GWN: Port to GPU module: Replace GWN prefix by GPU

This commit is contained in:
2018-07-18 00:12:21 +02:00
parent 247ad2034d
commit 8cd7828792
196 changed files with 4664 additions and 4694 deletions

View File

@@ -23,10 +23,10 @@
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gwn_shader_interface.c
/** \file blender/gpu/intern/gpu_shader_interface.c
* \ingroup gpu
*
* Gawain shader interface (C --> GLSL)
* GPU shader interface (C --> GLSL)
*/
#include "gpu_batch_private.h"
@@ -42,46 +42,46 @@
#include <stdio.h>
#endif
static const char* BuiltinUniform_name(Gwn_UniformBuiltin u)
static const char* BuiltinUniform_name(GPUUniformBuiltin u)
{
static const char* names[] = {
[GWN_UNIFORM_NONE] = NULL,
[GPU_UNIFORM_NONE] = NULL,
[GWN_UNIFORM_MODEL] = "ModelMatrix",
[GWN_UNIFORM_VIEW] = "ViewMatrix",
[GWN_UNIFORM_MODELVIEW] = "ModelViewMatrix",
[GWN_UNIFORM_PROJECTION] = "ProjectionMatrix",
[GWN_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix",
[GWN_UNIFORM_MVP] = "ModelViewProjectionMatrix",
[GPU_UNIFORM_MODEL] = "ModelMatrix",
[GPU_UNIFORM_VIEW] = "ViewMatrix",
[GPU_UNIFORM_MODELVIEW] = "ModelViewMatrix",
[GPU_UNIFORM_PROJECTION] = "ProjectionMatrix",
[GPU_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix",
[GPU_UNIFORM_MVP] = "ModelViewProjectionMatrix",
[GWN_UNIFORM_MODEL_INV] = "ModelMatrixInverse",
[GWN_UNIFORM_VIEW_INV] = "ViewMatrixInverse",
[GWN_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse",
[GWN_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse",
[GWN_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
[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",
[GWN_UNIFORM_NORMAL] = "NormalMatrix",
[GWN_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
[GWN_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
[GWN_UNIFORM_ORCO] = "OrcoTexCoFactors",
[GPU_UNIFORM_NORMAL] = "NormalMatrix",
[GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
[GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
[GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
[GWN_UNIFORM_COLOR] = "color",
[GWN_UNIFORM_EYE] = "eye",
[GWN_UNIFORM_CALLID] = "callId",
[GPU_UNIFORM_COLOR] = "color",
[GPU_UNIFORM_EYE] = "eye",
[GPU_UNIFORM_CALLID] = "callId",
[GWN_UNIFORM_CUSTOM] = NULL,
[GWN_NUM_UNIFORMS] = NULL,
[GPU_UNIFORM_CUSTOM] = NULL,
[GPU_NUM_UNIFORMS] = NULL,
};
return names[u];
}
GWN_INLINE bool match(const char* a, const char* b)
GPU_INLINE bool match(const char* a, const char* b)
{
return strcmp(a, b) == 0;
}
GWN_INLINE uint hash_string(const char *str)
GPU_INLINE uint hash_string(const char *str)
{
uint i = 0, c;
while ((c = *str++)) {
@@ -90,7 +90,7 @@ GWN_INLINE uint hash_string(const char *str)
return i;
}
GWN_INLINE void set_input_name(Gwn_ShaderInterface* shaderface, Gwn_ShaderInput* input,
GPU_INLINE void set_input_name(GPUShaderInterface* shaderface, GPUShaderInput* input,
const char* name, uint32_t name_len)
{
input->name_offset = shaderface->name_buffer_offset;
@@ -98,20 +98,20 @@ GWN_INLINE void set_input_name(Gwn_ShaderInterface* shaderface, Gwn_ShaderInput*
shaderface->name_buffer_offset += name_len + 1; /* include NULL terminator */
}
GWN_INLINE void shader_input_to_bucket(Gwn_ShaderInput* input,
Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS])
GPU_INLINE void shader_input_to_bucket(GPUShaderInput* input,
GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
{
const uint bucket_index = input->name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS;
const uint bucket_index = input->name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
input->next = buckets[bucket_index];
buckets[bucket_index] = input;
}
GWN_INLINE const Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[GWN_NUM_SHADERINTERFACE_BUCKETS],
GPU_INLINE const GPUShaderInput* buckets_lookup(GPUShaderInput* const buckets[GPU_NUM_SHADERINTERFACE_BUCKETS],
const char *name_buffer, const char *name)
{
const uint name_hash = hash_string(name);
const uint bucket_index = name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS;
const Gwn_ShaderInput* input = buckets[bucket_index];
const uint bucket_index = name_hash % GPU_NUM_SHADERINTERFACE_BUCKETS;
const GPUShaderInput* input = buckets[bucket_index];
if (input == NULL) {
/* Requested uniform is not found at all. */
return NULL;
@@ -129,7 +129,7 @@ GWN_INLINE const Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[
