This removes the escape color control caracters when the output does not supports it (i.e: file output, windows cmd).
		
			
				
	
	
		
			126 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2016 by Mike Erwin.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup gpu
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 *
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 * GPU shader interface (C --> GLSL)
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 */
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#include "MEM_guardedalloc.h"
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#include "BLI_span.hh"
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#include "BLI_vector.hh"
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#include "gpu_shader_interface.hh"
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namespace blender::gpu {
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ShaderInterface::ShaderInterface(void)
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{
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  /* TODO(fclem): add unique ID for debugging. */
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}
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ShaderInterface::~ShaderInterface(void)
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{
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  /* Free memory used by name_buffer. */
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  MEM_freeN(name_buffer_);
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  MEM_freeN(inputs_);
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}
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static void sort_input_list(MutableSpan<ShaderInput> dst)
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{
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  if (dst.size() == 0) {
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    return;
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  }
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  Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
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  MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
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  src.copy_from(dst);
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  /* Simple sorting by going through the array and selecting the biggest element each time. */
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  for (uint i = 0; i < dst.size(); i++) {
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    ShaderInput *input_src = &src[0];
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    for (uint j = 1; j < src.size(); j++) {
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      if (src[j].name_hash > input_src->name_hash) {
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        input_src = &src[j];
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      }
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    }
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    dst[i] = *input_src;
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    input_src->name_hash = 0;
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  }
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}
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/* Sorts all inputs inside their respective array.
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 * This is to allow fast hash collision detection.
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 * See ShaderInterface::input_lookup for more details. */
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void ShaderInterface::sort_inputs(void)
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{
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  sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
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  sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
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  sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
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}
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void ShaderInterface::debug_print(void)
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{
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  Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
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  Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
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  Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
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  char *name_buf = name_buffer_;
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  const char format[] = "      | %.8x : %4d : %s\n";
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  if (attrs.size() > 0) {
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    printf("\n    Attributes :\n");
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  }
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  for (const ShaderInput &attr : attrs) {
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    printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
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  }
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  if (uniforms.size() > 0) {
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    printf("\n    Uniforms :\n");
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  }
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  for (const ShaderInput &uni : uniforms) {
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    /* Bypass samplers. */
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    if (uni.binding == -1) {
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      printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
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    }
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  }
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  if (ubos.size() > 0) {
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    printf("\n    Uniform Buffer Objects :\n");
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  }
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  for (const ShaderInput &ubo : ubos) {
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    printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
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  }
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  if (enabled_tex_mask_ > 0) {
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    printf("\n    Samplers :\n");
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  }
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  for (const ShaderInput &samp : uniforms) {
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    /* Bypass uniforms. */
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    if (samp.binding != -1) {
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      printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset);
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    }
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  }
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  printf("\n");
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}
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}  // namespace blender::gpu
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