Files
test/source/blender/gpu/GPU_vertex_format.hh
Clément Foucault ba4589e894 DRW: New Curve Drawing
Implementation of the design task #142969.

This adds the following:
- Exact GPU interpolation of curves of all types.
- Radius attribute support.
- Cyclic curve support.
- Resolution attribute support.
- New Cylinder hair shape type.
![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd)

What changed:
- EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now.
- EEVEE now have an internal shadow bias to avoid self shadowing on hair.
- Workbench Curves Strip display option is no longer flat and has better shading.
- Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles.
- Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles.

Notes:
- This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests).
- Legacy Hair Particle points is now stored in local space after interpolation.

The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE.

|      | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A |
| PR   | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) |

|      | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A |
| PR   | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) |

Cyclic Curve, Mixed curve type, and proper radius support:
![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7)

Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77)

Follow Up Tasks:
- Correct full tube segments orientation based on tangent and normal attributes
- Correct V resolution property per object
- More attribute type support (currently only color)

TODO:
- [x] Attribute Loading Changes
  - [x] Generic Attributes
  - [x] Length Attribute
  - [x] Intercept Attribute
  - [x] Original Coordinate Attribute
- [x] Cyclic Curves
- [x] Legacy Hair Particle conversion
  - [x] Attribute Loading
  - [x] Additional Subdivision
- [x] Move some function to generic headers (VertBuf, OffsetIndices)
- [x] Fix default UV/Color attribute assignment

Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00

413 lines
13 KiB
C++

/* 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<typename T> 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<decltype(attr)>::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<typename T> struct GenericVertexFormat {
T attr;
GPU_VERTEX_FORMAT_FUNC(GenericVertexFormat, attr);
};
template<> struct GenericVertexFormat<int8_t> {
/* 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<uint8_t> {
/* 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<bool> {
/* 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);