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blender-archive/source/blender/gpu/intern/gpu_attr_binding.c
Campbell Barton 0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00

84 lines
2.6 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU vertex attribute binding
*/
#include "GPU_attr_binding.h"
#include "gpu_attr_binding_private.h"
#include <stddef.h>
#include <stdlib.h>
#if GPU_VERT_ATTR_MAX_LEN != 16
# error "attribute binding code assumes GPU_VERT_ATTR_MAX_LEN = 16"
#endif
void AttrBinding_clear(GPUAttrBinding *binding)
{
binding->loc_bits = 0;
binding->enabled_bits = 0;
}
uint read_attr_location(const GPUAttrBinding *binding, uint a_idx)
{
#if TRUST_NO_ONE
assert(a_idx < GPU_VERT_ATTR_MAX_LEN);
assert(binding->enabled_bits & (1 << a_idx));
#endif
return (binding->loc_bits >> (4 * a_idx)) & 0xF;
}
static void write_attr_location(GPUAttrBinding *binding, uint a_idx, uint location)
{
#if TRUST_NO_ONE
assert(a_idx < GPU_VERT_ATTR_MAX_LEN);
assert(location < GPU_VERT_ATTR_MAX_LEN);
#endif
const uint shift = 4 * a_idx;
const uint64_t mask = ((uint64_t)0xF) << shift;
/* overwrite this attr's previous location */
binding->loc_bits = (binding->loc_bits & ~mask) | (location << shift);
/* mark this attr as enabled */
binding->enabled_bits |= 1 << a_idx;
}
void get_attr_locations(const GPUVertFormat *format,
GPUAttrBinding *binding,
const GPUShaderInterface *shaderface)
{
AttrBinding_clear(binding);
for (uint a_idx = 0; a_idx < format->attr_len; a_idx++) {
const GPUVertAttr *a = &format->attrs[a_idx];
for (uint n_idx = 0; n_idx < a->name_len; n_idx++) {
const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
const GPUShaderInput *input = GPU_shaderinterface_attr(shaderface, name);
#if TRUST_NO_ONE
assert(input != NULL);
/* TODO: make this a recoverable runtime error?
* indicates mismatch between vertex format and program. */
#endif
write_attr_location(binding, a_idx, input->location);
}
}
}