GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR);
GPU_shader_bind(shader);
- int img_loc = GPU_shader_get_uniform(shader, "image");
- int data_loc = GPU_shader_get_uniform(shader, "calls_data[0]");
+ int img_loc = GPU_shader_get_uniform_ensure(shader, "image");
+ int data_loc = GPU_shader_get_uniform_ensure(shader, "calls_data[0]");
glUniform1i(img_loc, 0);
glUniform4fv(data_loc, ICON_DRAW_CACHE_SIZE * 3, (float *)g_icon_draw_cache.drawcall_cache);
if (rgb) glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), rgb[0], rgb[1], rgb[2], alpha);
else glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
- glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x, y, x + w, y + h);
+ glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), x1, y1, x2, y2);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x, y, x + w, y + h);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
GPU_matrix_mul(stabmat);
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, 0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL);
GPU_matrix_pop();
/* To be used before calling immDrawPixelsTex
* Default shader is GPU_SHADER_2D_IMAGE_COLOR
* You can still set uniforms with :
- * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);
+ * GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0);
* */
IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
{
/* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since
* it does not need color.
*/
- if (state->shader != NULL && GPU_shader_get_uniform(state->shader, "color") != -1) {
+ if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) {
immUniformColor4fv((color) ? color : white);
}
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
shuffle[3] = 1.0f;
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
shuffle[3] = 1.0f;
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
immDrawPixelsTex(&state, x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST,
display_buffer, snode->zoom, snode->zoom, NULL);
void *GPU_shader_get_interface(GPUShader *shader);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
+int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name);
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(
void GPU_shaderinterface_discard(GPUShaderInterface *);
const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
+const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *, const char *name);
const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *, GPUUniformBuiltin);
const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name);
const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name);
}
#if TRUST_NO_ONE
-# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform);
+# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name); assert(uniform);
#else
-# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name);
+# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name);
#endif
void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value)
if (input->source == GPU_SOURCE_TEX) {
if (input->bindtex) {
- input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
+ input->shaderloc = GPU_shader_get_uniform_ensure(shader, input->shadername);
/* extract nodes */
BLI_remlink(&node->inputs, input);
BLI_addtail(inputs, input);
if (*code != '\0') {
char sampler_name[64];
code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name));
- int id = GPU_shader_get_uniform(shader, sampler_name);
+ int id = GPU_shader_get_uniform_ensure(shader, sampler_name);
if (id == -1) {
continue;
#if 0
# if TRUST_NO_ONE
-# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); assert(uniform);
# else
-# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name);
# endif
#else
/* NOTE: It is possible to have uniform fully optimized out from the shader.
* In this case we can't assert failure or allow NULL-pointer dereference.
* TODO(sergey): How can we detect existing-but-optimized-out uniform but still
* catch typos in uniform names passed to immUniform*() functions? */
-# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); if (uniform == NULL) return;
#endif
void immUniform1f(const char *name, float x)
{
BLI_assert(shader && shader->program);
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(shader->interface, name);
+#if 1 /* Remove this when we have transitionned all uniforms. */
+ if (uniform == NULL) {
+# ifndef NDEBUG
+ printf("Uniform \"%s\" needs to be added to shader interface after shader creation.\n", name);
+# endif
+ /* Fallback to avoid issues. */
+ return GPU_shader_get_uniform_ensure(shader, name);
+ }
+#else
+ BLI_assert(uniform);
+#endif
+ return uniform->location;
+}
+
+int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name)
+{
+ BLI_assert(shader && shader->program);
+ const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(shader->interface, name);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);
-
const GPUShaderInput *ubo = GPU_shaderinterface_ubo(shader->interface, name);
return ubo ? ubo->location : -1;
}
}
const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shaderface, const char *name)
+{
+ return buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
+}
+
+const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *shaderface, const char *name)
{
/* TODO: Warn if we find a matching builtin, since these can be looked up much quicker. */
- const GPUShaderInput *input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name);
+ const GPUShaderInput *input = GPU_shaderinterface_uniform(shaderface, name);
/* If input is not found add it so it's found next time. */
if (input == NULL) {
input = add_uniform((GPUShaderInterface *)shaderface, name);
GPU_shader_bind(shader);
GPU_texture_bind(color, 0);
- glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x1, y1, x2, y2);
+ glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x1, y1, x2, y2);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
static int bpygpu_uniform_location_get(GPUShader *shader, const char *name, const char *error_prefix)
{
- int uniform = GPU_shader_get_uniform(shader, name);
+ int uniform = GPU_shader_get_uniform_ensure(shader, name);
if (uniform == -1) {
PyErr_Format(PyExc_ValueError, "%s: uniform %.32s %.32s not found", error_prefix, name);
alpha = 1.0f;
}
- glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax);
- glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), rect_geo.xmin, rect_geo.ymin, rect_geo.xmax, rect_geo.ymax);
+ glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax);
+ glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), rect_geo.xmin, rect_geo.ymin, rect_geo.xmax, rect_geo.ymax);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_bind(state.shader);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, rect.xmin, rect.ymin, w, h, GL_RED, GL_UNSIGNED_BYTE, GL_NEAREST, pixel_buf, 1.0f, 1.0f, NULL);