/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup gpu * * GPU vertex format */ #pragma once #include "BLI_assert.h" #include "BLI_compiler_compat.h" #include "BLI_math_vector_types.hh" #include "BLI_string_ref.hh" #include "BLI_sys_types.h" #include "GPU_format.hh" namespace blender::gpu { enum class VertAttrType : uint8_t { Invalid = 0, #define DECLARE(a, b, c, blender_enum, d, e, f, g, h) blender_enum = int(DataFormat::blender_enum), #define GPU_VERTEX_FORMAT_EXPAND(impl) \ SNORM_8_8_8_8_(impl) \ \ SNORM_16_16_(impl) \ SNORM_16_16_16_16_(impl) \ \ UNORM_8_8_8_8_(impl) \ \ UNORM_16_16_(impl) \ UNORM_16_16_16_16_(impl) \ \ SINT_8_8_8_8_(impl) \ \ SINT_16_16_(impl) \ SINT_16_16_16_16_(impl) \ \ SINT_32_(impl) \ SINT_32_32_(impl) \ SINT_32_32_32_(impl) \ SINT_32_32_32_32_(impl) \ \ UINT_8_8_8_8_(impl) \ \ UINT_16_16_(impl) \ UINT_16_16_16_16_(impl) \ \ UINT_32_(impl) \ UINT_32_32_(impl) \ UINT_32_32_32_(impl) \ UINT_32_32_32_32_(impl) \ \ SFLOAT_32_(impl) \ SFLOAT_32_32_(impl) \ SFLOAT_32_32_32_(impl) \ SFLOAT_32_32_32_32_(impl) \ \ SNORM_10_10_10_2_(impl) \ UNORM_10_10_10_2_(impl) \ \ /* UFLOAT_11_11_10_(impl) Available on Metal (and maybe VK) but not on GL. */ \ /* UFLOAT_9_9_9_EXP_5_(impl) Available on Metal (and maybe VK) but not on GL. */ GPU_VERTEX_FORMAT_EXPAND(DECLARE) #undef DECLARE #define DECLARE(a, b, c, blender_enum, d, e, f, g, h) \ blender_enum##_DEPRECATED = int(DataFormat::blender_enum), /* Deprecated formats. To be removed in 5.0. Needed for python shaders. */ #define GPU_VERTEX_DEPRECATED_FORMAT_EXPAND(impl) \ SNORM_8_(impl) \ SNORM_8_8_(impl) \ SNORM_8_8_8_(impl) \ SNORM_16_(impl) \ SNORM_16_16_16_(impl) \ UNORM_8_(impl) \ UNORM_8_8_(impl) \ UNORM_8_8_8_(impl) \ UNORM_16_(impl) \ UNORM_16_16_16_(impl) \ SINT_8_(impl) \ SINT_8_8_(impl) \ SINT_8_8_8_(impl) \ SINT_16_(impl) \ SINT_16_16_16_(impl) \ UINT_8_(impl) \ UINT_8_8_(impl) \ UINT_8_8_8_(impl) \ UINT_16_(impl) \ UINT_16_16_16_(impl) GPU_VERTEX_DEPRECATED_FORMAT_EXPAND(DECLARE) #undef DECLARE }; /* TODO: Should reuse GPU_VERTEX_FORMAT_EXPAND, but we need to have `s/unorm` types first. */ #define GPU_VERTEX_FORMAT_EXPAND_TYPED(impl) \ SINT_8_8_8_8_(impl) \ \ SINT_16_16_(impl) \ SINT_16_16_16_16_(impl) \ \ SINT_32_(impl) \ SINT_32_32_(impl) \ SINT_32_32_32_(impl) \ SINT_32_32_32_32_(impl) \ \ UINT_8_8_8_8_(impl) \ \ UINT_16_16_(impl) \ UINT_16_16_16_16_(impl) \ \ UINT_32_(impl) \ UINT_32_32_(impl) \ UINT_32_32_32_(impl) \ UINT_32_32_32_32_(impl) \ \ SFLOAT_32_(impl) \ SFLOAT_32_32_(impl) \ SFLOAT_32_32_32_(impl) \ SFLOAT_32_32_32_32_(impl) \ \ /* UFLOAT_11_11_10_(impl) Available on Metal (and maybe VK) but not on GL. */ \ /* UFLOAT_9_9_9_EXP_5_(impl) Available on Metal (and maybe VK) but not on GL. */ /* Must be implemented for each type used in vertex format. * Should contain the associated VertAttrType just like below. */ template struct AttrType {}; #define ATTR_TYPE_MAPPING(_type, b, c, blender_enum, d, e, f, g, h) \ template<> struct AttrType<_type> { \ static constexpr VertAttrType type = VertAttrType::blender_enum; \ }; GPU_VERTEX_FORMAT_EXPAND_TYPED(ATTR_TYPE_MAPPING) #undef ATTR_TYPE_MAPPING inline constexpr DataFormat to_data_format(VertAttrType format) { return DataFormat(int(format)); } class Shader; } // namespace blender::gpu constexpr static int GPU_VERT_ATTR_MAX_LEN = 16; constexpr static int GPU_VERT_ATTR_MAX_NAMES = 6; constexpr static int GPU_VERT_ATTR_NAMES_BUF_LEN = 256; constexpr static int GPU_VERT_FORMAT_MAX_NAMES = 63; /* More than enough, actual max is ~30. */ /* Computed as GPU_VERT_ATTR_NAMES_BUF_LEN / 30 (actual max format name). */ constexpr static int GPU_MAX_SAFE_ATTR_NAME = 12; enum GPUVertCompType { GPU_COMP_I8 = 0, GPU_COMP_U8, GPU_COMP_I16, GPU_COMP_U16, GPU_COMP_I32, GPU_COMP_U32, GPU_COMP_F32, GPU_COMP_I10, /* Warning! adjust GPUVertAttr if changing. */ GPU_COMP_MAX }; enum GPUVertFetchMode { GPU_FETCH_FLOAT = 0, GPU_FETCH_INT, GPU_FETCH_INT_TO_FLOAT_UNIT, /* 127 (ubyte) -> 0.5 (and so on for other int types) */ /* Warning! adjust GPUVertAttr if changing. */ }; struct GPUVertAttr { /* To replace fetch_mode, comp_type, comp_len, size. */ struct Type { blender::gpu::VertAttrType format; size_t size() const { return to_bytesize(to_data_format(format)); }; int comp_len() const { return format_component_len(to_data_format(format)); } GPUVertFetchMode fetch_mode() const; GPUVertCompType comp_type() const; } type; /* from beginning of vertex, in bytes */ uint8_t offset; /* up to GPU_VERT_ATTR_MAX_NAMES */ uint8_t name_len; uchar names[GPU_VERT_ATTR_MAX_NAMES]; }; BLI_STATIC_ASSERT(GPU_VERT_ATTR_NAMES_BUF_LEN <= 256, "We use uchar as index inside the name buffer " "so GPU_VERT_ATTR_NAMES_BUF_LEN needs to be " "smaller than GPUVertFormat->name_offset and " "GPUVertAttr->names maximum value"); struct GPUVertFormat { /** 0 to 16 (GPU_VERT_ATTR_MAX_LEN). */ uint attr_len : 5; /** Total count of active vertex attribute names. (max GPU_VERT_FORMAT_MAX_NAMES) */ uint name_len : 6; /** Stride in bytes, 1 to 1024. */ uint stride : 11; /** Has the format been packed. */ uint packed : 1; /** Current offset in names[]. */ uint name_offset : 8; /** Store each attribute in one contiguous buffer region. */ uint deinterleaved : 1; GPUVertAttr attrs[GPU_VERT_ATTR_MAX_LEN]; char names[GPU_VERT_ATTR_NAMES_BUF_LEN]; void pack(); uint attribute_add(blender::StringRef name, blender::gpu::VertAttrType type, size_t offset = -1); }; #define GPU_VERTEX_FORMAT_ADD_ATTR(attr) \ format.attribute_add( \ #attr, blender::gpu::AttrType::type, offsetof(VertT, attr)); \ BLI_STATIC_ASSERT(offsetof(VertT, attr) < 255, #attr " has offset greater than 255") \ BLI_STATIC_ASSERT(offsetof(VertT, attr) % 4 == 0, #attr " is not aligned to 4 bytes") #define _ATTR_EXPAND1(a) GPU_VERTEX_FORMAT_ADD_ATTR(a) #define _ATTR_EXPAND2(a, b) \ _ATTR_EXPAND1(a) \ GPU_VERTEX_FORMAT_ADD_ATTR(b) #define _ATTR_EXPAND3(a, b, c) \ _ATTR_EXPAND2(a, b) \ GPU_VERTEX_FORMAT_ADD_ATTR(c) #define _ATTR_EXPAND4(a, b, c, d) \ _ATTR_EXPAND3(a, b, c) \ GPU_VERTEX_FORMAT_ADD_ATTR(d) #define _ATTR_EXPAND5(a, b, c, d, e) \ _ATTR_EXPAND4(a, b, c, d) \ GPU_VERTEX_FORMAT_ADD_ATTR(e) #define _ATTR_EXPAND6(a, b, c, d, e, f) \ _ATTR_EXPAND5(a, b, c, d, e) \ GPU_VERTEX_FORMAT_ADD_ATTR(f) #define _ATTR_EXPAND7(a, b, c, d, e, f, g) \ _ATTR_EXPAND6(a, b, c, d, e, f) \ GPU_VERTEX_FORMAT_ADD_ATTR(g) #define _ATTR_EXPAND8(a, b, c, d, e, f, g, h) \ _ATTR_EXPAND7(a, b, c, d, e, f, g) \ GPU_VERTEX_FORMAT_ADD_ATTR(h) #define _ATTR_EXPAND9(a, b, c, d, e, f, g, h, i) \ _ATTR_EXPAND8(a, b, c, d, e, f, g, h) \ GPU_VERTEX_FORMAT_ADD_ATTR(i) #define _ATTR_EXPAND10(a, b, c, d, e, f, g, h, i, j) \ _ATTR_EXPAND9(a, b, c, d, e, f, g, h, i) \ GPU_VERTEX_FORMAT_ADD_ATTR(j) #define _ATTR_EXPAND11(a, b, c, d, e, f, g, h, i, j, k) \ _ATTR_EXPAND10(a, b, c, d, e, f, g, h, i, j) \ GPU_VERTEX_FORMAT_ADD_ATTR(k) #define _ATTR_EXPAND12(a, b, c, d, e, f, g, h, i, j, k, l) \ _ATTR_EXPAND11(a, b, c, d, e, f, g, h, i, j, k) \ GPU_VERTEX_FORMAT_ADD_ATTR(l) #define _ATTR_EXPAND13(a, b, c, d, e, f, g, h, i, j, k, l, m) \ _ATTR_EXPAND12(a, b, c, d, e, f, g, h, i, j, k, l) \ GPU_VERTEX_FORMAT_ADD_ATTR(m) #define _ATTR_EXPAND14(a, b, c, d, e, f, g, h, i, j, k, l, m, n) \ _ATTR_EXPAND13(a, b, c, d, e, f, g, h, i, j, k, l, m) \ GPU_VERTEX_FORMAT_ADD_ATTR(n) #define _ATTR_EXPAND15(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o) \ _ATTR_EXPAND14(a, b, c, d, e, f, g, h, i, j, k, l, m, n) \ GPU_VERTEX_FORMAT_ADD_ATTR(o) #define _ATTR_EXPAND16(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p) \ _ATTR_EXPAND15(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o) \ GPU_VERTEX_FORMAT_ADD_ATTR(p) /* We only support up to GPU_VERT_ATTR_MAX_LEN attribute per format. */ #define GPU_VERTEX_FORMAT_ADD_ATTR_EXPAND(...) VA_NARGS_CALL_OVERLOAD(_ATTR_EXPAND, __VA_ARGS__) #define GPU_VERTEX_FORMAT_FUNC(_VertT, ...) \ static GPUVertFormat &format() \ { \ using VertT = _VertT; \ static GPUVertFormat format = {}; \ if (format.attr_len == 0) { \ GPU_VERTEX_FORMAT_ADD_ATTR_EXPAND(__VA_ARGS__) \ format.stride = sizeof(VertT); \ BLI_STATIC_ASSERT(sizeof(VertT) < 1024, "Vertex format is too big") \ format.packed = true; \ BLI_STATIC_ASSERT_ALIGN(VertT, 4) \ } \ return format; \ } namespace blender::gpu { /** Generic vertex format for single attribute buffers. */ template struct GenericVertexFormat { T attr; GPU_VERTEX_FORMAT_FUNC(GenericVertexFormat, attr); }; template<> struct GenericVertexFormat { /* This is a workaround to reinterpret int8_t into padded vertex format to be able to upload it * on any GPU. The shaders then need to read uint32_t and use shifts and mask to decode in * individual bytes. */ uint32_t attr; GPU_VERTEX_FORMAT_FUNC(GenericVertexFormat, attr); }; template<> struct GenericVertexFormat { /* This is a workaround to reinterpret uint8_t into padded vertex format to be able to upload it * on any GPU. The shaders then need to read uint32_t and use shifts and mask to decode in * individual bytes. */ uint32_t attr; GPU_VERTEX_FORMAT_FUNC(GenericVertexFormat, attr); }; template<> struct GenericVertexFormat { /* This is a workaround to reinterpret bool into padded vertex format to be able to upload it * on any GPU. The shaders then need to read uint32_t and use shifts and mask to decode in * individual bytes. */ uint32_t attr; GPU_VERTEX_FORMAT_FUNC(GenericVertexFormat, attr); }; } // namespace blender::gpu void GPU_vertformat_clear(GPUVertFormat *); void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat &src); void GPU_vertformat_from_shader(GPUVertFormat *format, const blender::gpu::Shader *shader); uint GPU_vertformat_attr_add(GPUVertFormat *format, blender::StringRef name, blender::gpu::VertAttrType type); /* Legacy/unsafe version. * TODO: Replace by vertex_format_combine. */ uint GPU_vertformat_attr_add_legacy( GPUVertFormat *, blender::StringRef name, GPUVertCompType, uint comp_len, GPUVertFetchMode); void GPU_vertformat_alias_add(GPUVertFormat *, blender::StringRef alias); /** * Return a vertex format from a single attribute description. * The attribute ID is ensured to be 0. */ GPUVertFormat GPU_vertformat_from_attribute(blender::StringRef name, blender::gpu::VertAttrType type); /** * Makes vertex attribute from the next vertices to be accessible in the vertex shader. * For an attribute named "attr" you can access the next nth vertex using "attr{number}". * Use this function after specifying all the attributes in the format. * * NOTE: This does NOT work when using indexed rendering. * NOTE: Only works for first attribute name. (this limitation can be changed if needed) * * WARNING: this function creates a lot of aliases/attributes, make sure to keep the attribute * name short to avoid overflowing the name-buffer. */ void GPU_vertformat_multiload_enable(GPUVertFormat *format, int load_count); /** * Make attribute layout non-interleaved. * Warning! This does not change data layout! * Use direct buffer access to fill the data. * This is for advanced usage. * * De-interleaved data means all attribute data for each attribute * is stored continuously like this: * 000011112222 * instead of: * 012012012012 * * \note This is per attribute de-interleaving, NOT per component. */ void GPU_vertformat_deinterleave(GPUVertFormat *format); int GPU_vertformat_attr_id_get(const GPUVertFormat *, blender::StringRef name); BLI_INLINE const char *GPU_vertformat_attr_name_get(const GPUVertFormat *format, const GPUVertAttr *attr, uint n_idx) { return format->names + attr->names[n_idx]; } /** * \warning Can only rename using a string with same character count. * \warning This removes all other aliases of this attribute. */ void GPU_vertformat_attr_rename(GPUVertFormat *format, int attr, const char *new_name); /** * \warning Always add a prefix to the result of this function as * the generated string can start with a number and not be a valid attribute name. */ void GPU_vertformat_safe_attr_name(blender::StringRef attr_name, char *r_safe_name, uint max_len);