From 19175f4757df6d90c87ccf83ed5c5199bd1d4aba Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 30 Jul 2020 01:07:29 +0200 Subject: GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle --- source/blender/gpu/intern/gpu_immediate.cc | 33 +++++++++++++++--------------- 1 file changed, 16 insertions(+), 17 deletions(-) (limited to 'source/blender/gpu/intern/gpu_immediate.cc') diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc index 849979d13db..ac3e653c9ff 100644 --- a/source/blender/gpu/intern/gpu_immediate.cc +++ b/source/blender/gpu/intern/gpu_immediate.cc @@ -72,7 +72,7 @@ typedef struct { GLuint vao_id; - GLuint bound_program; + GPUShader *bound_program; const GPUShaderInterface *shader_interface; GPUAttrBinding attr_binding; uint16_t prev_enabled_attr_bits; /* <-- only affects this VAO, so we're ok */ @@ -143,48 +143,47 @@ GPUVertFormat *immVertexFormat(void) return &imm.vertex_format; } -void immBindProgram(GLuint program, const GPUShaderInterface *shaderface) +void immBindShader(GPUShader *shader) { #if TRUST_NO_ONE - assert(imm.bound_program == 0); - assert(glIsProgram(program)); + assert(imm.bound_program == NULL); + assert(glIsProgram(shader->program)); #endif - imm.bound_program = program; - imm.shader_interface = shaderface; + imm.bound_program = shader; + imm.shader_interface = shader->interface; if (!imm.vertex_format.packed) { VertexFormat_pack(&imm.vertex_format); } - glUseProgram(program); - get_attr_locations(&imm.vertex_format, &imm.attr_binding, shaderface); - GPU_matrix_bind(shaderface); - GPU_shader_set_srgb_uniform(shaderface); + GPU_shader_bind(shader); + get_attr_locations(&imm.vertex_format, &imm.attr_binding, imm.shader_interface); + GPU_matrix_bind(imm.shader_interface); + GPU_shader_set_srgb_uniform(imm.shader_interface); } void immBindBuiltinProgram(eGPUBuiltinShader shader_id) { GPUShader *shader = GPU_shader_get_builtin_shader(shader_id); - immBindProgram(shader->program, shader->interface); + immBindShader(shader); } void immUnbindProgram(void) { #if TRUST_NO_ONE - assert(imm.bound_program != 0); + assert(imm.bound_program != NULL); #endif #if PROGRAM_NO_OPTI glUseProgram(0); #endif - imm.bound_program = 0; + imm.bound_program = NULL; } /* XXX do not use it. Special hack to use OCIO with batch API. */ -void immGetProgram(GLuint *program, GPUShaderInterface **shaderface) +GPUShader *immGetShader(void) { - *program = imm.bound_program; - *shaderface = (GPUShaderInterface *)imm.shader_interface; + return imm.bound_program; } #if TRUST_NO_ONE @@ -423,7 +422,7 @@ void immEnd(void) GPU_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len); /* TODO: resize only if vertex count is much smaller */ } - GPU_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface); + GPU_batch_set_shader(imm.batch, imm.bound_program); imm.batch->phase = GPU_BATCH_READY_TO_DRAW; imm.batch = NULL; /* don't free, batch belongs to caller */ } -- cgit v1.2.3