glDrawArrays is not supposed to be affected by primitive restart but osx drivers never cease to surprise me.
		
			
				
	
	
		
			942 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			942 lines
		
	
	
		
			25 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 immediate mode work-alike
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 */
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#include "UI_resources.h"
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#include "GPU_attr_binding.h"
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#include "GPU_immediate.h"
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#include "gpu_attr_binding_private.h"
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#include "gpu_context_private.h"
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#include "gpu_primitive_private.h"
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#include "gpu_shader_private.h"
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#include "gpu_vertex_format_private.h"
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#include <string.h>
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#include <stdlib.h>
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/* necessary functions from matrix API */
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extern void GPU_matrix_bind(const GPUShaderInterface *);
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extern bool GPU_matrix_dirty_get(void);
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typedef struct {
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  /* TODO: organize this struct by frequency of change (run-time) */
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  GPUBatch *batch;
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  GPUContext *context;
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  /* current draw call */
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  GLubyte *buffer_data;
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  uint buffer_offset;
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  uint buffer_bytes_mapped;
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  uint vertex_len;
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  bool strict_vertex_len;
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  GPUPrimType prim_type;
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  GPUVertFormat vertex_format;
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  /* current vertex */
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  uint vertex_idx;
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  GLubyte *vertex_data;
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  uint16_t
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      unassigned_attr_bits; /* which attributes of current vertex have not been given values? */
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  GLuint vbo_id;
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  GLuint vao_id;
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  GLuint bound_program;
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  const GPUShaderInterface *shader_interface;
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  GPUAttrBinding attr_binding;
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  uint16_t prev_enabled_attr_bits; /* <-- only affects this VAO, so we're ok */
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} Immediate;
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/* size of internal buffer -- make this adjustable? */
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#define IMM_BUFFER_SIZE (4 * 1024 * 1024)
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static bool initialized = false;
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static Immediate imm;
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void immInit(void)
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{
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#if TRUST_NO_ONE
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  assert(!initialized);
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#endif
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  memset(&imm, 0, sizeof(Immediate));
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  imm.vbo_id = GPU_buf_alloc();
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  glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
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  glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
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  imm.prim_type = GPU_PRIM_NONE;
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  imm.strict_vertex_len = true;
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  glBindBuffer(GL_ARRAY_BUFFER, 0);
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  initialized = true;
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}
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void immActivate(void)
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{
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#if TRUST_NO_ONE
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  assert(initialized);
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  assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we're not between a Begin/End pair */
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  assert(imm.vao_id == 0);
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#endif
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  imm.vao_id = GPU_vao_alloc();
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  imm.context = GPU_context_active_get();
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}
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void immDeactivate(void)
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{
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#if TRUST_NO_ONE
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  assert(initialized);
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  assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we're not between a Begin/End pair */
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  assert(imm.vao_id != 0);
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#endif
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  GPU_vao_free(imm.vao_id, imm.context);
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  imm.vao_id = 0;
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  imm.prev_enabled_attr_bits = 0;
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}
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void immDestroy(void)
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{
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  GPU_buf_free(imm.vbo_id);
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  initialized = false;
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}
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GPUVertFormat *immVertexFormat(void)
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{
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  GPU_vertformat_clear(&imm.vertex_format);
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  return &imm.vertex_format;
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}
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void immBindProgram(GLuint program, const GPUShaderInterface *shaderface)
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{
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#if TRUST_NO_ONE
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  assert(imm.bound_program == 0);
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  assert(glIsProgram(program));
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#endif
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  imm.bound_program = program;
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  imm.shader_interface = shaderface;
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  if (!imm.vertex_format.packed) {
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    VertexFormat_pack(&imm.vertex_format);
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  }
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  glUseProgram(program);
