Cleanup: bool & const
Using bool when we're asking yes/no questions such as whether some GPU feature is supported. Consolidated these simple functions into gpu_extensions.c and grouped them in the header. Const-ified some args where the functions don't modify the pointed-to data.
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@@ -56,14 +56,16 @@ typedef struct GPUShader GPUShader;
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void GPU_extensions_disable(void);
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int GPU_glsl_support(void);
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int GPU_non_power_of_two_support(void);
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int GPU_vertex_buffer_support(void);
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int GPU_display_list_support(void);
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bool GPU_glsl_support(void);
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bool GPU_non_power_of_two_support(void);
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bool GPU_vertex_buffer_support(void);
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bool GPU_display_list_support(void);
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bool GPU_bicubic_bump_support(void);
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int GPU_max_texture_size(void);
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int GPU_color_depth(void);
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void GPU_code_generate_glsl_lib(void);
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int GPU_bicubic_bump_support(void);
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int GPU_max_texture_size (void);
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/* GPU Types */
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@@ -91,7 +93,7 @@ typedef enum GPUDriverType {
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GPU_DRIVER_ANY = (0xff0000)
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} GPUDriverType;
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int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver);
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bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver);
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/* GPU Texture
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* - always returns unsigned char RGBA textures
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@@ -113,13 +115,13 @@ typedef enum GPUHDRType {
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GPU_HDR_FULL_FLOAT = (1 << 1),
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} GPUHDRType;
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GPUTexture *GPU_texture_create_1D(int w, float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels, GPUHDRType hdr, char err_out[256]);
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GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, float *fpixels);
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GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, GPUHDRType hdr, char err_out[256]);
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GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels);
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GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
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GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]);
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GPUTexture *GPU_texture_create_2D_procedural(int w, int h, float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_1D_procedural(int w, float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_from_blender(struct Image *ima,
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struct ImageUser *iuser, bool is_data, double time, int mipmap);
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GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
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@@ -138,10 +140,10 @@ void GPU_depth_texture_mode(GPUTexture *tex, bool compare, bool use_filter);
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GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);
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int GPU_texture_target(GPUTexture *tex);
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int GPU_texture_opengl_width(GPUTexture *tex);
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int GPU_texture_opengl_height(GPUTexture *tex);
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int GPU_texture_opengl_bindcode(GPUTexture *tex);
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int GPU_texture_target(const GPUTexture *tex);
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int GPU_texture_opengl_width(const GPUTexture *tex);
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int GPU_texture_opengl_height(const GPUTexture *tex);
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int GPU_texture_opengl_bindcode(const GPUTexture *tex);
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/* GPU Framebuffer
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* - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
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@@ -174,8 +176,8 @@ void GPU_offscreen_free(GPUOffScreen *ofs);
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void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
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void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
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void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels);
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int GPU_offscreen_width(GPUOffScreen *ofs);
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int GPU_offscreen_height(GPUOffScreen *ofs);
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int GPU_offscreen_width(const GPUOffScreen *ofs);
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int GPU_offscreen_height(const GPUOffScreen *ofs);
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/* GPU Shader
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* - only for fragment shaders now
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@@ -719,11 +719,6 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
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return code;
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}
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int GPU_bicubic_bump_support(void)
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{
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return GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0;
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}
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void GPU_code_generate_glsl_lib(void)
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{
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DynStr *ds;
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@@ -123,7 +123,7 @@ struct GPUFrameBuffer {
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/* GPU Types */
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int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
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bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
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{
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return (GG.device & device) && (GG.os & os) && (GG.driver & driver);
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}
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@@ -250,29 +250,34 @@ void gpu_extensions_exit(void)
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GPU_invalid_tex_free();
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}
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int GPU_glsl_support(void)
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bool GPU_glsl_support(void)
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{
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return !GG.extdisabled && GG.glslsupport;
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}
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int GPU_non_power_of_two_support(void)
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bool GPU_non_power_of_two_support(void)
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{
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if (GG.npotdisabled)
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return 0;
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return false;
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return GLEW_ARB_texture_non_power_of_two;
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}
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int GPU_vertex_buffer_support(void)
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bool GPU_vertex_buffer_support(void)
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{
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return GLEW_ARB_vertex_buffer_object || GLEW_VERSION_1_5;
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}
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int GPU_display_list_support(void)
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bool GPU_display_list_support(void)
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{
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return !GG.dlistsdisabled;
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}
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bool GPU_bicubic_bump_support(void)
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{
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return GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0;
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}
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int GPU_color_depth(void)
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{
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return GG.colordepth;
