From 4c9589909807f346e23966379f240dd57d057a1d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 16 Jan 2019 04:41:27 +0100 Subject: GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensure This is in order to make the API more multithread friendly inside the draw manager. GPU_shader_get_uniform will only serve to query the shader interface and not do any GL call, making it threadsafe. For now it only print a warning if the uniform was not queried before. --- source/blender/gpu/GPU_shader.h | 1 + source/blender/gpu/GPU_shader_interface.h | 1 + source/blender/gpu/intern/gpu_batch.c | 4 ++-- source/blender/gpu/intern/gpu_codegen.c | 4 ++-- source/blender/gpu/intern/gpu_immediate.c | 6 +++--- source/blender/gpu/intern/gpu_shader.c | 19 ++++++++++++++++++- source/blender/gpu/intern/gpu_shader_interface.c | 7 ++++++- source/blender/gpu/intern/gpu_viewport.c | 6 +++--- 8 files changed, 36 insertions(+), 12 deletions(-) (limited to 'source/blender/gpu') diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 4803c6c0792..62e1101a141 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -82,6 +82,7 @@ int GPU_shader_get_program(GPUShader *shader); void *GPU_shader_get_interface(GPUShader *shader); int GPU_shader_get_uniform(GPUShader *shader, const char *name); +int GPU_shader_get_uniform_ensure(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( diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h index af89e487cf8..0559a72e52c 100644 --- a/source/blender/gpu/GPU_shader_interface.h +++ b/source/blender/gpu/GPU_shader_interface.h @@ -94,6 +94,7 @@ 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_ensure(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); diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index a2184df229f..30d38eb60fb 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -428,9 +428,9 @@ 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_ensure(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_ensure(batch->interface, name); #endif void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value) diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 4360941e332..7db51dac3a3 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -1274,7 +1274,7 @@ void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListB if (input->source == GPU_SOURCE_TEX) { if (input->bindtex) { - input->shaderloc = GPU_shader_get_uniform(shader, input->shadername); + input->shaderloc = GPU_shader_get_uniform_ensure(shader, input->shadername); /* extract nodes */ BLI_remlink(&node->inputs, input); BLI_addtail(inputs, input); @@ -1904,7 +1904,7 @@ static int count_active_texture_sampler(GPUShader *shader, char *source) if (*code != '\0') { char sampler_name[64]; code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name)); - int id = GPU_shader_get_uniform(shader, sampler_name); + int id = GPU_shader_get_uniform_ensure(shader, sampler_name); if (id == -1) { continue; diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c index a71ba68821b..3e13b52e1a5 100644 --- a/source/blender/gpu/intern/gpu_immediate.c +++ b/source/blender/gpu/intern/gpu_immediate.c @@ -703,16 +703,16 @@ void immVertex2iv(uint attrib_id, const int data[2]) #if 0 # if TRUST_NO_ONE -# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform); +# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); assert(uniform); # else -# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); +# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); # endif #else /* NOTE: It is possible to have uniform fully optimized out from the shader. * In this case we can't assert failure or allow NULL-pointer dereference. * TODO(sergey): How can we detect existing-but-optimized-out uniform but still * catch typos in uniform names passed to immUniform*() functions? */ -# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return; +# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); if (uniform == NULL) return; #endif void immUniform1f(const char *name, float x) diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 8a141eaa2b2..31a85800754 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -563,6 +563,24 @@ int GPU_shader_get_uniform(GPUShader *shader, const char *name) { BLI_assert(shader && shader->program); const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name); +#if 1 /* Remove this when we have transitionned all uniforms. */ + if (uniform == NULL) { +# ifndef NDEBUG + printf("Uniform \"%s\" needs to be added to shader interface after shader creation.\n", name); +# endif + /* Fallback to avoid issues. */ + return GPU_shader_get_uniform_ensure(shader, name); + } +#else + BLI_assert(uniform); +#endif + return uniform->location; +} + +int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name) +{ + BLI_assert(shader && shader->program); + const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(shader->interface, name); return uniform ? uniform->location : -1; } @@ -576,7 +594,6 @@ int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin) int GPU_shader_get_uniform_block(GPUShader *shader, const char *name) { BLI_assert(shader && shader->program); - const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name); return ubo ? ubo->location : -1; } diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c index d46fc979363..7522c92eb93 100644 --- a/source/blender/gpu/intern/gpu_shader_interface.c +++ b/source/blender/gpu/intern/gpu_shader_interface.c @@ -310,9 +310,14 @@ void GPU_shaderinterface_discard(GPUShaderInterface *shaderface) } const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface, const char *name) +{ + return buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name); +} + +const GPUShaderInput *GPU_shaderinterface_uniform_ensure(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 = GPU_shaderinterface_uniform(shaderface, name); /* If input is not found add it so it's found next time. */ if (input == NULL) { input = add_uniform((GPUShaderInterface *)shaderface, name); diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index 1dd3faa3b03..7a3d020fe36 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -536,9 +536,9 @@ void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect) GPU_shader_bind(shader); GPU_texture_bind(color, 0); - glUniform1i(GPU_shader_get_uniform(shader, "image"), 0); - glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy); - glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x1, y1, x2, y2); + glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0); + glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy); + glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x1, y1, x2, y2); glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f); GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4); 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