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  get_attr_locations(&imm.vertex_format, &imm.attr_binding, shaderface);
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  GPU_matrix_bind(shaderface);
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}
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void immBindBuiltinProgram(eGPUBuiltinShader shader_id)
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{
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  GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
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  immBindProgram(shader->program, shader->interface);
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}
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void immUnbindProgram(void)
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{
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#if TRUST_NO_ONE
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  assert(imm.bound_program != 0);
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#endif
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#if PROGRAM_NO_OPTI
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  glUseProgram(0);
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#endif
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  imm.bound_program = 0;
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}
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#if TRUST_NO_ONE
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static bool vertex_count_makes_sense_for_primitive(uint vertex_len, GPUPrimType prim_type)
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{
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  /* does vertex_len make sense for this primitive type? */
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  if (vertex_len == 0) {
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    return false;
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  }
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  switch (prim_type) {
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    case GPU_PRIM_POINTS:
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      return true;
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    case GPU_PRIM_LINES:
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      return vertex_len % 2 == 0;
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    case GPU_PRIM_LINE_STRIP:
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    case GPU_PRIM_LINE_LOOP:
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      return vertex_len >= 2;
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    case GPU_PRIM_LINE_STRIP_ADJ:
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      return vertex_len >= 4;
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    case GPU_PRIM_TRIS:
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      return vertex_len % 3 == 0;
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    case GPU_PRIM_TRI_STRIP:
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    case GPU_PRIM_TRI_FAN:
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      return vertex_len >= 3;
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    default:
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      return false;
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  }
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}
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#endif
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void immBegin(GPUPrimType prim_type, uint vertex_len)
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{
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#if TRUST_NO_ONE
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  assert(initialized);
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  assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we haven't already begun */
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  assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
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#endif
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  imm.prim_type = prim_type;
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  imm.vertex_len = vertex_len;
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  imm.vertex_idx = 0;
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  imm.unassigned_attr_bits = imm.attr_binding.enabled_bits;
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  /* how many bytes do we need for this draw call? */
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  const uint bytes_needed = vertex_buffer_size(&imm.vertex_format, vertex_len);
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#if TRUST_NO_ONE
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  assert(bytes_needed <= IMM_BUFFER_SIZE);
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#endif
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  glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
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  /* does the current buffer have enough room? */
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  const uint available_bytes = IMM_BUFFER_SIZE - imm.buffer_offset;
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  /* ensure vertex data is aligned */
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  const uint pre_padding = padding(
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      imm.buffer_offset, imm.vertex_format.stride); /* might waste a little space, but it's safe */
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  if ((bytes_needed + pre_padding) <= available_bytes) {
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    imm.buffer_offset += pre_padding;
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  }
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  else {
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    /* orphan this buffer & start with a fresh one */
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    /* this method works on all platforms, old & new */
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    glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
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    imm.buffer_offset = 0;
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  }
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  /*  printf("mapping %u to %u\n", imm.buffer_offset, imm.buffer_offset + bytes_needed - 1); */
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  imm.buffer_data = glMapBufferRange(GL_ARRAY_BUFFER,
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                                     imm.buffer_offset,
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                                     bytes_needed,
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                                     GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT |
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                                         (imm.strict_vertex_len ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT));
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#if TRUST_NO_ONE
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  assert(imm.buffer_data != NULL);
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#endif
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  imm.buffer_bytes_mapped = bytes_needed;
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  imm.vertex_data = imm.buffer_data;
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}
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void immBeginAtMost(GPUPrimType prim_type, uint vertex_len)
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{
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#if TRUST_NO_ONE
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  assert(vertex_len > 0);
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#endif
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  imm.strict_vertex_len = false;
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  immBegin(prim_type, vertex_len);
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}
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GPUBatch *immBeginBatch(GPUPrimType prim_type, uint vertex_len)
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{
