[Bf-blender-cvs] [19175f4757d] master: GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle
Clément Foucault
noreply at git.blender.org
Thu Jul 30 13:40:48 CEST 2020
Commit: 19175f4757df6d90c87ccf83ed5c5199bd1d4aba
Author: Clément Foucault
Date: Thu Jul 30 01:07:29 2020 +0200
Branches: master
https://developer.blender.org/rB19175f4757df6d90c87ccf83ed5c5199bd1d4aba
GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle
===================================================================
M intern/opencolorio/ocio_impl_glsl.cc
M source/blender/draw/intern/draw_manager_exec.c
M source/blender/draw/intern/draw_view.c
M source/blender/editors/space_sequencer/sequencer_draw.c
M source/blender/gpu/GPU_batch.h
M source/blender/gpu/GPU_immediate.h
M source/blender/gpu/GPU_shader.h
M source/blender/gpu/intern/gpu_batch.cc
M source/blender/gpu/intern/gpu_immediate.cc
M source/blender/gpu/intern/gpu_shader.cc
M source/blender/gpu/intern/gpu_shader_private.h
M source/blender/python/gpu/gpu_py_batch.c
===================================================================
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index 43416f734c5..ab81227ff1a 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -47,6 +47,7 @@
extern "C" {
#include "GPU_immediate.h"
+#include "GPU_shader.h"
}
using namespace OCIO_NAMESPACE;
@@ -94,18 +95,15 @@ struct OCIO_GLSLCurveMappingParameters {
struct OCIO_GLSLShader {
/** Cache IDs */
std::string cacheId;
- /** TODO(fclem): Remove. IMM shader interface. */
- struct GPUShaderInterface *interface;
- /** OpenGL Shader objects handles. */
- GLuint frag;
- GLuint vert;
- GLuint program;
+
+ struct GPUShader *shader;
/** Uniform locations. */
GLint dither_loc;
GLint overlay_loc;
GLint overlay_tex_loc;
GLint predivide_loc;
GLint curve_mapping_loc;
+ GLint ubo_bind;
/** Error checking. */
bool valid;
};
@@ -152,56 +150,6 @@ static OCIO_GLSLDrawState *allocateOpenGLState(void)
/** \name Shader
* \{ */
-static GLuint compileShaderText(GLenum shader_type, const char *text)
-{
- GLuint shader;
- GLint stat;
-
- shader = glCreateShader(shader_type);
- glShaderSource(shader, 1, (const GLchar **)&text, NULL);
- glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
-
- if (!stat) {
- GLchar log[1000];
- GLsizei len;
- glGetShaderInfoLog(shader, 1000, &len, log);
- fprintf(stderr, "Shader compile error:\n%s\n", log);
- return 0;
- }
-
- return shader;
-}
-
-static GLuint linkShaders(GLuint frag, GLuint vert)
-{
- if (!frag || !vert) {
- return 0;
- }
-
- GLuint program = glCreateProgram();
-
- glAttachShader(program, frag);
- glAttachShader(program, vert);
-
- glLinkProgram(program);
-
- /* check link */
- {
- GLint stat;
- glGetProgramiv(program, GL_LINK_STATUS, &stat);
- if (!stat) {
- GLchar log[1000];
- GLsizei len;
- glGetProgramInfoLog(program, 1000, &len, log);
- fprintf(stderr, "Shader link error:\n%s\n", log);
- return 0;
- }
- }
-
- return program;
-}
-
static void updateGLSLShader(OCIO_GLSLShader *shader,
ConstProcessorRcPtr *processor_scene_to_ui,
ConstProcessorRcPtr *processpr_ui_to_display,
@@ -213,28 +161,14 @@ static void updateGLSLShader(OCIO_GLSLShader *shader,
}
/* Delete any previous shader. */
- glDeleteProgram(shader->program);
- glDeleteShader(shader->frag);
- glDeleteShader(shader->vert);
-
- if (shader->interface) {
- GPU_shaderinterface_discard(shader->interface);
+ if (shader->shader) {
+ GPU_shader_free(shader->shader);
}
- {
- /* Vertex shader */
- std::ostringstream osv;
-
- osv << "#version 330\n";
- osv << datatoc_gpu_shader_display_transform_vertex_glsl;
-
- shader->vert = compileShaderText(GL_VERTEX_SHADER, osv.str().c_str());
- }
+ std::ostringstream os;
{
/* Fragment shader */
- std::ostringstream os;
- os << "#version 330\n";
/* Work around OpenColorIO not supporting latest GLSL yet. */
os << "#define texture2D texture\n";
os << "#define texture3D texture\n";
@@ -246,41 +180,36 @@ static void updateGLSLShader(OCIO_GLSLShader *shader,
os << (*processpr_ui_to_display)->getGpuShaderText(*shader_desc) << "\n";
os << datatoc_gpu_shader_display_transform_glsl;
-
- shader->frag = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
}
- /* shader_Program */
- if (shader->frag && shader->vert) {
- shader->program = linkShaders(shader->frag, shader->vert);
- }
+ shader->shader = GPU_shader_create(datatoc_gpu_shader_display_transform_vertex_glsl,
+ os.str().c_str(),
+ NULL,
+ NULL,
+ NULL,
+ __func__);
- if (shader->program) {
- shader->dither_loc = glGetUniformLocation(shader->program, "dither");
- shader->overlay_tex_loc = glGetUniformLocation(shader->program, "overlay_texture");
- shader->overlay_loc = glGetUniformLocation(shader->program, "overlay");
- shader->predivide_loc = glGetUniformLocation(shader->program, "predivide");
- shader->curve_mapping_loc = glGetUniformLocation(shader->program, "curve_mapping");
+ if (shader->shader) {
+ shader->dither_loc = GPU_shader_get_uniform(shader->shader, "dither");
