Merge pull request #5301 from samcake/yellow

Rename gpu::Batch::setUniformTexture into gpu::Batch::setResourceTexture
This commit is contained in:
Seth Alves 2015-07-12 11:36:03 -07:00
commit fb23eb0faf
16 changed files with 39 additions and 39 deletions

View file

@ -130,7 +130,7 @@ void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
auto geometryCache = DependencyManager::get<GeometryCache>(); auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch); geometryCache->useSimpleDrawPipeline(batch);
auto textureCache = DependencyManager::get<TextureCache>(); auto textureCache = DependencyManager::get<TextureCache>();
batch.setUniformTexture(0, textureCache->getWhiteTexture()); batch.setResourceTexture(0, textureCache->getWhiteTexture());
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000); mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
batch.setProjectionTransform(legacyProjection); batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform()); batch.setModelTransform(Transform());

View file

@ -644,7 +644,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
glm::vec2 texCoordBottomRight(1.0f, 1.0f); glm::vec2 texCoordBottomRight(1.0f, 1.0f);
gpu::Batch& batch = *renderArgs->_batch; gpu::Batch& batch = *renderArgs->_batch;
batch.setUniformTexture(0, _billboardTexture->getGPUTexture()); batch.setResourceTexture(0, _billboardTexture->getGPUTexture());
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true); DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));

View file

@ -179,7 +179,7 @@ void ApplicationCompositor::bindCursorTexture(gpu::Batch& batch, uint8_t cursorI
_cursors[iconId] = DependencyManager::get<TextureCache>()-> _cursors[iconId] = DependencyManager::get<TextureCache>()->
getImageTexture(iconPath); getImageTexture(iconPath);
} }
batch.setUniformTexture(0, _cursors[iconId]); batch.setResourceTexture(0, _cursors[iconId]);
} }
// Draws the FBO texture for the screen // Draws the FBO texture for the screen

View file

@ -200,7 +200,7 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
geometryCache->useSimpleDrawPipeline(batch); geometryCache->useSimpleDrawPipeline(batch);
batch.setProjectionTransform(mat4()); batch.setProjectionTransform(mat4());
batch.setModelTransform(mat4()); batch.setModelTransform(mat4());
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture()); batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
batch._glLineWidth(CONNECTION_STATUS_BORDER_LINE_WIDTH); batch._glLineWidth(CONNECTION_STATUS_BORDER_LINE_WIDTH);
// TODO animate the disconnect border for some excitement while not connected? // TODO animate the disconnect border for some excitement while not connected?

View file

@ -87,12 +87,12 @@ void BillboardOverlay::render(RenderArgs* args) {
transform.postScale(glm::vec3(getDimensions(), 1.0f)); transform.postScale(glm::vec3(getDimensions(), 1.0f));
batch->setModelTransform(transform); batch->setModelTransform(transform);
batch->setUniformTexture(0, _texture->getGPUTexture()); batch->setResourceTexture(0, _texture->getGPUTexture());
DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha)); glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
batch->setUniformTexture(0, args->_whiteTexture); // restore default white color after me batch->setResourceTexture(0, args->_whiteTexture); // restore default white color after me
} }
} }

View file

@ -50,7 +50,7 @@ void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
Q_ASSERT(args->_batch); Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch; gpu::Batch& batch = *args->_batch;
if (textured) { if (textured) {
batch.setUniformTexture(0, _texture->getGPUTexture()); batch.setResourceTexture(0, _texture->getGPUTexture());
} }
batch.setModelTransform(getTransformToCenter()); batch.setModelTransform(getTransformToCenter());
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured); DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured);

View file

@ -227,15 +227,15 @@ void Batch::setUniformBuffer(uint32 slot, const BufferView& view) {
} }
void Batch::setUniformTexture(uint32 slot, const TexturePointer& texture) { void Batch::setResourceTexture(uint32 slot, const TexturePointer& texture) {
ADD_COMMAND(setUniformTexture); ADD_COMMAND(setResourceTexture);
_params.push_back(_textures.cache(texture)); _params.push_back(_textures.cache(texture));
_params.push_back(slot); _params.push_back(slot);
} }
void Batch::setUniformTexture(uint32 slot, const TextureView& view) { void Batch::setResourceTexture(uint32 slot, const TextureView& view) {
setUniformTexture(slot, view._texture); setResourceTexture(slot, view._texture);
} }
void Batch::setFramebuffer(const FramebufferPointer& framebuffer) { void Batch::setFramebuffer(const FramebufferPointer& framebuffer) {

