diff options
Diffstat (limited to 'source')
31 files changed, 739 insertions, 643 deletions
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index bd0e3b43e6c..bb67a90d619 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -51,15 +51,15 @@ typedef enum { typedef struct GPUBatch { /* geometry */ - GPUVertBuf* verts[GPU_BATCH_VBO_MAX_LEN]; /* verts[0] is required, others can be NULL */ - GPUVertBuf* inst; /* instance attribs */ - GPUIndexBuf* elem; /* NULL if element list not needed */ + GPUVertBuf *verts[GPU_BATCH_VBO_MAX_LEN]; /* verts[0] is required, others can be NULL */ + GPUVertBuf *inst; /* instance attribs */ + GPUIndexBuf *elem; /* NULL if element list not needed */ uint32_t gl_prim_type; /* cached values (avoid dereferencing later) */ uint32_t vao_id; uint32_t program; - const struct GPUShaderInterface* interface; + const struct GPUShaderInterface *interface; /* book-keeping */ uint owns_flag; @@ -74,21 +74,21 @@ typedef struct GPUBatch { union { /* Static handle count */ struct { - const struct GPUShaderInterface* interfaces[GPU_BATCH_VAO_STATIC_LEN]; + const struct GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN]; uint32_t vao_ids[GPU_BATCH_VAO_STATIC_LEN]; } static_vaos; /* Dynamic handle count */ struct { uint count; - const struct GPUShaderInterface** interfaces; - uint32_t* vao_ids; + const struct GPUShaderInterface **interfaces; + uint32_t *vao_ids; } dynamic_vaos; }; /* XXX This is the only solution if we want to have some data structure using * batches as key to identify nodes. We must destroy these nodes with this callback. */ - void (*free_callback)(struct GPUBatch*, void*); - void* callback_data; + void (*free_callback)(struct GPUBatch *, void *); + void *callback_data; } GPUBatch; enum { @@ -98,55 +98,55 @@ enum { GPU_BATCH_OWNS_INDEX = (1 << 31), }; -GPUBatch* GPU_batch_create_ex(GPUPrimType, GPUVertBuf*, GPUIndexBuf*, uint owns_flag); -void GPU_batch_init_ex(GPUBatch*, GPUPrimType, GPUVertBuf*, GPUIndexBuf*, uint owns_flag); -GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src); +GPUBatch *GPU_batch_create_ex(GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag); +void GPU_batch_init_ex(GPUBatch *, GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag); +GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src); #define GPU_batch_create(prim, verts, elem) \ GPU_batch_create_ex(prim, verts, elem, 0) #define GPU_batch_init(batch, prim, verts, elem) \ GPU_batch_init_ex(batch, prim, verts, elem, 0) -void GPU_batch_discard(GPUBatch*); /* verts & elem are not discarded */ +void GPU_batch_discard(GPUBatch *); /* verts & elem are not discarded */ -void GPU_batch_vao_cache_clear(GPUBatch*); +void GPU_batch_vao_cache_clear(GPUBatch *); -void GPU_batch_callback_free_set(GPUBatch*, void (*callback)(GPUBatch*, void*), void*); +void GPU_batch_callback_free_set(GPUBatch *, void (*callback)(GPUBatch *, void *), void *); -void GPU_batch_instbuf_set(GPUBatch*, GPUVertBuf*, bool own_vbo); /* Instancing */ +void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo); /* Instancing */ -int GPU_batch_vertbuf_add_ex(GPUBatch*, GPUVertBuf*, bool own_vbo); +int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo); #define GPU_batch_vertbuf_add(batch, verts) \ GPU_batch_vertbuf_add_ex(batch, verts, false) -void GPU_batch_program_set_no_use(GPUBatch*, uint32_t program, const GPUShaderInterface*); -void GPU_batch_program_set(GPUBatch*, uint32_t program, const GPUShaderInterface*); +void GPU_batch_program_set_no_use(GPUBatch *, uint32_t program, const GPUShaderInterface *); +void GPU_batch_program_set(GPUBatch *, uint32_t program, const GPUShaderInterface *); void GPU_batch_program_set_builtin(GPUBatch *batch, GPUBuiltinShader shader_id); /* Entire batch draws with one shader program, but can be redrawn later with another program. */ /* Vertex shader's inputs must be compatible with the batch's vertex format. */ -void GPU_batch_program_use_begin(GPUBatch*); /* call before Batch_Uniform (temp hack?) */ -void GPU_batch_program_use_end(GPUBatch*); - -void GPU_batch_uniform_1ui(GPUBatch*, const char* name, int value); -void GPU_batch_uniform_1i(GPUBatch*, const char* name, int value); -void GPU_batch_uniform_1b(GPUBatch*, const char* name, bool value); -void GPU_batch_uniform_1f(GPUBatch*, const char* name, float value); -void GPU_batch_uniform_2f(GPUBatch*, const char* name, float x, float y); -void GPU_batch_uniform_3f(GPUBatch*, const char* name, float x, float y, float z); -void GPU_batch_uniform_4f(GPUBatch*, const char* name, float x, float y, float z, float w); -void GPU_batch_uniform_2fv(GPUBatch*, const char* name, const float data[2]); -void GPU_batch_uniform_3fv(GPUBatch*, const char* name, const float data[3]); -void GPU_batch_uniform_4fv(GPUBatch*, const char* name, const float data[4]); -void GPU_batch_uniform_2fv_array(GPUBatch*, const char* name, int len, const float *data); -void GPU_batch_uniform_4fv_array(GPUBatch*, const char* name, int len, const float *data); -void GPU_batch_uniform_mat4(GPUBatch*, const char* name, const float data[4][4]); - -void GPU_batch_draw(GPUBatch*); +void GPU_batch_program_use_begin(GPUBatch *); /* call before Batch_Uniform (temp hack?) */ +void GPU_batch_program_use_end(GPUBatch *); + +void GPU_batch_uniform_1ui(GPUBatch *, const char *name, int value); +void GPU_batch_uniform_1i(GPUBatch *, const char *name, int value); +void GPU_batch_uniform_1b(GPUBatch *, const char *name, bool value); +void GPU_batch_uniform_1f(GPUBatch *, const char *name, float value); +void GPU_batch_uniform_2f(GPUBatch *, const char *name, float x, float y); +void GPU_batch_uniform_3f(GPUBatch *, const char *name, float x, float y, float z); +void GPU_batch_uniform_4f(GPUBatch *, const char *name, float x, float y, float z, float w); +void GPU_batch_uniform_2fv(GPUBatch *, const char *name, const float data[2]); +void GPU_batch_uniform_3fv(GPUBatch *, const char *name, const float data[3]); +void GPU_batch_uniform_4fv(GPUBatch *, const char *name, const float data[4]); +void GPU_batch_uniform_2fv_array(GPUBatch *, const char *name, int len, const float *data); +void GPU_batch_uniform_4fv_array(GPUBatch *, const char *name, int len, const float *data); +void GPU_batch_uniform_mat4(GPUBatch *, const char *name, const float data[4][4]); + +void GPU_batch_draw(GPUBatch *); /* This does not bind/unbind shader and does not call GPU_matrix_bind() */ -void GPU_batch_draw_range_ex(GPUBatch*, int v_first, int v_count, bool force_instance); +void GPU_batch_draw_range_ex(GPUBatch *, int v_first, int v_count, bool force_instance); /* Does not even need batch */ void GPU_draw_primitive(GPUPrimType, int v_count); @@ -175,12 +175,12 @@ typedef struct BatchWithOwnVertexBufferAndElementList { GPUVertBuf verts; /* link batch.verts to this */ } BatchWithOwnVertexBufferAndElementList; -GPUBatch* create_BatchWithOwnVertexBuffer(GPUPrimType, GPUVertFormat*, uint v_len, GPUIndexBuf*); -GPUBatch* create_BatchWithOwnElementList(GPUPrimType, GPUVertBuf*, uint prim_len); -GPUBatch* create_BatchWithOwnVertexBufferAndElementList(GPUPrimType, GPUVertFormat*, uint v_len, uint prim_len); +GPUBatch *create_BatchWithOwnVertexBuffer(GPUPrimType, GPUVertFormat *, uint v_len, GPUIndexBuf *); +GPUBatch *create_BatchWithOwnElementList(GPUPrimType, GPUVertBuf *, uint prim_len); +GPUBatch *create_BatchWithOwnVertexBufferAndElementList(GPUPrimType, GPUVertFormat *, uint v_len, uint prim_len); /* verts: shared, own */ /* elem: none, shared, own */ -GPUBatch* create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff); +GPUBatch *create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff); #endif /* future plans */ diff --git a/source/blender/gpu/GPU_context.h b/source/blender/gpu/GPU_context.h index 5f63c408801..3e32b64b281 100644 --- a/source/blender/gpu/GPU_context.h +++ b/source/blender/gpu/GPU_context.h @@ -42,11 +42,11 @@ extern "C" { typedef struct GPUContext GPUContext; -GPUContext* GPU_context_create(void); -void GPU_context_discard(GPUContext*); +GPUContext *GPU_context_create(void); +void GPU_context_discard(GPUContext *); -void GPU_context_active_set(GPUContext*); -GPUContext* GPU_context_active_get(void); +void GPU_context_active_set(GPUContext *); +GPUContext *GPU_context_active_get(void); #ifdef __cplusplus } diff --git a/source/blender/gpu/GPU_element.h b/source/blender/gpu/GPU_element.h index 508c079fcd3..adc705ab641 100644 --- a/source/blender/gpu/GPU_element.h +++ b/source/blender/gpu/GPU_element.h @@ -57,37 +57,37 @@ typedef struct GPUIndexBuf { bool use_prim_restart; } GPUIndexBuf; -void GPU_indexbuf_use(GPUIndexBuf*); -uint GPU_indexbuf_size_get(const GPUIndexBuf*); +void GPU_indexbuf_use(GPUIndexBuf *); +uint GPU_indexbuf_size_get(const GPUIndexBuf *); typedef struct GPUIndexBufBuilder { uint max_allowed_index; uint max_index_len; uint index_len; GPUPrimType prim_type; - uint* data; + uint *data; bool use_prim_restart; } GPUIndexBufBuilder; /* supports all primitive types. */ -void GPU_indexbuf_init_ex(GPUIndexBufBuilder*, GPUPrimType, uint index_len, uint vertex_len, bool use_prim_restart); +void GPU_indexbuf_init_ex(GPUIndexBufBuilder *, GPUPrimType, uint index_len, uint vertex_len, bool use_prim_restart); /* supports only GPU_PRIM_POINTS, GPU_PRIM_LINES and GPU_PRIM_TRIS. */ -void GPU_indexbuf_init(GPUIndexBufBuilder*, GPUPrimType, uint prim_len, uint vertex_len); +void GPU_indexbuf_init(GPUIndexBufBuilder *, GPUPrimType, uint prim_len, uint vertex_len); -void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder*, uint v); -void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder*); +void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder *, uint v); +void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder *); -void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder*, uint v); -void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder*, uint v1, uint v2); -void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder*, uint v1, uint v2, uint v3); -void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder*, uint v1, uint v2, uint v3, uint v4); +void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder *, uint v); +void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder *, uint v1, uint v2); +void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3); +void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3, uint v4); -GPUIndexBuf* GPU_indexbuf_build(GPUIndexBufBuilder*); -void GPU_indexbuf_build_in_place(GPUIndexBufBuilder*, GPUIndexBuf*); +GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *); +void GPU_indexbuf_build_in_place(GPUIndexBufBuilder *, GPUIndexBuf *); -void GPU_indexbuf_discard(GPUIndexBuf*); +void GPU_indexbuf_discard(GPUIndexBuf *); /* Macros */ diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h index ddf485c3c21..04357d6a927 100644 --- a/source/blender/gpu/GPU_framebuffer.h +++ b/source/blender/gpu/GPU_framebuffer.h @@ -179,7 +179,8 @@ void GPU_framebuffer_recursive_downsample( * - wrapper around framebuffer and texture for simple offscreen drawing */ -GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, +GPUOffScreen *GPU_offscreen_create( + int width, int height, int samples, bool depth, bool high_bitdepth, char err_out[256]); void GPU_offscreen_free(GPUOffScreen *ofs); void GPU_offscreen_bind(GPUOffScreen *ofs, bool save); diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h index a756687b557..c8a4ea6a837 100644 --- a/source/blender/gpu/GPU_immediate.h +++ b/source/blender/gpu/GPU_immediate.h @@ -40,9 +40,9 @@ #include "GPU_immediate_util.h" #include "GPU_shader.h" -GPUVertFormat* immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */ +GPUVertFormat *immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */ -void immBindProgram(uint32_t program, const GPUShaderInterface*); /* every immBegin must have a program bound first. */ +void immBindProgram(uint32_t program, const GPUShaderInterface *); /* every immBegin must have a program bound first. */ void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */ void immBegin(GPUPrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */ @@ -52,8 +52,8 @@ void immEnd(void); /* finishes and draws. */ /* ImmBegin a batch, then use standard immFunctions as usual. */ /* ImmEnd will finalize the batch instead of drawing. */ /* Then you can draw it as many times as you like! Partially replaces the need for display lists. */ -GPUBatch* immBeginBatch(GPUPrimType, uint vertex_len); -GPUBatch* immBeginBatchAtMost(GPUPrimType, uint vertex_len); +GPUBatch *immBeginBatch(GPUPrimType, uint vertex_len); +GPUBatch *immBeginBatchAtMost(GPUPrimType, uint vertex_len); /* Provide attribute values that can change per vertex. */ /* First vertex after immBegin must have all its attributes specified. */ @@ -99,18 +99,18 @@ void immVertex3fv(uint attrib_id, const float data[3]); void immVertex2iv(uint attrib_id, const int data[2]); /* Provide uniform values that don't change for the entire draw call. */ -void immUniform1i(const char* name, int x); -void immUniform4iv(const char* name, const int data[4]); -void immUniform1f(const char* name, float x); -void immUniform2f(const char* name, float x, float y); -void immUniform2fv(const char* name, const float data[2]); -void immUniform3f(const char* name, float x, float y, float z); -void immUniform3fv(const char* name, const float data[3]); -void immUniformArray3fv(const char* name, const float *data, int count); -void immUniform4f(const char* name, float x, float y, float z, float w); -void immUniform4fv(const char* name, const float data[4]); -void immUniformArray4fv(const char* bare_name, const float *data, int count); -void immUniformMatrix4fv(const char* name, const float data[4][4]); +void immUniform1i(const char *name, int x); +void immUniform4iv(const char *name, const int data[4]); +void immUniform1f(const char *name, float x); +void immUniform2f(const char *name, float x, float y); +void immUniform2fv(const char *name, const float data[2]); +void immUniform3f(const char *name, float x, float y, float z); +void immUniform3fv(const char *name, const float data[3]); +void immUniformArray3fv(const char *name, const float *data, int count); +void immUniform4f(const char *name, float x, float y, float z, float w); +void immUniform4fv(const char *name, const float data[4]); +void immUniformArray4fv(const char *bare_name, const float *data, int count); +void immUniformMatrix4fv(const char *name, const float data[4][4]); /* Convenience functions for setting "uniform vec4 color". */ /* The rgb functions have implicit alpha = 1.0. */ diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index 8ddb7b87c4a..4e264defbd4 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -104,7 +104,7 @@ typedef enum GPUBuiltin { GPU_AUTO_BUMPSCALE = (1 << 7), GPU_CAMERA_TEXCO_FACTORS = (1 << 8), GPU_PARTICLE_SCALAR_PROPS = (1 << 9), - GPU_PARTICLE_LOCATION = (1 << 10), + GPU_PARTICLE_LOCATION = (1 << 10), GPU_PARTICLE_VELOCITY = (1 << 11), GPU_PARTICLE_ANG_VELOCITY = (1 << 12), GPU_LOC_TO_VIEW_MATRIX = (1 << 13), @@ -268,8 +268,9 @@ GPUMaterialStatus GPU_material_status(GPUMaterial *mat); struct GPUUniformBuffer *GPU_material_uniform_buffer_get(GPUMaterial *material); void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs); -void GPU_material_vertex_attributes(GPUMaterial *material, - struct GPUVertexAttribs *attrib); +void GPU_material_vertex_attributes( + GPUMaterial *material, + struct GPUVertexAttribs *attrib); bool GPU_material_do_color_management(GPUMaterial *mat); bool GPU_material_use_domain_surface(GPUMaterial *mat); diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index f831d495ad0..b1a05faf863 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -89,10 +89,12 @@ void *GPU_shader_get_interface(GPUShader *shader); int GPU_shader_get_uniform(GPUShader *shader, const char *name); int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin); int GPU_shader_get_uniform_block(GPUShader *shader, const char *name); -void GPU_shader_uniform_vector(GPUShader *shader, int location, int length, - int arraysize, const float *value); -void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length, - int arraysize, const int *value); +void GPU_shader_uniform_vector( + GPUShader *shader, int location, int length, + int arraysize, const float *value); +void GPU_shader_uniform_vector_int( + GPUShader *shader, int location, int length, + int arraysize, const int *value); void GPU_shader_uniform_buffer(GPUShader *shader, int location, struct GPUUniformBuffer *ubo); void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex); @@ -375,7 +377,7 @@ typedef struct GPUVertexAttribs { int glinfoindoex; int gltexco; int attribid; - char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */ + char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */ } layer[GPU_MAX_ATTRIB]; int totlayer; diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h index c80cc1021ec..458a49a366b 100644 --- a/source/blender/gpu/GPU_shader_interface.h +++ b/source/blender/gpu/GPU_shader_interface.h @@ -65,7 +65,7 @@ typedef enum { } GPUUniformBuiltin; typedef struct GPUShaderInput { - struct GPUShaderInput* next; + struct GPUShaderInput *next; uint32_t name_offset; uint name_hash; GPUUniformBuiltin builtin_type; /* only for uniform inputs */ @@ -80,25 +80,25 @@ typedef struct GPUShaderInput { typedef struct GPUShaderInterface { int32_t program; uint32_t name_buffer_offset; - GPUShaderInput* attrib_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]; - GPUShaderInput* uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]; - GPUShaderInput* ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]; - GPUShaderInput* builtin_uniforms[GPU_NUM_UNIFORMS]; - char* name_buffer; - struct GPUBatch** batches; /* references to batches using this interface */ + GPUShaderInput *attrib_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]; + GPUShaderInput *uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]; + GPUShaderInput *ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]; + GPUShaderInput *builtin_uniforms[GPU_NUM_UNIFORMS]; + char *name_buffer; + struct GPUBatch **batches; /* references to batches using this interface */ uint batches_len; } GPUShaderInterface; -GPUShaderInterface* GPU_shaderinterface_create(int32_t program_id); -void GPU_shaderinterface_discard(GPUShaderInterface*); +GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id); +void GPU_shaderinterface_discard(GPUShaderInterface *); -const GPUShaderInput* GPU_shaderinterface_uniform(const GPUShaderInterface*, const char* name); -const GPUShaderInput* GPU_shaderinterface_uniform_builtin(const GPUShaderInterface*, GPUUniformBuiltin); -const GPUShaderInput* GPU_shaderinterface_ubo(const GPUShaderInterface*, const char* name); -const GPUShaderInput* GPU_shaderinterface_attr(const GPUShaderInterface*, const char* name); +const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name); +const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *, GPUUniformBuiltin); +const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name); +const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name); /* keep track of batches using this interface */ -void GPU_shaderinterface_add_batch_ref(GPUShaderInterface*, struct GPUBatch*); -void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface*, struct GPUBatch*); +void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *, struct GPUBatch *); +void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *, struct GPUBatch *); #endif /* __GPU_SHADER_INTERFACE_H__ */ diff --git a/source/blender/gpu/GPU_state.h b/source/blender/gpu/GPU_state.h index 2d7ab6cd54c..16627fec42b 100644 --- a/source/blender/gpu/GPU_state.h +++ b/source/blender/gpu/GPU_state.h @@ -27,7 +27,7 @@ #ifndef __GPU_STATE_H__ #define __GPU_STATE_H__ - /* These map directly to the GL_ blend functions, to minimize API add as needed*/ +/* These map directly to the GL_ blend functions, to minimize API add as needed*/ typedef enum GPUBlendFunction { GPU_ONE, GPU_SRC_ALPHA, diff --git a/source/blender/gpu/GPU_vertex_array_id.h b/source/blender/gpu/GPU_vertex_array_id.h index 3b3fdc1709d..ff84a290a5a 100644 --- a/source/blender/gpu/GPU_vertex_array_id.h +++ b/source/blender/gpu/GPU_vertex_array_id.h @@ -46,7 +46,7 @@ extern "C" { GLuint GPU_vao_default(void); GLuint GPU_vao_alloc(void); -void GPU_vao_free(GLuint vao_id, GPUContext*); +void GPU_vao_free(GLuint vao_id, GPUContext *); #ifdef __cplusplus } diff --git a/source/blender/gpu/GPU_vertex_buffer.h b/source/blender/gpu/GPU_vertex_buffer.h index 896de387065..db1309bcede 100644 --- a/source/blender/gpu/GPU_vertex_buffer.h +++ b/source/blender/gpu/GPU_vertex_buffer.h @@ -55,54 +55,54 @@ typedef struct GPUVertBuf { uint vertex_len; /* number of verts we want to draw */ uint vertex_alloc; /* number of verts data */ bool dirty; - unsigned char* data; /* NULL indicates data in VRAM (unmapped) */ + unsigned char *data; /* NULL indicates data in VRAM (unmapped) */ uint32_t vbo_id; /* 0 indicates not yet allocated */ GPUUsageType usage; /* usage hint for GL optimisation */ } GPUVertBuf; -GPUVertBuf* GPU_vertbuf_create(GPUUsageType); -GPUVertBuf* GPU_vertbuf_create_with_format_ex(const GPUVertFormat*, GPUUsageType); +GPUVertBuf *GPU_vertbuf_create(GPUUsageType); +GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *, GPUUsageType); #define GPU_vertbuf_create_with_format(format) \ GPU_vertbuf_create_with_format_ex(format, GPU_USAGE_STATIC) -void GPU_vertbuf_discard(GPUVertBuf*); +void GPU_vertbuf_discard(GPUVertBuf *); -void GPU_vertbuf_init(GPUVertBuf*, GPUUsageType); -void GPU_vertbuf_init_with_format_ex(GPUVertBuf*, const GPUVertFormat*, GPUUsageType); +void GPU_vertbuf_init(GPUVertBuf *, GPUUsageType); +void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType); #define GPU_vertbuf_init_with_format(verts, format) \ GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC) -uint GPU_vertbuf_size_get(const GPUVertBuf*); -void GPU_vertbuf_data_alloc(GPUVertBuf*, uint v_len); -void GPU_vertbuf_data_resize(GPUVertBuf*, uint v_len); -void GPU_vertbuf_vertex_count_set(GPUVertBuf*, uint v_len); +uint GPU_vertbuf_size_get(const GPUVertBuf *); +void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len); +void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len); +void GPU_vertbuf_vertex_count_set(GPUVertBuf *, uint v_len); /* The most important set_attrib variant is the untyped one. Get it right first. */ /* It takes a void* so the app developer is responsible for matching their app data types */ /* to the vertex attribute's type and component count. They're in control of both, so this */ /* should not be a problem. */ -void GPU_vertbuf_attr_set(GPUVertBuf*, uint a_idx, uint v_idx, const void* data); -void GPU_vertbuf_attr_fill(GPUVertBuf*, uint a_idx, const void* data); /* tightly packed, non interleaved input data */ -void GPU_vertbuf_attr_fill_stride(GPUVertBuf*, uint a_idx, uint stride, const void* data); +void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data); +void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data); /* tightly packed, non interleaved input data */ +void GPU_vertbuf_attr_fill_stride(GPUVertBuf *, uint a_idx, uint stride, const void *data); /* For low level access only */ typedef struct GPUVertBufRaw { uint size; uint stride; - unsigned char* data; - unsigned char* data_init; + unsigned char *data; + unsigned char *data_init; #if TRUST_NO_ONE /* Only for overflow check */ - unsigned char* _data_end; + unsigned char *_data_end; #endif } GPUVertBufRaw; GPU_INLINE void *GPU_vertbuf_raw_step(GPUVertBufRaw *a) { - unsigned char* data = a->data; + unsigned char *data = a->data; a->data += a->stride; #if TRUST_NO_ONE assert(data < a->_data_end); @@ -115,7 +115,7 @@ GPU_INLINE uint GPU_vertbuf_raw_used(GPUVertBufRaw *a) return ((a->data - a->data_init) / a->stride); } -void GPU_vertbuf_attr_get_raw_data(GPUVertBuf*, uint a_idx, GPUVertBufRaw *access); +void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *, uint a_idx, GPUVertBufRaw *access); /* TODO: decide whether to keep the functions below */ /* doesn't immediate mode satisfy these needs? */ @@ -128,7 +128,7 @@ void GPU_vertbuf_attr_get_raw_data(GPUVertBuf*, uint a_idx, GPUVertBufRaw *acces /* void setAttrib3ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b); */ /* void setAttrib4ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b, unsigned char a); */ -void GPU_vertbuf_use(GPUVertBuf*); +void GPU_vertbuf_use(GPUVertBuf *); /* Metrics */ uint GPU_vertbuf_get_memory_usage(void); diff --git a/source/blender/gpu/GPU_vertex_format.h b/source/blender/gpu/GPU_vertex_format.h index 7ae8118a928..7e0038e3473 100644 --- a/source/blender/gpu/GPU_vertex_format.h +++ b/source/blender/gpu/GPU_vertex_format.h @@ -67,7 +67,7 @@ typedef struct GPUVertAttr { uint sz; /* size in bytes, 1 to 64 */ uint offset; /* from beginning of vertex, in bytes */ uint name_len; /* up to GPU_VERT_ATTR_MAX_NAMES */ - const char* name[GPU_VERT_ATTR_MAX_NAMES]; + const char *name[GPU_VERT_ATTR_MAX_NAMES]; } GPUVertAttr; typedef struct GPUVertFormat { @@ -80,11 +80,13 @@ typedef struct GPUVertFormat { GPUVertAttr attribs[GPU_VERT_ATTR_MAX_LEN]; /* TODO: variable-size attribs array */ } GPUVertFormat; -void GPU_vertformat_clear(GPUVertFormat*); -void GPU_vertformat_copy(GPUVertFormat* dest, const GPUVertFormat* src); +void GPU_vertformat_clear(GPUVertFormat *); +void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src); -uint GPU_vertformat_attr_add(GPUVertFormat*, const char* name, GPUVertCompType, uint comp_len, GPUVertFetchMode); -void GPU_vertformat_alias_add(GPUVertFormat*, const char* alias); +uint GPU_vertformat_attr_add( + GPUVertFormat *, const char *name, + GPUVertCompType, uint comp_len, GPUVertFetchMode); +void GPU_vertformat_alias_add(GPUVertFormat *, const char *alias); /* format conversion */ @@ -92,7 +94,7 @@ typedef struct GPUPackedNormal { int x : 10; int y : 10; int z : 10; - int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */ + int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */ } GPUPackedNormal; GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3]); diff --git a/source/blender/gpu/intern/gpu_attr_binding.c b/source/blender/gpu/intern/gpu_attr_binding.c index 9ac38578792..e66fac390f1 100644 --- a/source/blender/gpu/intern/gpu_attr_binding.c +++ b/source/blender/gpu/intern/gpu_attr_binding.c @@ -38,13 +38,13 @@ #error "attrib binding code assumes GPU_VERT_ATTR_MAX_LEN = 16" #endif -void AttribBinding_clear(GPUAttrBinding* binding) +void AttribBinding_clear(GPUAttrBinding *binding) { binding->loc_bits = 0; binding->enabled_bits = 0; } -uint read_attrib_location(const GPUAttrBinding* binding, uint a_idx) +uint read_attrib_location(const GPUAttrBinding *binding, uint a_idx) { #if TRUST_NO_ONE assert(a_idx < GPU_VERT_ATTR_MAX_LEN); @@ -53,7 +53,7 @@ uint read_attrib_location(const GPUAttrBinding* binding, uint a_idx) return (binding->loc_bits >> (4 * a_idx)) & 0xF; } -static void write_attrib_location(GPUAttrBinding* binding, uint a_idx, uint location) +static void write_attrib_location(GPUAttrBinding *binding, uint a_idx, uint location) { #if TRUST_NO_ONE assert(a_idx < GPU_VERT_ATTR_MAX_LEN); @@ -67,14 +67,14 @@ static void write_attrib_location(GPUAttrBinding* binding, uint a_idx, uint loca binding->enabled_bits |= 1 << a_idx; } -void get_attrib_locations(const GPUVertFormat* format, GPUAttrBinding* binding, const GPUShaderInterface* shaderface) +void get_attrib_locations(const GPUVertFormat *format, GPUAttrBinding *binding, const GPUShaderInterface *shaderface) { AttribBinding_clear(binding); for (uint a_idx = 0; a_idx < format->attr_len; ++a_idx) { - const GPUVertAttr* a = format->attribs + a_idx; + const GPUVertAttr *a = format->attribs + a_idx; for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) { - const GPUShaderInput* input = GPU_shaderinterface_attr(shaderface, a->name[n_idx]); + const GPUShaderInput *input = GPU_shaderinterface_attr(shaderface, a->name[n_idx]); #if TRUST_NO_ONE assert(input != NULL); /* TODO: make this a recoverable runtime error? indicates mismatch between vertex format and program */ diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c index b720bed2d0c..61e8cf87038 100644 --- a/source/blender/gpu/intern/gpu_basic_shader.c +++ b/source/blender/gpu/intern/gpu_basic_shader.c @@ -82,7 +82,8 @@ const GLubyte stipple_halftone[128] = { 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, - 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55}; + 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, +}; const GLubyte stipple_quarttone[128] = { 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, @@ -92,7 +93,8 @@ const GLubyte stipple_quarttone[128] = { 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, - 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0}; + 136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0, +}; const GLubyte stipple_diag_stripes_pos[128] = { 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe, @@ -110,7 +112,8 @@ const GLubyte stipple_diag_stripes_pos[128] = { 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01, 0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07, 0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f, - 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f}; + 0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f, +}; const GLubyte stipple_diag_stripes_neg[128] = { 0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01, @@ -128,7 +131,8 @@ const GLubyte stipple_diag_stripes_neg[128] = { 0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe, 