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/*
* 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)
*/
#include "MEM_guardedalloc.h"
#include "BLI_span.hh"
#include "BLI_vector.hh"
#include "gpu_shader_interface.hh"
namespace blender::gpu {
ShaderInterface::ShaderInterface(void)
{
/* TODO(fclem) add unique ID for debugging. */
}
ShaderInterface::~ShaderInterface(void)
{
/* Free memory used by name_buffer. */
MEM_freeN(name_buffer_);
MEM_freeN(inputs_);
}
static void sort_input_list(MutableSpan<ShaderInput> dst)
{
if (dst.size() == 0) {
return;
}
Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
src.copy_from(dst);
/* Simple sorting by going through the array and selecting the biggest element each time. */
for (uint i = 0; i < dst.size(); i++) {
ShaderInput *input_src = &src[0];
for (uint j = 1; j < src.size(); j++) {
if (src[j].name_hash > input_src->name_hash) {
input_src = &src[j];
}
}
dst[i] = *input_src;
input_src->name_hash = 0;
}
}
/* Sorts all inputs inside their respective array.
* This is to allow fast hash collision detection.
* See ShaderInterface::input_lookup for more details. */
void ShaderInterface::sort_inputs(void)
{
sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
}
void ShaderInterface::debug_print(void)
{
Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
char *name_buf = name_buffer_;
const char format[] = " | %.8x : %4d : %s\n";
printf(" \033[1mGPUShaderInterface : \033[0m\n");
if (attrs.size() > 0) {
printf("\n Attributes :\n");
}
for (const ShaderInput &attr : attrs) {
printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
}
if (uniforms.size() > 0) {
printf("\n Uniforms :\n");
}
for (const ShaderInput &uni : uniforms) {
/* Bypass samplers. */
if (uni.binding == -1) {
printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
}
}
if (ubos.size() > 0) {
printf("\n Uniform Buffer Objects :\n");
}
for (const ShaderInput &ubo : ubos) {
printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
}
if (enabled_tex_mask_ > 0) {
printf("\n Samplers :\n");
}
for (const ShaderInput &samp : uniforms) {
/* Bypass uniforms. */
if (samp.binding != -1) {
printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset);
}
}
printf("\n");
}
} // namespace blender::gpu
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