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Get rid of allocations on SetUniform calls, allowing us to pass ref again
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@ -1,6 +1,8 @@
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package materials
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import (
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_ "unsafe"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/assert"
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"github.com/bloeys/nmage/assets"
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@ -9,12 +11,11 @@ import (
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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// @TODO: Unfortunately some uniform gl functions allocate because Go can't prove that the
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// gl function doesn't keep a pointer to the vectors/matrices we pass in, leading to them
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// escaping to the heap.
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// @TODO: This noescape magic is to avoid heap allocations done when
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// passing vectors or matrices into cgo via set uniform calls.
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//
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// Perhaps later we move to our own gl functions that are more optimized? assuming such an optimization
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// is even possible.
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// But I would rather this kind of stuff is done on the gl wrapper level.
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// Should we wrap the OpenGL APIs we use ourself?
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var (
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lastMatId uint32
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@ -165,28 +166,76 @@ func (m *Material) SetUnifFloat32(uniformName string, val float32) {
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gl.ProgramUniform1f(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
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}
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func (m *Material) SetUnifVec2(uniformName string, vec2 gglm.Vec2) {
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gl.ProgramUniform2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
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func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
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internalSetUnifVec2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec2)
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}
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func (m *Material) SetUnifVec3(uniformName string, vec3 gglm.Vec3) {
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gl.ProgramUniform3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
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//go:noescape
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//go:linkname internalSetUnifVec2 github.com/bloeys/nmage/materials.SetUnifVec2
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func internalSetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2)
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func SetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2) {
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gl.ProgramUniform2fv(shaderProgId, unifLoc, 1, &vec2.Data[0])
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}
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func (m *Material) SetUnifVec4(uniformName string, vec4 gglm.Vec4) {
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gl.ProgramUniform4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
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func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
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internalSetUnifVec3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec3)
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}
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func (m *Material) SetUnifMat2(uniformName string, mat2 gglm.Mat2) {
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gl.ProgramUniformMatrix2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
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//go:noescape
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//go:linkname internalSetUnifVec3 github.com/bloeys/nmage/materials.SetUnifVec3
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func internalSetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3)
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func SetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3) {
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gl.ProgramUniform3fv(shaderProgId, unifLoc, 1, &vec3.Data[0])
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}
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func (m *Material) SetUnifMat3(uniformName string, mat3 gglm.Mat3) {
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gl.ProgramUniformMatrix3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
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func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
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setUnifVec4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec4)
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}
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func (m *Material) SetUnifMat4(uniformName string, mat4 gglm.Mat4) {
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gl.ProgramUniformMatrix4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
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//go:noescape
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//go:linkname setUnifVec4 github.com/bloeys/nmage/materials.SetUnifVec4
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func setUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4)
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func SetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4) {
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gl.ProgramUniform4fv(shaderProgId, unifLoc, 1, &vec4.Data[0])
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}
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func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
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setUnifMat2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat2)
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}
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//go:noescape
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//go:linkname setUnifMat2 github.com/bloeys/nmage/materials.SetUnifMat2
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func setUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2)
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func SetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2) {
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gl.ProgramUniformMatrix2fv(shaderProgId, unifLoc, 1, false, &mat2.Data[0][0])
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}
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func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
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setUnifMat3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat3)
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}
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//go:noescape
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//go:linkname setUnifMat3 github.com/bloeys/nmage/materials.SetUnifMat3
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func setUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3)
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func SetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3) {
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gl.ProgramUniformMatrix3fv(shaderProgId, unifLoc, 1, false, &mat3.Data[0][0])
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}
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func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
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setUnifMat4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat4)
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}
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//go:noescape
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//go:linkname setUnifMat4 github.com/bloeys/nmage/materials.SetUnifMat4
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func setUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4)
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func SetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4) {
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gl.ProgramUniformMatrix4fv(shaderProgId, unifLoc, 1, false, &mat4.Data[0][0])
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}
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func (m *Material) Delete() {
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