This reduce the base size of the shaderinterface from 400 to 136 bytes. Improves memory usage and cache coherency when querying a lot of uniforms at once.
121 lines
4.4 KiB
C++
121 lines
4.4 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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#ifndef __GPU_SHADER_INTERFACE_H__
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#define __GPU_SHADER_INTERFACE_H__
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#include "GPU_common.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum {
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GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
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GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
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GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
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GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
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GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
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GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
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GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
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GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
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GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
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GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
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GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
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GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
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GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
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GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
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GPU_UNIFORM_COLOR, /* vec4 color */
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GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
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GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
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GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
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GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
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GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
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} GPUUniformBuiltin;
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typedef enum {
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GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
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GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
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GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
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GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
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} GPUUniformBlockBuiltin;
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typedef struct GPUShaderInput {
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uint32_t name_offset;
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uint32_t name_hash;
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int32_t location;
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/** Defined at interface creation or in shader. Only for Samplers, UBOs and Vertex Attribs. */
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int32_t binding;
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} GPUShaderInput;
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#define GPU_SHADERINTERFACE_REF_ALLOC_COUNT 16
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typedef struct GPUShaderInterface {
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/** Buffer containing all inputs names separated by '\0'. */
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char *name_buffer;
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/** Reference to GPUBatches using this interface */
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struct GPUBatch **batches;
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uint batches_len;
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/** Input counts. */
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uint attribute_len;
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uint ubo_len;
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uint uniform_len;
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/** Enabled bindpoints that needs to be fed with data. */
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uint16_t enabled_attr_mask;
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uint16_t enabled_ubo_mask;
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uint64_t enabled_tex_mask;
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/** Opengl Location of builtin uniforms. Fast access, no lookup needed. */
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int32_t builtins[GPU_NUM_UNIFORMS];
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int32_t builtin_blocks[GPU_NUM_UNIFORM_BLOCKS];
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/** Flat array. In this order: Attributes, Ubos, Uniforms. */
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GPUShaderInput inputs[0];
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} GPUShaderInterface;
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GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id);
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void GPU_shaderinterface_discard(GPUShaderInterface *);
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const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
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int32_t GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *shaderface,
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GPUUniformBuiltin builtin);
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int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
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GPUUniformBlockBuiltin builtin);
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const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name);
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const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name);
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/* keep track of batches using this interface */
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void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *, struct GPUBatch *);
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void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *, struct GPUBatch *);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __GPU_SHADER_INTERFACE_H__ */
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