View file

@ -103,8 +103,8 @@ public:
void setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size); void setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size);
void setUniformBuffer(uint32 slot, const BufferView& view); // not a command, just a shortcut from a BufferView void setUniformBuffer(uint32 slot, const BufferView& view); // not a command, just a shortcut from a BufferView
void setUniformTexture(uint32 slot, const TexturePointer& view); void setResourceTexture(uint32 slot, const TexturePointer& view);
void setUniformTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView void setResourceTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView
// Framebuffer Stage // Framebuffer Stage
void setFramebuffer(const FramebufferPointer& framebuffer); void setFramebuffer(const FramebufferPointer& framebuffer);
@ -178,7 +178,7 @@ public:
COMMAND_setStateBlendFactor, COMMAND_setStateBlendFactor,
COMMAND_setUniformBuffer, COMMAND_setUniformBuffer,
COMMAND_setUniformTexture, COMMAND_setResourceTexture,
COMMAND_setFramebuffer, COMMAND_setFramebuffer,

View file

@ -35,7 +35,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_setStateBlendFactor), (&::gpu::GLBackend::do_setStateBlendFactor),
(&::gpu::GLBackend::do_setUniformBuffer), (&::gpu::GLBackend::do_setUniformBuffer),
(&::gpu::GLBackend::do_setUniformTexture), (&::gpu::GLBackend::do_setResourceTexture),
(&::gpu::GLBackend::do_setFramebuffer), (&::gpu::GLBackend::do_setFramebuffer),

View file

@ -321,7 +321,7 @@ protected:
// Uniform Stage // Uniform Stage
void do_setUniformBuffer(Batch& batch, uint32 paramOffset); void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
void do_setUniformTexture(Batch& batch, uint32 paramOffset); void do_setResourceTexture(Batch& batch, uint32 paramOffset);
struct UniformStageState { struct UniformStageState {

View file

@ -188,7 +188,7 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
(void) CHECK_GL_ERROR(); (void) CHECK_GL_ERROR();
} }
void GLBackend::do_setUniformTexture(Batch& batch, uint32 paramOffset) { void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) {
GLuint slot = batch._params[paramOffset + 1]._uint; GLuint slot = batch._params[paramOffset + 1]._uint;
TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint); TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);

View file

@ -103,7 +103,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8); batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize()); batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
batch.setInputFormat(theFormat); batch.setInputFormat(theFormat);
batch.setUniformTexture(0, skybox.getCubemap()); batch.setResourceTexture(0, skybox.getCubemap());
batch.draw(gpu::TRIANGLE_STRIP, 4); batch.draw(gpu::TRIANGLE_STRIP, 4);
} }

View file

@ -146,7 +146,7 @@ void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured,
if (!config.isTextured()) { if (!config.isTextured()) {
// If it is not textured, bind white texture and keep using textured pipeline // If it is not textured, bind white texture and keep using textured pipeline
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture()); batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
} }
} }
@ -243,13 +243,13 @@ void DeferredLightingEffect::render(RenderArgs* args) {
batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f)); batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
batch.setUniformTexture(0, textureCache->getPrimaryColorTexture()); batch.setResourceTexture(0, textureCache->getPrimaryColorTexture());
batch.setUniformTexture(1, textureCache->getPrimaryNormalTexture()); batch.setResourceTexture(1, textureCache->getPrimaryNormalTexture());
batch.setUniformTexture(2, textureCache->getPrimarySpecularTexture()); batch.setResourceTexture(2, textureCache->getPrimarySpecularTexture());
batch.setUniformTexture(3, textureCache->getPrimaryDepthTexture()); batch.setResourceTexture(3, textureCache->getPrimaryDepthTexture());
// get the viewport side (left, right, both) // get the viewport side (left, right, both)
int viewport[4]; int viewport[4];
@ -274,7 +274,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
const LightLocations* locations = &_directionalLightLocations; const LightLocations* locations = &_directionalLightLocations;
bool shadowsEnabled = _viewState->getShadowsEnabled(); bool shadowsEnabled = _viewState->getShadowsEnabled();
if (shadowsEnabled) { if (shadowsEnabled) {
batch.setUniformTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer()); batch.setResourceTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
program = _directionalLightShadowMap; program = _directionalLightShadowMap;
locations = &_directionalLightShadowMapLocations; locations = &_directionalLightShadowMapLocations;
@ -328,7 +328,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
} }
if (useSkyboxCubemap) { if (useSkyboxCubemap) {
batch.setUniformTexture(5, _skybox->getCubemap()); batch.setResourceTexture(5, _skybox->getCubemap());
} }
if (locations->lightBufferUnit >= 0) { if (locations->lightBufferUnit >= 0) {
@ -377,11 +377,11 @@ void DeferredLightingEffect::render(RenderArgs* args) {
} }
if (useSkyboxCubemap) { if (useSkyboxCubemap) {
batch.setUniformTexture(5, nullptr); batch.setResourceTexture(5, nullptr);
} }
if (shadowsEnabled) { if (shadowsEnabled) {
batch.setUniformTexture(4, nullptr); batch.setResourceTexture(4, nullptr);
} }
glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f); glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
@ -530,10 +530,10 @@ void DeferredLightingEffect::render(RenderArgs* args) {
} }
// Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target // Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target
batch.setUniformTexture(0, nullptr); batch.setResourceTexture(0, nullptr);
batch.setUniformTexture(1, nullptr); batch.setResourceTexture(1, nullptr);
batch.setUniformTexture(2, nullptr); batch.setResourceTexture(2, nullptr);
batch.setUniformTexture(3, nullptr); batch.setResourceTexture(3, nullptr);
args->_context->syncCache(); args->_context->syncCache();
args->_context->render(batch); args->_context->render(batch);
@ -551,7 +551,7 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
batch.setFramebuffer(textureCache->getPrimaryFramebuffer()); batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
batch.setPipeline(_blitLightBuffer); batch.setPipeline(_blitLightBuffer);
batch.setUniformTexture(0, freeFBO->getRenderBuffer(0)); batch.setResourceTexture(0, freeFBO->getRenderBuffer(0));
batch.setProjectionTransform(glm::mat4()); batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform()); batch.setViewTransform(Transform());