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#if TRUST_NO_ONE
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  assert(initialized);
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  assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we haven't already begun */
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  assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
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#endif
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  imm.prim_type = prim_type;
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  imm.vertex_len = vertex_len;
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  imm.vertex_idx = 0;
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  imm.unassigned_attr_bits = imm.attr_binding.enabled_bits;
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  GPUVertBuf *verts = GPU_vertbuf_create_with_format(&imm.vertex_format);
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  GPU_vertbuf_data_alloc(verts, vertex_len);
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  imm.buffer_bytes_mapped = GPU_vertbuf_size_get(verts);
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  imm.vertex_data = verts->data;
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  imm.batch = GPU_batch_create_ex(prim_type, verts, NULL, GPU_BATCH_OWNS_VBO);
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  imm.batch->phase = GPU_BATCH_BUILDING;
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  return imm.batch;
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}
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GPUBatch *immBeginBatchAtMost(GPUPrimType prim_type, uint vertex_len)
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{
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  imm.strict_vertex_len = false;
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  return immBeginBatch(prim_type, vertex_len);
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}
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static void immDrawSetup(void)
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{
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  /* set up VAO -- can be done during Begin or End really */
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  glBindVertexArray(imm.vao_id);
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  /* Enable/Disable vertex attributes as needed. */
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  if (imm.attr_binding.enabled_bits != imm.prev_enabled_attr_bits) {
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    for (uint loc = 0; loc < GPU_VERT_ATTR_MAX_LEN; ++loc) {
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      bool is_enabled = imm.attr_binding.enabled_bits & (1 << loc);
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      bool was_enabled = imm.prev_enabled_attr_bits & (1 << loc);
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      if (is_enabled && !was_enabled) {
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        glEnableVertexAttribArray(loc);
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      }
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      else if (was_enabled && !is_enabled) {
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        glDisableVertexAttribArray(loc);
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      }
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    }
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    imm.prev_enabled_attr_bits = imm.attr_binding.enabled_bits;
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  }
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  const uint stride = imm.vertex_format.stride;
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  for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
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    const GPUVertAttr *a = &imm.vertex_format.attrs[a_idx];
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    const uint offset = imm.buffer_offset + a->offset;
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    const GLvoid *pointer = (const GLubyte *)0 + offset;
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    const uint loc = read_attr_location(&imm.attr_binding, a_idx);
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    switch (a->fetch_mode) {
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      case GPU_FETCH_FLOAT:
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      case GPU_FETCH_INT_TO_FLOAT:
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        glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
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        break;
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      case GPU_FETCH_INT_TO_FLOAT_UNIT:
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        glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
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        break;
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      case GPU_FETCH_INT:
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        glVertexAttribIPointer(loc, a->comp_len, a->gl_comp_type, stride, pointer);
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    }
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  }
 | 
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 | 
						|
  if (GPU_matrix_dirty_get()) {
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    GPU_matrix_bind(imm.shader_interface);
 | 
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  }
 | 
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}
 | 
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 | 
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void immEnd(void)
 | 
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{
 | 
						|
#if TRUST_NO_ONE
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  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
 | 
						|
  uint buffer_bytes_used;
 | 
						|
  if (imm.strict_vertex_len) {
 | 
						|
#if TRUST_NO_ONE
 | 
						|
    assert(imm.vertex_idx == imm.vertex_len); /* with all vertices defined */
 | 
						|
#endif
 | 
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    buffer_bytes_used = imm.buffer_bytes_mapped;
 | 
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  }
 | 
						|
  else {
 | 
						|
#if TRUST_NO_ONE
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    assert(imm.vertex_idx <= imm.vertex_len);
 | 
						|
#endif
 | 
						|
    if (imm.vertex_idx == imm.vertex_len) {
 | 
						|
      buffer_bytes_used = imm.buffer_bytes_mapped;
 | 
						|
    }
 | 
						|
    else {
 | 
						|
#if TRUST_NO_ONE
 | 
						|
      assert(imm.vertex_idx == 0 ||
 | 
						|
             vertex_count_makes_sense_for_primitive(imm.vertex_idx, imm.prim_type));
 | 
						|
#endif
 | 
						|
      imm.vertex_len = imm.vertex_idx;
 | 
						|
      buffer_bytes_used = vertex_buffer_size(&imm.vertex_format, imm.vertex_len);
 | 
						|
      /* unused buffer bytes are available to the next immBegin */
 | 
						|
    }
 | 
						|
    /* tell OpenGL what range was modified so it doesn't copy the whole mapped range */
 | 
						|
    glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used);
 | 
						|
  }
 | 
						|
 | 
						|
  if (imm.batch) {
 | 
						|
    if (buffer_bytes_used != imm.buffer_bytes_mapped) {
 | 
						|
      GPU_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
 | 
						|
      /* TODO: resize only if vertex count is much smaller */
 | 
						|
    }
 | 
						|
    GPU_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
 | 
						|
    imm.batch->phase = GPU_BATCH_READY_TO_DRAW;
 | 
						|
    imm.batch = NULL; /* don't free, batch belongs to caller */
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    glUnmapBuffer(GL_ARRAY_BUFFER);
 | 
						|
 | 
						|
    if (imm.vertex_len > 0) {
 | 
						|
      immDrawSetup();
 | 
						|
#ifdef __APPLE__
 | 
						|
      glDisable(GL_PRIMITIVE_RESTART);
 | 
						|
#endif
 | 
						|
      glDrawArrays(convert_prim_type_to_gl(imm.prim_type), 0, imm.vertex_len);
 | 
						|
#ifdef __APPLE__
 | 
						|
      glEnable(GL_PRIMITIVE_RESTART);
 | 
						|
#endif
 | 
						|
    }
 | 
						|
    /* These lines are causing crash on startup on some old GPU + drivers.