return NULL;
}
/* Work through possible collisions. */
const Gwn_ShaderInput* next = input;
const GPUShaderInput* next = input;
while (next != NULL) {
input = next;
next = input->next;
@@ -143,37 +143,37 @@ GWN_INLINE const Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[
return NULL; /* not found */
}
GWN_INLINE void buckets_free(Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS])
GPU_INLINE void buckets_free(GPUShaderInput* buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
{
for (uint bucket_index = 0; bucket_index < GWN_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) {
Gwn_ShaderInput *input = buckets[bucket_index];
for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) {
GPUShaderInput *input = buckets[bucket_index];
while (input != NULL) {
Gwn_ShaderInput *input_next = input->next;
GPUShaderInput *input_next = input->next;
free(input);
input = input_next;
}
}
}
static bool setup_builtin_uniform(Gwn_ShaderInput* input, const char* name)
static bool setup_builtin_uniform(GPUShaderInput* input, const char* name)
{
/* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */
/* detect built-in uniforms (name must match) */
for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u) {
for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
const char* builtin_name = BuiltinUniform_name(u);
if (match(name, builtin_name)) {
input->builtin_type = u;
return true;
}
}
input->builtin_type = GWN_UNIFORM_CUSTOM;
input->builtin_type = GPU_UNIFORM_CUSTOM;
return false;
}
static const Gwn_ShaderInput* add_uniform(Gwn_ShaderInterface* shaderface, const char* name)
static const GPUShaderInput* add_uniform(GPUShaderInterface* shaderface, const char* name)
{
Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput));
GPUShaderInput* input = malloc(sizeof(GPUShaderInput));
input->location = glGetUniformLocation(shaderface->program, name);
@@ -186,13 +186,13 @@ static const Gwn_ShaderInput* add_uniform(Gwn_ShaderInterface* shaderface, const
setup_builtin_uniform(input, name);
shader_input_to_bucket(input, shaderface->uniform_buckets);
if (input->builtin_type != GWN_UNIFORM_NONE &&
input->builtin_type != GWN_UNIFORM_CUSTOM)
if (input->builtin_type != GPU_UNIFORM_NONE &&
input->builtin_type != GPU_UNIFORM_CUSTOM)
{
shaderface->builtin_uniforms[input->builtin_type] = input;
}
#if DEBUG_SHADER_INTERFACE
printf("Gwn_ShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface,
printf("GPUShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface,
shaderface->program,
name,
input->location);
@@ -200,14 +200,14 @@ static const Gwn_ShaderInput* add_uniform(Gwn_ShaderInterface* shaderface, const
return input;
}
Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program)
GPUShaderInterface* GPU_shaderinterface_create(int32_t program)
{
Gwn_ShaderInterface* shaderface = calloc(1, sizeof(Gwn_ShaderInterface));
GPUShaderInterface* shaderface = calloc(1, sizeof(GPUShaderInterface));
shaderface->program = program;
#if DEBUG_SHADER_INTERFACE
printf("%s {\n", __func__); /* enter function */
printf("Gwn_ShaderInterface %p, program %d\n", shaderface, program);
printf("GPUShaderInterface %p, program %d\n", shaderface, program);
#endif
GLint max_attrib_name_len, attr_len;
@@ -223,7 +223,7 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program)
/* Attributes */
for (uint32_t i = 0; i < attr_len; ++i) {
Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput));
GPUShaderInput* input = malloc(sizeof(GPUShaderInput));
GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
char* name = shaderface->name_buffer + shaderface->name_buffer_offset;
GLsizei name_len = 0;
@@ -250,7 +250,7 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program)
}
/* Uniform Blocks */
for (uint32_t i = 0; i < ubo_len; ++i) {
Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput));
GPUShaderInput* input = malloc(sizeof(GPUShaderInput));
GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
char* name = shaderface->name_buffer + shaderface->name_buffer_offset;
GLsizei name_len = 0;
@@ -268,20 +268,20 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program)
#endif
}
/* Builtin Uniforms */
for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u) {
for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
const char* builtin_name = BuiltinUniform_name(u);