+ shader->overlay_tex_loc = GPU_shader_get_uniform(shader->shader, "overlay_texture");
+ shader->overlay_loc = GPU_shader_get_uniform(shader->shader, "overlay");
+ shader->predivide_loc = GPU_shader_get_uniform(shader->shader, "predivide");
+ shader->curve_mapping_loc = GPU_shader_get_uniform(shader->shader, "curve_mapping");
+ shader->ubo_bind = GPU_shader_get_uniform_block_binding(shader->shader,
+ "OCIO_GLSLCurveMappingParameters");
- glUseProgram(shader->program);
-
- /* TODO(fclem) Remove this. Make caller always assume viewport space and
- * specify texco via vertex attribs. */
- shader->interface = GPU_shaderinterface_create(shader->program);
-
- /* Set UBO binding location. */
- GLuint index = glGetUniformBlockIndex(shader->program, "OCIO_GLSLCurveMappingParameters");
- glUniformBlockBinding(shader->program, index, UBO_BIND_LOC);
+ GPU_shader_bind(shader->shader);
/* Set texture bind point uniform once. This is saved by the shader. */
- glUniform1i(glGetUniformLocation(shader->program, "image_texture"), 0);
- glUniform1i(glGetUniformLocation(shader->program, "lut3d_texture"), 2);
- glUniform1i(glGetUniformLocation(shader->program, "lut3d_display_texture"), 3);
- glUniform1i(glGetUniformLocation(shader->program, "curve_mapping_texture"), 4);
+ GPUShader *sh = shader->shader;
+ GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "image_texture"), 0);
+ GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "lut3d_texture"), 2);
+ GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "lut3d_display_texture"), 3);
+ GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "curve_mapping_texture"), 4);
}
shader->cacheId = cache_id;
- shader->valid = (shader->program != 0);
+ shader->valid = (shader->shader != NULL);
}
static void ensureGLSLShader(OCIO_GLSLShader **shader_ptr,
@@ -302,12 +231,8 @@ static void ensureGLSLShader(OCIO_GLSLShader **shader_ptr,
static void freeGLSLShader(OCIO_GLSLShader *shader)
{
- glDeleteProgram(shader->program);
- glDeleteShader(shader->frag);
- glDeleteShader(shader->vert);
-
- if (shader->interface) {
- GPU_shaderinterface_discard(shader->interface);
+ if (shader->shader) {
+ GPU_shader_free(shader->shader);
}
OBJECT_GUARDED_DELETE(shader, OCIO_GLSLShader);
@@ -674,10 +599,10 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r,
glActiveTexture(GL_TEXTURE0);
/* Bind UBO. */
- glBindBufferBase(GL_UNIFORM_BUFFER, 0, shader_curvemap->buffer);
+ glBindBufferBase(GL_UNIFORM_BUFFER, shader->ubo_bind, shader_curvemap->buffer);
/* TODO(fclem) remove remains of IMM. */
- immBindProgram(shader->program, shader->interface);
+ immBindShader(shader->shader);
/* Bind Shader and set uniforms. */
// glUseProgram(shader->program);
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 805a49cf11e..91cbc03e5a4 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -670,8 +670,7 @@ BLI_INLINE void draw_geometry_bind(DRWShadingGroup *shgroup, GPUBatch *geom)
DST.batch = geom;
- GPU_batch_program_set_no_use(
- geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
+ GPU_batch_set_shader_no_bind(geom, shgroup->shader);
geom->program_in_use = true; /* XXX hacking #GPUBatch */
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 3c470f802ec..b42700b2c7e 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -184,8 +184,7 @@ void DRW_draw_cursor(void)
GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
- GPU_batch_program_set(
- cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
+ GPU_batch_set_shader(cursor_batch, shader);
GPU_batch_draw(cursor_batch);
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 995e980aba0..7863d2b724d 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -1599,7 +1599,7 @@ static void sequencer_draw_display_buffer(const bContext *C,
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
}
- /* Format needs to be created prior to any immBindProgram call.
+ /* Format needs to be created prior to any immBindShader call.
* Do it here because OCIO binds it's own shader. */
eGPUTextureFormat format;
eGPUDataFormat data;
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index 5f55b512695..85d9c037b38 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -127,9 +127,8 @@ int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo);
#define GPU_batch_vertbuf_add(batch, verts) GPU_batch_vertbuf_add_ex(batch, verts, false)
-void GPU_batch_program_set_no_use(GPUBatch *, uint32_t program, const GPUShaderInterface *);
-void GPU_batch_program_set(GPUBatch *, uint32_t program, const GPUShaderInterface *);
-void GPU_batch_program_set_shader(GPUBatch *, GPUShader *shader);
+void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader);
+void GPU_batch_set_shader_no_bind(GPUBatch *batch, GPUShader *shader);
void GPU_batch_program_set_imm_shader(GPUBatch *batch);
void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id);
void
@@ Diff output truncated at 10240 characters. @@
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