Welcome to mirror list, hosted at ThFree Co, Russian Federation.

GPU_shader_interface.h « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 319a79a9e429e9623d05a33421969398d0ae5128 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2016 by Mike Erwin.
 * All rights reserved.
 */

/** \file
 * \ingroup gpu
 *
 * GPU shader interface (C --> GLSL)
 */

#ifndef __GPU_SHADER_INTERFACE_H__
#define __GPU_SHADER_INTERFACE_H__

#include "GPU_common.h"

#ifdef __cplusplus
extern "C" {
#endif

typedef enum {
  GPU_UNIFORM_NONE = 0, /* uninitialized/unknown */

  GPU_UNIFORM_MODEL,          /* mat4 ModelMatrix */
  GPU_UNIFORM_VIEW,           /* mat4 ViewMatrix */
  GPU_UNIFORM_MODELVIEW,      /* mat4 ModelViewMatrix */
  GPU_UNIFORM_PROJECTION,     /* mat4 ProjectionMatrix */
  GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
  GPU_UNIFORM_MVP,            /* mat4 ModelViewProjectionMatrix */

  GPU_UNIFORM_MODEL_INV,          /* mat4 ModelMatrixInverse */
  GPU_UNIFORM_VIEW_INV,           /* mat4 ViewMatrixInverse */
  GPU_UNIFORM_MODELVIEW_INV,      /* mat4 ModelViewMatrixInverse */
  GPU_UNIFORM_PROJECTION_INV,     /* mat4 ProjectionMatrixInverse */
  GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */

  GPU_UNIFORM_NORMAL,     /* mat3 NormalMatrix */
  GPU_UNIFORM_ORCO,       /* vec4 OrcoTexCoFactors[] */
  GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */

  GPU_UNIFORM_COLOR,          /* vec4 color */
  GPU_UNIFORM_BASE_INSTANCE,  /* int baseInstance */
  GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
  GPU_UNIFORM_RESOURCE_ID,    /* int resourceId */
  GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */

  GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */

  GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
} GPUUniformBuiltin;

typedef struct GPUShaderInput {
  uint32_t name_offset;
  uint32_t name_hash;
  int32_t location;
  /** Defined at interface creation or in shader. Only for Samplers, UBOs and Vertex Attribs. */
  int32_t binding;
} GPUShaderInput;

#define GPU_SHADERINTERFACE_REF_ALLOC_COUNT 16

typedef struct GPUShaderInterface {
  /** Buffer containing all inputs names separated by '\0'. */
  char *name_buffer;
  /** Reference to GPUBatches using this interface */
  struct GPUBatch **batches;
  uint batches_len;
  /** Input counts. */
  uint attribute_len;
  uint ubo_len;
  uint uniform_len;
  /** Enabled bindpoints that needs to be fed with data. */
  uint16_t enabled_attr_mask;
  uint16_t enabled_ubo_mask;
  uint64_t enabled_tex_mask;
  /** Opengl Location of builtin uniforms. Fast access, no lookup needed. */
  /* TODO replace by location only array. */
  GPUShaderInput builtins[GPU_NUM_UNIFORMS];
  /** Flat array. In this order: Attributes, Ubos, Uniforms. */
  GPUShaderInput inputs[0];
} 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);

/* 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 *);

#ifdef __cplusplus
}
#endif

#endif /* __GPU_SHADER_INTERFACE_H__ */