107 lines
4.1 KiB
C
107 lines
4.1 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/GPU_shader_interface.h
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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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typedef enum {
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GPU_UNIFORM_NONE = 0, /* uninitialized/unknown */
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GPU_UNIFORM_MODEL, /* 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_WORLDNORMAL, /* mat3 WorldNormalMatrix */
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GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
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GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
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GPU_UNIFORM_COLOR, /* vec4 color */
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GPU_UNIFORM_EYE, /* vec3 eye */
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GPU_UNIFORM_CALLID, /* int callId */
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GPU_UNIFORM_OBJECT_INFO, /* vec3 objectInfo */
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GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */
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GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
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} GPUUniformBuiltin;
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typedef struct GPUShaderInput {
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struct GPUShaderInput *next;
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uint32_t name_offset;
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uint name_hash;
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GPUUniformBuiltin builtin_type; /* only for uniform inputs */
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uint32_t gl_type; /* only for attrib inputs */
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int32_t size; /* only for attrib inputs */
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int32_t location;
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} GPUShaderInput;
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#define GPU_NUM_SHADERINTERFACE_BUCKETS 257
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#define GPU_SHADERINTERFACE_REF_ALLOC_COUNT 16
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typedef struct GPUShaderInterface {
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int32_t program;
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uint32_t name_buffer_offset;
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GPUShaderInput *attrib_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
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GPUShaderInput *uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
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GPUShaderInput *ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
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GPUShaderInput *builtin_uniforms[GPU_NUM_UNIFORMS];
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char *name_buffer;
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struct GPUBatch **batches; /* references to batches using this interface */
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uint batches_len;
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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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const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *, const char *name);
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const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *, GPUUniformBuiltin);
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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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#endif /* __GPU_SHADER_INTERFACE_H__ */
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