235 lines
6.7 KiB
C++
235 lines
6.7 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.h"
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#include "BLI_math_vector_types.hh"
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struct GPUShader;
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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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GPU_FETCH_INT_TO_FLOAT, /* 127 (any int type) -> 127.0 */
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/* Warning! adjust GPUVertAttr if changing. */
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};
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struct GPUVertAttr {
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/* GPUVertFetchMode */
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uint fetch_mode : 2;
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/* GPUVertCompType */
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uint comp_type : 3;
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/* 1 to 4 or 8 or 12 or 16 */
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uint comp_len : 5;
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/* size in bytes, 1 to 64 */
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uint size : 7;
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/* from beginning of vertex, in bytes */
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uint offset : 11;
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/* up to GPU_VERT_ATTR_MAX_NAMES */
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uint name_len : 3;
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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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};
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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 GPUShader *shader);
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uint GPU_vertformat_attr_add(
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GPUVertFormat *, const char *name, GPUVertCompType, uint comp_len, GPUVertFetchMode);
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void GPU_vertformat_alias_add(GPUVertFormat *, const char *alias);
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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 *, const char *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(const char *attr_name, char *r_safe_name, uint max_len);
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/* format conversion */
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struct GPUPackedNormal {
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int x : 10;
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int y : 10;
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int z : 10;
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int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */
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GPUPackedNormal() = default;
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GPUPackedNormal(int _x, int _y, int _z, int _w = 0) : x(_x), y(_y), z(_z), w(_w) {}
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/* Cast from int to float. */
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operator blender::float4()
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{
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return blender::float4(x, y, z, w);
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}
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};
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struct GPUNormal {
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union {
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GPUPackedNormal low;
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short high[4];
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};
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};
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BLI_INLINE int clampi(int x, int min_allowed, int max_allowed)
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{
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BLI_assert(min_allowed <= max_allowed);
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if (x < min_allowed) {
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return min_allowed;
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}
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if (x > max_allowed) {
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return max_allowed;
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}
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return x;
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}
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BLI_INLINE int gpu_convert_normalized_f32_to_i10(float x)
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{
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/* OpenGL ES packs in a different order as desktop GL but component conversion is the same.
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* Of the code here, only GPUPackedNormal needs to change. */
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constexpr int signed_int_10_max = 511;
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constexpr int signed_int_10_min = -512;
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int qx = x * signed_int_10_max;
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return clampi(qx, signed_int_10_min, signed_int_10_max);
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}
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BLI_INLINE int gpu_convert_i16_to_i10(short x)
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{
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/* 16-bit signed --> 10-bit signed */
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/* TODO: round? */
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return x >> 6;
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}
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BLI_INLINE GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3])
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{
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GPUPackedNormal n = {
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gpu_convert_normalized_f32_to_i10(data[0]),
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gpu_convert_normalized_f32_to_i10(data[1]),
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gpu_convert_normalized_f32_to_i10(data[2]),
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};
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return n;
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}
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BLI_INLINE GPUPackedNormal GPU_normal_convert_i10_s3(const short data[3])
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{
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GPUPackedNormal n = {
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gpu_convert_i16_to_i10(data[0]),
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gpu_convert_i16_to_i10(data[1]),
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gpu_convert_i16_to_i10(data[2]),
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};
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return n;
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}
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BLI_INLINE void GPU_normal_convert_v3(GPUNormal *gpu_normal,
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const float data[3],
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const bool do_hq_normals)
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{
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if (do_hq_normals) {
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normal_float_to_short_v3(gpu_normal->high, data);
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}
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else {
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gpu_normal->low = GPU_normal_convert_i10_v3(data);
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}
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}
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