/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup gpu * * GPU geometric primitives */ #pragma once #include "BLI_assert.h" #include "BLI_sys_types.h" enum GPUPrimType { GPU_PRIM_POINTS, GPU_PRIM_LINES, GPU_PRIM_TRIS, GPU_PRIM_LINE_STRIP, GPU_PRIM_LINE_LOOP, /* GL has this, Vulkan and Metal do not */ GPU_PRIM_TRI_STRIP, GPU_PRIM_TRI_FAN, /* Metal API does not support this. */ /* Metal API does not support ADJ primitive types but * handled via the geometry-shader-alternative path. */ GPU_PRIM_LINES_ADJ, GPU_PRIM_TRIS_ADJ, GPU_PRIM_LINE_STRIP_ADJ, GPU_PRIM_NONE, }; /* what types of primitives does each shader expect? */ enum GPUPimClass { GPU_PRIM_CLASS_NONE = 0, GPU_PRIM_CLASS_POINT = (1 << 0), GPU_PRIM_CLASS_LINE = (1 << 1), GPU_PRIM_CLASS_SURFACE = (1 << 2), GPU_PRIM_CLASS_ANY = GPU_PRIM_CLASS_POINT | GPU_PRIM_CLASS_LINE | GPU_PRIM_CLASS_SURFACE, }; inline int gpu_get_prim_count_from_type(uint vertex_len, GPUPrimType prim_type) { /* does vertex_len make sense for this primitive type? */ if (vertex_len == 0) { return 0; } switch (prim_type) { case GPU_PRIM_POINTS: return vertex_len; case GPU_PRIM_LINES: BLI_assert(vertex_len % 2 == 0); return vertex_len / 2; case GPU_PRIM_LINE_STRIP: return vertex_len - 1; case GPU_PRIM_LINE_LOOP: return vertex_len; case GPU_PRIM_LINES_ADJ: BLI_assert(vertex_len % 4 == 0); return vertex_len / 4; case GPU_PRIM_LINE_STRIP_ADJ: return vertex_len - 2; case GPU_PRIM_TRIS: BLI_assert(vertex_len % 3 == 0); return vertex_len / 3; case GPU_PRIM_TRI_STRIP: BLI_assert(vertex_len >= 3); return vertex_len - 2; case GPU_PRIM_TRI_FAN: BLI_assert(vertex_len >= 3); return vertex_len - 2; case GPU_PRIM_TRIS_ADJ: BLI_assert(vertex_len % 6 == 0); return vertex_len / 6; default: BLI_assert_unreachable(); return 0; } } inline bool is_restart_compatible(GPUPrimType type) { switch (type) { case GPU_PRIM_POINTS: case GPU_PRIM_LINES: case GPU_PRIM_TRIS: case GPU_PRIM_LINES_ADJ: case GPU_PRIM_TRIS_ADJ: case GPU_PRIM_NONE: default: { return false; } case GPU_PRIM_LINE_STRIP: case GPU_PRIM_LINE_LOOP: case GPU_PRIM_TRI_STRIP: case GPU_PRIM_TRI_FAN: case GPU_PRIM_LINE_STRIP_ADJ: { return true; } } return false; } /** * TODO: Improve error checking by validating that the shader is suited for this primitive type. * GPUPrimClass GPU_primtype_class(GPUPrimType); * bool GPU_primtype_belongs_to_class(GPUPrimType, GPUPrimClass); */