Files
test2/source/blender/gpu/GPU_shader_shared.hh
Aras Pranckevicius 7e61f14a88 Fix #123332: VSE strip transform handles look tweaks
Current look of VSE timeline view strip transformation handles makes them
somewhat "too narrow", especially after recent changes that made them
more narrow than before (handle tweaking feature) and a strip visual change
that made strip outline not go outside of strip bounds. They are now just
2px wide, effectively.

This changes their look as outlined in #123332 design task:
- The inset dark line is no longer over the handles, but rather "inside"
  of them (except when handles are semitransparent, i.e. for strips that
  are not selected).
- The handles themselves have rounded corners.

Pull Request: https://projects.blender.org/blender/blender/pulls/123391
2024-06-19 11:49:20 +02:00

212 lines
5.8 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#ifndef USE_GPU_SHADER_CREATE_INFO
# pragma once
# include "GPU_shader_shared_utils.hh"
struct TestOutputRawData;
#endif
/* NOTE: float3 has differing stride and alignment rules across different GPU back-ends. If 12 byte
* stride and alignment is essential, use `packed_float3` to avoid data read issues. This is
* required in the common use-case where a float3 and an int/float are paired together for optimal
* data transfer. */
enum eGPUKeyframeShapes : uint32_t {
GPU_KEYFRAME_SHAPE_DIAMOND = (1u << 0u),
GPU_KEYFRAME_SHAPE_CIRCLE = (1u << 1u),
GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL = (1u << 2u),
GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL = (1u << 3u),
GPU_KEYFRAME_SHAPE_INNER_DOT = (1u << 4u),
GPU_KEYFRAME_SHAPE_ARROW_END_MAX = (1u << 8u),
GPU_KEYFRAME_SHAPE_ARROW_END_MIN = (1u << 9u),
GPU_KEYFRAME_SHAPE_ARROW_END_MIXED = (1u << 10u),
GPU_KEYFRAME_SHAPE_SQUARE = (GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL |
GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL),
};
struct NodeLinkData {
float4 colors[3];
/* bezierPts Is actually a float2, but due to std140 each element needs to be aligned to 16
* bytes. */
float4 bezierPts[4];
bool32_t doArrow;
bool32_t doMuted;
float dim_factor;
float thickness;
float4 dash_params;
float aspect;
float arrowSize;
float2 _pad;
};
BLI_STATIC_ASSERT_ALIGN(NodeLinkData, 16)
struct NodeLinkInstanceData {
float4 colors[6];
float aspect;
float arrowSize;
float2 _pad;
};
BLI_STATIC_ASSERT_ALIGN(NodeLinkInstanceData, 16)
struct GPencilStrokeData {
float2 viewport;
float pixsize;
float objscale;
float pixfactor;
int xraymode;
int caps_start;
int caps_end;
bool32_t keep_size;
bool32_t fill_stroke;
float2 _pad;
};
BLI_STATIC_ASSERT_ALIGN(GPencilStrokeData, 16)
struct GPUClipPlanes {
float4x4 ClipModelMatrix;
float4 world[6];
};
BLI_STATIC_ASSERT_ALIGN(GPUClipPlanes, 16)
struct SimpleLightingData {
float4 l_color;
packed_float3 light;
float _pad;
};
BLI_STATIC_ASSERT_ALIGN(SimpleLightingData, 16)
#define MAX_CALLS 16
struct MultiIconCallData {
float4 calls_data[MAX_CALLS * 3];
};
BLI_STATIC_ASSERT_ALIGN(MultiIconCallData, 16)
#define GPU_SEQ_STRIP_DRAW_DATA_LEN 256
enum eGPUSeqFlags : uint32_t {
GPU_SEQ_FLAG_BACKGROUND = (1u << 0u),
GPU_SEQ_FLAG_SINGLE_IMAGE = (1u << 1u),
GPU_SEQ_FLAG_COLOR_BAND = (1u << 2u),
