Cleanup: GPUBatch: Remove GL functions from uniform assignment

This commit is contained in:
Clément Foucault 2020-08-09 01:49:06 +02:00
parent b0f30bd684
commit de4eb115ac
2 changed files with 29 additions and 30 deletions

View File

@ -135,7 +135,6 @@ void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
eGPUBuiltinShader shader_id,
eGPUShaderConfig sh_cfg);
void GPU_batch_uniform_1ui(GPUBatch *, const char *name, uint value);
void GPU_batch_uniform_1i(GPUBatch *, const char *name, int value);
void GPU_batch_uniform_1b(GPUBatch *, const char *name, bool value);
void GPU_batch_uniform_1f(GPUBatch *, const char *name, float value);

View File

@ -515,73 +515,65 @@ static void batch_update_program_bindings(GPUBatch *batch, uint i_first)
}
}
#if TRUST_NO_ONE
# define GET_UNIFORM \
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); \
assert(uniform);
#else
# define GET_UNIFORM \
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name);
#endif
/* -------------------------------------------------------------------- */
/** \name Uniform setters
* \{ */
void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, uint value)
{
GET_UNIFORM
glUniform1ui(uniform->location, value);
}
#define GET_UNIFORM \
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); \
BLI_assert(uniform);
void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value)
{
GET_UNIFORM
glUniform1i(uniform->location, value);
GPU_shader_uniform_int(batch->shader, uniform->location, value);
}
void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value)
{
GET_UNIFORM
glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
GPU_batch_uniform_1i(batch, name, value ? GL_TRUE : GL_FALSE);
}
void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y)
{
GET_UNIFORM
glUniform2f(uniform->location, x, y);
const float data[2] = {x, y};
GPU_batch_uniform_2fv(batch, name, data);
}
void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z)
{
GET_UNIFORM
glUniform3f(uniform->location, x, y, z);
const float data[3] = {x, y, z};
GPU_batch_uniform_3fv(batch, name, data);
}
void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w)
{
GET_UNIFORM
glUniform4f(uniform->location, x, y, z, w);
const float data[4] = {x, y, z, w};
GPU_batch_uniform_4fv(batch, name, data);
}
void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x)
{
GET_UNIFORM
glUniform1f(uniform->location, x);
GPU_shader_uniform_float(batch->shader, uniform->location, x);
}
void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2])
{
GET_UNIFORM
glUniform2fv(uniform->location, 1, data);
GPU_shader_uniform_vector(batch->shader, uniform->location, 2, 1, data);
}
void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3])
{
GET_UNIFORM
glUniform3fv(uniform->location, 1, data);
GPU_shader_uniform_vector(batch->shader, uniform->location, 3, 1, data);
}
void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4])
{
GET_UNIFORM
glUniform4fv(uniform->location, 1, data);
GPU_shader_uniform_vector(batch->shader, uniform->location, 4, 1, data);
}
void GPU_batch_uniform_2fv_array(GPUBatch *batch,
@ -590,7 +582,7 @@ void GPU_batch_uniform_2fv_array(GPUBatch *batch,
const float *data)
{
GET_UNIFORM
glUniform2fv(uniform->location, len, data);
GPU_shader_uniform_vector(batch->shader, uniform->location, 2, len, data);
}
void GPU_batch_uniform_4fv_array(GPUBatch *batch,
@ -599,15 +591,21 @@ void GPU_batch_uniform_4fv_array(GPUBatch *batch,
const float *data)
{
GET_UNIFORM
glUniform4fv(uniform->location, len, data);
GPU_shader_uniform_vector(batch->shader, uniform->location, 4, len, data);
}
void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[4][4])
{
GET_UNIFORM
glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data);
GPU_shader_uniform_vector(batch->shader, uniform->location, 16, 1, (const float *)data);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Drawing / Drawcall functions
* \{ */
static void *elem_offset(const GPUIndexBuf *el, int v_first)
{
#if GPU_TRACK_INDEX_RANGE
@ -766,6 +764,8 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
// glBindVertexArray(0);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */