126 lines
4.2 KiB
C++
126 lines
4.2 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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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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* Glue definition to make shared declaration of struct & functions work in both C / C++ and GLSL.
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* We use the same vector and matrix types as Blender C++. Some math functions are defined to use
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* the float version to match the GLSL syntax.
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* This file can be used for C & C++ code and the syntax used should follow the same rules.
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* Some preprocessing is done by the GPU back-end to make it GLSL compatible.
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*
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* IMPORTANT:
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* - Always use `u` suffix for enum values. GLSL do not support implicit cast.
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* - Define all values. This is in order to simplify custom pre-processor code.
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* - (C++ only) Always use `uint32_t` as underlying type (`enum eMyEnum : uint32_t`).
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* - (C only) do NOT use the enum type inside UBO/SSBO structs and use `uint` instead.
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* - Use float suffix by default for float literals to avoid double promotion in C++.
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* - Pack one float or int after a vec3/ivec3 to fulfill alignment rules.
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*
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* NOTE: Due to alignment restriction and buggy drivers, do not try to use mat3 inside structs.
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* NOTE: (UBO only) Do not use arrays of float. They are padded to arrays of vec4 and are not worth
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* it. This does not apply to SSBO.
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*
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* IMPORTANT: Do not forget to align mat4, vec3 and vec4 to 16 bytes, and vec2 to 8 bytes.
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*
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* NOTE: You can use bool type using bool32_t a int boolean type matching the GLSL type.
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*/
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#ifdef GLSL_CPP_STUBS
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# pragma once
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/* Silence macros when compiling for shaders. */
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# define BLI_STATIC_ASSERT(cond, msg)
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# define BLI_STATIC_ASSERT_ALIGN(type_, align_)
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# define BLI_STATIC_ASSERT_SIZE(type_, size_)
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# define ENUM_OPERATORS(a, b)
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# define UNUSED_VARS(a) (void)a
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/* Math function renaming. */
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# define cosf cos
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# define sinf sin
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# define tanf tan
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# define acosf acos
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# define asinf asin
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# define atanf atan
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# define floorf floor
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# define ceilf ceil
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# define sqrtf sqrt
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# define expf exp
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#elif defined(GPU_SHADER)
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/* Silence macros when compiling for shaders. */
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# define BLI_STATIC_ASSERT(cond, msg)
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# define BLI_STATIC_ASSERT_ALIGN(type_, align_)
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# define BLI_STATIC_ASSERT_SIZE(type_, size_)
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# define ENUM_OPERATORS(a, b)
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# define UNUSED_VARS(a)
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/* Incompatible keywords. */
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# define static
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# define inline
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/* Math function renaming. */
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# define cosf cos
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# define sinf sin
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# define tanf tan
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# define acosf acos
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# define asinf asin
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# define atanf atan
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# define floorf floor
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# define ceilf ceil
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# define sqrtf sqrt
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# define expf exp
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#else /* C / C++ */
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# pragma once
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# include "BLI_assert.h"
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# include "BLI_sys_types.h"
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# include "BLI_math_matrix_types.hh"
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# include "BLI_math_vector_types.hh"
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using bool32_t = int32_t;
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// using bool2 = blender::int2; /* Size is not consistent across backend. */
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// using bool3 = blender::int3; /* Size is not consistent across backend. */
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// using bool4 = blender::int4; /* Size is not consistent across backend. */
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using blender::float2;
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using blender::float4;
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using blender::int2;
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using blender::int4;
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using blender::uint2;
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using blender::uint4;
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/** IMPORTANT: Do not use in shared struct. Use packed_(float/int/uint)3 instead.
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* Here for static functions usage only. */
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using blender::float3;
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using blender::int3;
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using blender::uint3;
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/** Packed types are needed for MSL which have different alignment rules for float3. */
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using packed_float3 = blender::float3;
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using packed_int3 = blender::int3;
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using packed_uint3 = blender::uint3;
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using blender::float2x2;
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// using blender::float3x2; /* Does not follow alignment rules of GPU. */
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using blender::float4x2;
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// using blender::float2x3; /* Does not follow alignment rules of GPU. */
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// using blender::float3x3; /* Does not follow alignment rules of GPU. */
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// using blender::float4x3; /* Does not follow alignment rules of GPU. */
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using blender::float2x4;
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using blender::float3x4;
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using blender::float4x4;
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#endif
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/* For assert support. */
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#if defined(GPU_VERTEX_SHADER)
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# define GPU_THREAD uint3(gl_VertexID, gl_InstanceID, 0)
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#elif defined(GPU_FRAGMENT_SHADER)
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# define GPU_THREAD uint3(gl_FragCoord.x, gl_FragCoord.y, 0)
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#elif defined(GPU_COMPUTE_SHADER)
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# define GPU_THREAD gl_GlobalInvocationID
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#else
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# define GPU_THREAD error_not_in_a_shader_question_mark
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#endif
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