GPU_SEQ_FLAG_TRANSITION = (1u << 3u),
GPU_SEQ_FLAG_LOCKED = (1u << 4u),
GPU_SEQ_FLAG_MISSING_TITLE = (1u << 5u),
GPU_SEQ_FLAG_MISSING_CONTENT = (1u << 6u),
GPU_SEQ_FLAG_SELECTED = (1u << 7u),
GPU_SEQ_FLAG_ACTIVE = (1u << 8u),
GPU_SEQ_FLAG_HIGHLIGHT = (1u << 9u),
GPU_SEQ_FLAG_BORDER = (1u << 10u),
GPU_SEQ_FLAG_SELECTED_LH = (1u << 11u),
GPU_SEQ_FLAG_SELECTED_RH = (1u << 12u),
GPU_SEQ_FLAG_DRAW_LH = (1u << 13u),
GPU_SEQ_FLAG_DRAW_RH = (1u << 14u),
GPU_SEQ_FLAG_ANY_HANDLE = GPU_SEQ_FLAG_SELECTED_LH | GPU_SEQ_FLAG_SELECTED_RH |
GPU_SEQ_FLAG_DRAW_LH | GPU_SEQ_FLAG_DRAW_RH
};
/* VSE per-strip data for timeline rendering. */
struct SeqStripDrawData {
/* Horizontal strip positions (1.0 is one frame). */
float left_handle, right_handle; /* Left and right strip sides. */
float content_start, content_end; /* Start and end of actual content (only relevant for strips
that have holdout regions). */
float handle_width;
/* Vertical strip positions (1.0 is one channel). */
float bottom;
float top;
float strip_content_top; /* Content coordinate, i.e. below title bar if there is one. */
uint flags; /* eGPUSeqFlags bitmask. */
/* Strip colors, each is uchar4 packed with equivalent of packUnorm4x8. */
uint col_background;
uint col_outline;
uint col_color_band;
uint col_transition_in, col_transition_out;
float _pad0, _pad1;
};
BLI_STATIC_ASSERT_ALIGN(SeqStripDrawData, 16)
BLI_STATIC_ASSERT(sizeof(SeqStripDrawData) * GPU_SEQ_STRIP_DRAW_DATA_LEN <= 16384,
"SeqStripDrawData UBO must not exceed minspec UBO size (16384)")
/* VSE global data for timeline rendering. */
struct SeqContextDrawData {
float pixelx, pixely; /* Size of one pixel in timeline coordinate space. */
float inv_pixelx, inv_pixely;
float round_radius;
float pixelsize;
uint col_back;
float _pad0;
};
BLI_STATIC_ASSERT_ALIGN(SeqContextDrawData, 16)
enum TestStatus : uint32_t {
TEST_STATUS_NONE = 0u,
TEST_STATUS_PASSED = 1u,
TEST_STATUS_FAILED = 2u,
};
enum TestType : uint32_t {
TEST_TYPE_BOOL = 0u,
TEST_TYPE_UINT = 1u,
TEST_TYPE_INT = 2u,
TEST_TYPE_FLOAT = 3u,
TEST_TYPE_IVEC2 = 4u,
TEST_TYPE_IVEC3 = 5u,
TEST_TYPE_IVEC4 = 6u,
TEST_TYPE_UVEC2 = 7u,
TEST_TYPE_UVEC3 = 8u,
TEST_TYPE_UVEC4 = 9u,
TEST_TYPE_VEC2 = 10u,
TEST_TYPE_VEC3 = 11u,
TEST_TYPE_VEC4 = 12u,
TEST_TYPE_MAT2X2 = 13u,
TEST_TYPE_MAT2X3 = 14u,
TEST_TYPE_MAT2X4 = 15u,
TEST_TYPE_MAT3X2 = 16u,
TEST_TYPE_MAT3X3 = 17u,
TEST_TYPE_MAT3X4 = 18u,
TEST_TYPE_MAT4X2 = 19u,
TEST_TYPE_MAT4X3 = 20u,
TEST_TYPE_MAT4X4 = 21u,
};
/** \note Contains arrays of scalar. To be use only with SSBOs to avoid padding issues. */
struct TestOutputRawData {
uint data[16];
};
BLI_STATIC_ASSERT_ALIGN(TestOutputRawData, 16)
struct TestOutput {
TestOutputRawData expect;
TestOutputRawData result;
/** TestStatus. */
uint status;
/** Line error in the GLSL file. */
int line;
/** TestType of expect and result. */
uint type;
int _pad0;
};
BLI_STATIC_ASSERT_ALIGN(TestOutput, 16)
#ifdef GPU_SHADER
TestOutput test_output(
TestOutputRawData expect, TestOutputRawData result, bool status, int line, uint type)
{
TestOutput test;
test.expect = expect;
test.result = result;
test.status = status ? TEST_STATUS_PASSED : TEST_STATUS_FAILED;
test.line = line;
test.type = type;
return test;
}
#endif