GPU: Convert gpu_shader_interface.c to C++

This commit is contained in:
Clément Foucault 2020-07-30 23:49:13 +02:00
parent de097b28cc
commit 6941e27f4a
2 changed files with 68 additions and 45 deletions

View File

@ -77,7 +77,7 @@ set(SRC
intern/gpu_select_sample_query.c
intern/gpu_shader.cc
intern/gpu_shader_builtin.c
intern/gpu_shader_interface.c
intern/gpu_shader_interface.cc
intern/gpu_state.cc
intern/gpu_texture.cc
intern/gpu_uniformbuffer.cc

View File

@ -47,47 +47,66 @@
static const char *BuiltinUniform_name(GPUUniformBuiltin u)
{
static const char *names[] = {
[GPU_UNIFORM_MODEL] = "ModelMatrix",
[GPU_UNIFORM_VIEW] = "ViewMatrix",
[GPU_UNIFORM_MODELVIEW] = "ModelViewMatrix",
[GPU_UNIFORM_PROJECTION] = "ProjectionMatrix",
[GPU_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix",
[GPU_UNIFORM_MVP] = "ModelViewProjectionMatrix",
switch (u) {
case GPU_UNIFORM_MODEL:
return "ModelMatrix";
case GPU_UNIFORM_VIEW:
return "ViewMatrix";
case GPU_UNIFORM_MODELVIEW:
return "ModelViewMatrix";
case GPU_UNIFORM_PROJECTION:
return "ProjectionMatrix";
case GPU_UNIFORM_VIEWPROJECTION:
return "ViewProjectionMatrix";
case GPU_UNIFORM_MVP:
return "ModelViewProjectionMatrix";
[GPU_UNIFORM_MODEL_INV] = "ModelMatrixInverse",
[GPU_UNIFORM_VIEW_INV] = "ViewMatrixInverse",
[GPU_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse",
[GPU_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse",
[GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
case GPU_UNIFORM_MODEL_INV:
return "ModelMatrixInverse";
case GPU_UNIFORM_VIEW_INV:
return "ViewMatrixInverse";
case GPU_UNIFORM_MODELVIEW_INV:
return "ModelViewMatrixInverse";
case GPU_UNIFORM_PROJECTION_INV:
return "ProjectionMatrixInverse";
case GPU_UNIFORM_VIEWPROJECTION_INV:
return "ViewProjectionMatrixInverse";
[GPU_UNIFORM_NORMAL] = "NormalMatrix",
[GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
[GPU_UNIFORM_CLIPPLANES] = "WorldClipPlanes",
case GPU_UNIFORM_NORMAL:
return "NormalMatrix";
case GPU_UNIFORM_ORCO:
return "OrcoTexCoFactors";
case GPU_UNIFORM_CLIPPLANES:
return "WorldClipPlanes";
[GPU_UNIFORM_COLOR] = "color",
[GPU_UNIFORM_BASE_INSTANCE] = "baseInstance",
[GPU_UNIFORM_RESOURCE_CHUNK] = "resourceChunk",
[GPU_UNIFORM_RESOURCE_ID] = "resourceId",
[GPU_UNIFORM_SRGB_TRANSFORM] = "srgbTarget",
case GPU_UNIFORM_COLOR:
return "color";
case GPU_UNIFORM_BASE_INSTANCE:
return "baseInstance";
case GPU_UNIFORM_RESOURCE_CHUNK:
return "resourceChunk";
case GPU_UNIFORM_RESOURCE_ID:
return "resourceId";
case GPU_UNIFORM_SRGB_TRANSFORM:
return "srgbTarget";
[GPU_NUM_UNIFORMS] = NULL,
};
return names[u];
default:
return NULL;
}
}
static const char *BuiltinUniformBlock_name(GPUUniformBlockBuiltin u)
{
static const char *names[] = {
[GPU_UNIFORM_BLOCK_VIEW] = "viewBlock",
[GPU_UNIFORM_BLOCK_MODEL] = "modelBlock",
[GPU_UNIFORM_BLOCK_INFO] = "infoBlock",
[GPU_NUM_UNIFORM_BLOCKS] = NULL,
};
return names[u];
switch (u) {
case GPU_UNIFORM_BLOCK_VIEW:
return "viewBlock";
case GPU_UNIFORM_BLOCK_MODEL:
return "modelBlock";
case GPU_UNIFORM_BLOCK_INFO:
return "infoBlock";
default:
return NULL;
}
}
GPU_INLINE bool match(const char *a, const char *b)
@ -273,7 +292,7 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