 | 
						|
     * They are not required so just comment them. (T55722) */
 | 
						|
    // glBindBuffer(GL_ARRAY_BUFFER, 0);
 | 
						|
    // glBindVertexArray(0);
 | 
						|
    /* prep for next immBegin */
 | 
						|
    imm.buffer_offset += buffer_bytes_used;
 | 
						|
  }
 | 
						|
 | 
						|
  /* prep for next immBegin */
 | 
						|
  imm.prim_type = GPU_PRIM_NONE;
 | 
						|
  imm.strict_vertex_len = true;
 | 
						|
}
 | 
						|
 | 
						|
static void setAttrValueBit(uint attr_id)
 | 
						|
{
 | 
						|
  uint16_t mask = 1 << attr_id;
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(imm.unassigned_attr_bits & mask); /* not already set */
 | 
						|
#endif
 | 
						|
  imm.unassigned_attr_bits &= ~mask;
 | 
						|
}
 | 
						|
 | 
						|
/* --- generic attribute functions --- */
 | 
						|
 | 
						|
void immAttr1f(uint attr_id, float x)
 | 
						|
{
 | 
						|
  GPUVertAttr *attr = &imm.vertex_format.attrs[attr_id];
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(attr->comp_type == GPU_COMP_F32);
 | 
						|
  assert(attr->comp_len == 1);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
 | 
						|
  float *data = (float *)(imm.vertex_data + attr->offset);
 | 
						|
  /*  printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
 | 
						|
 | 
						|
  data[0] = x;
 | 
						|
}
 | 
						|
 | 
						|
void immAttr2f(uint attr_id, float x, float y)
 | 
						|
{
 | 
						|
  GPUVertAttr *attr = &imm.vertex_format.attrs[attr_id];
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(attr->comp_type == GPU_COMP_F32);
 | 
						|
  assert(attr->comp_len == 2);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
 | 
						|
  float *data = (float *)(imm.vertex_data + attr->offset);
 | 
						|
  /*  printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
 | 
						|
 | 
						|
  data[0] = x;
 | 
						|
  data[1] = y;
 | 
						|
}
 | 
						|
 | 
						|
void immAttr3f(uint attr_id, float x, float y, float z)
 | 
						|
{
 | 
						|
  GPUVertAttr *attr = &imm.vertex_format.attrs[attr_id];
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(attr->comp_type == GPU_COMP_F32);
 | 
						|
  assert(attr->comp_len == 3);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
 | 
						|
  float *data = (float *)(imm.vertex_data + attr->offset);
 | 
						|
  /*  printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
 | 
						|
 | 
						|
  data[0] = x;
 | 
						|
  data[1] = y;
 | 
						|
  data[2] = z;
 | 
						|
}
 | 
						|
 | 
						|
void immAttr4f(uint attr_id, float x, float y, float z, float w)
 | 
						|
{
 | 
						|
  GPUVertAttr *attr = &imm.vertex_format.attrs[attr_id];
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(attr->comp_type == GPU_COMP_F32);
 | 
						|
  assert(attr->comp_len == 4);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
 | 
						|
  float *data = (float *)(imm.vertex_data + attr->offset);
 | 
						|
  /*  printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
 | 
						|
 | 
						|
  data[0] = x;
 | 
						|
  data[1] = y;
 | 
						|
  data[2] = z;
 | 
						|
  data[3] = w;
 | 
						|
}
 | 
						|
 | 
						|
void immAttr1u(uint attr_id, uint x)
 | 
						|
{
 | 
						|
  GPUVertAttr *attr = &imm.vertex_format.attrs[attr_id];
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(attr->comp_type == GPU_COMP_U32);
 | 
						|
  assert(attr->comp_len == 1);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
 | 
						|
  uint *data = (uint *)(imm.vertex_data + attr->offset);
 | 
						|
 | 
						|
  data[0] = x;
 | 
						|
