Cleanup: style for GPU module
This commit is contained in:
@@ -42,9 +42,9 @@
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#include <stdio.h>
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#endif
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static const char* BuiltinUniform_name(GPUUniformBuiltin u)
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static const char *BuiltinUniform_name(GPUUniformBuiltin u)
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{
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static const char* names[] = {
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static const char *names[] = {
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[GPU_UNIFORM_NONE] = NULL,
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[GPU_UNIFORM_MODEL] = "ModelMatrix",
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@@ -76,7 +76,7 @@ static const char* BuiltinUniform_name(GPUUniformBuiltin u)
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return names[u];
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}
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GPU_INLINE bool match(const char* a, const char* b)
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GPU_INLINE bool match(const char *a, const char *b)
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{
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return strcmp(a, b) == 0;
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}
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@@ -90,28 +90,31 @@ GPU_INLINE uint hash_string(const char *str)
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return i;
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}
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GPU_INLINE void set_input_name(GPUShaderInterface* shaderface, GPUShaderInput* input,
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const char* name, uint32_t name_len)
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GPU_INLINE void set_input_name(
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GPUShaderInterface *shaderface, GPUShaderInput *input,
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const char *name, uint32_t name_len)
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{
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input->name_offset = shaderface->name_buffer_offset;
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input->name_hash = hash_string(name);
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shaderface->name_buffer_offset += name_len + 1; /* include NULL terminator */
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}
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GPU_INLINE void shader_input_to_bucket(GPUShaderInput* input,
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GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
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GPU_INLINE void shader_input_to_bucket(
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GPUShaderInput *input,
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GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
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{
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const uint bucket_index = input->name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
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input->next = buckets[bucket_index];
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buckets[bucket_index] = input;
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}
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GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS],
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const char *name_buffer, const char *name)
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GPU_INLINE const GPUShaderInput *buckets_lookup(
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GPUShaderInput *const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS],
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const char *name_buffer, const char *name)
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{
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const uint name_hash = hash_string(name);
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const uint bucket_index = name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
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const GPUShaderInput* input = buckets[bucket_index];
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const GPUShaderInput *input = buckets[bucket_index];
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if (input == NULL) {
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/* Requested uniform is not found at all. */
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return NULL;
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@@ -129,7 +132,7 @@ GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GP
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return NULL;
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}
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/* Work through possible collisions. */
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const GPUShaderInput* next = input;
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const GPUShaderInput *next = input;
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while (next != NULL) {
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input = next;
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next = input->next;
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@@ -143,7 +146,7 @@ GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GP
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return NULL; /* not found */
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}
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GPU_INLINE void buckets_free(GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
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GPU_INLINE void buckets_free(GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
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{
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for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) {
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GPUShaderInput *input = buckets[bucket_index];
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@@ -155,13 +158,13 @@ GPU_INLINE void buckets_free(GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUC
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}
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}
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static bool setup_builtin_uniform(GPUShaderInput* input, const char* name)
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static bool setup_builtin_uniform(GPUShaderInput *input, const char *name)
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{
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/* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */
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/* detect built-in uniforms (name must match) */
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for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
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const char* builtin_name = BuiltinUniform_name(u);
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const char *builtin_name = BuiltinUniform_name(u);
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if (match(name, builtin_name)) {
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input->builtin_type = u;
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return true;
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@@ -171,15 +174,15 @@ static bool setup_builtin_uniform(GPUShaderInput* input, const char* name)
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return false;
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}
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static const GPUShaderInput* add_uniform(GPUShaderInterface* shaderface, const char* name)
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static const GPUShaderInput *add_uniform(GPUShaderInterface *shaderface, const char *name)
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{
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GPUShaderInput* input = malloc(sizeof(GPUShaderInput));
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GPUShaderInput *input = malloc(sizeof(GPUShaderInput));
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input->location = glGetUniformLocation(shaderface->program, name);
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uint name_len = strlen(name);
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shaderface->name_buffer = realloc(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); /* include NULL terminator */
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char* name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset;
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char *name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset;
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strcpy(name_buffer, name);
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set_input_name(shaderface, input, name, name_len);
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@@ -192,17 +195,18 @@ static const GPUShaderInput* add_uniform(GPUShaderInterface* shaderface, const c
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shaderface->builtin_uniforms[input->builtin_type] = input;
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}
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#if DEBUG_SHADER_INTERFACE
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printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface,
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shaderface->program,
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name,
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input->location);
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printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n",
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shaderface,
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shaderface->program,
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name,
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input->location);
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#endif
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return input;
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}
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GPUShaderInterface* GPU_shaderinterface_create(int32_t program)
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GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
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{
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GPUShaderInterface* shaderface = calloc(1, sizeof(GPUShaderInterface));
