Files
test2/source/blender/gpu/GPU_shader_shared.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

153 lines
3.7 KiB
C

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#ifndef USE_GPU_SHADER_CREATE_INFO
# include "GPU_shader_shared_utils.h"
typedef struct TestOutputRawData 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 {
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];
bool1 doArrow;
bool1 doMuted;
float dim_factor;
float thickness;
float dash_factor;
float dash_alpha;
float expandSize;
float arrowSize;
};
BLI_STATIC_ASSERT_ALIGN(struct NodeLinkData, 16)
struct NodeLinkInstanceData {
float4 colors[6];
float expandSize;
float arrowSize;
float2 _pad;
};
BLI_STATIC_ASSERT_ALIGN(struct NodeLinkInstanceData, 16)
struct GPencilStrokeData {
float2 viewport;
float pixsize;
float objscale;
float pixfactor;
int xraymode;
int caps_start;
int caps_end;
bool1 keep_size;
bool1 fill_stroke;
float2 _pad;
};
BLI_STATIC_ASSERT_ALIGN(struct GPencilStrokeData, 16)
struct GPUClipPlanes {
float4x4 ClipModelMatrix;
float4 world[6];
};
BLI_STATIC_ASSERT_ALIGN(struct GPUClipPlanes, 16)
struct SimpleLightingData {
float4 l_color;
packed_float3 light;
float _pad;
};
BLI_STATIC_ASSERT_ALIGN(struct SimpleLightingData, 16)
#define MAX_CALLS 16
struct MultiIconCallData {
float4 calls_data[MAX_CALLS * 3];
};
BLI_STATIC_ASSERT_ALIGN(struct MultiIconCallData, 16)
enum TestStatus {
TEST_STATUS_NONE = 0u,
TEST_STATUS_PASSED = 1u,
TEST_STATUS_FAILED = 2u,
};
enum TestType {
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(struct 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(struct 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