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
This commit is contained in:
Jon Denning
2021-09-13 16:12:12 +10:00
committed by Campbell Barton
parent b5a1c194c5
commit e0394761b9
3 changed files with 44 additions and 9 deletions

View File

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