When using cryptomatte the last identifier was never used due to a memory alignment issue. Scalar types should not be aligned, but they were. Pull Request: https://projects.blender.org/blender/blender/pulls/133815
242 lines
5.6 KiB
C++
242 lines
5.6 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#include "vk_memory_layout.hh"
|
|
|
|
namespace blender::gpu {
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Std430 memory layout
|
|
* \{ */
|
|
|
|
uint32_t Std430::component_mem_size(const shader::Type /*type*/)
|
|
{
|
|
return 4;
|
|
}
|
|
|
|
uint32_t Std430::element_alignment(const shader::Type type, const bool is_array)
|
|
{
|
|
if (is_array) {
|
|
switch (type) {
|
|
case shader::Type::FLOAT:
|
|
case shader::Type::UINT:
|
|
case shader::Type::INT:
|
|
case shader::Type::BOOL:
|
|
return 4;
|
|
case shader::Type::VEC2:
|
|
case shader::Type::UVEC2:
|
|
case shader::Type::IVEC2:
|
|
case shader::Type::VEC3:
|
|
case shader::Type::UVEC3:
|
|
case shader::Type::IVEC3:
|
|
case shader::Type::VEC4:
|
|
case shader::Type::UVEC4:
|
|
case shader::Type::IVEC4:
|
|
case shader::Type::MAT3:
|
|
case shader::Type::MAT4:
|
|
return 16;
|
|
default:
|
|
BLI_assert_msg(false, "Type not supported in dynamic structs.");
|
|
}
|
|
}
|
|
switch (type) {
|
|
case shader::Type::FLOAT:
|
|
case shader::Type::UINT:
|
|
case shader::Type::INT:
|
|
case shader::Type::BOOL:
|
|
return 4;
|
|
case shader::Type::VEC2:
|
|
case shader::Type::UVEC2:
|
|
case shader::Type::IVEC2:
|
|
return 8;
|
|
case shader::Type::VEC3:
|
|
case shader::Type::UVEC3:
|
|
case shader::Type::IVEC3:
|
|
case shader::Type::VEC4:
|
|
case shader::Type::UVEC4:
|
|
case shader::Type::IVEC4:
|
|
case shader::Type::MAT3:
|
|
case shader::Type::MAT4:
|
|
return 16;
|
|
default:
|
|
BLI_assert_msg(false, "Type not supported in dynamic structs.");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
uint32_t Std430::element_components_len(const shader::Type type)
|
|
{
|
|
switch (type) {
|
|
case shader::Type::FLOAT:
|
|
case shader::Type::UINT:
|
|
case shader::Type::INT:
|
|
case shader::Type::BOOL:
|
|
return 1;
|
|
case shader::Type::VEC2:
|
|
case shader::Type::UVEC2:
|
|
case shader::Type::IVEC2:
|
|
return 2;
|
|
case shader::Type::VEC3:
|
|
case shader::Type::UVEC3:
|
|
case shader::Type::IVEC3:
|
|
return 3;
|
|
case shader::Type::VEC4:
|
|
case shader::Type::UVEC4:
|
|
case shader::Type::IVEC4:
|
|
return 4;
|
|
case shader::Type::MAT3:
|
|
return 12;
|
|
case shader::Type::MAT4:
|
|
return 16;
|
|
default:
|
|
BLI_assert_msg(false, "Type not supported in dynamic structs.");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
uint32_t Std430::array_components_len(const shader::Type type)
|
|
{
|
|
switch (type) {
|
|
case shader::Type::FLOAT:
|
|
case shader::Type::UINT:
|
|
case shader::Type::INT:
|
|
case shader::Type::BOOL:
|
|
return 1;
|
|
case shader::Type::VEC2:
|
|
case shader::Type::UVEC2:
|
|
case shader::Type::IVEC2:
|
|
return 2;
|
|
case shader::Type::VEC3:
|
|
case shader::Type::UVEC3:
|
|
case shader::Type::IVEC3:
|
|
case shader::Type::VEC4:
|
|
case shader::Type::UVEC4:
|
|
case shader::Type::IVEC4:
|
|
return 4;
|
|
case shader::Type::MAT3:
|
|
return 12;
|
|
case shader::Type::MAT4:
|
|
return 16;
|
|
default:
|
|
BLI_assert_msg(false, "Type not supported in dynamic structs.");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
uint32_t Std430::inner_row_padding(const shader::Type type)
|
|
{
|
|
return type == shader::Type::MAT3 ? 3 : 0;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Std140 memory layout
|
|
* \{ */
|
|
|
|
uint32_t Std140::component_mem_size(const shader::Type /*type*/)
|
|
{
|
|
return 4;
|
|
}
|
|
|
|
uint32_t Std140::element_alignment(const shader::Type type, const bool is_array)
|
|
{
|
|
if (is_array) {
|
|
return 16;
|
|
}
|
|
switch (type) {
|
|
case shader::Type::FLOAT:
|
|
case shader::Type::UINT:
|
|
case shader::Type::INT:
|
|
case shader::Type::BOOL:
|
|
return 4;
|
|
case shader::Type::VEC2:
|
|
case shader::Type::UVEC2:
|
|
case shader::Type::IVEC2:
|
|
return 8;
|
|
case shader::Type::VEC3:
|
|
case shader::Type::UVEC3:
|
|
case shader::Type::IVEC3:
|
|
case shader::Type::VEC4:
|
|
case shader::Type::UVEC4:
|
|
case shader::Type::IVEC4:
|
|
case shader::Type::MAT3:
|
|
case shader::Type::MAT4:
|
|
return 16;
|
|
default:
|
|
BLI_assert_msg(false, "Type not supported in dynamic structs.");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
uint32_t Std140::element_components_len(const shader::Type type)
|
|
{
|
|
switch (type) {
|
|
case shader::Type::FLOAT:
|
|
case shader::Type::UINT:
|
|
case shader::Type::INT:
|
|
case shader::Type::BOOL:
|
|
return 1;
|
|
case shader::Type::VEC2:
|
|
case shader::Type::UVEC2:
|
|
case shader::Type::IVEC2:
|
|
return 2;
|
|
case shader::Type::VEC3:
|
|
case shader::Type::UVEC3:
|
|
case shader::Type::IVEC3:
|
|
return 3;
|
|
case shader::Type::VEC4:
|
|
case shader::Type::UVEC4:
|
|
case shader::Type::IVEC4:
|
|
return 4;
|
|
case shader::Type::MAT3:
|
|
return 12;
|
|
case shader::Type::MAT4:
|
|
return 16;
|
|
default:
|
|
BLI_assert_msg(false, "Type not supported in dynamic structs.");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
uint32_t Std140::array_components_len(const shader::Type type)
|
|
{
|
|
switch (type) {
|
|
case shader::Type::FLOAT:
|
|
case shader::Type::UINT:
|
|
case shader::Type::INT:
|
|
case shader::Type::BOOL:
|
|
case shader::Type::VEC2:
|
|
case shader::Type::UVEC2:
|
|
case shader::Type::IVEC2:
|
|
case shader::Type::VEC3:
|
|
case shader::Type::UVEC3:
|
|
case shader::Type::IVEC3:
|
|
case shader::Type::VEC4:
|
|
case shader::Type::UVEC4:
|
|
case shader::Type::IVEC4:
|
|
return 4;
|
|
case shader::Type::MAT3:
|
|
return 12;
|
|
case shader::Type::MAT4:
|
|
return 16;
|
|
default:
|
|
BLI_assert_msg(false, "Type not supported in dynamic structs.");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
uint32_t Std140::inner_row_padding(const shader::Type /*type*/)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::gpu
|