[Mesa-dev] [PATCH 8/9] mesa: add Uniform Buffer Object API implementation
Brian Paul
brianp at vmware.com
Fri Sep 23 13:45:12 PDT 2011
On 09/23/2011 07:53 AM, vlj wrote:
> ---
> src/mesa/main/bufferobj.c | 2 +
> src/mesa/main/uniforms.c | 99 +++++++++++++++++++++++++++++++++++++++++++++
> 2 files changed, 101 insertions(+), 0 deletions(-)
>
> diff --git a/src/mesa/main/bufferobj.c b/src/mesa/main/bufferobj.c
> index c453f9c..794cde5 100644
> --- a/src/mesa/main/bufferobj.c
> +++ b/src/mesa/main/bufferobj.c
> @@ -98,6 +98,8 @@ get_buffer_target(struct gl_context *ctx, GLenum target)
> return&ctx->Texture.BufferObject;
> }
> break;
> + case GL_UNIFORM_BUFFER:
> + return&ctx->Uniform_Buffer_Object.UniformObj;
> default:
> return NULL;
> }
> diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
> index fe1ce6d..b923aef 100644
> --- a/src/mesa/main/uniforms.c
> +++ b/src/mesa/main/uniforms.c
> @@ -1064,6 +1064,76 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
> uniform->Initialized = GL_TRUE;
> }
>
> +#include<main/hash.h>
> +
> +void _mesa_query_ubo_general(struct gl_context *ctx, struct gl_shader_program *shProg,GLint ubo_index,GLenum query, int* data)
If a function is non-static, it should be prototyped in the
corresponding header file.
> +{
> + if(ubo_index> shProg->ubo_count || ubo_index< 0)
> + _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformBlock(uniformBlockIndex)");
> +
> + struct ubo current_ubo = *(shProg->UniformBufferObjects[ubo_index]);
> +
> + switch(query)
> + {
> + case GL_UNIFORM_BLOCK_BINDING:
> + *data = current_ubo.bound_buffer;
> + break;
> + case GL_UNIFORM_BLOCK_DATA_SIZE:
> + *data = 0;
> + break;
> + case GL_UNIFORM_BLOCK_NAME_LENGTH:
> + *data = strlen(current_ubo.name);
> + break;
> + case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
> + *data = current_ubo.number_of_variables;
> + break;
> + case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
> + case GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER:
> + case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
> + *data = 0;
> + break;
> + default:
> + break;
> + }
> +}
> +
> +GLint _mesa_get_ubo_id_from_name(struct gl_context *ctx, struct gl_shader_program *shProg,const char* name)
> +{
> + GLint id;
> + //id = _mesa_HashLookup(shProg->name_to_id,name);
> + return id;
> +}
> +
> +void _mesa_get_ubo_name(struct gl_context *ctx, struct gl_shader_program *shProg,GLint index,GLsizei bufsize,GLsizei* length,char* buffer)
> +{
> + if(index>= shProg->ubo_count || index< 0) {
> + _mesa_error(ctx, GL_INVALID_VALUE, "GetActiveUniformBlockName(uniformBlockIndex)");
> + return;
> + }
> +
> + struct ubo current_ubo = *(shProg->UniformBufferObjects[index]);
> + GLsizei temp_length = strlen(current_ubo.name);
> + if(bufsize - 1< temp_length) {
> + _mesa_error(ctx, GL_INVALID_VALUE, "GetActiveUniformBlockName(bufSize)");
> + return;
> + }
> +
> + memcpy(buffer,current_ubo.name,temp_length);
> + buffer[temp_length] = '\0';
> + if(length != NULL)
> + *length = temp_length;
> +}
> +
> +void _mesa_link_buffer_uniform(struct gl_context* ctx,struct gl_shader_program *shProg, GLint ubo_index, GLint buffer_index)
> +{
> + if(ubo_index> shProg->ubo_count || ubo_index< 0)
> + _mesa_error(ctx, GL_INVALID_VALUE, "UniformBlockBinding(uniformBlockIndex)");
We should return after recording an error. The indentation looks
incorrect.
> +
> + FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
> +
> + shProg->UniformBufferObjects[ubo_index]->bound_buffer = buffer_index;
> +}
> +
>
> void GLAPIENTRY
> _mesa_Uniform1fARB(GLint location, GLfloat v0)
> @@ -1453,6 +1523,35 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
> }
>
>
> +GLuint get_indice(struct gl_shader_program* prog, const char* name)
Is this function used outside of this file? If not, declare it as
static. It also looks like the parameters can be const-qualified.
> +{
> +
> + for(int k = 0;k< prog->Uniforms->Size; k++)
> + {
> + struct gl_uniform* current_uniform =&(prog->Uniforms->Uniforms[k]);
> + printf("current uniform:%s\n",current_uniform->Name);
Left-over debug code.
> + if(strcmp(name,current_uniform->Name)==0)
> + {
> + return k;
> + }
> + }
> + return GL_INVALID_INDEX;
> +}
> +
> +/* Note : location and index are the same */
> +void GLAPIENTRY
> +_mesa_GetUniformIndices(GLint program,GLsizei number_of_variables,const char** names, GLuint* indices)
> +{
> + GET_CURRENT_CONTEXT(ctx);
> +
> + struct gl_shader_program *shProg =
> + _mesa_lookup_shader_program_err(ctx, program, "GetUniformIndices");
> + for(unsigned i=0;i<number_of_variables;i++)
Move declaration of 'i' before the loop.
> + {
> + indices[i] = get_indice(shProg,names[i]);
> + }
> +}
> +
> /**
> * Plug in shader uniform-related functions into API dispatch table.
> */
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