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blender-archive/source/blender/gpu/intern/gpu_shader_interface.c

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU shader interface (C --> GLSL)
*/
#include "BKE_global.h"
#include "BLI_math_base.h"
#include "MEM_guardedalloc.h"
#include "GPU_shader_interface.h"
#include "gpu_batch_private.h"
#include "gpu_context_private.h"
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#define DEBUG_SHADER_INTERFACE 0
#define DEBUG_SHADER_UNIFORMS 0
#if DEBUG_SHADER_INTERFACE
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# include <stdio.h>
#endif
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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",
[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",
[GPU_UNIFORM_NORMAL] = "NormalMatrix",
[GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
[GPU_UNIFORM_CLIPPLANES] = "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",
[GPU_NUM_UNIFORMS] = NULL,
};
return names[u];
}
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];
}
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GPU_INLINE bool match(const char *a, const char *b)
{
return strcmp(a, b) == 0;
}
GPU_INLINE uint hash_string(const char *str)
{
uint i = 0, c;
while ((c = *str++)) {
i = i * 37 + c;
}
return i;
}
GPU_INLINE uint32_t set_input_name(GPUShaderInterface *shaderface,
GPUShaderInput *input,
char *name,
uint32_t name_len)
{
/* remove "[0]" from array name */
if (name[name_len - 1] == ']') {
name[name_len - 3] = '\0';
name_len -= 3;
}
input->name_offset = (uint32_t)(name - shaderface->name_buffer);
input->name_hash = hash_string(name);
return name_len + 1; /* include NULL terminator */
}
GPU_INLINE const GPUShaderInput *input_lookup(const GPUShaderInterface *shaderface,
const GPUShaderInput *const inputs,
const uint inputs_len,
const char *name)
{
const uint name_hash = hash_string(name);
/* Simple linear search for now. */
for (int i = inputs_len - 1; i >= 0; i--) {
if (inputs[i].name_hash == name_hash) {
if ((i > 0) && UNLIKELY(inputs[i - 1].name_hash == name_hash)) {
/* Hash colision resolve. */
for (; i >= 0 && inputs[i].name_hash == name_hash; i--) {
if (match(name, shaderface->name_buffer + inputs[i].name_offset)) {
return inputs + i; /* not found */
}
}
return NULL; /* not found */
}
else {
/* This is a bit dangerous since we could have a hash collision.
* where the asked uniform that does not exist has the same hash
* as a real uniform. */
BLI_assert(match(name, shaderface->name_buffer + inputs[i].name_offset));
return inputs + i;
}
}
}
return NULL; /* not found */
}
/* Note that this modify the src array. */
GPU_INLINE void sort_input_list(GPUShaderInput *dst, GPUShaderInput *src, const uint input_len)
{
for (uint i = 0; i < input_len; i++) {
GPUShaderInput *input_src = &src[0];
for (uint j = 1; j < input_len; j++) {
if (src[j].name_hash > input_src->name_hash) {
input_src = &src[j];
}
}
dst[i] = *input_src;
input_src->name_hash = 0;
}
}
static int block_binding(int32_t program, uint32_t block_index)
{
/* For now just assign a consecutive index. In the future, we should set it in
* the shader using layout(binding = i) and query its value. */
glUniformBlockBinding(program, block_index, block_index);
return block_index;
}
static int sampler_binding(int32_t program,
uint32_t uniform_index,
int32_t uniform_location,
int *sampler_len)
{
/* Identify sampler uniforms and asign sampler units to them. */
GLint type;
glGetActiveUniformsiv(program, 1, &uniform_index, GL_UNIFORM_TYPE, &type);
switch (type) {
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_MAP_ARRAY_ARB: /* OpenGL 4.0 */
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_1D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_BUFFER:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_1D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_BUFFER: {
/* For now just assign a consecutive index. In the future, we should set it in
* the shader using layout(binding = i) and query its value. */
int binding = *sampler_len;
glUniform1i(uniform_location, binding);
(*sampler_len)++;
return binding;
}
default:
return -1;
}
}
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GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
{
#ifndef NDEBUG
GLint curr_program;
glGetIntegerv(GL_CURRENT_PROGRAM, &curr_program);
BLI_assert(curr_program == program);
#endif
GLint max_attr_name_len = 0, attr_len = 0;
