925 lines
24 KiB
C
925 lines
24 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/intern/gpu_immediate.c
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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 unassigned_attrib_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 attrib_binding;
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uint16_t prev_enabled_attrib_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_attrib_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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glUseProgram(program);
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get_attrib_locations(&imm.vertex_format, &imm.attrib_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_attrib_bits = imm.attrib_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(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, imm.buffer_offset, bytes_needed,
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GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | (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_attrib_bits = imm.attrib_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 attribs as needed */
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if (imm.attrib_binding.enabled_bits != imm.prev_enabled_attrib_bits) {
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for (uint loc = 0; loc < GPU_VERT_ATTR_MAX_LEN; ++loc) {
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bool is_enabled = imm.attrib_binding.enabled_bits & (1 << loc);
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bool was_enabled = imm.prev_enabled_attrib_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_attrib_bits = imm.attrib_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.attribs + 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_attrib_location(&imm.attrib_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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void immEnd(void)
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{
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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 */
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#endif
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uint buffer_bytes_used;
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if (imm.strict_vertex_len) {
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#if TRUST_NO_ONE
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assert(imm.vertex_idx == imm.vertex_len); /* with all vertices defined */
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#endif
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buffer_bytes_used = imm.buffer_bytes_mapped;
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}
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else {
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#if TRUST_NO_ONE
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assert(imm.vertex_idx <= imm.vertex_len);
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#endif
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if (imm.vertex_idx == imm.vertex_len) {
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buffer_bytes_used = imm.buffer_bytes_mapped;
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}
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else {
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#if TRUST_NO_ONE
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assert(imm.vertex_idx == 0 || vertex_count_makes_sense_for_primitive(imm.vertex_idx, imm.prim_type));
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#endif
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imm.vertex_len = imm.vertex_idx;
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buffer_bytes_used = vertex_buffer_size(&imm.vertex_format, imm.vertex_len);
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/* unused buffer bytes are available to the next immBegin */
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}
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/* tell OpenGL what range was modified so it doesn't copy the whole mapped range */
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used);
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}
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if (imm.batch) {
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if (buffer_bytes_used != imm.buffer_bytes_mapped) {
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GPU_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
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/* TODO: resize only if vertex count is much smaller */
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}
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GPU_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
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imm.batch->phase = GPU_BATCH_READY_TO_DRAW;
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imm.batch = NULL; /* don't free, batch belongs to caller */
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}
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else {
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glUnmapBuffer(GL_ARRAY_BUFFER);
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if (imm.vertex_len > 0) {
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immDrawSetup();
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glDrawArrays(convert_prim_type_to_gl(imm.prim_type), 0, imm.vertex_len);
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}
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/* These lines are causing crash on startup on some old GPU + drivers.
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* They are not required so just comment them. (T55722) */
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// glBindBuffer(GL_ARRAY_BUFFER, 0);
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// glBindVertexArray(0);
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/* prep for next immBegin */
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imm.buffer_offset += buffer_bytes_used;
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}
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/* prep for next immBegin */
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imm.prim_type = GPU_PRIM_NONE;
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imm.strict_vertex_len = true;
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}
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static void setAttribValueBit(uint attrib_id)
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{
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uint16_t mask = 1 << attrib_id;
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#if TRUST_NO_ONE
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assert(imm.unassigned_attrib_bits & mask); /* not already set */
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#endif
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imm.unassigned_attrib_bits &= ~mask;
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}
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/* --- generic attribute functions --- */
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void immAttr1f(uint attrib_id, float x)
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{
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GPUVertAttr *attr = imm.vertex_format.attribs + attrib_id;
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#if TRUST_NO_ONE
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assert(attrib_id < imm.vertex_format.attr_len);
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assert(attr->comp_type == GPU_COMP_F32);
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assert(attr->comp_len == 1);
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assert(imm.vertex_idx < imm.vertex_len);
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assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
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#endif
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setAttribValueBit(attrib_id);
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float *data = (float *)(imm.vertex_data + attr->offset);
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/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
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data[0] = x;
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}
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void immAttr2f(uint attrib_id, float x, float y)
