Cleanup: make format and fix warning
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19c793af35
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@ -47,11 +47,12 @@ void GPU_context_main_lock(void);
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void GPU_context_main_unlock(void);
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/* GPU Begin/end work blocks */
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void GPU_render_begin();
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void GPU_render_end();
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void GPU_render_begin(void);
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void GPU_render_end(void);
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/* For operations which need to run exactly once per frame -- even if there are no render updates. */
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void GPU_render_step();
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/* For operations which need to run exactly once per frame -- even if there are no render updates.
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*/
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void GPU_render_step(void);
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#ifdef __cplusplus
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}
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@ -58,10 +58,13 @@ extern "C" {
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#endif
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/* GPU Types */
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/* TODO: Verify all use-cases of GPU_type_matches to determine which graphics API it should apply to, and replace
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* with `GPU_type_matches_ex` where appropriate. */
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/* TODO: Verify all use-cases of GPU_type_matches to determine which graphics API it should apply
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* to, and replace with `GPU_type_matches_ex` where appropriate. */
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bool GPU_type_matches(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver);
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bool GPU_type_matches_ex(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver, eGPUBackendType backend);
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bool GPU_type_matches_ex(eGPUDeviceType device,
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eGPUOSType os,
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eGPUDriverType driver,
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eGPUBackendType backend);
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eGPUSupportLevel GPU_platform_support_level(void);
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const char *GPU_platform_vendor(void);
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@ -14,7 +14,7 @@
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/* TODO: Create cmake option. */
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#if WITH_OPENGL
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#define WITH_OPENGL_BACKEND 1
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# define WITH_OPENGL_BACKEND 1
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#endif
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#include "BLI_assert.h"
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@ -152,18 +152,21 @@ void GPU_context_main_unlock()
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* Used for global autoreleasepool flushing in Metal
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* \{ */
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void GPU_render_begin() {
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GPUBackend* backend = GPUBackend::get();
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void GPU_render_begin()
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{
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GPUBackend *backend = GPUBackend::get();
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BLI_assert(backend);
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backend->render_begin();
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}
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void GPU_render_end() {
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GPUBackend* backend = GPUBackend::get();
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void GPU_render_end()
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{
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GPUBackend *backend = GPUBackend::get();
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BLI_assert(backend);
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backend->render_end();
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}
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void GPU_render_step() {
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GPUBackend* backend = GPUBackend::get();
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void GPU_render_step()
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{
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GPUBackend *backend = GPUBackend::get();
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BLI_assert(backend);
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backend->render_step();
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}
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@ -229,7 +232,7 @@ void GPU_backend_exit()
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eGPUBackendType GPU_backend_get_type()
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{
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#ifdef WITH_OPENGL_BACKEND
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if (g_backend && dynamic_cast<GLBackend *>(g_backend) != nullptr) {
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return GPU_BACKEND_OPENGL;
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@ -148,10 +148,14 @@ bool GPU_type_matches(eGPUDeviceType device, eGPUOSType os, eGPUDriverType drive
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return GPU_type_matches_ex(device, os, driver, GPU_BACKEND_ANY);
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}
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bool GPU_type_matches_ex(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver, eGPUBackendType backend)
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bool GPU_type_matches_ex(eGPUDeviceType device,
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eGPUOSType os,
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eGPUDriverType driver,
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eGPUBackendType backend)
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{
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BLI_assert(GPG.initialized);
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return (GPG.device & device) && (GPG.os & os) && (GPG.driver & driver) && (GPG.backend & backend);
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return (GPG.device & device) && (GPG.os & os) && (GPG.driver & driver) &&
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(GPG.backend & backend);
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}
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/** \} */
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@ -318,7 +318,7 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
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/* Initialise Capabilities. */
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MTLBackend::capabilities.supports_argument_buffers_tier2 = ([device argumentBuffersSupport] ==
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MTLArgumentBuffersTier2);
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MTLArgumentBuffersTier2);
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MTLBackend::capabilities.supports_family_mac1 = [device supportsFamily:MTLGPUFamilyMac1];
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MTLBackend::capabilities.supports_family_mac2 = [device supportsFamily:MTLGPUFamilyMac2];
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MTLBackend::capabilities.supports_family_mac_catalyst1 = [device
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@ -347,7 +347,7 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
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/* Conservative uniform data limit is 4KB per-stage -- This is the limit of setBytes.