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attr_name_len);
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len);
GLint max_ubo_name_len = 0, ubo_len = 0;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len);
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len);
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GLint max_uniform_name_len = 0, active_uniform_len = 0, uniform_len = 0;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_len);
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active_uniform_len);
uniform_len = active_uniform_len;
/* Work around driver bug with Intel HD 4600 on Windows 7/8, where
* GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH does not work. */
if (attr_len > 0 && max_attr_name_len == 0) {
max_attr_name_len = 256;
}
if (ubo_len > 0 && max_ubo_name_len == 0) {
max_ubo_name_len = 256;
}
if (uniform_len > 0 && max_uniform_name_len == 0) {
max_uniform_name_len = 256;
}
/* GL_ACTIVE_UNIFORMS lied to us! Remove the UBO uniforms from the total before
* allocating the uniform array. */
GLint *uniforms_block_index = MEM_mallocN(sizeof(GLint) * active_uniform_len, __func__);
if (uniform_len > 0) {
GLuint *indices = MEM_mallocN(sizeof(GLuint) * active_uniform_len, __func__);
for (uint i = 0; i < uniform_len; i++) {
indices[i] = i;
}
glGetActiveUniformsiv(
program, uniform_len, indices, GL_UNIFORM_BLOCK_INDEX, uniforms_block_index);
MEM_freeN(indices);
for (int i = 0; i < active_uniform_len; i++) {
/* If GL_UNIFORM_BLOCK_INDEX is not -1 it means the uniform belongs to a UBO. */
if (uniforms_block_index[i] != -1) {
uniform_len--;
}
}
}
uint32_t name_buffer_offset = 0;
const uint32_t name_buffer_len = attr_len * max_attr_name_len + ubo_len * max_ubo_name_len +
uniform_len * max_uniform_name_len;
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");
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");
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");
/* Attributes */
shaderface->enabled_attr_mask = 0;
for (int i = 0, idx = 0; i < attr_len; i++) {
char *name = shaderface->name_buffer + name_buffer_offset;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
GLsizei name_len = 0;
GLenum type;
GLint size;
glGetActiveAttrib(program, i, remaining_buffer, &name_len, &size, &type, name);
GLint location = glGetAttribLocation(program, name);
/* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
if (location == -1) {
shaderface->attribute_len--;
continue;
}
GPUShaderInput *input = &inputs_tmp[idx++];
input->location = input->binding = location;
name_buffer_offset += set_input_name(shaderface, input, name, name_len);
shaderface->enabled_attr_mask |= (1 << input->location);
}
sort_input_list(inputs, inputs_tmp, shaderface->attribute_len);
inputs += shaderface->attribute_len;
/* Uniform Blocks */
for (int i = 0, idx = 0; i < ubo_len; i++) {
char *name = shaderface->name_buffer + name_buffer_offset;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
GLsizei name_len = 0;
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glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
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GPUShaderInput *input = &inputs_tmp[idx++];
input->binding = input->location = block_binding(program, i);
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name_buffer_offset += set_input_name(shaderface, input, name, name_len);
shaderface->enabled_ubo_mask |= (1 << input->binding);
}
sort_input_list(inputs, inputs_tmp, shaderface->ubo_len);
inputs += shaderface->ubo_len;
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/* Uniforms */
for (int i = 0, idx = 0, sampler = 0; i < active_uniform_len; i++) {
/* If GL_UNIFORM_BLOCK_INDEX is not -1 it means the uniform belongs to a UBO. */
if (uniforms_block_index[i] != -1) {
continue;
}
char *name = shaderface->name_buffer + name_buffer_offset;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
GLsizei name_len = 0;
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glGetActiveUniformName(program, i, remaining_buffer, &name_len, name);
GPUShaderInput *input = &inputs_tmp[idx++];
input->location = glGetUniformLocation(program, name);
input->binding = sampler_binding(program, i, input->location, &sampler);
name_buffer_offset += set_input_name(shaderface, input, name, name_len);
shaderface->enabled_tex_mask |= (input->binding != -1) ? (1lu << input->binding) : 0lu;
}
sort_input_list(inputs, inputs_tmp, shaderface->uniform_len);
