GlCommon.cpp 5.0 KB

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  1. // Copyright (C) 2009-2015, Panagiotis Christopoulos Charitos.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include "anki/gr/GlCommon.h"
  6. namespace anki {
  7. //==============================================================================
  8. ShaderType computeShaderTypeIndex(const GLenum glType)
  9. {
  10. ShaderType idx = ShaderType::VERTEX;
  11. switch(glType)
  12. {
  13. case GL_VERTEX_SHADER:
  14. idx = ShaderType::VERTEX;
  15. break;
  16. case GL_TESS_CONTROL_SHADER:
  17. idx = ShaderType::TESSELLATION_CONTROL;
  18. break;
  19. case GL_TESS_EVALUATION_SHADER:
  20. idx = ShaderType::TESSELLATION_EVALUATION;
  21. break;
  22. case GL_GEOMETRY_SHADER:
  23. idx = ShaderType::GEOMETRY;
  24. break;
  25. case GL_FRAGMENT_SHADER:
  26. idx = ShaderType::FRAGMENT;
  27. break;
  28. case GL_COMPUTE_SHADER:
  29. idx = ShaderType::COMPUTE;
  30. break;
  31. default:
  32. ANKI_ASSERT(0);
  33. }
  34. return idx;
  35. }
  36. //==============================================================================
  37. GLenum computeGlShaderType(const ShaderType idx, GLbitfield* bit)
  38. {
  39. static const Array<GLenum, 6> gltype = {{GL_VERTEX_SHADER,
  40. GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER,
  41. GL_FRAGMENT_SHADER, GL_COMPUTE_SHADER}};
  42. static const Array<GLuint, 6> glbit = {{
  43. GL_VERTEX_SHADER_BIT, GL_TESS_CONTROL_SHADER_BIT,
  44. GL_TESS_EVALUATION_SHADER_BIT, GL_GEOMETRY_SHADER_BIT,
  45. GL_FRAGMENT_SHADER_BIT, GL_COMPUTE_SHADER_BIT}};
  46. if(bit)
  47. {
  48. *bit = glbit[enumToType(idx)];
  49. }
  50. return gltype[enumToType(idx)];
  51. }
  52. //==============================================================================
  53. template<typename T>
  54. void writeShaderBlockMemorySanityChecks(
  55. const ShaderVariableBlockInfo& varBlkInfo,
  56. const void* elements,
  57. U32 elementsCount,
  58. void* buffBegin,
  59. const void* buffEnd)
  60. {
  61. // Check args
  62. ANKI_ASSERT(elements != nullptr);
  63. ANKI_ASSERT(elementsCount > 0);
  64. ANKI_ASSERT(buffBegin != nullptr);
  65. ANKI_ASSERT(buffEnd != nullptr);
  66. ANKI_ASSERT(buffBegin < buffEnd);
  67. // Check varBlkInfo
  68. ANKI_ASSERT(varBlkInfo.m_offset != -1);
  69. ANKI_ASSERT(varBlkInfo.m_arraySize > 0);
  70. if(varBlkInfo.m_arraySize > 1)
  71. {
  72. ANKI_ASSERT(varBlkInfo.m_arrayStride > 0);
  73. }
  74. // Check array size
  75. ANKI_ASSERT(static_cast<I16>(elementsCount) <= varBlkInfo.m_arraySize);
  76. }
  77. //==============================================================================
  78. template<typename T>
  79. static void writeShaderBlockMemorySimple(
  80. const ShaderVariableBlockInfo& varBlkInfo,
  81. const void* elements,
  82. U32 elementsCount,
  83. void* buffBegin,
  84. const void* buffEnd)
  85. {
  86. writeShaderBlockMemorySanityChecks<T>(varBlkInfo, elements, elementsCount,
  87. buffBegin, buffEnd);
  88. U8* buff = static_cast<U8*>(buffBegin) + varBlkInfo.m_offset;
  89. for(U i = 0; i < elementsCount; i++)
  90. {
  91. ANKI_ASSERT(buff + sizeof(T) <= static_cast<const U8*>(buffEnd));
  92. T* out = reinterpret_cast<T*>(buff);
  93. const T* in = reinterpret_cast<const T*>(elements) + i;
  94. *out = *in;
  95. buff += varBlkInfo.m_arrayStride;
  96. }
  97. }
  98. //==============================================================================
  99. template<typename T, typename Vec>
  100. static void writeShaderBlockMemoryMatrix(
  101. const ShaderVariableBlockInfo& varBlkInfo,
  102. const void* elements,
  103. U32 elementsCount,
  104. void* buffBegin,
  105. const void* buffEnd)
  106. {
  107. writeShaderBlockMemorySanityChecks<T>(varBlkInfo, elements, elementsCount,
  108. buffBegin, buffEnd);
  109. ANKI_ASSERT(varBlkInfo.m_matrixStride > 0);
  110. ANKI_ASSERT(varBlkInfo.m_matrixStride >= static_cast<I16>(sizeof(Vec)));
  111. U8* buff = static_cast<U8*>(buffBegin) + varBlkInfo.m_offset;
  112. for(U i = 0; i < elementsCount; i++)
  113. {
  114. U8* subbuff = buff;
  115. T matrix = reinterpret_cast<const T*>(elements)[i];
  116. matrix.transpose();
  117. for(U j = 0; j < sizeof(T) / sizeof(Vec); j++)
  118. {
  119. ANKI_ASSERT(
  120. (subbuff + sizeof(Vec)) <= static_cast<const U8*>(buffEnd));
  121. Vec* out = reinterpret_cast<Vec*>(subbuff);
  122. *out = matrix.getRow(j);
  123. subbuff += varBlkInfo.m_matrixStride;
  124. }
  125. buff += varBlkInfo.m_arrayStride;
  126. }
  127. }
  128. //==============================================================================
  129. void writeShaderBlockMemory(
  130. ShaderVariableDataType type,
  131. const ShaderVariableBlockInfo& varBlkInfo,
  132. const void* elements,
  133. U32 elementsCount,
  134. void* buffBegin,
  135. const void* buffEnd)
  136. {
  137. switch(type)
  138. {
  139. case ShaderVariableDataType::FLOAT:
  140. writeShaderBlockMemorySimple<F32>(varBlkInfo, elements, elementsCount,
  141. buffBegin, buffEnd);
  142. break;
  143. case ShaderVariableDataType::VEC2:
  144. writeShaderBlockMemorySimple<Vec2>(varBlkInfo, elements, elementsCount,
  145. buffBegin, buffEnd);
  146. break;
  147. case ShaderVariableDataType::VEC3:
  148. writeShaderBlockMemorySimple<Vec3>(varBlkInfo, elements, elementsCount,
  149. buffBegin, buffEnd);
  150. break;
  151. case ShaderVariableDataType::VEC4:
  152. writeShaderBlockMemorySimple<Vec4>(varBlkInfo, elements, elementsCount,
  153. buffBegin, buffEnd);
  154. break;
  155. case ShaderVariableDataType::MAT3:
  156. writeShaderBlockMemoryMatrix<Mat3, Vec3>(varBlkInfo, elements,
  157. elementsCount, buffBegin, buffEnd);
  158. break;
  159. case ShaderVariableDataType::MAT4:
  160. writeShaderBlockMemoryMatrix<Mat4, Vec4>(varBlkInfo, elements,
  161. elementsCount, buffBegin, buffEnd);
  162. break;
  163. default:
  164. ANKI_ASSERT(0);
  165. }
  166. }
  167. } // end namespace anki