Gawain: improve ShaderInterface
- builtin uniforms match what Blender needs - set input counts in struct (stupid mistake) - look up uniforms by name - look up builtin uniforms by enum - check attrib/uniform locations for error
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@ -20,7 +20,9 @@ typedef enum {
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UNIFORM_PROJECTION_3D, // mat4 ProjectionMatrix
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UNIFORM_MVP_3D, // mat4 ModelViewProjectionMatrix
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UNIFORM_NORMAL_3D, // mat3 NormalMatrix
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UNIFORM_INV_NORMAL_3D, // mat3 InverseNormalMatrix
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UNIFORM_MODELVIEW_INV_3D, // mat4 ModelViewInverseMatrix
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UNIFORM_PROJECTION_INV_3D, // mat4 ProjectionInverseMatrix
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UNIFORM_MODELVIEW_2D, // mat3 ModelViewMatrix
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UNIFORM_PROJECTION_2D, // mat3 ProjectionMatrix
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@ -47,3 +49,6 @@ typedef struct {
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ShaderInterface* ShaderInterface_create(GLint program_id);
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void ShaderInterface_discard(ShaderInterface*);
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const ShaderInput* ShaderInterface_uniform(const ShaderInterface*, const char* name);
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const ShaderInput* ShaderInterface_builtin_uniform(const ShaderInterface*, BuiltinUniform);
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@ -12,6 +12,7 @@
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#include "shader_interface.h"
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#include <stdlib.h>
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#include <stddef.h>
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#include <string.h>
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#define DEBUG_SHADER_INTERFACE 0
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@ -19,8 +20,6 @@
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#include <stdio.h>
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#endif
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#if 0
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static const char* BuiltinUniform_name(BuiltinUniform u)
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{
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static const char* names[] =
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@ -31,7 +30,9 @@ static const char* BuiltinUniform_name(BuiltinUniform u)
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[UNIFORM_PROJECTION_3D] = "ProjectionMatrix",
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[UNIFORM_MVP_3D] = "ModelViewProjectionMatrix",
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[UNIFORM_NORMAL_3D] = "NormalMatrix",
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[UNIFORM_INV_NORMAL_3D] = "InverseNormalMatrix",
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[UNIFORM_MODELVIEW_INV_3D] = "ModelViewInverseMatrix",
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[UNIFORM_PROJECTION_INV_3D] = "ProjectionInverseMatrix",
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[UNIFORM_MODELVIEW_2D] = "ModelViewMatrix",
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[UNIFORM_PROJECTION_2D] = "ProjectionMatrix",
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@ -45,8 +46,6 @@ static const char* BuiltinUniform_name(BuiltinUniform u)
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return names[u];
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}
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#endif
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static bool setup_builtin_uniform(ShaderInput* input, const char* name)
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{
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// TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types
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@ -76,6 +75,8 @@ ShaderInterface* ShaderInterface_create(GLint program)
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// allocate enough space for input counts, details for each input, and a buffer for name strings
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ShaderInterface* shaderface = calloc(1, offsetof(ShaderInterface, inputs) + input_ct * sizeof(ShaderInput) + name_buffer_len);
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shaderface->uniform_ct = uniform_ct;
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shaderface->attrib_ct = attrib_ct;
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char* name_buffer = (char*)shaderface + offsetof(ShaderInterface, inputs) + input_ct * sizeof(ShaderInput);
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uint32_t name_buffer_offset = 0;
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@ -89,12 +90,19 @@ ShaderInterface* ShaderInterface_create(GLint program)
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glGetActiveUniform(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
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input->location = glGetUniformLocation(program, name);
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#if TRUST_NO_ONE
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assert(input->location != -1);
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#endif
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if (setup_builtin_uniform(input, name))
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; // reclaim space from name buffer (don't advance offset)
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else
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{
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input->name = name;
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name_buffer_offset += name_len + 1; // include NULL terminator
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input->location = glGetUniformLocation(program, name);
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}
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#if DEBUG_SHADER_INTERFACE
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printf("uniform[%u] '%s' at location %d\n", i, name, input->location);
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@ -112,11 +120,15 @@ ShaderInterface* ShaderInterface_create(GLint program)
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// TODO: reject DOUBLE gl_types
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input->location = glGetAttribLocation(program, name);
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#if TRUST_NO_ONE
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assert(input->location != -1);
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#endif
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input->name = name;
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name_buffer_offset += name_len + 1; // include NULL terminator
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input->location = glGetAttribLocation(program, name);
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#if DEBUG_SHADER_INTERFACE
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printf("attrib[%u] '%s' at location %d\n", i, name, input->location);
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#endif
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@ -138,3 +150,21 @@ void ShaderInterface_discard(ShaderInterface* shaderface)
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// allocated as one chunk, so discard is simple
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free(shaderface);
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}
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const ShaderInput* ShaderInterface_uniform(const ShaderInterface* shaderface, const char* name)
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{
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for (uint32_t i = 0; i < shaderface->uniform_ct; ++i)
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{
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const ShaderInput* uniform = shaderface->inputs + i;
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if (strcmp(uniform->name, name) == 0)
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return uniform;
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}
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return NULL; // not found
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}
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const ShaderInput* ShaderInterface_builtin_uniform(const ShaderInterface* shaderface, BuiltinUniform builtin)
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{
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// TODO: look up by enum, not name (fix setup_builtin_uniform first)
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return ShaderInterface_uniform(shaderface, BuiltinUniform_name(builtin));
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}
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