/* Builtin Uniforms */
for (GPUUniformBuiltin u = 0; u < GPU_NUM_UNIFORMS; u++) {
shaderface->builtins[u] = glGetUniformLocation(program, BuiltinUniform_name(u));
}
/* Builtin Uniforms Blocks */
for (GPUUniformBlockBuiltin u = 0; u < GPU_NUM_UNIFORM_BLOCKS; u++) {
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");
MEM_freeN(uniforms_block_index);
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);
}
#if DEBUG_SHADER_INTERFACE
char *name_buf = shaderface->name_buffer;
printf("--- GPUShaderInterface %p, program %d ---\n", shaderface, program);
if (shaderface->attribute_len > 0) {
printf("Attributes {\n");
for (int i = 0; i < shaderface->attribute_len; i++) {
GPUShaderInput *input = shaderface->inputs + i;
printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
}
printf("};\n");
}
if (shaderface->ubo_len > 0) {
printf("Uniform Buffer Objects {\n");
for (int i = 0; i < shaderface->ubo_len; i++) {
GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len + i;
printf("\t(binding = %d) %s;\n", input->binding, name_buf + input->name_offset);
}
printf("};\n");
}
if (shaderface->enabled_tex_mask > 0) {
printf("Samplers {\n");
for (int i = 0; i < shaderface->uniform_len; i++) {
GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
shaderface->ubo_len + i;
if (input->binding != -1) {
printf("\t(location = %d, binding = %d) %s;\n",
input->location,
input->binding,
name_buf + input->name_offset);
}
}
printf("};\n");
}
if (shaderface->uniform_len > 0) {
printf("Uniforms {\n");
for (int i = 0; i < shaderface->uniform_len; i++) {
GPUShaderInput *input = shaderface->inputs + shaderface->attribute_len +
shaderface->ubo_len + i;
if (input->binding == -1) {
printf("\t(location = %d) %s;\n", input->location, name_buf + input->name_offset);
}
}
printf("};\n");
}
printf("--- GPUShaderInterface end ---\n\n");
#endif
return shaderface;
}
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void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
{
/* Free memory used by name_buffer. */
MEM_freeN(shaderface->name_buffer);
/* Remove this interface from all linked Batches vao cache. */
for (int i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] != NULL) {
gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface);
}
}
MEM_freeN(shaderface->batches);
/* Free memory used by shader interface by its self. */
MEM_freeN(shaderface);
}
const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface,
const char *name)
{
uint ofs = 0;
return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->attribute_len, name);
}
const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface,
const char *name)
{
uint ofs = shaderface->attribute_len;
return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->ubo_len, name);
}
const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface,
const char *name)
{
uint ofs = shaderface->attribute_len + shaderface->ubo_len;
return input_lookup(shaderface, shaderface->inputs + ofs, shaderface->uniform_len, name);
}
int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
GPUUniformBuiltin builtin)
{
BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORMS);
return shaderface->builtins[builtin];
}
Gawain: Refactor: VAOs caching AND use new VAOs manager. A major bottleneck of current implementation is the call to create_bindings() for basically every drawcalls. This is due to the VAO being tagged dirty when assigning a new shader to the Batch, defeating the purpose of the Batch (reuse it for drawing). Since managing hundreds of batches in DrawManager and DrawCache seems not fun enough to me, I prefered rewritting the batches itself. --- Batch changes --- For this to happen I needed to change the Instancing to be part of the Batch rather than being another batch supplied at drawtime. The Gwn_VertBuffers are copied from the batch to be instanciated and a new Gwn_VertBuffer is supplied for instancing attribs. This mean a VAO can be generated and cached for this instancing case. A Batch can be rendered with instancing, without instancing attribs and without the need for a new VAO using the GWN_batch_draw_range_ex with the force_instance parameter set to true. --- Draw manager changes --- The downside with this approach is that we must track the validity of the instanced batch (the original one). For this the only way (I could think of) is to set a callback for when the batch is getting free. This means a bit of refactor