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