Cleanup.
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9c5a236230
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5555c73b3a
@ -3442,13 +3442,13 @@ namespace bgfx { namespace gl
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GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
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GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
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ProgramGL& program = m_program[_blitter.m_program.idx];
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ProgramGL& program = m_program[_blitter.m_program.idx];
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GlUseProgram(program.m_id);
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setProgram(program.m_id);
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GlUniform1i(program.m_sampler[0].loc, 0);
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setUnifom1i(program.m_sampler[0].loc, 0);
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float proj[16];
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float proj[16];
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bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, g_caps.homogeneousDepth);
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bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, g_caps.homogeneousDepth);
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GlUniformMatrix4fv(program.m_predefined[0].m_loc
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setUnifomMatrix4fv(program.m_predefined[0].m_loc
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, 1
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, 1
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, GL_FALSE
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, GL_FALSE
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, proj
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, proj
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@ -3553,7 +3553,7 @@ namespace bgfx { namespace gl
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void setShaderUniform4f(uint8_t /*_flags*/, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
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void setShaderUniform4f(uint8_t /*_flags*/, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
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{
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{
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GlUniform4fv(_regIndex
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setUnifom4fv(_regIndex
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, _numRegs
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, _numRegs
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, (const GLfloat*)_val
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, (const GLfloat*)_val
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);
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);
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@ -3561,7 +3561,7 @@ namespace bgfx { namespace gl
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void setShaderUniform4x4f(uint8_t /*_flags*/, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
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void setShaderUniform4x4f(uint8_t /*_flags*/, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
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{
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{
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GlUniformMatrix4fv(_regIndex
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setUnifomMatrix4fv(_regIndex
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, _numRegs
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, _numRegs
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, GL_FALSE
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, GL_FALSE
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, (const GLfloat*)_val
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, (const GLfloat*)_val
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@ -4029,7 +4029,7 @@ namespace bgfx { namespace gl
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case UniformType::_uniform: \
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case UniformType::_uniform: \
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{ \
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{ \
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_type* value = (_type*)data; \
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_type* value = (_type*)data; \
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GlUniform##_glsuffix(loc, num, value); \
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setUnifom##_glsuffix(loc, num, value); \
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} \
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} \
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break;
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break;
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@ -4037,7 +4037,7 @@ namespace bgfx { namespace gl
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case UniformType::_uniform: \
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case UniformType::_uniform: \
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{ \
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{ \
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_type* value = (_type*)data; \
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_type* value = (_type*)data; \
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GlUniform##_glsuffix(loc, num, GL_FALSE, value); \
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setUnifom##_glsuffix(loc, num, GL_FALSE, value); \
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} \
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} \
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break;
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break;
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@ -4048,12 +4048,12 @@ namespace bgfx { namespace gl
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// since they need to marshal an array over from Wasm to JS, so optimize the case when there is exactly one
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// since they need to marshal an array over from Wasm to JS, so optimize the case when there is exactly one
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// uniform to upload.
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// uniform to upload.
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case UniformType::Sampler:
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case UniformType::Sampler:
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if (num > 1) GlUniform1iv(loc, num, (int*)data);
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if (num > 1) setUnifom1iv(loc, num, (int*)data);
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else GlUniform1i(loc, *(int*)data);
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else setUnifom1i(loc, *(int*)data);
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break;
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break;
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case UniformType::Vec4:
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case UniformType::Vec4:
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if (num > 1) GlUniform4fv(loc, num, (float*)data);
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if (num > 1) setUnifom4fv(loc, num, (float*)data);
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else GlUniform4f(loc, ((float*)data)[0], ((float*)data)[1], ((float*)data)[2], ((float*)data)[3]);
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else setUnifom4f(loc, ((float*)data)[0], ((float*)data)[1], ((float*)data)[2], ((float*)data)[3]);
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break;
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break;
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#else
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#else
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CASE_IMPLEMENT_UNIFORM(Sampler, 1iv, I, int);
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CASE_IMPLEMENT_UNIFORM(Sampler, 1iv, I, int);
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@ -4178,7 +4178,7 @@ namespace bgfx { namespace gl
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
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ProgramGL& program = m_program[_clearQuad.m_program[numMrt-1].idx];
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ProgramGL& program = m_program[_clearQuad.m_program[numMrt-1].idx];
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GlUseProgram(program.m_id);
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setProgram(program.m_id);
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program.bindAttributesBegin();
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program.bindAttributesBegin();
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program.bindAttributes(layout, 0);
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program.bindAttributes(layout, 0);
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program.bindAttributesEnd();
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program.bindAttributesEnd();
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@ -4237,7 +4237,7 @@ namespace bgfx { namespace gl
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}
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}
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}
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}
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void GlUseProgram(GLuint program)
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void setProgram(GLuint program)
