Gawain: map vertex format to shader inputs

glBindAttribLocation does not take effect until the program is
re-linked. In other words I was doing it wrong!

New code gets attrib locations from program, then remembers the attrib
-> location mapping for subsequent draw calls.

The program and VertexFormat are not modified (makes threading and reuse
easier).
This commit is contained in:
2016-08-10 04:45:23 -04:00
parent 5320a0ad9b
commit e7a32365cf

View File

@@ -14,6 +14,7 @@
#include "GPU_immediate.h"
#include <assert.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#define PACK_DEBUG 0
@@ -165,11 +166,70 @@ void bind_attrib_locations(const VertexFormat* format, GLuint program)
for (unsigned a_idx = 0; a_idx < format->attrib_ct; ++a_idx)
{
const Attrib* a = &format->attribs[a_idx];
const Attrib* a = format->attribs + a_idx;
glBindAttribLocation(program, a_idx, a->name);
}
}
typedef struct {
uint64_t loc_bits; // store 4 bits for each of the 16 attribs
uint16_t enabled_bits; // 1 bit for each attrib
} AttribBinding;
void clear_AttribBinding(AttribBinding* binding)
{
binding->loc_bits = 0;
binding->enabled_bits = 0;
}
unsigned read_attrib_location(const AttribBinding* binding, unsigned a_idx)
{
#if TRUST_NO_ONE
assert(MAX_VERTEX_ATTRIBS == 16);
assert(a_idx < MAX_VERTEX_ATTRIBS);
assert(binding->enabled_bits & (1 << a_idx));
#endif
return (binding->loc_bits >> (4 * a_idx)) & 0xF;
}
void write_attrib_location(AttribBinding* binding, unsigned a_idx, unsigned location)
{
#if TRUST_NO_ONE
assert(MAX_VERTEX_ATTRIBS == 16);
assert(a_idx < MAX_VERTEX_ATTRIBS);
assert(location < MAX_VERTEX_ATTRIBS);
#endif
const unsigned shift = 4 * a_idx;
const uint64_t mask = ((uint64_t)0xF) << shift;
// overwrite this attrib's previous location
binding->loc_bits = (binding->loc_bits & ~mask) | (location << shift);
// mark this attrib as enabled
binding->enabled_bits |= 1 << a_idx;
}
void get_attrib_locations(const VertexFormat* format, AttribBinding* binding, GLuint program)
{
#if TRUST_NO_ONE
assert(glIsProgram(program));
#endif
clear_AttribBinding(binding);
for (unsigned a_idx = 0; a_idx < format->attrib_ct; ++a_idx)
{
const Attrib* a = format->attribs + a_idx;
GLint loc = glGetAttribLocation(program, a->name);
#if TRUST_NO_ONE
assert(loc != -1);
#endif
write_attrib_location(binding, a_idx, loc);
}
}
// --- immediate mode work-alike --------------------------------
typedef struct {
@@ -189,6 +249,7 @@ typedef struct {
GLuint vao_id;
GLuint bound_program;
AttribBinding attrib_binding;
} Immediate;
// size of internal buffer -- make this adjustable?
@@ -246,7 +307,7 @@ void immBindProgram(GLuint program)
#endif
glUseProgram(program);
bind_attrib_locations(&immVertexFormat, program);
get_attrib_locations(&immVertexFormat, &imm.attrib_binding, program);
imm.bound_program = program;
}
@@ -369,28 +430,37 @@ void immEnd()
const unsigned offset = imm.buffer_offset + a->offset;
const GLvoid* pointer = (const GLubyte*)0 + offset;
// printf("enabling attrib %u '%s' at offset %u, stride %u\n", a_idx, a->name, offset, stride);
glEnableVertexAttribArray(a_idx);
const unsigned loc = read_attrib_location(&imm.attrib_binding, a_idx);
// printf("enabling attrib %u '%s' at offset %u, stride %u\n", loc, a->name, offset, stride);
glEnableVertexAttribArray(loc);
switch (a->fetch_mode)
{
case KEEP_FLOAT:
case CONVERT_INT_TO_FLOAT:
glVertexAttribPointer(a_idx, a->comp_ct, a->comp_type, GL_FALSE, stride, pointer);
glVertexAttribPointer(loc, a->comp_ct, a->comp_type, GL_FALSE, stride, pointer);
break;
case NORMALIZE_INT_TO_FLOAT:
glVertexAttribPointer(a_idx, a->comp_ct, a->comp_type, GL_TRUE, stride, pointer);
glVertexAttribPointer(loc, a->comp_ct, a->comp_type, GL_TRUE, stride, pointer);
break;
case KEEP_INT:
glVertexAttribIPointer(a_idx, a->comp_ct, a->comp_type, stride, pointer);
glVertexAttribIPointer(loc, a->comp_ct, a->comp_type, stride, pointer);
}
}
for (unsigned a_idx = immVertexFormat.attrib_ct; a_idx < MAX_VERTEX_ATTRIBS; ++a_idx)
for (unsigned loc = 0; loc < MAX_VERTEX_ATTRIBS; ++loc)
{
// printf("disabling attrib %u\n", a_idx);
glDisableVertexAttribArray(a_idx);
// TODO: compare with previous draw's attrib_ct
if (imm.attrib_binding.enabled_bits & (1 << loc))
{
}
else
{
// printf("disabling attrib %u\n", loc);
glDisableVertexAttribArray(loc);
}
// TODO: compare with previous draw's attrib binding
// will always need to update pointers, but can reduce Enable/Disable calls
}