GPUShader: Add back vertformat_from_shader()

This commit is contained in:
Clément Foucault 2020-08-14 23:50:51 +02:00
parent e8c48ce075
commit ba3c18f4b2
4 changed files with 119 additions and 112 deletions

View File

@ -50,6 +50,8 @@ class Shader : public GPUShader {
virtual void uniform_float(int location, int comp_len, int array_size, const float *data) = 0;
virtual void uniform_int(int location, int comp_len, int array_size, const int *data) = 0;
virtual void vertformat_from_shader(GPUVertFormat *) const = 0;
protected:
void print_errors(Span<const char *> sources, char *log);
};

View File

@ -24,7 +24,9 @@
*/
#include "GPU_vertex_format.h"
#include "gpu_shader_private.hh"
#include "gpu_vertex_format_private.h"
#include <stddef.h>
#include <string.h>
@ -32,14 +34,14 @@
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "GPU_shader.h"
#define PACK_DEBUG 0
#if PACK_DEBUG
# include <stdio.h>
#endif
using namespace blender::gpu;
void GPU_vertformat_clear(GPUVertFormat *format)
{
#if TRUST_NO_ONE
@ -403,115 +405,8 @@ void VertexFormat_pack(GPUVertFormat *format)
format->packed = true;
}
static uint calc_component_size(const GLenum gl_type)
void GPU_vertformat_from_shader(GPUVertFormat *format, const struct GPUShader *gpushader)
{
switch (gl_type) {
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
return 2;
case GL_FLOAT_VEC3:
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
return 3;
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
return 4;
case GL_FLOAT_MAT3:
return 9;
case GL_FLOAT_MAT4:
return 16;
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT3x2:
return 6;
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT4x2:
return 8;
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x3:
return 12;
default:
return 1;
}
}
static void get_fetch_mode_and_comp_type(int gl_type,
GPUVertCompType *r_comp_type,
GPUVertFetchMode *r_fetch_mode)
{
switch (gl_type) {
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
*r_comp_type = GPU_COMP_F32;
*r_fetch_mode = GPU_FETCH_FLOAT;
break;
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
*r_comp_type = GPU_COMP_I32;
*r_fetch_mode = GPU_FETCH_INT;
break;
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
*r_comp_type = GPU_COMP_U32;
*r_fetch_mode = GPU_FETCH_INT;
break;
default:
BLI_assert(0);
}
}
void GPU_vertformat_from_shader(GPUVertFormat *format, const GPUShader *shader)
{
UNUSED_VARS(format, shader);
#if 0 /* TODO (fclem) port to GLShader */
GPU_vertformat_clear(format);
GPUVertAttr *attr = &format->attrs[0];
GLint attr_len;
glGetProgramiv(shader->program, GL_ACTIVE_ATTRIBUTES, &attr_len);
for (int i = 0; i < attr_len; i++) {
char name[256];
GLenum gl_type;
GLint size;
glGetActiveAttrib(shader->program, i, sizeof(name), NULL, &size, &gl_type, name);
/* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
if (glGetAttribLocation(shader->program, name) == -1) {
continue;
}
format->name_len++; /* multiname support */
format->attr_len++;
GPUVertCompType comp_type;
GPUVertFetchMode fetch_mode;
get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode);
attr->names[attr->name_len++] = copy_attr_name(format, name);
attr->offset = 0; /* offsets & stride are calculated later (during pack) */
attr->comp_len = calc_component_size(gl_type) * size;
attr->sz = attr->comp_len * 4;
attr->fetch_mode = fetch_mode;
attr->comp_type = comp_type;
attr += 1;
}
#endif
const Shader *shader = static_cast<const Shader *>(gpushader);
shader->vertformat_from_shader(format);
}

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@ -306,3 +306,111 @@ void GLShader::uniform_int(int location, int comp_len, int array_size, const int
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPUVertFormat from Shader
* \{ */
static uint calc_component_size(const GLenum gl_type)
{
switch (gl_type) {
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
return 2;
case GL_FLOAT_VEC3:
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
return 3;
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
return 4;
case GL_FLOAT_MAT3:
return 9;
case GL_FLOAT_MAT4:
return 16;
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT3x2:
return 6;
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT4x2:
return 8;
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x3:
return 12;
default:
return 1;
}
}
static void get_fetch_mode_and_comp_type(int gl_type,
GPUVertCompType *r_comp_type,
GPUVertFetchMode *r_fetch_mode)
{
switch (gl_type) {
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
*r_comp_type = GPU_COMP_F32;
*r_fetch_mode = GPU_FETCH_FLOAT;
break;
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
*r_comp_type = GPU_COMP_I32;
*r_fetch_mode = GPU_FETCH_INT;
break;
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
*r_comp_type = GPU_COMP_U32;
*r_fetch_mode = GPU_FETCH_INT;
break;
default:
BLI_assert(0);
}
}
void GLShader::vertformat_from_shader(GPUVertFormat *format) const
{
GPU_vertformat_clear(format);
GLint attr_len;
glGetProgramiv(shader_program_, GL_ACTIVE_ATTRIBUTES, &attr_len);
for (int i = 0; i < attr_len; i++) {
char name[256];
GLenum gl_type;
GLint size;
glGetActiveAttrib(shader_program_, i, sizeof(name), NULL, &size, &gl_type, name);
/* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
if (glGetAttribLocation(shader_program_, name) == -1) {
continue;
}
GPUVertCompType comp_type;
GPUVertFetchMode fetch_mode;
get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode);
int comp_len = calc_component_size(gl_type) * size;
GPU_vertformat_attr_add(format, name, comp_type, comp_len, fetch_mode);
}
}
/** \} */

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@ -67,6 +67,8 @@ class GLShader : public Shader {
void uniform_float(int location, int comp_len, int array_size, const float *data) override;
void uniform_int(int location, int comp_len, int array_size, const int *data) override;
void vertformat_from_shader(GPUVertFormat *format) const override;
private:
char *glsl_patch_get(void);