}
 | 
						|
 | 
						|
void immAttr2i(uint attr_id, int x, int y)
 | 
						|
{
 | 
						|
  GPUVertAttr *attr = &imm.vertex_format.attrs[attr_id];
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(attr->comp_type == GPU_COMP_I32);
 | 
						|
  assert(attr->comp_len == 2);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
 | 
						|
  int *data = (int *)(imm.vertex_data + attr->offset);
 | 
						|
 | 
						|
  data[0] = x;
 | 
						|
  data[1] = y;
 | 
						|
}
 | 
						|
 | 
						|
void immAttr2s(uint attr_id, short x, short y)
 | 
						|
{
 | 
						|
  GPUVertAttr *attr = &imm.vertex_format.attrs[attr_id];
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(attr->comp_type == GPU_COMP_I16);
 | 
						|
  assert(attr->comp_len == 2);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
 | 
						|
  short *data = (short *)(imm.vertex_data + attr->offset);
 | 
						|
 | 
						|
  data[0] = x;
 | 
						|
  data[1] = y;
 | 
						|
}
 | 
						|
 | 
						|
void immAttr2fv(uint attr_id, const float data[2])
 | 
						|
{
 | 
						|
  immAttr2f(attr_id, data[0], data[1]);
 | 
						|
}
 | 
						|
 | 
						|
void immAttr3fv(uint attr_id, const float data[3])
 | 
						|
{
 | 
						|
  immAttr3f(attr_id, data[0], data[1], data[2]);
 | 
						|
}
 | 
						|
 | 
						|
void immAttr4fv(uint attr_id, const float data[4])
 | 
						|
{
 | 
						|
  immAttr4f(attr_id, data[0], data[1], data[2], data[3]);
 | 
						|
}
 | 
						|
 | 
						|
void immAttr3ub(uint attr_id, uchar r, uchar g, uchar b)
 | 
						|
{
 | 
						|
  GPUVertAttr *attr = &imm.vertex_format.attrs[attr_id];
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(attr->comp_type == GPU_COMP_U8);
 | 
						|
  assert(attr->comp_len == 3);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
 | 
						|
  GLubyte *data = imm.vertex_data + attr->offset;
 | 
						|
  /*  printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
 | 
						|
 | 
						|
  data[0] = r;
 | 
						|
  data[1] = g;
 | 
						|
  data[2] = b;
 | 
						|
}
 | 
						|
 | 
						|
void immAttr4ub(uint attr_id, uchar r, uchar g, uchar b, uchar a)
 | 
						|
{
 | 
						|
  GPUVertAttr *attr = &imm.vertex_format.attrs[attr_id];
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(attr->comp_type == GPU_COMP_U8);
 | 
						|
  assert(attr->comp_len == 4);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
 | 
						|
  GLubyte *data = imm.vertex_data + attr->offset;
 | 
						|
  /*  printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */
 | 
						|
 | 
						|
  data[0] = r;
 | 
						|
  data[1] = g;
 | 
						|
  data[2] = b;
 | 
						|
  data[3] = a;
 | 
						|
}
 | 
						|
 | 
						|
void immAttr3ubv(uint attr_id, const uchar data[3])
 | 
						|
{
 | 
						|
  immAttr3ub(attr_id, data[0], data[1], data[2]);
 | 
						|
}
 | 
						|
 | 
						|
void immAttr4ubv(uint attr_id, const uchar data[4])
 | 
						|
{
 | 
						|
  immAttr4ub(attr_id, data[0], data[1], data[2], data[3]);
 | 
						|
}
 | 
						|
 | 
						|
void immAttrSkip(uint attr_id)
 | 
						|
{
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(attr_id < imm.vertex_format.attr_len);
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
#endif
 | 
						|
  setAttrValueBit(attr_id);
 | 
						|
}
 | 
						|
 | 
						|
static void immEndVertex(void) /* and move on to the next vertex */
 | 
						|
{
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
 | 
						|
  assert(imm.vertex_idx < imm.vertex_len);
 | 
						|
#endif
 | 
						|
 | 
						|
  /* Have all attributes been assigned values?
