Cleanup: style for GPU module

This commit is contained in:
2018-07-18 23:09:31 +10:00
parent f882df9e0f
commit 428743a9b0
31 changed files with 736 additions and 640 deletions

View File

@@ -44,9 +44,9 @@
#include <stdlib.h>
#include <string.h>
static void batch_update_program_bindings(GPUBatch* batch, uint v_first);
static void batch_update_program_bindings(GPUBatch *batch, uint v_first);
void GPU_batch_vao_cache_clear(GPUBatch* batch)
void GPU_batch_vao_cache_clear(GPUBatch *batch)
{
if (batch->context == NULL) {
return;
@@ -82,17 +82,17 @@ void GPU_batch_vao_cache_clear(GPUBatch* batch)
batch->context = NULL;
}
GPUBatch* GPU_batch_create_ex(
GPUPrimType prim_type, GPUVertBuf* verts, GPUIndexBuf* elem,
GPUBatch *GPU_batch_create_ex(
GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem,
uint owns_flag)
{
GPUBatch* batch = calloc(1, sizeof(GPUBatch));
GPUBatch *batch = calloc(1, sizeof(GPUBatch));
GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
return batch;
}
void GPU_batch_init_ex(
GPUBatch* batch, GPUPrimType prim_type, GPUVertBuf* verts, GPUIndexBuf* elem,
GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem,
uint owns_flag)
{
#if TRUST_NO_ONE
@@ -113,9 +113,9 @@ void GPU_batch_init_ex(
}
/* This will share the VBOs with the new batch. */
GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src)
GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src)
{
GPUBatch* batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
batch->gl_prim_type = batch_src->gl_prim_type;
for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
@@ -124,7 +124,7 @@ GPUBatch* GPU_batch_duplicate(GPUBatch* batch_src)
return batch;
}
void GPU_batch_discard(GPUBatch* batch)
void GPU_batch_discard(GPUBatch *batch)
{
if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) {
GPU_indexbuf_discard(batch->elem);
@@ -150,13 +150,13 @@ void GPU_batch_discard(GPUBatch* batch)
free(batch);
}
void GPU_batch_callback_free_set(GPUBatch* batch, void (*callback)(GPUBatch*, void*), void* user_data)
void GPU_batch_callback_free_set(GPUBatch *batch, void (*callback)(GPUBatch *, void *), void *user_data)
{
batch->free_callback = callback;
batch->callback_data = user_data;
}
void GPU_batch_instbuf_set(GPUBatch* batch, GPUVertBuf* inst, bool own_vbo)
void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo)
{
#if TRUST_NO_ONE
assert(inst != NULL);
@@ -179,7 +179,7 @@ void GPU_batch_instbuf_set(GPUBatch* batch, GPUVertBuf* inst, bool own_vbo)
/* Returns the index of verts in the batch. */
int GPU_batch_vertbuf_add_ex(
GPUBatch* batch, GPUVertBuf* verts,
GPUBatch *batch, GPUVertBuf *verts,
bool own_vbo)
{
/* redo the bindings */
@@ -238,7 +238,7 @@ static GLuint batch_vao_get(GPUBatch *batch)
GLuint new_vao = 0;
if (!batch->is_dynamic_vao_count) {
int i; /* find first unused slot */
for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i)
for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i)
if (batch->static_vaos.vao_ids[i] == 0)
break;
@@ -251,12 +251,12 @@ static GLuint batch_vao_get(GPUBatch *batch)
batch->is_dynamic_vao_count = true;
/* Erase previous entries, they will be added back if drawn again. */
for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; ++j) {
GPU_shaderinterface_remove_batch_ref((GPUShaderInterface*)batch->static_vaos.interfaces[j], batch);
GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[j], batch);
GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context);
}
/* Init dynamic arrays and let the branch below set the values. */
batch->dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT;
batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(GPUShaderInterface*));
batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(GPUShaderInterface *));
batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint));
}
}
@@ -271,16 +271,16 @@ static GLuint batch_vao_get(GPUBatch *batch)
/* Not enough place, realloc the array. */
i = batch->dynamic_vaos.count;
batch->dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT;
batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface*) * batch->dynamic_vaos.count);
batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count);
batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count);
memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(GPUShaderInterface*) * GPU_BATCH_VAO_DYN_ALLOC_COUNT);
memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(GPUShaderInterface *) * GPU_BATCH_VAO_DYN_ALLOC_COUNT);
memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GPU_BATCH_VAO_DYN_ALLOC_COUNT);
}
batch->dynamic_vaos.interfaces[i] = batch->interface;
batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc();
}
GPU_shaderinterface_add_batch_ref((GPUShaderInterface*)batch->interface, batch);
GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)batch->interface, batch);
#if TRUST_NO_ONE
assert(new_vao != 0);
@@ -294,7 +294,7 @@ static GLuint batch_vao_get(GPUBatch *batch)
return new_vao;
}
void GPU_batch_program_set_no_use(GPUBatch* batch, uint32_t program, const GPUShaderInterface* shaderface)
void GPU_batch_program_set_no_use(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
{
#if TRUST_NO_ONE
assert(glIsProgram(shaderface->program));
@@ -305,13 +305,13 @@ void GPU_batch_program_set_no_use(GPUBatch* batch, uint32_t program, const GPUSh
batch->vao_id = batch_vao_get(batch);
}
void GPU_batch_program_set(GPUBatch* batch, uint32_t program, const GPUShaderInterface* shaderface)
void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
{
GPU_batch_program_set_no_use(batch, program, shaderface);
GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
}
void gpu_batch_remove_interface_ref(GPUBatch* batch, const GPUShaderInterface* interface)
void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface)
{
if (batch->is_dynamic_vao_count) {
for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
@@ -337,10 +337,10 @@ void gpu_batch_remove_interface_ref(GPUBatch* batch, const GPUShaderInterface* i
}
static void create_bindings(
GPUVertBuf* verts, const GPUShaderInterface* interface,
uint v_first, const bool use_instancing)
GPUVertBuf *verts, const GPUShaderInterface *interface,
uint v_first, const bool use_instancing)
{
const GPUVertFormat* format = &verts->format;
const GPUVertFormat *format = &verts->format;
const uint attr_len = format->attr_len;
const uint stride = format->stride;
@@ -348,11 +348,11 @@ static void create_bindings(
GPU_vertbuf_use(verts);
for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
const GPUVertAttr* a = format->attribs + a_idx;
const GLvoid* pointer = (const GLubyte*)0 + a->offset + v_first * stride;
const GPUVertAttr *a = format->attribs + a_idx;
const GLvoid *pointer = (const GLubyte *)0 + a->offset + v_first * stride;
for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
const GPUShaderInput* input = GPU_shaderinterface_attr(interface, a->name[n_idx]);
const GPUShaderInput *input = GPU_shaderinterface_attr(interface, a->name[n_idx]);
if (input == NULL) continue;
@@ -365,11 +365,10 @@ static void create_bindings(
glEnableVertexAttribArray(input->location + i);
glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0);
glVertexAttribPointer(input->location + i, 4, a->gl_comp_type, GL_FALSE, stride,
(const GLubyte*)pointer + i * 16);
(const GLubyte *)pointer + i * 16);
}
}
else
{
else {
glEnableVertexAttribArray(input->location);
glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0);
@@ -390,7 +389,7 @@ static void create_bindings(
}
}
static void batch_update_program_bindings(GPUBatch* batch, uint v_first)
static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
{
for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) {
create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
@@ -403,7 +402,7 @@ static void batch_update_program_bindings(GPUBatch* batch, uint v_first)
}
}
void GPU_batch_program_use_begin(GPUBatch* batch)
void GPU_batch_program_use_begin(GPUBatch *batch)
{
/* NOTE: use_program & done_using_program are fragile, depend on staying in sync with
* the GL context's active program. use_program doesn't mark other programs as "not used". */
@@ -415,7 +414,7 @@ void GPU_batch_program_use_begin(GPUBatch* batch)
}
}
void GPU_batch_program_use_end(GPUBatch* batch)
void GPU_batch_program_use_end(GPUBatch *batch)
{
if (batch->program_in_use) {
#if PROGRAM_NO_OPTI
@@ -426,84 +425,84 @@ void GPU_batch_program_use_end(GPUBatch* batch)
}
#if TRUST_NO_ONE
#define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform);
# 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);
# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name);
#endif
void GPU_batch_uniform_1ui(GPUBatch* batch, const char* name, int value)
void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value)
{
GET_UNIFORM
glUniform1ui(uniform->location, value);
}
void GPU_batch_uniform_1i(GPUBatch* batch, const char* name, int value)
void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value)