0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8, 0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0, - 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80}; + 0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80, +}; const GLubyte stipple_checker_8px[128] = { 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, @@ -138,7 +142,8 @@ const GLubyte stipple_checker_8px[128] = { 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, - 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255}; + 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, +}; const GLubyte stipple_hexagon[128] = { 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, @@ -156,7 +161,8 @@ const GLubyte stipple_hexagon[128] = { 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, - 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22}; + 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, +}; /* ********************************************* */ /* Init / exit */ diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index 4d455f6f464..a11eefee078 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -44,9 +44,9 @@ #include <stdlib.h> #include <string.h> -static void batch_update_program_bindings(GPUBatch* batch, uint v_first); +static void batch_update_program_bindings(GPUBatch *batch, uint v_first); -void GPU_batch_vao_cache_clear(GPUBatch* batch) +void GPU_batch_vao_cache_clear(GPUBatch *batch) { if (batch->context == NULL) { return; @@ -82,17 +82,17 @@ void GPU_batch_vao_cache_clear(GPUBatch* batch) batch->context = NULL; } -GPUBatch* GPU_batch_create_ex( - GPUPrimType prim_type, GPUVertBuf* verts, GPUIndexBuf* elem, +GPUBatch *GPU_batch_create_ex( + GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag) { - GPUBatch* batch = calloc(1, sizeof(GPUBatch)); + GPUBatch *batch = calloc(1, sizeof(GPUBatch)); GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag); return batch; } void GPU_batch_init_ex( - GPUBatch* batch, GPUPrimType prim_type, GPUVertBuf* verts, GPUIndexBuf* elem, + GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag) { #if TRUST_NO_ONE @@ -113,9 +113,9 @@ void GPU_batch_init_ex( } /* This will share the VBOs with the new batch. */ -GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src) +GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src) { - GPUBatch* batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); + GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); batch->gl_prim_type = batch_src->gl_prim_type; for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) { @@ -124,7 +124,7 @@ GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src) return batch; } -void GPU_batch_discard(GPUBatch* batch) +void GPU_batch_discard(GPUBatch *batch) { if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) { GPU_indexbuf_discard(batch->elem); @@ -150,13 +150,13 @@ void GPU_batch_discard(GPUBatch* batch) free(batch); } -void GPU_batch_callback_free_set(GPUBatch* batch, void (*callback)(GPUBatch*, void*), void* user_data) +void GPU_batch_callback_free_set(GPUBatch *batch, void (*callback)(GPUBatch *, void *), void *user_data) { batch->free_callback = callback; batch->callback_data = user_data; } -void GPU_batch_instbuf_set(GPUBatch* batch, GPUVertBuf* inst, bool own_vbo) +void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo) { #if TRUST_NO_ONE assert(inst != NULL); @@ -179,7 +179,7 @@ void GPU_batch_instbuf_set(GPUBatch* batch, GPUVertBuf* inst, bool own_vbo) /* Returns the index of verts in the batch. */ int GPU_batch_vertbuf_add_ex( - GPUBatch* batch, GPUVertBuf* verts, + GPUBatch *batch, GPUVertBuf *verts, bool own_vbo) { /* redo the bindings */ @@ -238,7 +238,7 @@ static GLuint batch_vao_get(GPUBatch *batch) GLuint new_vao = 0; if (!batch->is_dynamic_vao_count) { int i; /* find first unused slot */ - for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) + for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) if (batch->static_vaos.vao_ids[i] == 0) break; @@ -251,12 +251,12 @@ static GLuint batch_vao_get(GPUBatch *batch) batch->is_dynamic_vao_count = true; /* Erase previous entries, they will be added back if drawn again. */ for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; ++j) { - GPU_shaderinterface_remove_batch_ref((GPUShaderInterface*)batch->static_vaos.interfaces[j], batch); + GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[j], batch); GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context); } /* Init dynamic arrays and let the branch below set the values. */ batch->dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT; - batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(GPUShaderInterface*)); + batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(GPUShaderInterface *)); batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint)); } } @@ -271,16 +271,16 @@ static GLuint batch_vao_get(GPUBatch *batch) /* Not enough place, realloc the array. */ i = batch->dynamic_vaos.count; batch->dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT; - batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface*) * batch->dynamic_vaos.count); + batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count); batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count); - memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(GPUShaderInterface*) * GPU_BATCH_VAO_DYN_ALLOC_COUNT); + memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(GPUShaderInterface *) * GPU_BATCH_VAO_DYN_ALLOC_COUNT); memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GPU_BATCH_VAO_DYN_ALLOC_COUNT); } batch->dynamic_vaos.interfaces[i] = batch->interface; batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); } - GPU_shaderinterface_add_batch_ref((GPUShaderInterface*)batch->interface, batch); + GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)batch->interface, batch); #if TRUST_NO_ONE assert(new_vao != 0); @@ -294,7 +294,7 @@ static GLuint batch_vao_get(GPUBatch *batch) return new_vao; } -void GPU_batch_program_set_no_use(GPUBatch* batch, uint32_t program, const GPUShaderInterface* shaderface) +void GPU_batch_program_set_no_use(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface) { #if TRUST_NO_ONE assert(glIsProgram(shaderface->program)); @@ -305,13 +305,13 @@ void GPU_batch_program_set_no_use(GPUBatch* batch, uint32_t program, const GPUSh batch->vao_id = batch_vao_get(batch); } -void GPU_batch_program_set(GPUBatch* batch, uint32_t program, const GPUShaderInterface* shaderface) +void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface) { GPU_batch_program_set_no_use(batch, program, shaderface); GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */ } -void gpu_batch_remove_interface_ref(GPUBatch* batch, const GPUShaderInterface* interface) +void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface) { if (batch->is_dynamic_vao_count) { for (int i = 0; i < batch->dynamic_vaos.count; ++i) { @@ -337,10 +337,10 @@ void gpu_batch_remove_interface_ref(GPUBatch* batch, const GPUShaderInterface* i } static void create_bindings( - GPUVertBuf* verts, const GPUShaderInterface* interface, - uint v_first, const bool use_instancing) + GPUVertBuf *verts, const GPUShaderInterface *interface, + uint v_first, const bool use_instancing) { - const GPUVertFormat* format = &verts->format; + const GPUVertFormat *format = &verts->format; const uint attr_len = format->attr_len; const uint stride = format->stride; @@ -348,11 +348,11 @@ static void create_bindings( GPU_vertbuf_use(verts); for (uint a_idx = 0; a_idx < attr_len; ++a_idx) { - const GPUVertAttr* a = format->attribs + a_idx; - const GLvoid* pointer = (const GLubyte*)0 + a->offset + v_first * stride; + const GPUVertAttr *a = format->attribs + a_idx; + const GLvoid *pointer = (const GLubyte *)0 + a->offset + v_first * stride; for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) { - const GPUShaderInput* input = GPU_shaderinterface_attr(interface, a->name[n_idx]); + const GPUShaderInput *input = GPU_shaderinterface_attr(interface, a->name[n_idx]); if (input == NULL) continue; @@ -365,11 +365,10 @@ static void create_bindings( glEnableVertexAttribArray(input->location + i); glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0); glVertexAttribPointer(input->location + i, 4, a->gl_comp_type, GL_FALSE, stride, - (const GLubyte*)pointer + i * 16); + (const GLubyte *)pointer + i * 16); } } - else - { + else { glEnableVertexAttribArray(input->location); glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0); @@ -390,7 +389,7 @@ static void create_bindings( } } -static void batch_update_program_bindings(GPUBatch* batch, uint v_first) +static void batch_update_program_bindings(GPUBatch *batch, uint v_first) { for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) { create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false); @@ -403,7 +402,7 @@ static void batch_update_program_bindings(GPUBatch* batch, uint v_first) } } -void GPU_batch_program_use_begin(GPUBatch* batch) +void GPU_batch_program_use_begin(GPUBatch *batch) { /* NOTE: use_program & done_using_program are fragile, depend on staying in sync with * the GL context's active program. use_program doesn't mark other programs as "not used". */ @@ -415,7 +414,7 @@ void GPU_batch_program_use_begin(GPUBatch* batch) } } -void GPU_batch_program_use_end(GPUBatch* batch) +void GPU_batch_program_use_end(GPUBatch *batch) { if (batch->program_in_use) { #if PROGRAM_NO_OPTI @@ -426,84 +425,84 @@ void GPU_batch_program_use_end(GPUBatch* batch) } #if TRUST_NO_ONE - #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform); +# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform); #else - #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(batch->interface, name); +# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); #endif -void GPU_batch_uniform_1ui(GPUBatch* batch, const char* name, int value) +void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value) { GET_UNIFORM glUniform1ui(uniform->location, value); } -void GPU_batch_uniform_1i(GPUBatch* batch, const char* name, int value) +void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value) { GET_UNIFORM glUniform1i(uniform->location, value); } -void GPU_batch_uniform_1b(GPUBatch* batch, const char* name, bool value) +void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value) { GET_UNIFORM glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE); } -void GPU_batch_uniform_2f(GPUBatch* batch, const char* name, float x, float y) +void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y) { GET_UNIFORM glUniform2f(uniform->location, x, y); } -void GPU_batch_uniform_3f(GPUBatch* batch, const char* name, float x, float y, float z) +void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z) { GET_UNIFORM glUniform3f(uniform->location, x, y, z); } -void GPU_batch_uniform_4f(GPUBatch* batch, const char* name, float x, float y, float z, float w) +void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w) { GET_UNIFORM glUniform4f(uniform->location, x, y, z, w); } -void GPU_batch_uniform_1f(GPUBatch* batch, const char* name, float x) +void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x) { GET_UNIFORM glUniform1f(uniform->location, x); } -void GPU_batch_uniform_2fv(GPUBatch* batch, const char* name, const float data[2]) +void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2]) { GET_UNIFORM glUniform2fv(uniform->location, 1, data); } -void GPU_batch_uniform_3fv(GPUBatch* batch, const char* name, const float data[3]) +void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3]) { GET_UNIFORM glUniform3fv(uniform->location, 1, data); } -void GPU_batch_uniform_4fv(GPUBatch* batch, const char* name, const float data[4]) +void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4]) { GET_UNIFORM glUniform4fv(uniform->location, 1, data); } -void GPU_batch_uniform_2fv_array(GPUBatch* batch, const char* name, const int len, const float *data) +void GPU_batch_uniform_2fv_array(GPUBatch *batch, const char *name, const int len, const float *data) { GET_UNIFORM glUniform2fv(uniform->location, len, data); } -void GPU_batch_uniform_4fv_array(GPUBatch* batch, const char* name, const int len, const float *data) +void GPU_batch_uniform_4fv_array(GPUBatch *batch, const char *name, const int len, const float *data) { GET_UNIFORM glUniform4fv(uniform->location, len, data); } -void GPU_batch_uniform_mat4(GPUBatch* batch, const char* name, const float data[4][4]) +void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[4][4]) { GET_UNIFORM glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data); @@ -530,7 +529,7 @@ static void primitive_restart_disable(void) glDisable(GL_PRIMITIVE_RESTART); } -void GPU_batch_draw(GPUBatch* batch) +void GPU_batch_draw(GPUBatch *batch) { #if TRUST_NO_ONE assert(batch->phase == GPU_BATCH_READY_TO_DRAW); @@ -544,7 +543,7 @@ void GPU_batch_draw(GPUBatch* batch) GPU_batch_program_use_end(batch); } -void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool force_instance) +void GPU_batch_draw_range_ex(GPUBatch *batch, int v_first, int v_count, bool force_instance) { #if TRUST_NO_ONE assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance @@ -567,7 +566,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for } if (batch->elem) { - const GPUIndexBuf* el = batch->elem; + const GPUIndexBuf *el = batch->elem; if (el->use_prim_restart) { primitive_restart_enable(el); @@ -597,7 +596,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for } if (batch->elem) { - const GPUIndexBuf* el = batch->elem; + const GPUIndexBuf *el = batch->elem; if (el->use_prim_restart) { primitive_restart_enable(el); @@ -605,13 +604,14 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for #if GPU_TRACK_INDEX_RANGE if (el->base_index) { - glDrawRangeElementsBaseVertex(batch->gl_prim_type, - el->min_index, - el->max_index, - v_count, - el->gl_index_type, - 0, - el->base_index); + glDrawRangeElementsBaseVertex( + batch->gl_prim_type, + el->min_index, + el->max_index, + v_count, + el->gl_index_type, + 0, + el->base_index); } else { glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0); @@ -635,7 +635,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for /* just draw some vertices and let shader place them where we want. */ void GPU_draw_primitive(GPUPrimType prim_type, int v_count) - { +{ /* we cannot draw without vao ... annoying ... */ glBindVertexArray(GPU_vao_default()); @@ -645,7 +645,7 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count) /* Performance hog if you are drawing with the same vao multiple time. * Only activate for debugging.*/ // glBindVertexArray(0); - } +} /* -------------------------------------------------------------------- */ @@ -674,4 +674,4 @@ void gpu_batch_exit(void) gpu_batch_presets_exit(); } -/** \} */