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* MTLBuffer path is also supported but not as efficient. */
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GCaps.max_uniforms_vert = 1024;
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GCaps.max_uniforms_vert = 1024;
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GCaps.max_uniforms_frag = 1024;
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GCaps.max_batch_indices = 1 << 31;
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@ -364,7 +364,7 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
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GCaps.shader_storage_buffer_objects_support =
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false; /* TODO(Metal): implement Storage Buffer support.*/
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/* Maximum buffer bindings: 31. Consider required slot for uniforms/UBOs/Vertex attributes.
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/* Maximum buffer bindings: 31. Consider required slot for uniforms/UBOs/Vertex attributes.
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* Can use argument buffers if a higher limit is required. */
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GCaps.max_shader_storage_buffer_bindings = 24;
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@ -373,11 +373,13 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
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GCaps.max_work_group_count[1] = 65535;
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GCaps.max_work_group_count[2] = 65535;
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/* In Metal, total_thread_count is 512 or 1024, such that
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/* In Metal, total_thread_count is 512 or 1024, such that
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* threadgroup `width*height*depth <= total_thread_count` */
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unsigned int max_threads_per_threadgroup_per_dim =
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([device supportsFamily:MTLGPUFamilyApple4] ||
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MTLBackend::capabilities.supports_family_mac1) ? 1024 : 512;
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unsigned int max_threads_per_threadgroup_per_dim =
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([device supportsFamily:MTLGPUFamilyApple4] ||
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MTLBackend::capabilities.supports_family_mac1) ?
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1024 :
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512;
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GCaps.max_work_group_size[0] = max_threads_per_threadgroup_per_dim;
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GCaps.max_work_group_size[1] = max_threads_per_threadgroup_per_dim;
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GCaps.max_work_group_size[2] = max_threads_per_threadgroup_per_dim;
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@ -394,7 +396,8 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
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GCaps.broken_amd_driver = false;
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/* Metal related workarounds. */
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/* Minimum per-vertex stride is 4 bytes in Metal. A bound vertex buffer must contribute atleast 4 bytes per vertex. */
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/* Minimum per-vertex stride is 4 bytes in Metal. A bound vertex buffer must contribute atleast 4
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* bytes per vertex. */
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GCaps.minimum_per_vertex_stride = 4;
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}
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@ -34,7 +34,7 @@ void main()
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{
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fragColor = texture(image_texture, texCoord_interp.xy);
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vec4 overlay_col = texture(overlays_texture, texCoord_interp.xy);
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if (overlay) {
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fragColor = clamp(fragColor, 0.0, 1.0);
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fragColor *= 1.0 - overlay_col.a;
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@ -28,8 +28,9 @@ void main()
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vec2 interp_offset = float(interp_size) / abs(pos.zw - pos.xy);
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texCoord_interp = mix(-interp_offset, 1.0 + interp_offset, quad);
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vec2 final_pos = mix(
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vec2(ivec2(pos.xy) + ivec2(-interp_size, interp_size)), vec2(ivec2(pos.zw) + ivec2(interp_size, -interp_size)), quad);
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vec2 final_pos = mix(vec2(ivec2(pos.xy) + ivec2(-interp_size, interp_size)),
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vec2(ivec2(pos.zw) + ivec2(interp_size, -interp_size)),
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quad);
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gl_Position = ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0);
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}
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@ -1,5 +1,8 @@
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void node_light_falloff(
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float strength, float tsmooth, out float quadratic, out float linear, out float falloff_constant)
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void node_light_falloff(float strength,
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float tsmooth,
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out float quadratic,
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out float linear,
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out float falloff_constant)
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{
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quadratic = strength;
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linear = strength;
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