformBuiltin>(i); + const UniformBuiltinStructType::AttributeBinding &binding = type_info->attribute_binding( + builtin_uniform); + if (binding.has_binding()) { + uniform_len++; + max_uniform_name_len = max_ii(max_uniform_name_len, + strlen(builtin_uniform_name(builtin_uniform))); + } + } + } + /* GL_ACTIVE_UNIFORMS lied to us! Remove the UBO uniforms from the total before * allocating the uniform array. */ GLint max_ubo_uni_len = 0; @@ -281,6 +295,24 @@ GLShaderInterface::GLShaderInterface(GLuint program) enabled_ima_mask_ |= (input->binding != -1) ? (1lu << input->binding) : 0lu; } } + if (type_info) { + for (int i = 0; i < GPU_NUM_UNIFORMS; i++) { + const GPUUniformBuiltin builtin_uniform = static_cast<const GPUUniformBuiltin>(i); + const UniformBuiltinStructType::AttributeBinding &binding = type_info->attribute_binding( + builtin_uniform); + if (binding.has_binding()) { + ShaderInput *input = &inputs_[attr_len_ + ubo_len_ + uniform_len_++]; + input->location = binding.binding; + input->binding = -1; + + char *name = name_buffer_ + name_buffer_offset; + const char *uniform_name = builtin_uniform_name(builtin_uniform); + size_t name_len = strlen(uniform_name); + strcpy(name, uniform_name); + name_buffer_offset += this->set_input_name(input, name, name_len); + } + } + } /* SSBOs */ for (int i = 0; i < ssbo_len; i++) { @@ -301,7 +333,8 @@ GLShaderInterface::GLShaderInterface(GLuint program) /* Builtin Uniforms */ for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) { GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int); - builtins_[u] = glGetUniformLocation(program, builtin_uniform_name(u)); + const ShaderInput *block = this->uniform_get(builtin_uniform_name(u)); + builtins_[u] = (block != nullptr) ? block->binding : -1; } /* Builtin Uniforms Blocks */ diff --git a/source/blender/gpu/opengl/gl_shader_interface.hh b/source/blender/gpu/opengl/gl_shader_interface.hh index 89a5b631047..5125c885cc5 100644 --- a/source/blender/gpu/opengl/gl_shader_interface.hh +++ b/source/blender/gpu/opengl/gl_shader_interface.hh @@ -35,6 +35,7 @@ #include "glew-mx.h" #include "gpu_shader_interface.hh" +#include "gpu_uniform_buffer_private.hh" namespace blender::gpu { @@ -49,7 +50,7 @@ class GLShaderInterface : public ShaderInterface { Vector<GLVaoCache *> refs_; public: - GLShaderInterface(GLuint program); + GLShaderInterface(const UniformBuiltinStructType *type_info, GLuint program); ~GLShaderInterface(); void ref_add(GLVaoCache *ref); |