\ No newline at end of file +/** \} */ diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c index d466fa87388..16590785af6 100644 --- a/source/blender/gpu/intern/gpu_buffers.c +++ b/source/blender/gpu/intern/gpu_buffers.c @@ -522,42 +522,42 @@ void GPU_pbvh_grid_buffers_update( /* Build the element array buffer of grid indices using either * unsigned shorts or unsigned ints. */ #define FILL_QUAD_BUFFER(max_vert_, tot_quad_, buffer_) \ - { \ - int offset = 0; \ - int i, j, k; \ + { \ + int offset = 0; \ + int i, j, k; \ \ - GPUIndexBufBuilder elb; \ - GPU_indexbuf_init( \ - &elb, GPU_PRIM_TRIS, tot_quad_ * 2, max_vert_); \ + GPUIndexBufBuilder elb; \ + GPU_indexbuf_init( \ + &elb, GPU_PRIM_TRIS, tot_quad_ * 2, max_vert_); \ \ - /* Fill the buffer */ \ - for (i = 0; i < totgrid; ++i) { \ - BLI_bitmap *gh = NULL; \ - if (grid_hidden) \ - gh = grid_hidden[(grid_indices)[i]]; \ + /* Fill the buffer */ \ + for (i = 0; i < totgrid; ++i) { \ + BLI_bitmap *gh = NULL; \ + if (grid_hidden) \ + gh = grid_hidden[(grid_indices)[i]]; \ \ - for (j = 0; j < gridsize - 1; ++j) { \ - for (k = 0; k < gridsize - 1; ++k) { \ - /* Skip hidden grid face */ \ - if (gh && paint_is_grid_face_hidden( \ - gh, gridsize, k, j)) \ - { \ - continue; \ - } \ - GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \ - GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k); \ - GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \ - \ - GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k + 1); \ - GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \ - GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \ - } \ - } \ + for (j = 0; j < gridsize - 1; ++j) { \ + for (k = 0; k < gridsize - 1; ++k) { \ + /* Skip hidden grid face */ \ + if (gh && paint_is_grid_face_hidden( \ + gh, gridsize, k, j)) \ + { \ + continue; \ + } \ + GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \ + GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k); \ + GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \ \ - offset += gridsize * gridsize; \ - } \ - buffer_ = GPU_indexbuf_build(&elb); \ - } (void)0 + GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k + 1); \ + GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \ + GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \ + } \ + } \ + \ + offset += gridsize * gridsize; \ + } \ + buffer_ = GPU_indexbuf_build(&elb); \ + } (void)0 /* end FILL_QUAD_BUFFER */ static GPUIndexBuf *gpu_get_grid_buffer( @@ -912,7 +912,7 @@ void GPU_pbvh_bmesh_buffers_update( BM_face_as_array_vert_tri(f, v); GPU_indexbuf_add_tri_verts( - &elb, BM_elem_index_get(v[0]), BM_elem_index_get(v[1]), BM_elem_index_get(v[2])); + &elb, BM_elem_index_get(v[0]), BM_elem_index_get(v[1]), BM_elem_index_get(v[2])); } } diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 51f21d01a9f..3b9d2e08769 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -615,10 +615,11 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) { /* create exactly one sampler for each texture */ if (codegen_input_has_texture(input) && input->bindtex) { - BLI_dynstr_appendf(ds, "uniform %s samp%d;\n", - (input->textype == GPU_TEX2D) ? "sampler2D" : - (input->textype == GPU_TEXCUBE) ? "samplerCube" : "sampler2DShadow", - input->texid); + BLI_dynstr_appendf( + ds, "uniform %s samp%d;\n", + (input->textype == GPU_TEX2D) ? "sampler2D" : + (input->textype == GPU_TEXCUBE) ? "samplerCube" : "sampler2DShadow", + input->texid); } } else if (input->source == GPU_SOURCE_BUILTIN) { @@ -635,13 +636,15 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, } } else if (gpu_str_prefix(name, "unf")) { - BLI_dynstr_appendf(ds, "uniform %s %s;\n", - GPU_DATATYPE_STR[input->type], name); + BLI_dynstr_appendf( + ds, "uniform %s %s;\n", + GPU_DATATYPE_STR[input->type], name); } else { - BLI_dynstr_appendf(ds, "%s %s %s;\n", - GLEW_VERSION_3_0 ? "in" : "varying", - GPU_DATATYPE_STR[input->type], name); + BLI_dynstr_appendf( + ds, "%s %s %s;\n", + GLEW_VERSION_3_0 ? "in" : "varying", + GPU_DATATYPE_STR[input->type], name); } } } @@ -658,12 +661,14 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, } else if (input->dynamicvec) { /* only create uniforms for dynamic vectors */ - BLI_dynstr_appendf(ds, "uniform %s unf%d;\n", - GPU_DATATYPE_STR[input->type], input->id); + BLI_dynstr_appendf( + ds, "uniform %s unf%d;\n", + GPU_DATATYPE_STR[input->type], input->id); } else { - BLI_dynstr_appendf(ds, "const %s cons%d = ", - GPU_DATATYPE_STR[input->type], input->id); + BLI_dynstr_appendf( + ds, "const %s cons%d = ", + GPU_DATATYPE_STR[input->type], input->id); codegen_print_datatype(ds, input->type, input->vec); BLI_dynstr_append(ds, ";\n"); } @@ -675,9 +680,10 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n"); } #endif - BLI_dynstr_appendf(ds, "%s %s var%d;\n", - GLEW_VERSION_3_0 ? "in" : "varying", - GPU_DATATYPE_STR[input->type], input->attribid); + BLI_dynstr_appendf( + ds, "%s %s var%d;\n", + GLEW_VERSION_3_0 ? "in" : "varying", + GPU_DATATYPE_STR[input->type], input->attribid); #ifdef WITH_OPENSUBDIV if (skip_opensubdiv) { BLI_dynstr_appendf(ds, "#endif\n"); @@ -696,8 +702,9 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, for (LinkData *link = ubo_inputs.first; link; link = link->next) { input = link->data; - BLI_dynstr_appendf(ds, "\t%s unf%d;\n", - GPU_DATATYPE_STR[input->type], input->id); + BLI_dynstr_appendf( + ds, "\t%s unf%d;\n", + GPU_DATATYPE_STR[input->type], input->id); } BLI_dynstr_append(ds, "};\n"); BLI_freelistN(&ubo_inputs); @@ -719,9 +726,11 @@ static void codegen_declare_tmps(DynStr *ds, ListBase *nodes) for (input = node->inputs.first; input; input = input->next) { if (input->source == GPU_SOURCE_TEX_PIXEL) { if (codegen_input_has_texture(input) && input->definetex) { - BLI_dynstr_appendf(ds, "\tvec4 tex%d = texture2D(", input->texid); - BLI_dynstr_appendf(ds, "samp%d, gl_TexCoord[%d].st);\n", - input->texid, input->texid); + BLI_dynstr_appendf( + ds, "\tvec4 tex%d = texture2D(", input->texid); + BLI_dynstr_appendf( + ds, "samp%d, gl_TexCoord[%d].st);\n", + input->texid, input->texid); } } } @@ -729,11 +738,13 @@ static void codegen_declare_tmps(DynStr *ds, ListBase *nodes) /* declare temporary variables for node output storage */ for (output = node->outputs.first; output; output = output->next) { if (output->type == GPU_CLOSURE) { - BLI_dynstr_appendf(ds, "\tClosure tmp%d;\n", output->id); + BLI_dynstr_appendf( + ds, "\tClosure tmp%d;\n", output->id); } else { - BLI_dynstr_appendf(ds, "\t%s tmp%d;\n", - GPU_DATATYPE_STR[output->type], output->id); + BLI_dynstr_appendf( + ds, "\t%s tmp%d;\n", + GPU_DATATYPE_STR[output->type], output->id); } } } @@ -757,8 +768,9 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final BLI_dynstr_appendf(ds, ", gl_TexCoord[%d].st", input->texid); } else if (input->source == GPU_SOURCE_TEX_PIXEL) { - codegen_convert_datatype(ds, input->link->output->type, input->type, - "tmp", input->link->output->id); + codegen_convert_datatype( + ds, input->link->output->type, input->type, + "tmp", input->link->output->id); } else if (input->source == GPU_SOURCE_BUILTIN) { if (input->builtin == GPU_INVERSE_VIEW_MATRIX) @@ -862,10 +874,12 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO for (input = node->inputs.first; input; input = input->next) { if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) { if (input->attribtype == CD_TANGENT) { - BLI_dynstr_appendf(ds, "#ifdef USE_OPENSUBDIV\n"); - BLI_dynstr_appendf(ds, "\t%s var%d;\n", - GPU_DATATYPE_STR[input->type], - input->attribid); + BLI_dynstr_appendf( + ds, "#ifdef USE_OPENSUBDIV\n"); + BLI_dynstr_appendf( + ds, "\t%s var%d;\n", + GPU_DATATYPE_STR[input->type], + input->attribid); if (has_tangent == false) { BLI_dynstr_appendf(ds, "\tvec3 Q1 = dFdx(inpt.v.position.xyz);\n"); BLI_dynstr_appendf(ds, "\tvec3 Q2 = dFdy(inpt.v.position.xyz);\n"); @@ -929,12 +943,13 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u char *code; /* Hairs uv and col attribs are passed by bufferTextures. */ - BLI_dynstr_append(ds, - "#ifdef HAIR_SHADER\n" - "#define DEFINE_ATTRIB(type, attr) uniform samplerBuffer attr\n" - "#else\n" - "#define DEFINE_ATTRIB(type, attr) in type attr\n" - "#endif\n" + BLI_dynstr_append( + ds, + "#ifdef HAIR_SHADER\n" + "#define DEFINE_ATTRIB(type, attr) uniform samplerBuffer attr\n" + "#else\n" + "#define DEFINE_ATTRIB(type, attr) in type attr\n" + "#endif\n" ); for (node = nodes->first; node; node = node->next) { @@ -952,10 +967,12 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u } else { unsigned int hash = BLI_ghashutil_strhash_p(input->attribname); - BLI_dynstr_appendf(ds, "DEFINE_ATTRIB(%s, %s%u);\n", - GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype), hash); - BLI_dynstr_appendf(ds, "#define att%d %s%u\n", - input->attribid, attrib_prefix_get(input->attribtype), hash); + BLI_dynstr_appendf( + ds, "DEFINE_ATTRIB(%s, %s%u);\n", + GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype), hash); + BLI_dynstr_appendf( + ds, "#define att%d %s%u\n", + input->attribid, attrib_prefix_get(input->attribtype), hash); /* Auto attrib can be vertex color byte buffer. * We need to know and convert them to linear space in VS. */ if (!use_geom && input->attribtype == CD_AUTO_FROM_NAME) { @@ -963,33 +980,36 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u BLI_dynstr_appendf(ds, "#define att%d_is_srgb ba%u\n", input->attribid, hash); } } - BLI_dynstr_appendf(ds, "out %s var%d%s;\n", - GPU_DATATYPE_STR[input->type], input->attribid, use_geom ? "g" : ""); + BLI_dynstr_appendf( + ds, "out %s var%d%s;\n", + GPU_DATATYPE_STR[input->type], input->attribid, use_geom ? "g" : ""); } } } BLI_dynstr_append(ds, "\n"); - BLI_dynstr_append(ds, - "#define ATTRIB\n" - "uniform mat3 NormalMatrix;\n" - "uniform mat4 ModelMatrixInverse;\n" - "vec3 srgb_to_linear_attrib(vec3 c) {\n" - "\tc = max(c, vec3(0.0));\n" - "\tvec3 c1 = c * (1.0 / 12.92);\n" - "\tvec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));\n" - "\treturn mix(c1, c2, step(vec3(0.04045), c));\n" - "}\n\n" + BLI_dynstr_append( + ds, + "#define ATTRIB\n" + "uniform mat3 NormalMatrix;\n" + "uniform mat4 ModelMatrixInverse;\n" + "vec3 srgb_to_linear_attrib(vec3 c) {\n" + "\tc = max(c, vec3(0.0));\n" + "\tvec3 c1 = c * (1.0 / 12.92);\n" + "\tvec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));\n" + "\treturn mix(c1, c2, step(vec3(0.04045), c));\n" + "}\n\n" ); /* Prototype because defined later. */ - BLI_dynstr_append(ds, - "vec2 hair_get_customdata_vec2(const samplerBuffer);\n" - "vec3 hair_get_customdata_vec3(const samplerBuffer);\n" - "vec4 hair_get_customdata_vec4(const samplerBuffer);\n" - "vec3 hair_get_strand_pos(void);\n" - "\n" + BLI_dynstr_append( + ds, + "vec2 hair_get_customdata_vec2(const samplerBuffer);\n" + "vec3 hair_get_customdata_vec3(const samplerBuffer);\n" + "vec4 hair_get_customdata_vec4(const samplerBuffer);\n" + "vec3 hair_get_strand_pos(void);\n" + "\n" ); BLI_dynstr_append(ds, "void pass_attrib(in vec3 position) {\n"); @@ -1001,16 +1021,19 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) { if (input->attribtype == CD_TANGENT) { /* Not supported by hairs */ - BLI_dynstr_appendf(ds, "\tvar%d%s = vec4(0.0);\n", - input->attribid, use_geom ? "g" : ""); + BLI_dynstr_appendf( + ds, "\tvar%d%s = vec4(0.0);\n", + input->attribid, use_geom ? "g" : ""); } else if (input->attribtype == CD_ORCO) { - BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n", - input->attribid, use_geom ? "g" : ""); + BLI_dynstr_appendf( + ds, "\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n", + input->attribid, use_geom ? "g" : ""); } else { - BLI_dynstr_appendf(ds, "\tvar%d%s = hair_get_customdata_%s(att%d);\n", - input->attribid, use_geom ? "g" : "", GPU_DATATYPE_STR[input->type], input->attribid); + BLI_dynstr_appendf( + ds, "\tvar%d%s = hair_get_customdata_%s(att%d);\n", + input->attribid, use_geom ? "g" : "", GPU_DATATYPE_STR[input->type], input->attribid); } } } @@ -1030,21 +1053,25 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u input->attribid, use_geom ? "g" : "", input->attribid); } else if (input->attribtype == CD_ORCO) { - BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n", - input->attribid, use_geom ? "g" : ""); + BLI_dynstr_appendf( + ds, "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n", + input->attribid, use_geom ? "g" : ""); } else if (input->attribtype == CD_MCOL) { - BLI_dynstr_appendf(ds, "\tvar%d%s = srgb_to_linear_attrib(att%d);\n", - input->attribid, use_geom ? "g" : "", input->attribid); + BLI_dynstr_appendf( + ds, "\tvar%d%s = srgb_to_linear_attrib(att%d);\n", + input->attribid, use_geom ? "g" : "", input->attribid); } else if (input->attribtype == CD_AUTO_FROM_NAME) { - BLI_dynstr_appendf(ds, "\tvar%d%s = (att%d_is_srgb) ? srgb_to_linear_attrib(att%d) : att%d;\n", - input->attribid, use_geom ? "g" : "", - input->attribid, input->attribid, input->attribid); + BLI_dynstr_appendf( + ds, "\tvar%d%s = (att%d_is_srgb) ? srgb_to_linear_attrib(att%d) : att%d;\n", + input->attribid, use_geom ? "g" : "", + input->attribid, input->attribid, input->attribid); } else { - BLI_dynstr_appendf(ds, "\tvar%d%s = att%d;\n", - input->attribid, use_geom ? "g" : "", input->attribid); + BLI_dynstr_appendf( + ds, "\tvar%d%s = att%d;\n", + input->attribid, use_geom ? "g" : "", input->attribid); } } } @@ -1083,12 +1110,14 @@ static char *code_generate_geometry(ListBase *nodes, const char *geom_code) for (node = nodes->first; node; node = node->next) { for (input = node->inputs.first; input; input = input->next) { if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) { - BLI_dynstr_appendf(ds, "in %s var%dg[];\n", - GPU_DATATYPE_STR[input->type], - input->attribid); - BLI_dynstr_appendf(ds, "out %s var%d;\n", - GPU_DATATYPE_STR[input->type], - input->attribid); + BLI_dynstr_appendf( + ds, "in %s var%dg[];\n", + GPU_DATATYPE_STR[input->type], + input->attribid); + BLI_dynstr_appendf( + ds, "out %s var%d;\n", + GPU_DATATYPE_STR[input->type], + input->attribid); } } } @@ -1382,8 +1411,8 @@ static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type) case SOCK_RGBA: return "set_rgba"; default: - BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype"); - return NULL; + BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype"); + return NULL; } } @@ -1553,8 +1582,9 @@ void GPU_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs) attribs->layer[a].type = input->attribtype; attribs->layer[a].attribid = input->attribid; - BLI_strncpy(attribs->layer[a].name, input->attribname, - sizeof(attribs->layer[a].name)); + BLI_strncpy( + attribs->layer[a].name, input->attribname, + sizeof(attribs->layer[a].name)); } else { input->attribid = attribs->layer[a].attribid; @@ -1966,11 +1996,12 @@ GPUPass *GPU_generate_pass_new( void GPU_pass_compile(GPUPass *pass) { if (!pass->compiled) { - pass->shader = GPU_shader_create(pass->vertexcode, - pass->fragmentcode, - pass->geometrycode, - NULL, - pass->defines); + pass->shader = GPU_shader_create( + pass->vertexcode, + pass->fragmentcode, + pass->geometrycode, + NULL, + pass->defines); pass->compiled = true; } } diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index e2c83d6fadf..965caba0955 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -107,7 +107,7 @@ static bool is_over_resolution_limit(GLenum textarget, int w, int h) int size = (textarget == GL_TEXTURE_2D) ? GPU_max_texture_size() : GPU_max_cube_map_size(); int reslimit = (U.glreslimit != 0) ? - min_ii(U.glreslimit, size) : size; + min_ii(U.glreslimit, size) : size; return (w > reslimit || h > reslimit); } @@ -239,42 +239,48 @@ typedef struct VerifyThreadData { float *srgb_frect; } VerifyThreadData; -static void gpu_verify_high_bit_srgb_buffer_slice(float *srgb_frect, - ImBuf *ibuf, - const int start_line, - const int height) +static void gpu_verify_high_bit_srgb_buffer_slice( + float *srgb_frect, + ImBuf *ibuf, + const int start_line, + const int height) { size_t offset = ibuf->channels * start_line * ibuf->x; float *current_srgb_frect = srgb_frect + offset; float *current_rect_float = ibuf->rect_float + offset; - IMB_buffer_float_from_float(current_srgb_frect, - current_rect_float, - ibuf->channels, - IB_PROFILE_SRGB, - IB_PROFILE_LINEAR_RGB, true, - ibuf->x, height, - ibuf->x, ibuf->x); + IMB_buffer_float_from_float( + current_srgb_frect, + current_rect_float, + ibuf->channels, + IB_PROFILE_SRGB, + IB_PROFILE_LINEAR_RGB, true, + ibuf->x, height, + ibuf->x, ibuf->x); IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height); } -static void verify_thread_do(void *data_v, - int start_scanline, - int num_scanlines) +static void verify_thread_do( + void *data_v, + int start_scanline, + int num_scanlines) { VerifyThreadData *data = (VerifyThreadData *)data_v; - gpu_verify_high_bit_srgb_buffer_slice(data->srgb_frect, - data->ibuf, - start_scanline, - num_scanlines); + gpu_verify_high_bit_srgb_buffer_slice( + data->srgb_frect, + data->ibuf, + start_scanline, + num_scanlines); } -static void gpu_verify_high_bit_srgb_buffer(float *srgb_frect, - ImBuf *ibuf) +static void gpu_verify_high_bit_srgb_buffer( + float *srgb_frect, + ImBuf *ibuf) { if (ibuf->y < 64) { - gpu_verify_high_bit_srgb_buffer_slice(srgb_frect, - ibuf, - 0, ibuf->y); + gpu_verify_high_bit_srgb_buffer_slice( + srgb_frect, + ibuf, + 0, ibuf->y); } else { VerifyThreadData data; @@ -284,11 +290,12 @@ static void gpu_verify_high_bit_srgb_buffer(float *srgb_frect, } } -GPUTexture *GPU_texture_from_blender(Image *ima, - ImageUser *iuser, - int textarget, - bool is_data, - double UNUSED(time)) +GPUTexture *GPU_texture_from_blender( + Image *ima, + ImageUser *iuser, + int textarget, + bool is_data, + double UNUSED(time)) { if (ima == NULL) { return NULL; @@ -363,11 +370,14 @@ GPUTexture *GPU_texture_from_blender(Image *ima, const bool mipmap = GPU_get_mipmap(); #ifdef WITH_DDS - if (ibuf->ftype == IMB_FTYPE_DDS) + if (ibuf->ftype == IMB_FTYPE_DDS) { GPU_create_gl_tex_compressed(&bindcode, rect, rectw, recth, textarget, mipmap, ima, ibuf); + } else #endif + { GPU_create_gl_tex(&bindcode, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima); + } /* mark as non-color data texture */ if (bindcode) { @@ -556,8 +566,9 @@ void GPU_create_gl_tex( if (mip_cube_map) { for (int j = 0; j < 6; j++) { - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i, - informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]); + glTexImage2D( + GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i, + informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]); } } gpu_del_cube_map(mip_cube_map); @@ -639,8 +650,9 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf) size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize; - glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height, - 0, size, ibuf->dds_data.data + offset); + glCompressedTexImage2D( + GL_TEXTURE_2D, i, format, width, height, + 0, size, ibuf->dds_data.data + offset); offset += size; width >>= 1; @@ -755,8 +767,9 @@ static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, ImBuf *ibuf_scale = IMB_allocFromBuffer(NULL, frect, w, h); IMB_scaleImBuf(ibuf_scale, rectw, recth); - glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, - GL_FLOAT, ibuf_scale->rect_float); + glTexSubImage2D( + GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, + GL_FLOAT, ibuf_scale->rect_float); IMB_freeImBuf(ibuf_scale); } @@ -775,8 +788,9 @@ static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, } } - glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, - GL_UNSIGNED_BYTE, scalerect); + glTexSubImage2D( + GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, + GL_UNSIGNED_BYTE, scalerect); MEM_freeN(scalerect); } @@ -860,8 +874,9 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i glPixelStorei(GL_UNPACK_SKIP_PIXELS, x); glPixelStorei(GL_UNPACK_SKIP_ROWS, y); - glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, - GL_UNSIGNED_BYTE, ibuf->rect); + glTexSubImage2D( + GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, + GL_UNSIGNED_BYTE, ibuf->rect); glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels); @@ -913,8 +928,9 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres) } /* density only */ else { - sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], - GPU_R8, smoke_get_density(sds->fluid), NULL); + sds->tex = GPU_texture_create_3D( + sds->res[0], sds->res[1], sds->res[2], + GPU_R8, smoke_get_density(sds->fluid), NULL); /* Swizzle the RGBA components to read the Red channel so * that the shader stay the same for colored and non color @@ -926,10 +942,12 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres) glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED); GPU_texture_unbind(sds->tex); } - sds->tex_flame = (smoke_has_fuel(sds->fluid)) ? - GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], - GPU_R8, smoke_get_flame(sds->fluid), NULL) : - NULL; + sds->tex_flame = ( + smoke_has_fuel(sds->fluid) ? + GPU_texture_create_3D( + sds->res[0], sds->res[1], sds->res[2], + GPU_R8, smoke_get_flame(sds->fluid), NULL) : + NULL); } else if (!sds->tex && highres) { /* rgba texture for color + density */ @@ -941,8 +959,9 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres) } /* density only */ else { - sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], - GPU_R8, smoke_turbulence_get_density(sds->wt), NULL); + sds->tex = GPU_texture_create_3D( + sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], + GPU_R8, smoke_turbulence_get_density(sds->wt), NULL); /* Swizzle the RGBA components to read the Red channel so * that the shader stay the same for colored and non color @@ -954,14 +973,17 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres) glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED); GPU_texture_unbind(sds->tex); } - sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? - GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], - GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) : - NULL; + sds->tex_flame = ( + smoke_turbulence_has_fuel(sds->wt) ? + GPU_texture_create_3D( + sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], + GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) : + NULL); } - sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], - GPU_R8, sds->shadow, NULL); + sds->tex_shadow = GPU_texture_create_3D( + sds->res[0], sds->res[1], sds->res[2], + GPU_R8, sds->shadow, NULL); } #else // WITH_SMOKE (void)highres; @@ -1301,10 +1323,10 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size) { #define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \ for (i = size; i--; col++) { \ - if ((c = *col)) { \ - *col = INDEX_FROM_BUF_BITS(c); \ - } \ - } ((void)0) + if ((c = *col)) { \ + *col = INDEX_FROM_BUF_BITS(c); \ + } \ + } ((void)0) if (size > 0) { unsigned int i, c; diff --git a/source/blender/gpu/intern/gpu_element.c b/source/blender/gpu/intern/gpu_element.c index 1b5a08ac35c..9abfed2db05 100644 --- a/source/blender/gpu/intern/gpu_element.c +++ b/source/blender/gpu/intern/gpu_element.c @@ -46,7 +46,7 @@ static GLenum convert_index_type_to_gl(GPUIndexBufType type) return table[type]; } -uint GPU_indexbuf_size_get(const GPUIndexBuf* elem) +uint GPU_indexbuf_size_get(const GPUIndexBuf *elem) { #if GPU_TRACK_INDEX_RANGE static const uint table[] = { @@ -61,7 +61,7 @@ uint GPU_indexbuf_size_get(const GPUIndexBuf* elem) } void GPU_indexbuf_init_ex( - GPUIndexBufBuilder* builder, GPUPrimType prim_type, + GPUIndexBufBuilder *builder, GPUPrimType prim_type, uint index_len, uint vertex_len, bool use_prim_restart) { builder->use_prim_restart = use_prim_restart; @@ -72,7 +72,7 @@ void GPU_indexbuf_init_ex( builder->data = calloc(builder->max_index_len, sizeof(uint)); } -void GPU_indexbuf_init(GPUIndexBufBuilder* builder, GPUPrimType prim_type, uint prim_len, uint vertex_len) +void GPU_indexbuf_init(GPUIndexBufBuilder *builder, GPUPrimType prim_type, uint prim_len, uint vertex_len) { uint verts_per_prim = 0; switch (prim_type) { @@ -98,7 +98,7 @@ void GPU_indexbuf_init(GPUIndexBufBuilder* builder, GPUPrimType prim_type, uint GPU_indexbuf_init_ex(builder, prim_type, prim_len * verts_per_prim, vertex_len, false); } -void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder* builder, uint v) +void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder *builder, uint v) { #if TRUST_NO_ONE assert(builder->data != NULL); @@ -108,7 +108,7 @@ void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder* builder, uint v) builder->data[builder->index_len++] = v; } -void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder* builder) +void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder *builder) { #if TRUST_NO_ONE assert(builder->data != NULL); @@ -118,7 +118,7 @@ void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder* builder) builder->data[builder->index_len++] = GPU_PRIM_RESTART; } -void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder* builder, uint v) +void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder *builder, uint v) { #if TRUST_NO_ONE assert(builder->prim_type == GPU_PRIM_POINTS); @@ -126,7 +126,7 @@ void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder* builder, uint v) GPU_indexbuf_add_generic_vert(builder, v); } -void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder* builder, uint v1, uint v2) +void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder *builder, uint v1, uint v2) { #if TRUST_NO_ONE assert(builder->prim_type == GPU_PRIM_LINES); @@ -136,7 +136,7 @@ void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder* builder, uint v1, uint v2) GPU_indexbuf_add_generic_vert(builder, v2); } -void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder* builder, uint v1, uint v2, uint v3) +void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3) { #if TRUST_NO_ONE assert(builder->prim_type == GPU_PRIM_TRIS); @@ -147,7 +147,7 @@ void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder* builder, uint v1, uint v2, u GPU_indexbuf_add_generic_vert(builder, v3); } -void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder* builder, uint v1, uint v2, uint v3, uint v4) +void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3, uint v4) { #if TRUST_NO_ONE assert(builder->prim_type == GPU_PRIM_LINES_ADJ); @@ -163,7 +163,7 @@ void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder* builder, uint v1, uint /* Everything remains 32 bit while building to keep things simple. * Find min/max after, then convert to smallest index type possible. */ -static uint index_range(const uint values[], uint value_len, uint* min_out, uint* max_out) +static uint index_range(const uint values[], uint value_len, uint *min_out, uint *max_out) { if (value_len == 0) { *min_out = 0; @@ -186,7 +186,7 @@ static uint index_range(const uint values[], uint value_len, uint* min_out, uint return max_value - min_value; } -static void squeeze_indices_byte(GPUIndexBufBuilder *builder, GPUIndexBuf* elem) +static void squeeze_indices_byte(GPUIndexBufBuilder *builder, GPUIndexBuf *elem) { const uint *values = builder->data; const uint index_len = elem->index_len; @@ -212,7 +212,7 @@ static void squeeze_indices_byte(GPUIndexBufBuilder *builder, GPUIndexBuf* elem) } } -static void squeeze_indices_short(GPUIndexBufBuilder *builder, GPUIndexBuf* elem) +static void squeeze_indices_short(GPUIndexBufBuilder *builder, GPUIndexBuf *elem) { const uint *values = builder->data; const uint index_len = elem->index_len; @@ -240,14 +240,14 @@ static void squeeze_indices_short(GPUIndexBufBuilder *builder, GPUIndexBuf* elem #endif /* GPU_TRACK_INDEX_RANGE */ -GPUIndexBuf* GPU_indexbuf_build(GPUIndexBufBuilder* builder) +GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *builder) { - GPUIndexBuf* elem = calloc(1, sizeof(GPUIndexBuf)); + GPUIndexBuf *elem = calloc(1, sizeof(GPUIndexBuf)); GPU_indexbuf_build_in_place(builder, elem); return elem; } -void GPU_indexbuf_build_in_place(GPUIndexBufBuilder* builder, GPUIndexBuf* elem) +void GPU_indexbuf_build_in_place(GPUIndexBufBuilder *builder, GPUIndexBuf *elem) { #if TRUST_NO_ONE assert(builder->data != NULL); @@ -294,12 +294,12 @@ void GPU_indexbuf_build_in_place(GPUIndexBufBuilder* builder, GPUIndexBuf* elem) /* other fields are safe to leave */ } -void GPU_indexbuf_use(GPUIndexBuf* elem) +void GPU_indexbuf_use(GPUIndexBuf *elem) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elem->vbo_id); } -void GPU_indexbuf_discard(GPUIndexBuf* elem) +void GPU_indexbuf_discard(GPUIndexBuf *elem) { if (elem->vbo_id) { GPU_buf_id_free(elem->vbo_id); diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c index ffc72718e42..d28b82ac3cd 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.c +++ b/source/blender/gpu/intern/gpu_framebuffer.c @@ -121,7 +121,7 @@ static GPUTexture *framebuffer_get_depth_tex(GPUFrameBuffer *fb) if (fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex) return fb->attachments[GPU_FB_DEPTH_ATTACHMENT].tex; else - return fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;; + return fb->attachments[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex; } static GPUTexture *framebuffer_get_color_tex(GPUFrameBuffer *fb, int slot) @@ -167,12 +167,12 @@ static void gpu_print_framebuffer_error(GLenum status, char err_out[256]) void gpu_framebuffer_module_init(void) { - BLI_thread_local_create(g_currentfb); + BLI_thread_local_create(g_currentfb); } void gpu_framebuffer_module_exit(void) { - BLI_thread_local_delete(g_currentfb); + BLI_thread_local_delete(g_currentfb); } static uint gpu_framebuffer_current_get(void) @@ -340,8 +340,9 @@ static void gpu_framebuffer_attachment_attach(GPUAttachment *attach, GPUAttachme if (attach->layer > -1) { if (GPU_texture_cube(attach->tex)) { - glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach->layer, - tex_bind, attach->mip); + glFramebufferTexture2D( + GL_FRAMEBUFFER, gl_attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach->layer, + tex_bind, attach->mip); } else { glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attachment, tex_bind, attach->mip, attach->layer); @@ -518,7 +519,7 @@ void GPU_framebuffer_read_color( case 1: type = GL_RED; break; case 2: type = GL_RG; break; case 3: type = GL_RGB; break; - case 4: type = GL_RGBA; break; + case 4: type = GL_RGBA; break; default: BLI_assert(false && "wrong number of read channels"); return; @@ -549,12 +550,14 @@ void GPU_framebuffer_blit( const bool do_depth = (blit_buffers & GPU_DEPTH_BIT); const bool do_stencil = (blit_buffers & GPU_STENCIL_BIT); - GPUTexture *read_tex = (do_depth || do_stencil) - ? framebuffer_get_depth_tex(fb_read) - : framebuffer_get_color_tex(fb_read, read_slot); - GPUTexture *write_tex = (do_depth || do_stencil) - ? framebuffer_get_depth_tex(fb_write) - : framebuffer_get_color_tex(fb_write, read_slot); + GPUTexture *read_tex = ( + (do_depth || do_stencil) ? + framebuffer_get_depth_tex(fb_read) : + framebuffer_get_color_tex(fb_read, read_slot)); + GPUTexture *write_tex = ( + (do_depth || do_stencil) ? + framebuffer_get_depth_tex(fb_write) : + framebuffer_get_color_tex(fb_write, read_slot)); if (do_depth) { BLI_assert(GPU_texture_depth(read_tex) && GPU_texture_depth(write_tex)); @@ -585,9 +588,10 @@ void GPU_framebuffer_blit( GLbitfield mask = convert_buffer_bits_to_gl(blit_buffers); - glBlitFramebuffer(0, 0, fb_read->width, fb_read->height, - 0, 0, fb_write->width, fb_write->height, - mask, GL_NEAREST); + glBlitFramebuffer( + 0, 0, fb_read->width, fb_read->height, + 0, 0, fb_write->width, fb_write->height, + mask, GL_NEAREST); /* Restore previous framebuffer */ if (fb_write->object == prev_fb) { @@ -679,7 +683,8 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool dept ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen"); - ofs->color = GPU_texture_create_2D_multisample(width, height, + ofs->color = GPU_texture_create_2D_multisample( + width, height, (high_bitdepth) ? GPU_RGBA16F : GPU_RGBA8, NULL, samples, err_out); if (depth) { @@ -776,14 +781,16 @@ void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels) /* create texture for new 'fbo_blit' */ glGenTextures(1, &tex_blit); glBindTexture(GL_TEXTURE_2D, tex_blit); - glTexImage2D(GL_TEXTURE_2D, 0, (type == GL_FLOAT) ? GL_RGBA16F : GL_RGBA8, - w, h, 0, GL_RGBA, type, 0); + glTexImage2D( + GL_TEXTURE_2D, 0, (type == GL_FLOAT) ? GL_RGBA16F : GL_RGBA8, + w, h, 0, GL_RGBA, type, 0); /* write into new single-sample buffer */ glGenFramebuffers(1, &fbo_blit); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_blit); - glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, tex_blit, 0); + glFramebufferTexture2D( + GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, tex_blit, 0); GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c index a320935919a..06b487fbb25 100644 --- a/source/blender/gpu/intern/gpu_immediate.c +++ b/source/blender/gpu/intern/gpu_immediate.c @@ -45,17 +45,17 @@ #include <stdlib.h> /* necessary functions from matrix API */ -extern void GPU_matrix_bind(const GPUShaderInterface*); +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; + GPUBatch *batch; + GPUContext *context; /* current draw call */ - GLubyte* buffer_data; + GLubyte *buffer_data; uint buffer_offset; uint buffer_bytes_mapped; uint vertex_len; @@ -66,14 +66,14 @@ typedef struct { /* current vertex */ uint vertex_idx; - GLubyte* vertex_data; + 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; + const GPUShaderInterface *shader_interface; GPUAttrBinding attrib_binding; uint16_t prev_enabled_attrib_bits; /* <-- only affects this VAO, so we're ok */ } Immediate; @@ -131,13 +131,13 @@ void immDestroy(void) initialized = false; } -GPUVertFormat* immVertexFormat(void) +GPUVertFormat *immVertexFormat(void) { GPU_vertformat_clear(&imm.vertex_format); return &imm.vertex_format; } -void immBindProgram(GLuint program, const GPUShaderInterface* shaderface) +void immBindProgram(GLuint program, const GPUShaderInterface *shaderface) { #if TRUST_NO_ONE assert(imm.bound_program == 0); @@ -261,7 +261,7 @@ void immBeginAtMost(GPUPrimType prim_type, uint vertex_len) } -GPUBatch* immBeginBatch(GPUPrimType prim_type, uint vertex_len) +GPUBatch *immBeginBatch(GPUPrimType prim_type, uint vertex_len) { #if TRUST_NO_ONE assert(initialized); @@ -273,7 +273,7 @@ GPUBatch* immBeginBatch(GPUPrimType prim_type, uint 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); + 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); @@ -285,7 +285,7 @@ GPUBatch* immBeginBatch(GPUPrimType prim_type, uint vertex_len) return imm.batch; } -GPUBatch* immBeginBatchAtMost(GPUPrimType prim_type, uint vertex_len) +GPUBatch *immBeginBatchAtMost(GPUPrimType prim_type, uint vertex_len) { imm.strict_vertex_len = false; return immBeginBatch(prim_type, vertex_len); @@ -316,10 +316,10 @@ static void immDrawSetup(void) 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 GPUVertAttr *a = imm.vertex_format.attribs + a_idx; const uint offset = imm.buffer_offset + a->offset; - const GLvoid* pointer = (const GLubyte*)0 + offset; + const GLvoid *pointer = (const GLubyte *)0 + offset; const uint loc = read_attrib_location(&imm.attrib_binding, a_idx); @@ -413,7 +413,7 @@ static void setAttribValueBit(uint attrib_id) void immAttrib1f(uint attrib_id, float x) { - GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id; + 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); @@ -423,7 +423,7 @@ void immAttrib1f(uint attrib_id, float x) #endif setAttribValueBit(attrib_id); - float* data = (float*)(imm.vertex_data + attrib->offset); + float *data = (float *)(imm.vertex_data + attrib->offset); /* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */ data[0] = x; @@ -431,7 +431,7 @@ void immAttrib1f(uint attrib_id, float x) void immAttrib2f(uint attrib_id, float x, float y) { - GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id; + 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); @@ -441,7 +441,7 @@ void immAttrib2f(uint attrib_id, float x, float y) #endif setAttribValueBit(attrib_id); - float* data = (float*)(imm.vertex_data + attrib->offset); + float *data = (float *)(imm.vertex_data + attrib->offset); /* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */ data[0] = x; @@ -450,7 +450,7 @@ void immAttrib2f(uint attrib_id, float x, float y) void immAttrib3f(uint attrib_id, float x, float y, float z) { - GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id; + 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); @@ -460,7 +460,7 @@ void immAttrib3f(uint attrib_id, float x, float y, float z) #endif setAttribValueBit(attrib_id); - float* data = (float*)(imm.vertex_data + attrib->offset); + float *data = (float *)(imm.vertex_data + attrib->offset); /* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */ data[0] = x; @@ -470,7 +470,7 @@ void immAttrib3f(uint attrib_id, float x, float y, float z) void immAttrib4f(uint attrib_id, float x, float y, float z, float w) { - GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id; + 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); @@ -480,7 +480,7 @@ void immAttrib4f(uint attrib_id, float x, float y, float z, float w) #endif setAttribValueBit(attrib_id); - float* data = (float*)(imm.vertex_data + attrib->offset); + float *data = (float *)(imm.vertex_data + attrib->offset); /* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */ data[0] = x; @@ -491,7 +491,7 @@ void immAttrib4f(uint attrib_id, float x, float y, float z, float w) void immAttrib1u(uint attrib_id, uint x) { - GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id; + 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); @@ -501,14 +501,14 @@ void immAttrib1u(uint attrib_id, uint x) #endif setAttribValueBit(attrib_id); - uint* data = (uint*)(imm.vertex_data + attrib->offset); + 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; + 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); @@ -518,7 +518,7 @@ void immAttrib2i(uint attrib_id, int x, int y) #endif setAttribValueBit(attrib_id); - int* data = (int*)(imm.vertex_data + attrib->offset); + int *data = (int *)(imm.vertex_data + attrib->offset); data[0] = x; data[1] = y; @@ -526,7 +526,7 @@ void immAttrib2i(uint attrib_id, int x, int y) void immAttrib2s(uint attrib_id, short x, short y) { - GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id; + 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); @@ -536,7 +536,7 @@ void immAttrib2s(uint attrib_id, short x, short y) #endif setAttribValueBit(attrib_id); - short* data = (short*)(imm.vertex_data + attrib->offset); + short *data = (short *)(imm.vertex_data + attrib->offset); data[0] = x; data[1] = y; @@ -559,7 +559,7 @@ void immAttrib4fv(uint attrib_id, const float data[4]) void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b) { - GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id; + 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); @@ -569,7 +569,7 @@ void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned cha #endif setAttribValueBit(attrib_id); - GLubyte* data = imm.vertex_data + attrib->offset; + GLubyte *data = imm.vertex_data + attrib->offset; /* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */ data[0] = r; @@ -579,7 +579,7 @@ void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned cha 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; + 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); @@ -589,7 +589,7 @@ void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned cha #endif setAttribValueBit(attrib_id); - GLubyte* data = imm.vertex_data + attrib->offset; + GLubyte *data = imm.vertex_data + attrib->offset; /* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */ data[0] = r; @@ -633,11 +633,11 @@ static void immEndVertex(void) /* and move on to the next vertex */ #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; + 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; + GLubyte *data = imm.vertex_data + a->offset; memcpy(data, data - imm.vertex_format.stride, a->sz); /* TODO: consolidate copy of adjacent attributes */ } @@ -714,31 +714,31 @@ void immVertex2iv(uint attrib_id, const int data[2]) #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) +void immUniform1f(const char *name, float x) { GET_UNIFORM glUniform1f(uniform->location, x); } -void immUniform2f(const char* name, float x, float y) +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]) +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) +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]) +void immUniform3fv(const char *name, const float data[3]) { GET_UNIFORM glUniform3fv(uniform->location, 1, data); @@ -747,7 +747,7 @@ void immUniform3fv(const char* name, const float data[3]) /* 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) +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); @@ -765,19 +765,19 @@ void immUniformArray3fv(const char* bare_name, const float *data, int count) glUniform3fv(uniform->location, count, data); } -void immUniform4f(const char* name, float x, float y, float z, float w) +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]) +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) +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); @@ -795,19 +795,19 @@ void immUniformArray4fv(const char* bare_name, const float *data, int count) glUniform4fv(uniform->location, count, data); } -void immUniformMatrix4fv(const char* name, const float data[4][4]) +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) +void immUniform1i(const char *name, int x) { GET_UNIFORM glUniform1i(uniform->location, x); } -void immUniform4iv(const char* name, const int data[4]) +void immUniform4iv(const char *name, const int data[4]) { GET_UNIFORM glUniform4iv(uniform->location, 1, data); @@ -817,7 +817,7 @@ void immUniform4iv(const char* name, const int data[4]) void immUniformColor4f(float r, float g, float b, float a) { - const GPUShaderInput* uniform = GPU_shaderinterface_uniform_builtin(imm.shader_interface, GPU_UNIFORM_COLOR); + const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(imm.shader_interface, GPU_UNIFORM_COLOR); #if TRUST_NO_ONE assert(uniform != NULL); #endif diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c index b794048087a..cf594367bdf 100644 --- a/source/blender/gpu/intern/gpu_immediate_util.c +++ b/source/blender/gpu/intern/gpu_immediate_util.c @@ -269,14 +269,14 @@ void imm_draw_circle_fill_3d(unsigned pos, float x, float y, float rad, int nseg } /** -* Draw a lined box. -* -* \param pos The vertex attribute number for position. -* \param x1 left. -* \param y1 bottom. -* \param x2 right. -* \param y2 top. -*/ + * Draw a lined box. + * + * \param pos The vertex attribute number for position. + * \param x1 left. + * \param y1 bottom. + * \param x2 right. + * \param y2 top. + */ void imm_draw_box_wire_2d(unsigned pos, float x1, float y1, float x2, float y2) { immBegin(GPU_PRIM_LINE_LOOP, 4); @@ -353,17 +353,17 @@ void imm_draw_cube_wire_3d(uint pos, const float co[3], const float aspect[3]) } /** -* Draw a cylinder. Replacement for gluCylinder. -* _warning_ : Slow, better use it only if you no other choices. -* -* \param pos The vertex attribute number for position. -* \param nor The vertex attribute number for normal. -* \param base Specifies the radius of the cylinder at z = 0. -* \param top Specifies the radius of the cylinder at z = height. -* \param height Specifies the height of the cylinder. -* \param slices Specifies the number of subdivisions around the z axis. -* \param stacks Specifies the number of subdivisions along the z axis. -*/ + * Draw a cylinder. Replacement for gluCylinder. + * _warning_ : Slow, better use it only if you no other choices. + * + * \param pos The vertex attribute number for position. + * \param nor The vertex attribute number for normal. + * \param base Specifies the radius of the cylinder at z = 0. + * \param top Specifies the radius of the cylinder at z = height. + * \param height Specifies the height of the cylinder. + * \param slices Specifies the number of subdivisions around the z axis. + * \param stacks Specifies the number of subdivisions along the z axis. + */ void imm_draw_cylinder_fill_normal_3d( unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks) { @@ -384,10 +384,10 @@ void imm_draw_cylinder_fill_normal_3d( float h1 = height * ((float)j / (float)stacks); float h2 = height * ((float)(j + 1) / (float)stacks); - float v1[3] = {r1 *cos2, r1 * sin2, h1}; - float v2[3] = {r2 *cos2, r2 * sin2, h2}; - float v3[3] = {r2 *cos1, r2 * sin1, h2}; - float v4[3] = {r1 *cos1, r1 * sin1, h1}; + float v1[3] = {r1 * cos2, r1 * sin2, h1}; + float v2[3] = {r2 * cos2, r2 * sin2, h2}; + float v3[3] = {r2 * cos1, r2 * sin1, h2}; + float v4[3] = {r1 * cos1, r1 * sin1, h1}; float n1[3], n2[3]; /* calc normals */ diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index bd0e35f5ab6..9566f091ada 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -659,14 +659,15 @@ GPUMaterial *GPU_material_from_nodetree( GPU_nodes_prune(&mat->nodes, mat->outlink); GPU_nodes_get_vertex_attributes(&mat->nodes, &mat->attribs); /* Create source code and search pass cache for an already compiled version. */ - mat->pass = GPU_generate_pass_new(mat, - mat->outlink, - &mat->attribs, - &mat->nodes, - vert_code, - geom_code, - frag_lib, - defines); + mat->pass = GPU_generate_pass_new( + mat, + mat->outlink, + &mat->attribs, + &mat->nodes, + vert_code, + geom_code, + frag_lib, + defines); if (mat->pass == NULL) { /* We had a cache hit and the shader has already failed to compile. */ diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c index 87fcc5f25a3..0fa4a158c00 100644 --- a/source/blender/gpu/intern/gpu_matrix.c +++ b/source/blender/gpu/intern/gpu_matrix.c @@ -110,7 +110,7 @@ static void checkmat(cosnt float *m) } } -#define CHECKMAT(m) checkmat((const float*)m) +#define CHECKMAT(m) checkmat((const float *)m) #else diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c index 7023e44d289..1c0e7ed4c1c 100644 --- a/source/blender/gpu/intern/gpu_select.c +++ b/source/blender/gpu/intern/gpu_select.c @@ -242,7 +242,7 @@ bool GPU_select_is_cached(void) const uint *GPU_select_buffer_near(const uint *buffer, int hits) { const uint *buffer_near = NULL; - uint depth_min = (uint)-1; + uint depth_min = (uint) - 1; for (int i = 0; i < hits; i++) { if (buffer[1] < depth_min) { BLI_assert(buffer[3] != -1); diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index c5325b6ff21..1eae073d9c0 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -214,8 +214,9 @@ static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH]) } } -static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH], - bool use_opensubdiv) +static void gpu_shader_standard_defines( + char defines[MAX_DEFINE_LENGTH], + bool use_opensubdiv) { /* some useful defines to detect GPU type */ if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) { @@ -244,11 +245,12 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH], * a global typedef which we don't have better place to define * in yet. */ - strcat(defines, "struct VertexData {\n" - " vec4 position;\n" - " vec3 normal;\n" - " vec2 uv;" - "};\n"); + strcat(defines, + "struct VertexData {\n" + " vec4 position;\n" + " vec3 normal;\n" + " vec2 uv;" + "};\n"); } #else UNUSED_VARS(use_opensubdiv); @@ -257,21 +259,23 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH], return; } -GPUShader *GPU_shader_create(const char *vertexcode, - const char *fragcode, - const char *geocode, - const char *libcode, - const char *defines) +GPUShader *GPU_shader_create( + const char *vertexcode, + const char *fragcode, + const char *geocode, + const char *libcode, + const char *defines) { - return GPU_shader_create_ex(vertexcode, - fragcode, - geocode, - libcode, - defines, - GPU_SHADER_FLAGS_NONE, - GPU_SHADER_TFB_NONE, - NULL, - 0); + return GPU_shader_create_ex( + vertexcode, + fragcode, + geocode, + libcode, + defines, + GPU_SHADER_FLAGS_NONE, + GPU_SHADER_TFB_NONE, + NULL, + 0); } #define DEBUG_SHADER_NONE "" @@ -321,15 +325,16 @@ static void gpu_dump_shaders(const char **code, const int num_shaders, const cha printf("Shader file written to disk: %s\n", shader_path); } -GPUShader *GPU_shader_create_ex(const char *vertexcode, - const char *fragcode, - const char *geocode, - const char *libcode, - const char *defines, - const int flags, - const GPUShaderTFBType tf_type, - const char **tf_names, - const int tf_count) +GPUShader *GPU_shader_create_ex( + const char *vertexcode, + const char *fragcode, + const char *geocode, + const char *libcode, + const char *defines, + const int flags, + const GPUShaderTFBType tf_type, + const char **tf_names, + const int tf_count) { #ifdef WITH_OPENSUBDIV bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0; @@ -366,8 +371,9 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode, return NULL; } - gpu_shader_standard_defines(standard_defines, - use_opensubdiv); + gpu_shader_standard_defines( + standard_defines, + use_opensubdiv); gpu_shader_standard_extensions(standard_extensions); if (vertexcode) { @@ -410,12 +416,13 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode, #ifdef WITH_OPENSUBDIV /* TODO(sergey): Move to fragment shader source code generation. */ if (use_opensubdiv) { - source[num_source++] = + source[num_source++] = ( "#ifdef USE_OPENSUBDIV\n" "in block {\n" " VertexData v;\n" "} inpt;\n" - "#endif\n"; + "#endif\n" + ); } #endif @@ -502,13 +509,15 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode, /* TODO(sergey): Find a better place for this. */ if (use_opensubdiv) { if (GLEW_VERSION_4_1) { - glProgramUniform1i(shader->program, - GPU_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location, - 30); /* GL_TEXTURE30 */ - - glProgramUniform1i(shader->program, - GPU_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location, - 31); /* GL_TEXTURE31 */ + glProgramUniform1i( + shader->program, + GPU_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location, + 30); /* GL_TEXTURE30 */ + + glProgramUniform1i( + shader->program, + GPU_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location, + 31); /* GL_TEXTURE31 */ } else { glUseProgram(shader->program); @@ -903,17 +912,20 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) { /* TODO: remove after switch to core profile (maybe) */ - static const GPUShaderStages legacy_fancy_edges = - { datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl, - datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl }; + static const GPUShaderStages legacy_fancy_edges = { + datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl, + datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl, + }; stages = &legacy_fancy_edges; } if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR && !GLEW_VERSION_3_2) { /* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */ /* TODO: remove after switch to core profile (maybe) */ - static const GPUShaderStages legacy_dashed_lines = { datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl, - datatoc_gpu_shader_2D_line_dashed_frag_glsl }; + static const GPUShaderStages legacy_dashed_lines = { + datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl, + datatoc_gpu_shader_2D_line_dashed_frag_glsl, + }; stages = &legacy_dashed_lines; } diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c index ec2f52a2a2d..7e1d942da2d 100644 --- a/source/blender/gpu/intern/gpu_shader_interface.c +++ b/source/blender/gpu/intern/gpu_shader_interface.c @@ -42,9 +42,9 @@ #include <stdio.h> #endif -static const char* BuiltinUniform_name(GPUUniformBuiltin u) +static const char *BuiltinUniform_name(GPUUniformBuiltin u) { - static const char* names[] = { + static const char *names[] = { [GPU_UNIFORM_NONE] = NULL, [GPU_UNIFORM_MODEL] = "ModelMatrix", @@ -76,7 +76,7 @@ static const char* BuiltinUniform_name(GPUUniformBuiltin u) return names[u]; } -GPU_INLINE bool match(const char* a, const char* b) +GPU_INLINE bool match(const char *a, const char *b) { return strcmp(a, b) == 0; } @@ -90,28 +90,31 @@ 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 void set_input_name( + GPUShaderInterface *shaderface, GPUShaderInput *input, + const 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 */ } -GPU_INLINE void shader_input_to_bucket(GPUShaderInput* input, - GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]) +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; } -GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS], - const char *name_buffer, const char *name) +GPU_INLINE const GPUShaderInput *buckets_lookup( + GPUShaderInput *const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS], + const char *name_buffer, 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]; + const GPUShaderInput *input = buckets[bucket_index]; if (input == NULL) { /* Requested uniform is not found at all. */ return NULL; @@ -129,7 +132,7 @@ GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GP return NULL; } /* Work through possible collisions. */ - const GPUShaderInput* next = input; + const GPUShaderInput *next = input; while (next != NULL) { input = next; next = input->next; @@ -143,7 +146,7 @@ GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GP return NULL; /* not found */ } -GPU_INLINE void buckets_free(GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]) +GPU_INLINE void buckets_free(GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS]) { for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) { GPUShaderInput *input = buckets[bucket_index]; @@ -155,13 +158,13 @@ GPU_INLINE void buckets_free(GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUC } } -static bool setup_builtin_uniform(GPUShaderInput* input, const char* name) +static bool setup_builtin_uniform(GPUShaderInput *input, const char *name) { /* 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); + const char *builtin_name = BuiltinUniform_name(u); if (match(name, builtin_name)) { input->builtin_type = u; return true; @@ -171,15 +174,15 @@ static bool setup_builtin_uniform(GPUShaderInput* input, const char* name) return false; } -static const GPUShaderInput* add_uniform(GPUShaderInterface* shaderface, const char* name) +static const GPUShaderInput *add_uniform(GPUShaderInterface *shaderface, const char *name) { - GPUShaderInput* input = malloc(sizeof(GPUShaderInput)); + GPUShaderInput *input = malloc(sizeof(GPUShaderInput)); input->location = glGetUniformLocation(shaderface->program, name); uint name_len = strlen(name); shaderface->name_buffer = realloc(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); /* include NULL terminator */ - char* name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset; + char *name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset; strcpy(name_buffer, name); set_input_name(shaderface, input, name, name_len); @@ -192,17 +195,18 @@ static const GPUShaderInput* add_uniform(GPUShaderInterface* shaderface, const c shaderface->builtin_uniforms[input->builtin_type] = input; } #if DEBUG_SHADER_INTERFACE - printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface, - shaderface->program, - name, - input->location); + 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 *GPU_shaderinterface_create(int32_t program) { - GPUShaderInterface* shaderface = calloc(1, sizeof(GPUShaderInterface)); + GPUShaderInterface *shaderface = calloc(1, sizeof(GPUShaderInterface)); shaderface->program = program; #if DEBUG_SHADER_INTERFACE @@ -223,16 +227,16 @@ GPUShaderInterface* GPU_shaderinterface_create(int32_t program) /* Attributes */ for (uint32_t i = 0; i < attr_len; ++i) { - GPUShaderInput* input = malloc(sizeof(GPUShaderInput)); + GPUShaderInput *input = malloc(sizeof(GPUShaderInput)); GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset; - char* name = shaderface->name_buffer + shaderface->name_buffer_offset; + char *name = shaderface->name_buffer + shaderface->name_buffer_offset; GLsizei name_len = 0; glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name); /* remove "[0]" from array name */ - if (name[name_len-1] == ']') { - name[name_len-3] = '\0'; + if (name[name_len - 1] == ']') { + name[name_len - 3] = '\0'; name_len -= 3; } @@ -250,9 +254,9 @@ GPUShaderInterface* GPU_shaderinterface_create(int32_t program) } /* Uniform Blocks */ for (uint32_t i = 0; i < ubo_len; ++i) { - GPUShaderInput* input = malloc(sizeof(GPUShaderInput)); + GPUShaderInput *input = malloc(sizeof(GPUShaderInput)); GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset; - char* name = shaderface->name_buffer + shaderface->name_buffer_offset; + char *name = shaderface->name_buffer + shaderface->name_buffer_offset; GLsizei name_len = 0; glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name); @@ -269,19 +273,19 @@ GPUShaderInterface* GPU_shaderinterface_create(int32_t program) } /* Builtin Uniforms */ for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) { - const char* builtin_name = BuiltinUniform_name(u); + const char *builtin_name = BuiltinUniform_name(u); if (glGetUniformLocation(program, builtin_name) != -1) { - add_uniform((GPUShaderInterface*)shaderface, builtin_name); + add_uniform((GPUShaderInterface *)shaderface, builtin_name); } } /* Batches ref buffer */ shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = calloc(shaderface->batches_len, sizeof(GPUBatch*)); + shaderface->batches = calloc(shaderface->batches_len, sizeof(GPUBatch *)); return shaderface; } -void GPU_shaderinterface_discard(GPUShaderInterface* shaderface) +void GPU_shaderinterface_discard(GPUShaderInterface *shaderface) { /* Free memory used by buckets and has entries. */ buckets_free(shaderface->uniform_buckets); @@ -300,19 +304,19 @@ void GPU_shaderinterface_discard(GPUShaderInterface* shaderface) free(shaderface); } -const GPUShaderInput* GPU_shaderinterface_uniform(const GPUShaderInterface* shaderface, const char* name) +const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface, const char *name) { /* TODO: Warn if we find a matching builtin, since these can be looked up much quicker. */ - const GPUShaderInput* input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name); + const GPUShaderInput *input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name); /* If input is not found add it so it's found next time. */ if (input == NULL) { - input = add_uniform((GPUShaderInterface*)shaderface, name); + input = add_uniform((GPUShaderInterface *)shaderface, name); } return (input->location != -1) ? input : NULL; } -const GPUShaderInput* GPU_shaderinterface_uniform_builtin( - const GPUShaderInterface* shaderface, GPUUniformBuiltin builtin) +const GPUShaderInput *GPU_shaderinterface_uniform_builtin( + const GPUShaderInterface *shaderface, GPUUniformBuiltin builtin) { #if TRUST_NO_ONE assert(builtin != GPU_UNIFORM_NONE); @@ -322,17 +326,17 @@ const GPUShaderInput* GPU_shaderinterface_uniform_builtin( return shaderface->builtin_uniforms[builtin]; } -const GPUShaderInput* GPU_shaderinterface_ubo(const GPUShaderInterface* shaderface, const char* name) +const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface, const char *name) { return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name); } -const GPUShaderInput* GPU_shaderinterface_attr(const GPUShaderInterface* shaderface, const char* name) +const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface, const char *name) { return buckets_lookup(shaderface->attrib_buckets, shaderface->name_buffer, name); } -void