When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
84 lines
2.6 KiB
C
84 lines
2.6 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 vertex attribute binding
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*/
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#include "GPU_attr_binding.h"
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#include "gpu_attr_binding_private.h"
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#include <stddef.h>
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#include <stdlib.h>
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#if GPU_VERT_ATTR_MAX_LEN != 16
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# error "attribute binding code assumes GPU_VERT_ATTR_MAX_LEN = 16"
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#endif
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void AttrBinding_clear(GPUAttrBinding *binding)
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{
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binding->loc_bits = 0;
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binding->enabled_bits = 0;
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}
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uint read_attr_location(const GPUAttrBinding *binding, uint a_idx)
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{
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#if TRUST_NO_ONE
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assert(a_idx < GPU_VERT_ATTR_MAX_LEN);
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assert(binding->enabled_bits & (1 << a_idx));
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#endif
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return (binding->loc_bits >> (4 * a_idx)) & 0xF;
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}
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static void write_attr_location(GPUAttrBinding *binding, uint a_idx, uint location)
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{
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#if TRUST_NO_ONE
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assert(a_idx < GPU_VERT_ATTR_MAX_LEN);
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assert(location < GPU_VERT_ATTR_MAX_LEN);
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#endif
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const uint shift = 4 * a_idx;
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const uint64_t mask = ((uint64_t)0xF) << shift;
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/* overwrite this attr's previous location */
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binding->loc_bits = (binding->loc_bits & ~mask) | (location << shift);
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/* mark this attr as enabled */
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binding->enabled_bits |= 1 << a_idx;
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}
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void get_attr_locations(const GPUVertFormat *format,
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GPUAttrBinding *binding,
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const GPUShaderInterface *shaderface)
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{
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AttrBinding_clear(binding);
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for (uint a_idx = 0; a_idx < format->attr_len; a_idx++) {
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const GPUVertAttr *a = &format->attrs[a_idx];
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for (uint n_idx = 0; n_idx < a->name_len; n_idx++) {
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const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
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const GPUShaderInput *input = GPU_shaderinterface_attr(shaderface, name);
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#if TRUST_NO_ONE
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assert(input != NULL);
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/* TODO: make this a recoverable runtime error?
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* indicates mismatch between vertex format and program. */
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#endif
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write_attr_location(binding, a_idx, input->location);
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}
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}
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}
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