View file

@ -2031,10 +2031,10 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
} }
static bool showDiffuse = true; static bool showDiffuse = true;
if (showDiffuse && diffuseMap) { if (showDiffuse && diffuseMap) {
batch.setUniformTexture(0, diffuseMap->getGPUTexture()); batch.setResourceTexture(0, diffuseMap->getGPUTexture());
} else { } else {
batch.setUniformTexture(0, textureCache->getWhiteTexture()); batch.setResourceTexture(0, textureCache->getWhiteTexture());
} }
if (locations->texcoordMatrices >= 0) { if (locations->texcoordMatrices >= 0) {
@ -2050,14 +2050,14 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
if (!mesh.tangents.isEmpty()) { if (!mesh.tangents.isEmpty()) {
Texture* normalMap = networkPart.normalTexture.data(); Texture* normalMap = networkPart.normalTexture.data();
batch.setUniformTexture(1, !normalMap ? batch.setResourceTexture(1, !normalMap ?
textureCache->getBlueTexture() : normalMap->getGPUTexture()); textureCache->getBlueTexture() : normalMap->getGPUTexture());
} }
if (locations->specularTextureUnit >= 0) { if (locations->specularTextureUnit >= 0) {
Texture* specularMap = networkPart.specularTexture.data(); Texture* specularMap = networkPart.specularTexture.data();
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ? batch.setResourceTexture(locations->specularTextureUnit, !specularMap ?
textureCache->getWhiteTexture() : specularMap->getGPUTexture()); textureCache->getWhiteTexture() : specularMap->getGPUTexture());
} }
@ -2074,7 +2074,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale); GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
Texture* emissiveMap = networkPart.emissiveTexture.data(); Texture* emissiveMap = networkPart.emissiveTexture.data();
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ? batch.setResourceTexture(locations->emissiveTextureUnit, !emissiveMap ?
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture()); textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
} }

View file

@ -243,7 +243,7 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
batch.setViewTransform(viewMat); batch.setViewTransform(viewMat);
batch.setPipeline(getOpaquePipeline()); batch.setPipeline(getOpaquePipeline());
batch.setUniformTexture(0, args->_whiteTexture); batch.setResourceTexture(0, args->_whiteTexture);
if (!inItems.empty()) { if (!inItems.empty()) {
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0); batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);

View file

@ -423,7 +423,7 @@ void Font3D::drawString(gpu::Batch& batch, float x, float y, const QString& str,
setupGPU(); setupGPU();
batch.setPipeline(_pipeline); batch.setPipeline(_pipeline);
batch.setUniformTexture(_fontLoc, _texture); batch.setResourceTexture(_fontLoc, _texture);
batch._glUniform1i(_outlineLoc, (effectType == TextRenderer3D::OUTLINE_EFFECT)); batch._glUniform1i(_outlineLoc, (effectType == TextRenderer3D::OUTLINE_EFFECT));
batch._glUniform4fv(_colorLoc, 1, (const GLfloat*)color); batch._glUniform4fv(_colorLoc, 1, (const GLfloat*)color);