Commit: 6a444830a389150662cdeeb04835a7c9108f2074
Author: Clément Foucault
Date: Thu Jul 30 23:50:43 2020 +0200
Branches: master
https://developer.blender.org/rB6a444830a389150662cdeeb04835a7c9108f2074
GPU: Convert gpu_matrix.c to C++
===================================================================
M source/blender/gpu/CMakeLists.txt
R095 source/blender/gpu/intern/gpu_matrix.c
source/blender/gpu/intern/gpu_matrix.cc
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt
b/source/blender/gpu/CMakeLists.txt
index a8e0af6797b..3ea18f72166 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -68,7 +68,7 @@ set(SRC
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_material_library.c
- intern/gpu_matrix.c
+ intern/gpu_matrix.cc
intern/gpu_node_graph.c
intern/gpu_platform.cc
intern/gpu_primitive.c
diff --git a/source/blender/gpu/intern/gpu_matrix.c
b/source/blender/gpu/intern/gpu_matrix.cc
similarity index 95%
rename from source/blender/gpu/intern/gpu_matrix.c
rename to source/blender/gpu/intern/gpu_matrix.cc
index 669bf56b726..c15bb1fba19 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.cc
@@ -37,8 +37,6 @@
#include "MEM_guardedalloc.h"
-#define DEBUG_MATRIX_BIND 0
-
#define MATRIX_STACK_DEPTH 32
typedef float Mat4[4][4];
@@ -79,7 +77,7 @@ GPUMatrixState *GPU_matrix_state_create(void)
} \
}
- GPUMatrixState *state = MEM_mallocN(sizeof(*state), __func__);
+ GPUMatrixState *state = (GPUMatrixState *)MEM_mallocN(sizeof(*state),
__func__);
const MatrixStack identity_stack = {{MATRIX_4X4_IDENTITY}, 0};
state->model_view_stack = state->projection_stack = identity_stack;
@@ -662,51 +660,32 @@ void GPU_matrix_bind(const GPUShaderInterface *shaderface)
int32_t MV_inv = GPU_shaderinterface_uniform_builtin(shaderface,
GPU_UNIFORM_MODELVIEW_INV);
int32_t P_inv = GPU_shaderinterface_uniform_builtin(shaderface,
GPU_UNIFORM_PROJECTION_INV);
+ /* XXX(fclem) this works but this assumes shader is unused inside
GPU_shader_uniform_vector. */
+ GPUShader *sh = NULL;
if (MV != -1) {
-#if DEBUG_MATRIX_BIND
- puts("setting MV matrix");
-#endif
-
- glUniformMatrix4fv(MV, 1, GL_FALSE, (const float
*)GPU_matrix_model_view_get(NULL));
+ GPU_shader_uniform_vector(sh, MV, 16, 1, (const float
*)GPU_matrix_model_view_get(NULL));
}
-
if (P != -1) {
-#if DEBUG_MATRIX_BIND
- puts("setting P matrix");
-#endif
-
- glUniformMatrix4fv(P, 1, GL_FALSE, (const float
*)GPU_matrix_projection_get(NULL));
+ GPU_shader_uniform_vector(sh, P, 16, 1, (const float
*)GPU_matrix_projection_get(NULL));
}
-
if (MVP != -1) {
-#if DEBUG_MATRIX_BIND
- puts("setting MVP matrix");
-#endif
-
- glUniformMatrix4fv(
- MVP, 1, GL_FALSE, (const float
*)GPU_matrix_model_view_projection_get(NULL));
+ GPU_shader_uniform_vector(
+ sh, MVP, 16, 1, (const float
*)GPU_matrix_model_view_projection_get(NULL));
}
-
if (N != -1) {
-#if DEBUG_MATRIX_BIND
- puts("setting normal matrix");
-#endif
-
- glUniformMatrix3fv(N, 1, GL_FALSE, (const float
*)GPU_matrix_normal_get(NULL));
+ GPU_shader_uniform_vector(sh, N, 9, 1, (const float
*)GPU_matrix_normal_get(NULL));
}
-
if (MV_inv != -1) {
Mat4 m;
GPU_matrix_model_view_get(m);
invert_m4(m);
- glUniformMatrix4fv(MV_inv, 1, GL_FALSE, (const float *)m);
+ GPU_shader_uniform_vector(sh, MV_inv, 16, 1, (const float *)m);
}
-
if (P_inv != -1) {
Mat4 m;
GPU_matrix_projection_get(m);
invert_m4(m);
- glUniformMatrix4fv(P_inv, 1, GL_FALSE, (const float *)m);
+ GPU_shader_uniform_vector(sh, P_inv, 16, 1, (const float *)m);
}
gpu_matrix_state_active_set_dirty(false);
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