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@@ -333,17 +338,16 @@ struct GPUTexture {
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GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
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int fb_attachment; /* slot the texture is attached to */
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int depth; /* is a depth texture? */
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int depth; /* is a depth texture? if 3D how deep? */
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};
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static unsigned char *GPU_texture_convert_pixels(int length, float *fpixels)
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static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels)
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{
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unsigned char *pixels, *p;
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const float *fp;
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int a, len;
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const float *fp = fpixels;
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const int len = 4*length;
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int a;
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len = 4*length;
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fp = fpixels;
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p = pixels = MEM_callocN(sizeof(unsigned char)*len, "GPUTexturePixels");
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for (a=0; a<len; a++, p++, fp++)
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@@ -365,7 +369,7 @@ static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, i
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}
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static GPUTexture *GPU_texture_create_nD(
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int w, int h, int n, float *fpixels, int depth, GPUHDRType hdr_type, int components,
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int w, int h, int n, const float *fpixels, int depth, GPUHDRType hdr_type, int components,
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char err_out[256])
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{
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GPUTexture *tex;
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@@ -507,12 +511,12 @@ static GPUTexture *GPU_texture_create_nD(
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}
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GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, float *fpixels)
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GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels)
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{
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GPUTexture *tex;
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GLenum type, format, internalformat;
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void *pixels = NULL;
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float vfBorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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const float vfBorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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if (!GLEW_VERSION_1_2)
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return NULL;
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@@ -684,7 +688,7 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
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}
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GPUTexture *GPU_texture_create_1D(int w, float *fpixels, char err_out[256])
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GPUTexture *GPU_texture_create_1D(int w, const float *fpixels, char err_out[256])
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{
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GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, GPU_HDR_NONE, 4, err_out);
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@@ -694,7 +698,7 @@ GPUTexture *GPU_texture_create_1D(int w, float *fpixels, char err_out[256])
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return tex;
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}
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GPUTexture *GPU_texture_create_2D(int w, int h, float *fpixels, GPUHDRType hdr, char err_out[256])
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GPUTexture *GPU_texture_create_2D(int w, int h, const float *fpixels, GPUHDRType hdr, char err_out[256])
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{
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GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, err_out);
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@@ -732,7 +736,7 @@ GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
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return tex;
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}
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GPUTexture *GPU_texture_create_2D_procedural(int w, int h, float *pixels, char err_out[256])
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GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, char err_out[256])
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{
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GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, err_out);
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@@ -749,7 +753,7 @@ GPUTexture *GPU_texture_create_2D_procedural(int w, int h, float *pixels, char e
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return tex;
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}
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GPUTexture *GPU_texture_create_1D_procedural(int w, float *pixels, char err_out[256])
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GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256])
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{
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GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, err_out);
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@@ -767,7 +771,7 @@ GPUTexture *GPU_texture_create_1D_procedural(int w, float *pixels, char err_out[
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void GPU_invalid_tex_init(void)
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{
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float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
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const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
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GG.invalid_tex_1D = GPU_texture_create_1D(1, color, NULL);
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GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, GPU_HDR_NONE, NULL);
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GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color);
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@@ -920,22 +924,22 @@ void GPU_texture_ref(GPUTexture *tex)
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tex->refcount++;
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}
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int GPU_texture_target(GPUTexture *tex)
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int GPU_texture_target(const GPUTexture *tex)
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{
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return tex->target;
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}
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int GPU_texture_opengl_width(GPUTexture *tex)
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int GPU_texture_opengl_width(const GPUTexture *tex)
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{
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return tex->w;
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}
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int GPU_texture_opengl_height(GPUTexture *tex)
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int GPU_texture_opengl_height(const GPUTexture *tex)
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{
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return tex->h;
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}
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int GPU_texture_opengl_bindcode(GPUTexture *tex)
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int GPU_texture_opengl_bindcode(const GPUTexture *tex)
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{
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return tex->bindcode;
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}
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@@ -1364,12 +1368,12 @@ void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
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glReadPixels(0, 0, ofs->color->w, ofs->color->h, GL_RGBA, type, pixels);
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}
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int GPU_offscreen_width(GPUOffScreen *ofs)
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int GPU_offscreen_width(const GPUOffScreen *ofs)
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{
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return ofs->color->w;
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}
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int GPU_offscreen_height(GPUOffScreen *ofs)
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int GPU_offscreen_height(const GPUOffScreen *ofs)
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{
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return ofs->color->h;
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}
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