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blender-archive/source/blender/gpu/GPU_shader_interface.h
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/*
* 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 shader interface (C --> GLSL)
*/
#ifndef __GPU_SHADER_INTERFACE_H__
#define __GPU_SHADER_INTERFACE_H__
#include "GPU_common.h"
typedef enum {
GPU_UNIFORM_NONE = 0, /* uninitialized/unknown */
GPU_UNIFORM_MODEL, /* mat4 ModelMatrix */
GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_EYE, /* vec3 eye */
GPU_UNIFORM_CALLID, /* int callId */
GPU_UNIFORM_OBJECT_INFO, /* vec3 objectInfo */
GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */
GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
} GPUUniformBuiltin;
typedef struct GPUShaderInput {
struct GPUShaderInput *next;
uint32_t name_offset;
uint name_hash;
/** Only for uniform inputs. */
GPUUniformBuiltin builtin_type;
/** Only for attribute inputs. */
uint32_t gl_type;
/** Only for attribute inputs. */
int32_t size;
int32_t location;
} GPUShaderInput;
#define GPU_NUM_SHADERINTERFACE_BUCKETS 257
#define GPU_SHADERINTERFACE_REF_ALLOC_COUNT 16
typedef struct GPUShaderInterface {
int32_t program;
uint32_t name_buffer_offset;
GPUShaderInput *attr_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
GPUShaderInput *uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
GPUShaderInput *ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
GPUShaderInput *builtin_uniforms[GPU_NUM_UNIFORMS];
char *name_buffer;
struct GPUBatch **batches; /* references to batches using this interface */
uint batches_len;
} GPUShaderInterface;
GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id);
void GPU_shaderinterface_discard(GPUShaderInterface *);
const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *, const char *name);
const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *, GPUUniformBuiltin);
const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name);
const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name);
/* keep track of batches using this interface */
void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *, struct GPUBatch *);
void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *, struct GPUBatch *);
#endif /* __GPU_SHADER_INTERFACE_H__ */