This unifies vertex and texture data formats
into a single base enum class.
`TextureFormat` and `VertexFormat` then mask
the invalid format for their respective usage.
Having a base enum allows casting between
`TextureFormat` and `VertexFormat` possible
(needed for Buffer Textures).
It also makes it easier to write and read data
to buffers/textures as each format will have an
associated host type.
These enum is generated from MACRO expansion.
This allow to centralize all information about
the formats in one place. This avoid duplicating
the list of enums for each backend.
This only creates the new enum. Porting older enums will
be done in other PRs.
Normalized integer CPU format are missing and waiting for #130640
Rel #130632
Pull Request: https://projects.blender.org/blender/blender/pulls/138069
* Pixel buffer is always allocated with export and dedicated memory flags.
* Returns an opaque file descriptor (Unix) or handle (Windows).
* Native handle now includes memory size as it may be slightly bigger
than the requested size.
Pull Request: https://projects.blender.org/blender/blender/pulls/137363
Previously spell checker ignored text in single quotes however this
meant incorrect spelling was ignored in text where it shouldn't have
been.
In cases single quotes were used for literal strings
(such as variables, code & compiler flags),
replace these with back-ticks.
In cases they were used for UI labels,
replace these with double quotes.
In cases they were used to reference symbols,
replace them with doxygens symbol link syntax (leading hash).
Apply some spelling corrections & tweaks (for check_spelling_* targets).
Current implementation uses a CPU roundtrip to transfer render result
to the Xr Swapchain. This PR adds support for sharing the render result
on Linux systems by using file descriptors.
To extend this solution to win32 or dx handles can be done by extending
the data transfer modes, register the correct extensions. When not
using the same GPU between Blender and OpenXR the CPU roundtrip
will still be used.
Solution has been validated with monado simulator and seems to be as
fast as OpenGL.
Performance can be improved by using GPU based synchronization.
Current API is limited as we cannot chain the different renders and
swapchains.
Pull Request: https://projects.blender.org/blender/blender/pulls/136933
Now that all relevant code is C++, the indirection from the C struct
`GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds
complexity and necessitates a wrapper API, making more cleanups like
use of RAII or other C++ types more difficult.
This commit replaces the C wrapper structs with direct use of the
vertex and index buffer base classes. In C++ we can choose which parts
of a class are private, so we don't risk exposing too many
implementation details here.
Pull Request: https://projects.blender.org/blender/blender/pulls/119825