 | 
						|
   * If not, copy value from previous vertex. */
 | 
						|
  if (imm.unassigned_attr_bits) {
 | 
						|
#if TRUST_NO_ONE
 | 
						|
    assert(imm.vertex_idx > 0); /* first vertex must have all attributes specified */
 | 
						|
#endif
 | 
						|
    for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
 | 
						|
      if ((imm.unassigned_attr_bits >> a_idx) & 1) {
 | 
						|
        const GPUVertAttr *a = &imm.vertex_format.attrs[a_idx];
 | 
						|
 | 
						|
#if 0
 | 
						|
        printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx);
 | 
						|
#endif
 | 
						|
 | 
						|
        GLubyte *data = imm.vertex_data + a->offset;
 | 
						|
        memcpy(data, data - imm.vertex_format.stride, a->sz);
 | 
						|
        /* TODO: consolidate copy of adjacent attributes */
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  imm.vertex_idx++;
 | 
						|
  imm.vertex_data += imm.vertex_format.stride;
 | 
						|
  imm.unassigned_attr_bits = imm.attr_binding.enabled_bits;
 | 
						|
}
 | 
						|
 | 
						|
void immVertex2f(uint attr_id, float x, float y)
 | 
						|
{
 | 
						|
  immAttr2f(attr_id, x, y);
 | 
						|
  immEndVertex();
 | 
						|
}
 | 
						|
 | 
						|
void immVertex3f(uint attr_id, float x, float y, float z)
 | 
						|
{
 | 
						|
  immAttr3f(attr_id, x, y, z);
 | 
						|
  immEndVertex();
 | 
						|
}
 | 
						|
 | 
						|
void immVertex4f(uint attr_id, float x, float y, float z, float w)
 | 
						|
{
 | 
						|
  immAttr4f(attr_id, x, y, z, w);
 | 
						|
  immEndVertex();
 | 
						|
}
 | 
						|
 | 
						|
void immVertex2i(uint attr_id, int x, int y)
 | 
						|
{
 | 
						|
  immAttr2i(attr_id, x, y);
 | 
						|
  immEndVertex();
 | 
						|
}
 | 
						|
 | 
						|
void immVertex2s(uint attr_id, short x, short y)
 | 
						|
{
 | 
						|
  immAttr2s(attr_id, x, y);
 | 
						|
  immEndVertex();
 | 
						|
}
 | 
						|
 | 
						|
void immVertex2fv(uint attr_id, const float data[2])
 | 
						|
{
 | 
						|
  immAttr2f(attr_id, data[0], data[1]);
 | 
						|
  immEndVertex();
 | 
						|
}
 | 
						|
 | 
						|
void immVertex3fv(uint attr_id, const float data[3])
 | 
						|
{
 | 
						|
  immAttr3f(attr_id, data[0], data[1], data[2]);
 | 
						|
  immEndVertex();
 | 
						|
}
 | 
						|
 | 
						|
void immVertex2iv(uint attr_id, const int data[2])
 | 
						|
{
 | 
						|
  immAttr2i(attr_id, data[0], data[1]);
 | 
						|
  immEndVertex();
 | 
						|
}
 | 
						|
 | 
						|
/* --- generic uniform functions --- */
 | 
						|
 | 
						|
#if 0
 | 
						|
#  if TRUST_NO_ONE
 | 
						|
#    define GET_UNIFORM \
 | 
						|
      const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, \
 | 
						|
                                                                         name); \
 | 
						|
      assert(uniform);
 | 
						|
#  else
 | 
						|
#    define GET_UNIFORM \
 | 
						|
      const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, \
 | 
						|
                                                                         name);
 | 
						|
#  endif
 | 
						|
#else
 | 
						|
/* NOTE: It is possible to have uniform fully optimized out from the shader.