in the DrawManager with the separation of batching and instancing Batches. --- VAO cache --- Each VAO is generated for a given ShaderInterface. This means we can keep it alive as long as the shader interface lives. If a ShaderInterface is discarded, it needs to destroy every VAO associated to it. Otherwise, a new ShaderInterface with the same adress could be generated and reuse the same VAO with incorrect bindings. The VAO cache itself is using a mix between a static array of VAO and a dynamic array if the is not enough space in the static. Using this hybrid approach is a bit more performant than the dynamic array alone. The array will not resize down but empty entries will be filled up again. It's unlikely we get a buffer overflow from this. Resizing could be done on next allocation if needed. --- Results --- Using Cached VAOs means that we are not querying each vertex attrib for each vbo for each drawcall, every redraw! In a CPU limited test scene (10000 cubes in Clay engine) I get a reduction of CPU drawing time from ~20ms to 13ms. The only area that is not caching VAOs is the instancing from particles (see comment DRW_shgroup_instance_batch).
2018-02-20 01:55:19 +01:00
int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
GPUUniformBlockBuiltin builtin)
{
BLI_assert(builtin >= 0 && builtin < GPU_NUM_UNIFORM_BLOCKS);
return shaderface->builtin_blocks[builtin];
}
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void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
{
int i; /* find first unused slot */
for (i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] == NULL) {
break;
}
}
if (i == shaderface->batches_len) {
/* 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[i] = batch;
}
Gawain: Refactor: VAOs caching AND use new VAOs manager. A major bottleneck of current implementation is the call to create_bindings() for basically every drawcalls. This is due to the VAO being tagged dirty when assigning a new shader to the Batch, defeating the purpose of the Batch (reuse it for drawing). Since managing hundreds of batches in DrawManager and DrawCache seems not fun enough to me, I prefered rewritting the batches itself. --- Batch changes --- For this to happen I needed to change the Instancing to be part of the Batch rather than being another batch supplied at drawtime. The Gwn_VertBuffers are copied from the batch to be instanciated and a new Gwn_VertBuffer is supplied for instancing attribs. This mean a VAO can be generated and cached for this instancing case. A Batch can be rendered with instancing, without instancing attribs and without the need for a new VAO using the GWN_batch_draw_range_ex with the force_instance parameter set to true. --- Draw manager changes --- The downside with this approach is that we must track the validity of the instanced batch (the original one). For this the only way (I could think of) is to set a callback for when the batch is getting free. This means a bit of refactor in the DrawManager with the separation of batching and instancing Batches. --- VAO cache --- Each VAO is generated for a given ShaderInterface. This means we can keep it alive as long as the shader interface lives. If a ShaderInterface is discarded, it needs to destroy every VAO associated to it. Otherwise, a new ShaderInterface with the same adress could be generated and reuse the same VAO with incorrect bindings. The VAO cache itself is using a mix between a static array of VAO and a dynamic array if the is not enough space in the static. Using this hybrid approach is a bit more performant than the dynamic array alone. The array will not resize down but empty entries will be filled up again. It's unlikely we get a buffer overflow from this. Resizing could be done on next allocation if needed. --- Results --- Using Cached VAOs means that we are not querying each vertex attrib for each vbo for each drawcall, every redraw! In a CPU limited test scene (10000 cubes in Clay engine) I get a reduction of CPU drawing time from ~20ms to 13ms. The only area that is not caching VAOs is the instancing from particles (see comment DRW_shgroup_instance_batch).
2018-02-20 01:55:19 +01:00
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void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
{
for (int i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] == batch) {
shaderface->batches[i] = NULL;
break; /* cannot have duplicates */
}
}
}