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{
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GPUVertAttr *attr = imm.vertex_format.attribs + attrib_id;
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#if TRUST_NO_ONE
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assert(attrib_id < imm.vertex_format.attr_len);
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assert(attr->comp_type == GPU_COMP_F32);
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assert(attr->comp_len == 2);
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assert(imm.vertex_idx < imm.vertex_len);
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assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
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#endif
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setAttribValueBit(attrib_id);
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float *data = (float *)(imm.vertex_data + attr->offset);
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/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
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data[0] = x;
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data[1] = y;
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}
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void immAttr3f(uint attrib_id, float x, float y, float z)
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{
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GPUVertAttr *attr = imm.vertex_format.attribs + attrib_id;
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#if TRUST_NO_ONE
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assert(attrib_id < imm.vertex_format.attr_len);
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assert(attr->comp_type == GPU_COMP_F32);
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assert(attr->comp_len == 3);
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assert(imm.vertex_idx < imm.vertex_len);
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assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
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#endif
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setAttribValueBit(attrib_id);
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float *data = (float *)(imm.vertex_data + attr->offset);
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/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
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data[0] = x;
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data[1] = y;
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data[2] = z;
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}
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void immAttr4f(uint attrib_id, float x, float y, float z, float w)
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{
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GPUVertAttr *attr = imm.vertex_format.attribs + attrib_id;
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#if TRUST_NO_ONE
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assert(attrib_id < imm.vertex_format.attr_len);
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assert(attr->comp_type == GPU_COMP_F32);
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assert(attr->comp_len == 4);
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assert(imm.vertex_idx < imm.vertex_len);
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assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
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#endif
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setAttribValueBit(attrib_id);
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float *data = (float *)(imm.vertex_data + attr->offset);
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/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */
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data[0] = x;
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data[1] = y;
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data[2] = z;
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data[3] = w;
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}
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void immAttr1u(uint attrib_id, uint x)
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{
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GPUVertAttr *attr = imm.vertex_format.attribs + attrib_id;
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#if TRUST_NO_ONE
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|
assert(attrib_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
|
|
setAttribValueBit(attrib_id);
|
|
|
|
uint *data = (uint *)(imm.vertex_data + attr->offset);
|
|
|
|
data[0] = x;
|
|
}
|
|
|
|
void immAttr2i(uint attrib_id, int x, int y)
|
|
{
|
|
GPUVertAttr *attr = imm.vertex_format.attribs + attrib_id;
|
|
#if TRUST_NO_ONE
|
|
assert(attrib_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
|
|
setAttribValueBit(attrib_id);
|
|
|
|
int *data = (int *)(imm.vertex_data + attr->offset);
|
|
|
|
data[0] = x;
|
|
data[1] = y;
|
|
}
|
|
|
|
void immAttr2s(uint attrib_id, short x, short y)
|
|
{
|
|
GPUVertAttr *attr = imm.vertex_format.attribs + attrib_id;
|
|
#if TRUST_NO_ONE
|
|
assert(attrib_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
|
|
setAttribValueBit(attrib_id);
|
|
|
|
short *data = (short *)(imm.vertex_data + attr->offset);
|
|
|
|
data[0] = x;
|
|
data[1] = y;
|
|
}
|
|
|
|
void immAttr2fv(uint attrib_id, const float data[2])
|
|
{
|
|
immAttr2f(attrib_id, data[0], data[1]);
|
|
}
|
|
|
|
void immAttr3fv(uint attrib_id, const float data[3])
|
|
{
|
|
immAttr3f(attrib_id, data[0], data[1], data[2]);
|
|
}
|
|
|
|
void immAttr4fv(uint attrib_id, const float data[4])
|
|
{
|
|
immAttr4f(attrib_id, data[0], data[1], data[2], data[3]);
|
|
}
|
|
|
|
void immAttr3ub(uint attrib_id, uchar r, uchar g, uchar b)
|
|
{
|
|
GPUVertAttr *attr = imm.vertex_format.attribs + attrib_id;
|
|
#if TRUST_NO_ONE
|
|
assert(attrib_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
|
|
setAttribValueBit(attrib_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 attrib_id, uchar r, uchar g, uchar b, uchar a)
|
|
{
|
|
GPUVertAttr *attr = imm.vertex_format.attribs + attrib_id;
|
|
#if TRUST_NO_ONE
|
|
assert(attrib_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
|
|
setAttribValueBit(attrib_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 attrib_id, const uchar data[3])
|
|
{
|
|
immAttr3ub(attrib_id, data[0], data[1], data[2]);
|
|
}
|
|
|
|
void immAttr4ubv(uint attrib_id, const uchar data[4])
|
|
{
|
|
immAttr4ub(attrib_id, data[0], data[1], data[2], data[3]);
|
|
}
|
|
|
|
void immAttrSkip(uint attrib_id)
|
|
{
|
|
#if TRUST_NO_ONE
|
|
assert(attrib_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
|
|
setAttribValueBit(attrib_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 attribs been assigned values?
|
|
* if not, copy value from previous vertex */
|
|
if (imm.unassigned_attrib_bits) {
|
|
#if TRUST_NO_ONE
|
|
assert(imm.vertex_idx > 0); /* first vertex must have all attribs specified */
|
|
#endif
|
|
for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
|
|
if ((imm.unassigned_attrib_bits >> a_idx) & 1) {
|
|
const GPUVertAttr *a = imm.vertex_format.attribs + a_idx;
|
|
|
|
/* printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx); */
|
|
|
|
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_attrib_bits = imm.attrib_binding.enabled_bits;
|
|
}
|
|
|
|
void immVertex2f(uint attrib_id, float x, float y)
|
|
{
|
|
immAttr2f(attrib_id, x, y);
|
|
immEndVertex();
|
|
}
|
|
|
|
void immVertex3f(uint attrib_id, float x, float y, float z)
|
|
{
|
|
immAttr3f(attrib_id, x, y, z);
|
|
immEndVertex();
|
|
}
|
|
|
|
void immVertex4f(uint attrib_id, float x, float y, float z, float w)
|
|
{
|
|
immAttr4f(attrib_id, x, y, z, w);
|
|
immEndVertex();
|
|
}
|
|
|
|
void immVertex2i(uint attrib_id, int x, int y)
|
|
{
|
|
immAttr2i(attrib_id, x, y);
|
|
immEndVertex();
|
|
}
|
|
|
|
void immVertex2s(uint attrib_id, short x, short y)
|
|
{
|
|
immAttr2s(attrib_id, x, y);
|
|
immEndVertex();
|
|
}
|
|
|
|
void immVertex2fv(uint attrib_id, const float data[2])
|
|
{
|
|
immAttr2f(attrib_id, data[0], data[1]);
|
|
immEndVertex();
|
|
}
|
|
|
|
void immVertex3fv(uint attrib_id, const float data[3])
|
|
{
|
|
immAttr3f(attrib_id, data[0], data[1], data[2]);
|
|
immEndVertex();
|
|
}
|
|
|
|
void immVertex2iv(uint attrib_id, const int data[2])
|
|
{
|
|
immAttr2i(attrib_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]);
|
|
}
|