 | 
						|
 *       In this case we can't assert failure or allow NULL-pointer dereference.
 | 
						|
 * TODO(sergey): How can we detect existing-but-optimized-out uniform but still
 | 
						|
 *               catch typos in uniform names passed to immUniform*() functions? */
 | 
						|
#  define GET_UNIFORM \
 | 
						|
    const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, \
 | 
						|
                                                                       name); \
 | 
						|
    if (uniform == NULL) \
 | 
						|
      return;
 | 
						|
#endif
 | 
						|
 | 
						|
void immUniform1f(const char *name, float x)
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform1f(uniform->location, x);
 | 
						|
}
 | 
						|
 | 
						|
void immUniform2f(const char *name, float x, float y)
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform2f(uniform->location, x, y);
 | 
						|
}
 | 
						|
 | 
						|
void immUniform2fv(const char *name, const float data[2])
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform2fv(uniform->location, 1, data);
 | 
						|
}
 | 
						|
 | 
						|
void immUniform3f(const char *name, float x, float y, float z)
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform3f(uniform->location, x, y, z);
 | 
						|
}
 | 
						|
 | 
						|
void immUniform3fv(const char *name, const float data[3])
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform3fv(uniform->location, 1, data);
 | 
						|
}
 | 
						|
 | 
						|
/* can increase this limit or move to another file */
 | 
						|
#define MAX_UNIFORM_NAME_LEN 60
 | 
						|
 | 
						|
void immUniformArray3fv(const char *bare_name, const float *data, int count)
 | 
						|
{
 | 
						|
  /* look up "name[0]" when given "name" */
 | 
						|
  const size_t len = strlen(bare_name);
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(len <= MAX_UNIFORM_NAME_LEN);
 | 
						|
#endif
 | 
						|
  char name[MAX_UNIFORM_NAME_LEN];
 | 
						|
  strcpy(name, bare_name);
 | 
						|
  name[len + 0] = '[';
 | 
						|
  name[len + 1] = '0';
 | 
						|
  name[len + 2] = ']';
 | 
						|
  name[len + 3] = '\0';
 | 
						|
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform3fv(uniform->location, count, data);
 | 
						|
}
 | 
						|
 | 
						|
void immUniform4f(const char *name, float x, float y, float z, float w)
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform4f(uniform->location, x, y, z, w);
 | 
						|
}
 | 
						|
 | 
						|
void immUniform4fv(const char *name, const float data[4])
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform4fv(uniform->location, 1, data);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformArray4fv(const char *bare_name, const float *data, int count)
 | 
						|
{
 | 
						|
  /* look up "name[0]" when given "name" */
 | 
						|
  const size_t len = strlen(bare_name);
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(len <= MAX_UNIFORM_NAME_LEN);
 | 
						|
#endif
 | 
						|
  char name[MAX_UNIFORM_NAME_LEN];
 | 
						|
  strcpy(name, bare_name);
 | 
						|
  name[len + 0] = '[';
 | 
						|
  name[len + 1] = '0';
 | 
						|
  name[len + 2] = ']';
 | 
						|
  name[len + 3] = '\0';
 | 
						|
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform4fv(uniform->location, count, data);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformMatrix4fv(const char *name, const float data[4][4])
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (float *)data);
 | 
						|
}
 | 
						|
 | 
						|
void immUniform1i(const char *name, int x)
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform1i(uniform->location, x);
 | 
						|
}
 | 
						|
 | 
						|
void immUniform4iv(const char *name, const int data[4])
 | 
						|
{
 | 
						|
  GET_UNIFORM
 | 
						|
  glUniform4iv(uniform->location, 1, data);
 | 
						|
}
 | 
						|
 | 
						|
/* --- convenience functions for setting "uniform vec4 color" --- */
