From 428743a9b06cc09b4eb4dd3e7794d45d13457fb8 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 18 Jul 2018 23:09:31 +1000 Subject: Cleanup: style for GPU module --- source/blender/gpu/GPU_batch.h | 84 +++++++++++++++++++++--------------------- 1 file changed, 42 insertions(+), 42 deletions(-) (limited to 'source/blender/gpu/GPU_batch.h') 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 */ -- cgit v1.2.3