1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2016 by Mike Erwin.
17  * All rights reserved.
18  */
19 
20 /** \file
21  * \ingroup gpu
22  *
23  * GPU shader interface (C --> GLSL)
24  */
25 
26 #include "MEM_guardedalloc.h"
27 
28 #include "BLI_span.hh"
29 #include "BLI_vector.hh"
30 
31 #include "gpu_shader_interface.hh"
32 
33 namespace blender::gpu {
34 
ShaderInterface(void)35 ShaderInterface::ShaderInterface(void)
36 {
37   /* TODO(fclem): add unique ID for debugging. */
38 }
39 
~ShaderInterface(void)40 ShaderInterface::~ShaderInterface(void)
41 {
42   /* Free memory used by name_buffer. */
43   MEM_freeN(name_buffer_);
44   MEM_freeN(inputs_);
45 }
46 
sort_input_list(MutableSpan<ShaderInput> dst)47 static void sort_input_list(MutableSpan<ShaderInput> dst)
48 {
49   if (dst.size() == 0) {
50     return;
51   }
52 
53   Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
54   MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
55   src.copy_from(dst);
56 
57   /* Simple sorting by going through the array and selecting the biggest element each time. */
58   for (uint i = 0; i < dst.size(); i++) {
59     ShaderInput *input_src = &src[0];
60     for (uint j = 1; j < src.size(); j++) {
61       if (src[j].name_hash > input_src->name_hash) {
62         input_src = &src[j];
63       }
64     }
65     dst[i] = *input_src;
66     input_src->name_hash = 0;
67   }
68 }
69 
70 /* Sorts all inputs inside their respective array.
71  * This is to allow fast hash collision detection.
72  * See ShaderInterface::input_lookup for more details. */
sort_inputs(void)73 void ShaderInterface::sort_inputs(void)
74 {
75   sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
76   sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
77   sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
78 }
79 
debug_print(void)80 void ShaderInterface::debug_print(void)
81 {
82   Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
83   Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
84   Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
85   char *name_buf = name_buffer_;
86   const char format[] = "      | %.8x : %4d : %s\n";
87 
88   if (attrs.size() > 0) {
89     printf("\n    Attributes :\n");
90   }
91   for (const ShaderInput &attr : attrs) {
92     printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
93   }
94 
95   if (uniforms.size() > 0) {
96     printf("\n    Uniforms :\n");
97   }
98   for (const ShaderInput &uni : uniforms) {
99     /* Bypass samplers. */
100     if (uni.binding == -1) {
101       printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
102     }
103   }
104 
105   if (ubos.size() > 0) {
106     printf("\n    Uniform Buffer Objects :\n");
107   }
108   for (const ShaderInput &ubo : ubos) {
109     printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
110   }
111 
112   if (enabled_tex_mask_ > 0) {
113     printf("\n    Samplers :\n");
114   }
115   for (const ShaderInput &samp : uniforms) {
116     /* Bypass uniforms. */
117     if (samp.binding != -1) {
118       printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset);
119     }
120   }
121 
122   printf("\n");
123 }
124 
125 }  // namespace blender::gpu
126