 | 
						|
 | 
						|
void immUniformColor4f(float r, float g, float b, float a)
 | 
						|
{
 | 
						|
  const GPUShaderInput *uniform = GPU_shaderinterface_uniform_builtin(imm.shader_interface,
 | 
						|
                                                                      GPU_UNIFORM_COLOR);
 | 
						|
#if TRUST_NO_ONE
 | 
						|
  assert(uniform != NULL);
 | 
						|
#endif
 | 
						|
  glUniform4f(uniform->location, r, g, b, a);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformColor4fv(const float rgba[4])
 | 
						|
{
 | 
						|
  immUniformColor4f(rgba[0], rgba[1], rgba[2], rgba[3]);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformColor3f(float r, float g, float b)
 | 
						|
{
 | 
						|
  immUniformColor4f(r, g, b, 1.0f);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformColor3fv(const float rgb[3])
 | 
						|
{
 | 
						|
  immUniformColor4f(rgb[0], rgb[1], rgb[2], 1.0f);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformColor3fvAlpha(const float rgb[3], float a)
 | 
						|
{
 | 
						|
  immUniformColor4f(rgb[0], rgb[1], rgb[2], a);
 | 
						|
}
 | 
						|
 | 
						|
/* TODO: v-- treat as sRGB? --v */
 | 
						|
 | 
						|
void immUniformColor3ub(uchar r, uchar g, uchar b)
 | 
						|
{
 | 
						|
  const float scale = 1.0f / 255.0f;
 | 
						|
  immUniformColor4f(scale * r, scale * g, scale * b, 1.0f);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformColor4ub(uchar r, uchar g, uchar b, uchar a)
 | 
						|
{
 | 
						|
  const float scale = 1.0f / 255.0f;
 | 
						|
  immUniformColor4f(scale * r, scale * g, scale * b, scale * a);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformColor3ubv(const uchar rgb[3])
 | 
						|
{
 | 
						|
  immUniformColor3ub(rgb[0], rgb[1], rgb[2]);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformColor3ubvAlpha(const uchar rgb[3], uchar alpha)
 | 
						|
{
 | 
						|
  immUniformColor4ub(rgb[0], rgb[1], rgb[2], alpha);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformColor4ubv(const uchar rgba[4])
 | 
						|
{
 | 
						|
  immUniformColor4ub(rgba[0], rgba[1], rgba[2], rgba[3]);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformThemeColor(int color_id)
 | 
						|
{
 | 
						|
  float color[4];
 | 
						|
  UI_GetThemeColor4fv(color_id, color);
 | 
						|
  immUniformColor4fv(color);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformThemeColor3(int color_id)
 | 
						|
{
 | 
						|
  float color[3];
 | 
						|
  UI_GetThemeColor3fv(color_id, color);
 | 
						|
  immUniformColor3fv(color);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformThemeColorShade(int color_id, int offset)
 | 
						|
{
 | 
						|
  float color[4];
 | 
						|
  UI_GetThemeColorShade4fv(color_id, offset, color);
 | 
						|
  immUniformColor4fv(color);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformThemeColorShadeAlpha(int color_id, int color_offset, int alpha_offset)
 | 
						|
{
 | 
						|
  float color[4];
 | 
						|
  UI_GetThemeColorShadeAlpha4fv(color_id, color_offset, alpha_offset, color);
 | 
						|
  immUniformColor4fv(color);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int offset)
 | 
						|
{
 | 
						|
  float color[4];
 | 
						|
  UI_GetThemeColorBlendShade4fv(color_id1, color_id2, fac, offset, color);
 | 
						|
  immUniformColor4fv(color);
 | 
						|
}
 | 
						|
 | 
						|
void immUniformThemeColorBlend(int color_id1, int color_id2, float fac)
 | 
						|
{
 | 
						|
  uint8_t color[3];
 | 
						|
  UI_GetThemeColorBlend3ubv(color_id1, color_id2, fac, color);
 | 
						|
  immUniformColor3ubv(color);
 | 
						|
}
 | 
						|
 | 
						|
void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset)
 | 
						|
{
 | 
						|
  uchar col[4];
 | 
						|
  UI_GetThemeColorShadeAlpha4ubv(colorid, coloffset, alphaoffset, col);
 | 
						|
  immUniformColor4ub(col[0], col[1], col[2], col[3]);
 | 
						|
}
 |