{
GET_UNIFORM
glUniform1i(uniform->location, value);
}
void GPU_batch_uniform_1b(GPUBatch* batch, const char* name, bool value)
void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value)
{
GET_UNIFORM
glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
}
void GPU_batch_uniform_2f(GPUBatch* batch, const char* name, float x, float y)
void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y)
{
GET_UNIFORM
glUniform2f(uniform->location, x, y);
}
void GPU_batch_uniform_3f(GPUBatch* batch, const char* name, float x, float y, float z)
void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z)
{
GET_UNIFORM
glUniform3f(uniform->location, x, y, z);
}
void GPU_batch_uniform_4f(GPUBatch* batch, const char* name, float x, float y, float z, float w)
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);
}
void GPU_batch_uniform_1f(GPUBatch* batch, const char* name, float x)
void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x)
{
GET_UNIFORM
glUniform1f(uniform->location, x);
}
void GPU_batch_uniform_2fv(GPUBatch* batch, const char* name, const float data[2])
void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2])
{
GET_UNIFORM
glUniform2fv(uniform->location, 1, data);
}
void GPU_batch_uniform_3fv(GPUBatch* batch, const char* name, const float data[3])
void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3])
{
GET_UNIFORM
glUniform3fv(uniform->location, 1, data);
}
void GPU_batch_uniform_4fv(GPUBatch* batch, const char* name, const float data[4])
void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4])
{
GET_UNIFORM
glUniform4fv(uniform->location, 1, data);
}
void GPU_batch_uniform_2fv_array(GPUBatch* batch, const char* name, const int len, const float *data)
void GPU_batch_uniform_2fv_array(GPUBatch *batch, const char *name, const int len, const float *data)
{
GET_UNIFORM
glUniform2fv(uniform->location, len, data);
}
void GPU_batch_uniform_4fv_array(GPUBatch* batch, const char* name, const int len, const float *data)
void GPU_batch_uniform_4fv_array(GPUBatch *batch, const char *name, const int len, const float *data)
{
GET_UNIFORM
glUniform4fv(uniform->location, len, data);
}
void GPU_batch_uniform_mat4(GPUBatch* batch, const char* name, const float data[4][4])
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);
@@ -530,7 +529,7 @@ static void primitive_restart_disable(void)
glDisable(GL_PRIMITIVE_RESTART);
}
void GPU_batch_draw(GPUBatch* batch)
void GPU_batch_draw(GPUBatch *batch)
{
#if TRUST_NO_ONE
assert(batch->phase == GPU_BATCH_READY_TO_DRAW);
@@ -544,7 +543,7 @@ void GPU_batch_draw(GPUBatch* batch)
GPU_batch_program_use_end(batch);
}
void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool force_instance)
void GPU_batch_draw_range_ex(GPUBatch *batch, int v_first, int v_count, bool force_instance)
{
#if TRUST_NO_ONE
assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance
@@ -567,7 +566,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for
}
if (batch->elem) {
const GPUIndexBuf* el = batch->elem;
const GPUIndexBuf *el = batch->elem;
if (el->use_prim_restart) {
primitive_restart_enable(el);
@@ -597,7 +596,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for
}
if (batch->elem) {
const GPUIndexBuf* el = batch->elem;
const GPUIndexBuf *el = batch->elem;
if (el->use_prim_restart) {
primitive_restart_enable(el);
@@ -605,13 +604,14 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for
#if GPU_TRACK_INDEX_RANGE
if (el->base_index) {
glDrawRangeElementsBaseVertex(batch->gl_prim_type,
el->min_index,
el->max_index,
v_count,
el->gl_index_type,
0,
el->base_index);
glDrawRangeElementsBaseVertex(
batch->gl_prim_type,
el->min_index,
el->max_index,
v_count,
el->gl_index_type,
0,
el->base_index);
}
else {
glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0);
@@ -635,7 +635,7 @@ void GPU_batch_draw_range_ex(GPUBatch* batch, int v_first, int v_count, bool for
/* just draw some vertices and let shader place them where we want. */
void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
{
{
/* we cannot draw without vao ... annoying ... */
glBindVertexArray(GPU_vao_default());
@@ -645,7 +645,7 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
/* Performance hog if you are drawing with the same vao multiple time.
* Only activate for debugging.*/
// glBindVertexArray(0);
}
}
/* -------------------------------------------------------------------- */
@@ -674,4 +674,4 @@ void gpu_batch_exit(void)
gpu_batch_presets_exit();
}
/** \} */
/** \} */