/* Bit set to true if uniform comes from a uniform block. */
BLI_bitmap *uniforms_from_blocks = BLI_BITMAP_NEW(active_uniform_len, __func__);
/* Set uniforms from block for exclusion. */
GLint *ubo_uni_ids = MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__);
GLint *ubo_uni_ids = (GLint *)MEM_mallocN(sizeof(GLint) * max_ubo_uni_len, __func__);
for (int i = 0; i < ubo_len; i++) {
GLint ubo_uni_len;
glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &ubo_uni_len);
@ -291,16 +310,18 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
int input_tot_len = attr_len + ubo_len + uniform_len;
size_t interface_size = sizeof(GPUShaderInterface) + sizeof(GPUShaderInput) * input_tot_len;
GPUShaderInterface *shaderface = MEM_callocN(interface_size, "GPUShaderInterface");
GPUShaderInterface *shaderface = (GPUShaderInterface *)MEM_callocN(interface_size,
"GPUShaderInterface");
shaderface->attribute_len = attr_len;
shaderface->ubo_len = ubo_len;
shaderface->uniform_len = uniform_len;
shaderface->name_buffer = MEM_mallocN(name_buffer_len, "name_buffer");
shaderface->name_buffer = (char *)MEM_mallocN(name_buffer_len, "name_buffer");
GPUShaderInput *inputs = shaderface->inputs;
/* Temp buffer. */
int input_tmp_len = max_iii(attr_len, ubo_len, uniform_len);
GPUShaderInput *inputs_tmp = MEM_mallocN(sizeof(GPUShaderInput) * input_tmp_len, "name_buffer");
GPUShaderInput *inputs_tmp = (GPUShaderInput *)MEM_mallocN(
sizeof(GPUShaderInput) * input_tmp_len, "name_buffer");
/* Attributes */
shaderface->enabled_attr_mask = 0;
@ -366,27 +387,29 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
sort_input_list(inputs, inputs_tmp, shaderface->uniform_len);
/* Builtin Uniforms */
for (GPUUniformBuiltin u = 0; u < GPU_NUM_UNIFORMS; u++) {
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
shaderface->builtins[u] = glGetUniformLocation(program, BuiltinUniform_name(u));
}
/* Builtin Uniforms Blocks */
for (GPUUniformBlockBuiltin u = 0; u < GPU_NUM_UNIFORM_BLOCKS; u++) {
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
const GPUShaderInput *block = GPU_shaderinterface_ubo(shaderface, BuiltinUniformBlock_name(u));
shaderface->builtin_blocks[u] = (block != NULL) ? block->binding : -1;
}
/* Batches ref buffer */
shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
"GPUShaderInterface batches");
shaderface->batches = (GPUBatch **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
"GPUShaderInterface batches");
MEM_freeN(uniforms_from_blocks);
MEM_freeN(inputs_tmp);
/* Resize name buffer to save some memory. */
if (name_buffer_offset < name_buffer_len) {
shaderface->name_buffer = MEM_reallocN(shaderface->name_buffer, name_buffer_offset);
shaderface->name_buffer = (char *)MEM_reallocN(shaderface->name_buffer, name_buffer_offset);
}
#if DEBUG_SHADER_INTERFACE
@ -501,8 +524,8 @@ void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch
/* Not enough place, realloc the array. */
i = shaderface->batches_len;
shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = MEM_recallocN(shaderface->batches,
sizeof(GPUBatch *) * shaderface->batches_len);
shaderface->batches = (GPUBatch **)MEM_recallocN(shaderface->batches,
sizeof(GPUBatch *) * shaderface->batches_len);
}
shaderface->batches[i] = batch;
}