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GPUShaderInterface *shaderface = calloc(1, sizeof(GPUShaderInterface));
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shaderface->program = program;
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#if DEBUG_SHADER_INTERFACE
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@@ -223,16 +227,16 @@ GPUShaderInterface* GPU_shaderinterface_create(int32_t program)
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/* Attributes */
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for (uint32_t i = 0; i < attr_len; ++i) {
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GPUShaderInput* input = malloc(sizeof(GPUShaderInput));
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GPUShaderInput *input = malloc(sizeof(GPUShaderInput));
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GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
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char* name = shaderface->name_buffer + shaderface->name_buffer_offset;
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char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
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GLsizei name_len = 0;
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glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
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/* remove "[0]" from array name */
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if (name[name_len-1] == ']') {
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name[name_len-3] = '\0';
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if (name[name_len - 1] == ']') {
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name[name_len - 3] = '\0';
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name_len -= 3;
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}
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@@ -250,9 +254,9 @@ GPUShaderInterface* GPU_shaderinterface_create(int32_t program)
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}
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/* Uniform Blocks */
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for (uint32_t i = 0; i < ubo_len; ++i) {
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GPUShaderInput* input = malloc(sizeof(GPUShaderInput));
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GPUShaderInput *input = malloc(sizeof(GPUShaderInput));
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GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
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char* name = shaderface->name_buffer + shaderface->name_buffer_offset;
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char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
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GLsizei name_len = 0;
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glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name);
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@@ -269,19 +273,19 @@ GPUShaderInterface* GPU_shaderinterface_create(int32_t program)
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}
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/* Builtin Uniforms */
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for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
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const char* builtin_name = BuiltinUniform_name(u);
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const char *builtin_name = BuiltinUniform_name(u);
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if (glGetUniformLocation(program, builtin_name) != -1) {
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add_uniform((GPUShaderInterface*)shaderface, builtin_name);
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add_uniform((GPUShaderInterface *)shaderface, builtin_name);
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}
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}
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/* Batches ref buffer */
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shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
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shaderface->batches = calloc(shaderface->batches_len, sizeof(GPUBatch*));
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shaderface->batches = calloc(shaderface->batches_len, sizeof(GPUBatch *));
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return shaderface;
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}
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void GPU_shaderinterface_discard(GPUShaderInterface* shaderface)
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void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
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{
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/* Free memory used by buckets and has entries. */
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buckets_free(shaderface->uniform_buckets);
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@@ -300,19 +304,19 @@ void GPU_shaderinterface_discard(GPUShaderInterface* shaderface)
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free(shaderface);
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}
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const GPUShaderInput* GPU_shaderinterface_uniform(const GPUShaderInterface* shaderface, const char* name)
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const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface, const char *name)
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{
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/* TODO: Warn if we find a matching builtin, since these can be looked up much quicker. */
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const GPUShaderInput* input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
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const GPUShaderInput *input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
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/* If input is not found add it so it's found next time. */
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if (input == NULL) {
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input = add_uniform((GPUShaderInterface*)shaderface, name);
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input = add_uniform((GPUShaderInterface *)shaderface, name);
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}
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return (input->location != -1) ? input : NULL;
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}
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const GPUShaderInput* GPU_shaderinterface_uniform_builtin(
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const GPUShaderInterface* shaderface, GPUUniformBuiltin builtin)
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const GPUShaderInput *GPU_shaderinterface_uniform_builtin(
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const GPUShaderInterface *shaderface, GPUUniformBuiltin builtin)
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{
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#if TRUST_NO_ONE
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assert(builtin != GPU_UNIFORM_NONE);
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@@ -322,17 +326,17 @@ const GPUShaderInput* GPU_shaderinterface_uniform_builtin(
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return shaderface->builtin_uniforms[builtin];
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}
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const GPUShaderInput* GPU_shaderinterface_ubo(const GPUShaderInterface* shaderface, const char* name)
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const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *shaderface, const char *name)
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{
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return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name);
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}
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const GPUShaderInput* GPU_shaderinterface_attr(const GPUShaderInterface* shaderface, const char* name)
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const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderface, const char *name)
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{
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return buckets_lookup(shaderface->attrib_buckets, shaderface->name_buffer, name);
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}
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void GPU_shaderinterface_add_batch_ref(GPUShaderInterface* shaderface, GPUBatch* batch)
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void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
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{
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int i; /* find first unused slot */
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for (i = 0; i < shaderface->batches_len; ++i) {
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@@ -344,13 +348,13 @@ void GPU_shaderinterface_add_batch_ref(GPUShaderInterface* shaderface, GPUBatch*
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/* Not enough place, realloc the array. */
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i = shaderface->batches_len;
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shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
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shaderface->batches = realloc(shaderface->batches, sizeof(GPUBatch*) * shaderface->batches_len);
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memset(shaderface->batches + i, 0, sizeof(GPUBatch*) * GPU_SHADERINTERFACE_REF_ALLOC_COUNT);
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shaderface->batches = realloc(shaderface->batches, sizeof(GPUBatch *) * shaderface->batches_len);
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memset(shaderface->batches + i, 0, sizeof(GPUBatch *) * GPU_SHADERINTERFACE_REF_ALLOC_COUNT);
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}
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shaderface->batches[i] = batch;
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}
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void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface* shaderface, GPUBatch* batch)
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void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
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{
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for (int i = 0; i < shaderface->batches_len; ++i) {
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if (shaderface->batches[i] == batch) {
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