GPUShader: Expose name for debugging & identifying shaders
Added optional `name` argument to `GPUShader` constructor (defaults to `pyGPUShader`), and added `name` getter to `GPUShader`. Ref D12393 Reviewed By: campbellbarton, jbakker
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@@ -105,12 +105,13 @@ static PyObject *pygpu_shader__tp_new(PyTypeObject *UNUSED(type), PyObject *args
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const char *geocode;
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const char *libcode;
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const char *defines;
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const char *name;
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} params = {0};
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static const char *_keywords[] = {
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"vertexcode", "fragcode", "geocode", "libcode", "defines", NULL};
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"vertexcode", "fragcode", "geocode", "libcode", "defines", "name", NULL};
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static _PyArg_Parser _parser = {"ss|$sss:GPUShader.__new__", _keywords, 0};
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static _PyArg_Parser _parser = {"ss|$ssss:GPUShader.__new__", _keywords, 0};
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if (!_PyArg_ParseTupleAndKeywordsFast(args,
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kwds,
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&_parser,
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@@ -118,12 +119,17 @@ static PyObject *pygpu_shader__tp_new(PyTypeObject *UNUSED(type), PyObject *args
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¶ms.fragcode,
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¶ms.geocode,
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¶ms.libcode,
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¶ms.defines)) {
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¶ms.defines,
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¶ms.name)) {
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return NULL;
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}
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GPUShader *shader = GPU_shader_create_from_python(
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params.vertexcode, params.fragcode, params.geocode, params.libcode, params.defines);
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GPUShader *shader = GPU_shader_create_from_python(params.vertexcode,
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params.fragcode,
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params.geocode,
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params.libcode,
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params.defines,
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params.name);
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if (shader == NULL) {
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PyErr_SetString(PyExc_Exception, "Shader Compile Error, see console for more details");
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@@ -639,6 +645,13 @@ static struct PyMethodDef pygpu_shader__tp_methods[] = {
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{NULL, NULL, 0, NULL},
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};
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PyDoc_STRVAR(pygpu_shader_name_doc,
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"The name of the shader object for debugging purposes (read-only).\n\n:type: str");
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static PyObject *pygpu_shader_name(BPyGPUShader *self)
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{
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return PyUnicode_FromString(GPU_shader_get_name(self->shader));
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}
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PyDoc_STRVAR(
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pygpu_shader_program_doc,
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"The name of the program object for use by the OpenGL API (read-only).\n\n:type: int");
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@@ -649,6 +662,7 @@ static PyObject *pygpu_shader_program_get(BPyGPUShader *self, void *UNUSED(closu
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static PyGetSetDef pygpu_shader__tp_getseters[] = {
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{"program", (getter)pygpu_shader_program_get, (setter)NULL, pygpu_shader_program_doc, NULL},
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{"name", (getter)pygpu_shader_name, (setter)NULL, pygpu_shader_name_doc, NULL},
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{NULL, NULL, NULL, NULL, NULL} /* Sentinel */
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};
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@@ -662,7 +676,8 @@ static void pygpu_shader__tp_dealloc(BPyGPUShader *self)
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PyDoc_STRVAR(
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pygpu_shader__tp_doc,
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".. class:: GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None)\n"
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".. class:: GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None, "
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"name='pyGPUShader')\n"
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"\n"
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" GPUShader combines multiple GLSL shaders into a program used for drawing.\n"
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" It must contain at least a vertex and fragment shaders.\n"
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@@ -688,6 +703,8 @@ PyDoc_STRVAR(
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" :param libcode: Code with functions and presets to be shared between shaders.\n"
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" :type value: str\n"
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" :param defines: Preprocessor directives.\n"
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" :type value: str\n"
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" :param name: Name of shader code, for debugging purposes.\n"
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" :type value: str\n");
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PyTypeObject BPyGPUShader_Type = {
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PyVarObject_HEAD_INIT(NULL, 0).tp_name = "GPUShader",
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