if (glGetUniformLocation(program, builtin_name) != -1) {
add_uniform((Gwn_ShaderInterface*)shaderface, builtin_name);
add_uniform((GPUShaderInterface*)shaderface, builtin_name);
}
}
/* Batches ref buffer */
shaderface->batches_len = GWN_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = calloc(shaderface->batches_len, sizeof(Gwn_Batch*));
shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = calloc(shaderface->batches_len, sizeof(GPUBatch*));
return shaderface;
}
void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface)
void GPU_shaderinterface_discard(GPUShaderInterface* shaderface)
{
/* Free memory used by buckets and has entries. */
buckets_free(shaderface->uniform_buckets);
@@ -292,7 +292,7 @@ void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface)
/* Remove this interface from all linked Batches vao cache. */
for (int i = 0; i < shaderface->batches_len; ++i) {
if (shaderface->batches[i] != NULL) {
gwn_batch_remove_interface_ref(shaderface->batches[i], shaderface);
gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface);
}
}
free(shaderface->batches);
@@ -300,39 +300,39 @@ void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface)
free(shaderface);
}
const Gwn_ShaderInput* GWN_shaderinterface_uniform(const Gwn_ShaderInterface* shaderface, const char* name)
const GPUShaderInput* GPU_shaderinterface_uniform(const GPUShaderInterface* shaderface, const char* name)
{
/* TODO: Warn if we find a matching builtin, since these can be looked up much quicker. */
const Gwn_ShaderInput* input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
const GPUShaderInput* input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
/* If input is not found add it so it's found next time. */
if (input == NULL) {
input = add_uniform((Gwn_ShaderInterface*)shaderface, name);
input = add_uniform((GPUShaderInterface*)shaderface, name);
}
return (input->location != -1) ? input : NULL;
}
const Gwn_ShaderInput* GWN_shaderinterface_uniform_builtin(
const Gwn_ShaderInterface* shaderface, Gwn_UniformBuiltin builtin)
const GPUShaderInput* GPU_shaderinterface_uniform_builtin(
const GPUShaderInterface* shaderface, GPUUniformBuiltin builtin)
{
#if TRUST_NO_ONE
assert(builtin != GWN_UNIFORM_NONE);
assert(builtin != GWN_UNIFORM_CUSTOM);
assert(builtin != GWN_NUM_UNIFORMS);
assert(builtin != GPU_UNIFORM_NONE);
assert(builtin != GPU_UNIFORM_CUSTOM);
assert(builtin != GPU_NUM_UNIFORMS);
#endif
return shaderface->builtin_uniforms[builtin];
}
const Gwn_ShaderInput* GWN_shaderinterface_ubo(const Gwn_ShaderInterface* shaderface, const char* name)
const GPUShaderInput* GPU_shaderinterface_ubo(const GPUShaderInterface* shaderface, const char* name)
{
return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name);
}
const Gwn_ShaderInput* GWN_shaderinterface_attr(const Gwn_ShaderInterface* shaderface, const char* name)
const GPUShaderInput* GPU_shaderinterface_attr(const GPUShaderInterface* shaderface, const char* name)
{
return buckets_lookup(shaderface->attrib_buckets, shaderface->name_buffer, name);
}
void GWN_shaderinterface_add_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batch* batch)
void GPU_shaderinterface_add_batch_ref(GPUShaderInterface* shaderface, GPUBatch* batch)
{
int i; /* find first unused slot */
for (i = 0; i < shaderface->batches_len; ++i) {
@@ -343,14 +343,14 @@ void GWN_shaderinterface_add_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batc
if (i == shaderface->batches_len) {
/* Not enough place, realloc the array. */
i = shaderface->batches_len;
shaderface->batches_len += GWN_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = realloc(shaderface->batches, sizeof(Gwn_Batch*) * shaderface->batches_len);
memset(shaderface->batches + i, 0, sizeof(Gwn_Batch*) * GWN_SHADERINTERFACE_REF_ALLOC_COUNT);
shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = realloc(shaderface->batches, sizeof(GPUBatch*) * shaderface->batches_len);
memset(shaderface->batches + i, 0, sizeof(GPUBatch*) * GPU_SHADERINTERFACE_REF_ALLOC_COUNT);
}
shaderface->batches[i] = batch;
}
void GWN_shaderinterface_remove_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batch* batch)
void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface* shaderface, GPUBatch* batch)
{
for (int i = 0; i < shaderface->batches_len; ++i) {
if (shaderface->batches[i] == batch) {