Files
test/source/blender/gpu/intern/gpu_shader_interface.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

121 lines
3.4 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* GPU shader interface (C --> GLSL)
*/
#include "MEM_guardedalloc.h"
#include "BLI_span.hh"
#include "BLI_vector.hh"
#include "gpu_shader_interface.hh"
namespace blender::gpu {
/* TODO(fclem): add unique ID for debugging. */
ShaderInterface::ShaderInterface() = default;
ShaderInterface::~ShaderInterface()
{
/* Free memory used by name_buffer. */
MEM_SAFE_FREE(name_buffer_);
MEM_SAFE_FREE(inputs_);
}
static void sort_input_list(MutableSpan<ShaderInput> dst)
{
if (dst.size() == 0) {
return;
}
Vector<ShaderInput> inputs_vec = Vector<ShaderInput>(dst.size());
MutableSpan<ShaderInput> src = inputs_vec.as_mutable_span();
src.copy_from(dst);
/* Simple sorting by going through the array and selecting the biggest element each time. */
for (uint i = 0; i < dst.size(); i++) {
ShaderInput *input_src = src.data();
for (uint j = 1; j < src.size(); j++) {
if (src[j].name_hash > input_src->name_hash) {
input_src = &src[j];
}
}
dst[i] = *input_src;
input_src->name_hash = 0;
}
}
void ShaderInterface::sort_inputs()
{
/* Sorts all inputs inside their respective array.
* This is to allow fast hash collision detection.
* See `ShaderInterface::input_lookup` for more details. */
sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
sort_input_list(
MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_ + uniform_len_, ssbo_len_));
}
void ShaderInterface::debug_print() const
{
Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
Span<ShaderInput> ssbos = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_ + uniform_len_,
ssbo_len_);
char *name_buf = name_buffer_;
const char format[] = " | %.8x : %4d : %s\n";
if (attrs.size() > 0) {
printf("\n Attributes :\n");
}
for (const ShaderInput &attr : attrs) {
printf(format, attr.name_hash, attr.location, name_buf + attr.name_offset);
}
if (uniforms.size() > 0) {
printf("\n Uniforms :\n");
}
for (const ShaderInput &uni : uniforms) {
/* Bypass samplers. */
if (uni.binding == -1) {
printf(format, uni.name_hash, uni.location, name_buf + uni.name_offset);
}
}
if (ubos.size() > 0) {
printf("\n Uniform Buffer Objects :\n");
}
for (const ShaderInput &ubo : ubos) {
printf(format, ubo.name_hash, ubo.binding, name_buf + ubo.name_offset);
}
if (enabled_tex_mask_ > 0) {
printf("\n Samplers :\n");
}
for (const ShaderInput &samp : uniforms) {
/* Bypass uniforms. */
if (samp.binding != -1) {
printf(format, samp.name_hash, samp.binding, name_buf + samp.name_offset);
}
}
if (ssbos.size() > 0) {
printf("\n Shader Storage Objects :\n");
}
for (const ShaderInput &ssbo : ssbos) {
printf(format, ssbo.name_hash, ssbo.binding, name_buf + ssbo.name_offset);
}
printf("\n");
}
} // namespace blender::gpu