GPU_shaderinterface_add_batch_ref(GPUShaderInterface* shaderface, GPUBatch* batch) +void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch) { int i; /* find first unused slot */ for (i = 0; i < shaderface->batches_len; ++i) { @@ -344,13 +348,13 @@ void GPU_shaderinterface_add_batch_ref(GPUShaderInterface* shaderface, GPUBatch* /* Not enough place, realloc the array. */ i = shaderface->batches_len; shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = realloc(shaderface->batches, sizeof(GPUBatch*) * shaderface->batches_len); - memset(shaderface->batches + i, 0, sizeof(GPUBatch*) * GPU_SHADERINTERFACE_REF_ALLOC_COUNT); + shaderface->batches = realloc(shaderface->batches, sizeof(GPUBatch *) * shaderface->batches_len); + memset(shaderface->batches + i, 0, sizeof(GPUBatch *) * GPU_SHADERINTERFACE_REF_ALLOC_COUNT); } shaderface->batches[i] = batch; } -void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface* shaderface, GPUBatch* 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) { diff --git a/source/blender/gpu/intern/gpu_state.c b/source/blender/gpu/intern/gpu_state.c index 588d61640bd..68d846ccfba 100644 --- a/source/blender/gpu/intern/gpu_state.c +++ b/source/blender/gpu/intern/gpu_state.c @@ -66,10 +66,11 @@ void GPU_blend_set_func_separate( GPUBlendFunction src_rgb, GPUBlendFunction dst_rgb, GPUBlendFunction src_alpha, GPUBlendFunction dst_alpha) { - glBlendFuncSeparate(gpu_get_gl_blendfunction(src_rgb), - gpu_get_gl_blendfunction(dst_rgb), - gpu_get_gl_blendfunction(src_alpha), - gpu_get_gl_blendfunction(dst_alpha)); + glBlendFuncSeparate( + gpu_get_gl_blendfunction(src_rgb), + gpu_get_gl_blendfunction(dst_rgb), + gpu_get_gl_blendfunction(src_alpha), + gpu_get_gl_blendfunction(dst_alpha)); } void GPU_depth_test(bool enable) diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c index 52afe17d885..4465136dd0f 100644 --- a/source/blender/gpu/intern/gpu_texture.c +++ b/source/blender/gpu/intern/gpu_texture.c @@ -160,9 +160,10 @@ static int gpu_get_component_count(GPUTextureFormat format) /* Definitely not complete, edit according to the gl specification. */ static void gpu_validate_data_format(GPUTextureFormat tex_format, GPUDataFormat data_format) { - if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, - GPU_DEPTH_COMPONENT16, - GPU_DEPTH_COMPONENT32F)) + if (ELEM(tex_format, + GPU_DEPTH_COMPONENT24, + GPU_DEPTH_COMPONENT16, + GPU_DEPTH_COMPONENT32F)) { BLI_assert(data_format == GPU_DATA_FLOAT); } @@ -196,9 +197,10 @@ static void gpu_validate_data_format(GPUTextureFormat tex_format, GPUDataFormat static GPUDataFormat gpu_get_data_format_from_tex_format(GPUTextureFormat tex_format) { - if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, - GPU_DEPTH_COMPONENT16, - GPU_DEPTH_COMPONENT32F)) + if (ELEM(tex_format, + GPU_DEPTH_COMPONENT24, + GPU_DEPTH_COMPONENT16, + GPU_DEPTH_COMPONENT32F)) { return GPU_DATA_FLOAT; } @@ -232,9 +234,10 @@ static GPUDataFormat gpu_get_data_format_from_tex_format(GPUTextureFormat tex_fo /* Definitely not complete, edit according to the gl specification. */ static GLenum gpu_get_gl_dataformat(GPUTextureFormat data_type, GPUTextureFormatFlag *format_flag) { - if (ELEM(data_type, GPU_DEPTH_COMPONENT24, - GPU_DEPTH_COMPONENT16, - GPU_DEPTH_COMPONENT32F)) + if (ELEM(data_type, + GPU_DEPTH_COMPONENT24, + GPU_DEPTH_COMPONENT16, + GPU_DEPTH_COMPONENT32F)) { *format_flag |= GPU_FORMAT_DEPTH; return GL_DEPTH_COMPONENT; @@ -1161,8 +1164,9 @@ void GPU_texture_bind(GPUTexture *tex, int number) if ((G.debug & G_DEBUG)) { for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) { if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) { - fprintf(stderr, "Feedback loop warning!: Attempting to bind " - "texture attached to current framebuffer!\n"); + fprintf(stderr, + "Feedback loop warning!: Attempting to bind " + "texture attached to current framebuffer!\n"); BLI_assert(0); /* Should never happen! */ break; } diff --git a/source/blender/gpu/intern/gpu_vertex_buffer.c b/source/blender/gpu/intern/gpu_vertex_buffer.c index 5b29913800d..b25d9fc3a2c 100644 --- a/source/blender/gpu/intern/gpu_vertex_buffer.c +++ b/source/blender/gpu/intern/gpu_vertex_buffer.c @@ -49,16 +49,16 @@ static GLenum convert_usage_type_to_gl(GPUUsageType type) return table[type]; } -GPUVertBuf* GPU_vertbuf_create(GPUUsageType usage) +GPUVertBuf *GPU_vertbuf_create(GPUUsageType usage) { - GPUVertBuf* verts = malloc(sizeof(GPUVertBuf)); + GPUVertBuf *verts = malloc(sizeof(GPUVertBuf)); GPU_vertbuf_init(verts, usage); return verts; } -GPUVertBuf* GPU_vertbuf_create_with_format_ex(const GPUVertFormat* format, GPUUsageType usage) +GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *format, GPUUsageType usage) { - GPUVertBuf* verts = GPU_vertbuf_create(usage); + GPUVertBuf *verts = GPU_vertbuf_create(usage); GPU_vertformat_copy(&verts->format, format); if (!format->packed) { VertexFormat_pack(&verts->format); @@ -69,14 +69,14 @@ GPUVertBuf* GPU_vertbuf_create_with_format_ex(const GPUVertFormat* format, GPUUs /* TODO: implement those memory savings */ } -void GPU_vertbuf_init(GPUVertBuf* verts, GPUUsageType usage) +void GPU_vertbuf_init(GPUVertBuf *verts, GPUUsageType usage) { memset(verts, 0, sizeof(GPUVertBuf)); verts->usage = usage; verts->dirty = true; } -void GPU_vertbuf_init_with_format_ex(GPUVertBuf* verts, const GPUVertFormat* format, GPUUsageType usage) +void GPU_vertbuf_init_with_format_ex(GPUVertBuf *verts, const GPUVertFormat *format, GPUUsageType usage) { GPU_vertbuf_init(verts, usage); GPU_vertformat_copy(&verts->format, format); @@ -85,7 +85,7 @@ void GPU_vertbuf_init_with_format_ex(GPUVertBuf* verts, const GPUVertFormat* for } } -void GPU_vertbuf_discard(GPUVertBuf* verts) +void GPU_vertbuf_discard(GPUVertBuf *verts) { if (verts->vbo_id) { GPU_buf_id_free(verts->vbo_id); @@ -99,15 +99,15 @@ void GPU_vertbuf_discard(GPUVertBuf* verts) free(verts); } -uint GPU_vertbuf_size_get(const GPUVertBuf* verts) +uint GPU_vertbuf_size_get(const GPUVertBuf *verts) { return vertex_buffer_size(&verts->format, verts->vertex_len); } /* create a new allocation, discarding any existing data */ -void GPU_vertbuf_data_alloc(GPUVertBuf* verts, uint v_len) +void GPU_vertbuf_data_alloc(GPUVertBuf *verts, uint v_len) { - GPUVertFormat* format = &verts->format; + GPUVertFormat *format = &verts->format; if (!format->packed) { VertexFormat_pack(format); } @@ -133,7 +133,7 @@ void GPU_vertbuf_data_alloc(GPUVertBuf* verts, uint v_len) } /* resize buffer keeping existing data */ -void GPU_vertbuf_data_resize(GPUVertBuf* verts, uint v_len) +void GPU_vertbuf_data_resize(GPUVertBuf *verts, uint v_len) { #if TRUST_NO_ONE assert(verts->data != NULL); @@ -152,7 +152,7 @@ void GPU_vertbuf_data_resize(GPUVertBuf* verts, uint v_len) /* Set vertex count but does not change allocation. * Only this many verts will be uploaded to the GPU and rendered. * This is usefull for streaming data. */ -void GPU_vertbuf_vertex_count_set(GPUVertBuf* verts, uint v_len) +void GPU_vertbuf_vertex_count_set(GPUVertBuf *verts, uint v_len) { #if TRUST_NO_ONE assert(verts->data != NULL); /* only for dynamic data */ @@ -166,10 +166,10 @@ void GPU_vertbuf_vertex_count_set(GPUVertBuf* verts, uint v_len) verts->vertex_len = v_len; } -void GPU_vertbuf_attr_set(GPUVertBuf* verts, uint a_idx, uint v_idx, const void* data) +void GPU_vertbuf_attr_set(GPUVertBuf *verts, uint a_idx, uint v_idx, const void *data) { - const GPUVertFormat* format = &verts->format; - const GPUVertAttr* a = format->attribs + a_idx; + const GPUVertFormat *format = &verts->format; + const GPUVertAttr *a = format->attribs + a_idx; #if TRUST_NO_ONE assert(a_idx < format->attr_len); @@ -177,13 +177,13 @@ void GPU_vertbuf_attr_set(GPUVertBuf* verts, uint a_idx, uint v_idx, const void* assert(verts->data != NULL); #endif verts->dirty = true; - memcpy((GLubyte*)verts->data + a->offset + v_idx * format->stride, data, a->sz); + memcpy((GLubyte *)verts->data + a->offset + v_idx * format->stride, data, a->sz); } -void GPU_vertbuf_attr_fill(GPUVertBuf* verts, uint a_idx, const void* data) +void GPU_vertbuf_attr_fill(GPUVertBuf *verts, uint a_idx, const void *data) { - const GPUVertFormat* format = &verts->format; - const GPUVertAttr* a = format->attribs + a_idx; + const GPUVertFormat *format = &verts->format; + const GPUVertAttr *a = format->attribs + a_idx; #if TRUST_NO_ONE assert(a_idx < format->attr_len); @@ -193,10 +193,10 @@ void GPU_vertbuf_attr_fill(GPUVertBuf* verts, uint a_idx, const void* data) GPU_vertbuf_attr_fill_stride(verts, a_idx, stride, data); } -void GPU_vertbuf_attr_fill_stride(GPUVertBuf* verts, uint a_idx, uint stride, const void* data) +void GPU_vertbuf_attr_fill_stride(GPUVertBuf *verts, uint a_idx, uint stride, const void *data) { - const GPUVertFormat* format = &verts->format; - const GPUVertAttr* a = format->attribs + a_idx; + const GPUVertFormat *format = &verts->format; + const GPUVertAttr *a = format->attribs + a_idx; #if TRUST_NO_ONE assert(a_idx < format->attr_len); @@ -212,15 +212,15 @@ void GPU_vertbuf_attr_fill_stride(GPUVertBuf* verts, uint a_idx, uint stride, co else { /* we must copy it per vertex */ for (uint v = 0; v < vertex_len; ++v) { - memcpy((GLubyte*)verts->data + a->offset + v * format->stride, (const GLubyte*)data + v * stride, a->sz); + memcpy((GLubyte *)verts->data + a->offset + v * format->stride, (const GLubyte *)data + v * stride, a->sz); } } } -void GPU_vertbuf_attr_get_raw_data(GPUVertBuf* verts, uint a_idx, GPUVertBufRaw *access) +void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *verts, uint a_idx, GPUVertBufRaw *access) { - const GPUVertFormat* format = &verts->format; - const GPUVertAttr* a = format->attribs + a_idx; + const GPUVertFormat *format = &verts->format; + const GPUVertAttr *a = format->attribs + a_idx; #if TRUST_NO_ONE assert(a_idx < format->attr_len); @@ -231,14 +231,14 @@ void GPU_vertbuf_attr_get_raw_data(GPUVertBuf* verts, uint a_idx, GPUVertBufRaw access->size = a->sz; access->stride = format->stride; - access->data = (GLubyte*)verts->data + a->offset; + access->data = (GLubyte *)verts->data + a->offset; access->data_init = access->data; #if TRUST_NO_ONE access->_data_end = access->data_init + (size_t)(verts->vertex_alloc * format->stride); #endif } -static void VertBuffer_upload_data(GPUVertBuf* verts) +static void VertBuffer_upload_data(GPUVertBuf *verts) { uint buffer_sz = GPU_vertbuf_size_get(verts); @@ -254,7 +254,7 @@ static void VertBuffer_upload_data(GPUVertBuf* verts) verts->dirty = false; } -void GPU_vertbuf_use(GPUVertBuf* verts) +void GPU_vertbuf_use(GPUVertBuf *verts) { glBindBuffer(GL_ARRAY_BUFFER, verts->vbo_id); if (verts->dirty) { diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c index d0a907bcd0d..f1f75f449d4 100644 --- a/source/blender/gpu/intern/gpu_vertex_format.c +++ b/source/blender/gpu/intern/gpu_vertex_format.c @@ -40,7 +40,7 @@ #include <stdio.h> #endif -void GPU_vertformat_clear(GPUVertFormat* format) +void GPU_vertformat_clear(GPUVertFormat *format) { #if TRUST_NO_ONE memset(format, 0, sizeof(GPUVertFormat)); @@ -56,7 +56,7 @@ void GPU_vertformat_clear(GPUVertFormat* format) #endif } -void GPU_vertformat_copy(GPUVertFormat* dest, const GPUVertFormat* src) +void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src) { /* copy regular struct fields */ memcpy(dest, src, sizeof(GPUVertFormat)); @@ -90,7 +90,7 @@ static unsigned comp_sz(GPUVertCompType type) #if TRUST_NO_ONE assert(type <= GPU_COMP_F32); /* other types have irregular sizes (not bytes) */ #endif - const GLubyte sizes[] = {1,1,2,2,4,4,4}; + const GLubyte sizes[] = {1, 1, 2, 2, 4, 4, 4}; return sizes[type]; } @@ -116,7 +116,7 @@ static unsigned attrib_align(const GPUVertAttr *a) } } -unsigned vertex_buffer_size(const GPUVertFormat* format, unsigned vertex_len) +unsigned vertex_buffer_size(const GPUVertFormat *format, unsigned vertex_len) { #if TRUST_NO_ONE assert(format->packed && format->stride > 0); @@ -124,10 +124,10 @@ unsigned vertex_buffer_size(const GPUVertFormat* format, unsigned vertex_len) return format->stride * vertex_len; } -static const char* copy_attrib_name(GPUVertFormat* format, const char* name) +static const char *copy_attrib_name(GPUVertFormat *format, const char *name) { /* strncpy does 110% of what we need; let's do exactly 100% */ - char* name_copy = format->names + format->name_offset; + char *name_copy = format->names + format->name_offset; unsigned available = GPU_VERT_ATTR_NAMES_BUF_LEN - format->name_offset; bool terminated = false; @@ -149,7 +149,9 @@ static const char* copy_attrib_name(GPUVertFormat* format, const char* name) return name_copy; } -unsigned GPU_vertformat_attr_add(GPUVertFormat* format, const char* name, GPUVertCompType comp_type, unsigned comp_len, GPUVertFetchMode fetch_mode) +unsigned GPU_vertformat_attr_add( + GPUVertFormat *format, const char *name, + GPUVertCompType comp_type, unsigned comp_len, GPUVertFetchMode fetch_mode) { #if TRUST_NO_ONE assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */ @@ -178,7 +180,7 @@ unsigned GPU_vertformat_attr_add(GPUVertFormat* format, const char* name, GPUVer format->name_len++; /* multiname support */ const unsigned attrib_id = format->attr_len++; - GPUVertAttr* attrib = format->attribs + attrib_id; + GPUVertAttr *attrib = format->attribs + attrib_id; attrib->name[attrib->name_len++] = copy_attrib_name(format, name); attrib->comp_type = comp_type; @@ -191,9 +193,9 @@ unsigned GPU_vertformat_attr_add(GPUVertFormat* format, const char* name, GPUVer return attrib_id; } -void GPU_vertformat_alias_add(GPUVertFormat* format, const char* alias) +void GPU_vertformat_alias_add(GPUVertFormat *format, const char *alias) { - GPUVertAttr* attrib = format->attribs + (format->attr_len - 1); + GPUVertAttr *attrib = format->attribs + (format->attr_len - 1); #if TRUST_NO_ONE assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */ assert(attrib->name_len < GPU_VERT_ATTR_MAX_NAMES); @@ -221,7 +223,7 @@ static void show_pack(unsigned a_idx, unsigned sz, unsigned pad) } #endif -void VertexFormat_pack(GPUVertFormat* format) +void VertexFormat_pack(GPUVertFormat *format) { /* For now, attributes are packed in the order they were added, * making sure each attrib is naturally aligned (add padding where necessary) @@ -231,7 +233,7 @@ void VertexFormat_pack(GPUVertFormat* format) /* TODO: realloc just enough to hold the final combo string. And just enough to * hold used attribs, not all 16. */ - GPUVertAttr* a0 = format->attribs + 0; + GPUVertAttr *a0 = format->attribs + 0; a0->offset = 0; unsigned offset = a0->sz; @@ -240,7 +242,7 @@ void VertexFormat_pack(GPUVertFormat* format) #endif for (unsigned a_idx = 1; a_idx < format->attr_len; ++a_idx) { - GPUVertAttr* a = format->attribs + a_idx; + GPUVertAttr *a = format->attribs + a_idx; unsigned mid_padding = padding(offset, attrib_align(a)); offset += mid_padding; a->offset = offset; |