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{
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{
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m_uniformStateCache.saveCurrentProgram(program);
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m_uniformStateCache.saveCurrentProgram(program);
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GL_CHECK(glUseProgram(program) );
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GL_CHECK(glUseProgram(program) );
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@ -4245,7 +4245,7 @@ namespace bgfx { namespace gl
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// Cache uniform uploads to avoid redundant uploading of state that is
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// Cache uniform uploads to avoid redundant uploading of state that is
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// already set to a shader program
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// already set to a shader program
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void GlUniform1i(uint32_t loc, int value)
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void setUnifom1i(uint32_t loc, int value)
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{
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{
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if (m_uniformStateCache.updateUniformCache(loc, value))
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if (m_uniformStateCache.updateUniformCache(loc, value))
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{
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{
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@ -4253,7 +4253,7 @@ namespace bgfx { namespace gl
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}
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}
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}
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}
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void GlUniform1iv(uint32_t loc, int num, const int *data)
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void setUnifom1iv(uint32_t loc, int num, const int *data)
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{
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{
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bool changed = false;
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bool changed = false;
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for(int i = 0; i < num; ++i)
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for(int i = 0; i < num; ++i)
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@ -4269,7 +4269,7 @@ namespace bgfx { namespace gl
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}
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}
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}
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}
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void GlUniform4f(uint32_t loc, float x, float y, float z, float w)
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void setUnifom4f(uint32_t loc, float x, float y, float z, float w)
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{
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{
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UniformStateCache::f4 f; f.val[0] = x; f.val[1] = y; f.val[2] = z; f.val[3] = w;
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UniformStateCache::f4 f; f.val[0] = x; f.val[1] = y; f.val[2] = z; f.val[3] = w;
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if (m_uniformStateCache.updateUniformCache(loc, f))
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if (m_uniformStateCache.updateUniformCache(loc, f))
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@ -4278,7 +4278,7 @@ namespace bgfx { namespace gl
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}
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}
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}
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}
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void GlUniform4fv(uint32_t loc, int num, const float *data)
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void setUnifom4fv(uint32_t loc, int num, const float *data)
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{
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{
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bool changed = false;
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bool changed = false;
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for(int i = 0; i < num; ++i)
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for(int i = 0; i < num; ++i)
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@ -4294,7 +4294,7 @@ namespace bgfx { namespace gl
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}
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}
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}
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}
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void GlUniformMatrix3fv(uint32_t loc, int num, GLboolean transpose, const float *data)
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void setUnifomMatrix3fv(uint32_t loc, int num, GLboolean transpose, const float *data)
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{
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{
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bool changed = false;
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bool changed = false;
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for(int i = 0; i < num; ++i)
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for(int i = 0; i < num; ++i)
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@ -4310,7 +4310,7 @@ namespace bgfx { namespace gl
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}
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}
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}
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}
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void GlUniformMatrix4fv(uint32_t loc, int num, GLboolean transpose, const float *data)
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void setUnifomMatrix4fv(uint32_t loc, int num, GLboolean transpose, const float *data)
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{
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{
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bool changed = false;
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bool changed = false;
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for(int i = 0; i < num; ++i)
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for(int i = 0; i < num; ++i)
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@ -4754,7 +4754,7 @@ namespace bgfx { namespace gl
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if (0 != m_id)
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if (0 != m_id)
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{
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{
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s_renderGL->GlUseProgram(0);
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s_renderGL->setProgram(0);
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GL_CHECK(glDeleteProgram(m_id) );
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GL_CHECK(glDeleteProgram(m_id) );
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m_id = 0;
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m_id = 0;
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}
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}
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@ -7245,7 +7245,7 @@ namespace bgfx { namespace gl
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const RenderCompute& compute = renderItem.compute;
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const RenderCompute& compute = renderItem.compute;
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ProgramGL& program = m_program[key.m_program.idx];
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ProgramGL& program = m_program[key.m_program.idx];
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GlUseProgram(program.m_id);
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setProgram(program.m_id);
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GLbitfield barrier = 0;
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GLbitfield barrier = 0;
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for (uint32_t ii = 0; ii < maxComputeBindings; ++ii)
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for (uint32_t ii = 0; ii < maxComputeBindings; ++ii)
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@ -7743,7 +7743,7 @@ namespace bgfx { namespace gl
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// Skip rendering if program index is valid, but program is invalid.
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// Skip rendering if program index is valid, but program is invalid.
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currentProgram = 0 == id ? ProgramHandle{kInvalidHandle} : currentProgram;
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currentProgram = 0 == id ? ProgramHandle{kInvalidHandle} : currentProgram;
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GlUseProgram(id);
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setProgram(id);
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programChanged =
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programChanged =
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constantsChanged =
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constantsChanged =
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bindAttribs = true;
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bindAttribs = true;
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