Files
test2/source/blender/gpu/vulkan/vk_memory_layout.hh
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

107 lines
3.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_shader_create_info.hh"
namespace blender::gpu {
/**
* Information about alignment/components and memory size for types when using std140 layout.
*/
struct Std140 {
/** Get the memory size in bytes of a single component using by the given type. */
static uint32_t component_mem_size(const shader::Type type);
/** Get to alignment of the given type in bytes. */
static uint32_t element_alignment(const shader::Type type, bool is_array);
/** Get the number of components that should be allocated for the given type. */
static uint32_t element_components_len(const shader::Type type);
/** Get the number of components of the given type when used in an array. */
static uint32_t array_components_len(const shader::Type type);
};
/**
* Information about alignment/components and memory size for types when using std430 layout.
*/
struct Std430 {
/** Get the memory size in bytes of a single component using by the given type. */
static uint32_t component_mem_size(const shader::Type type);
/** Get to alignment of the given type in bytes. */
static uint32_t element_alignment(const shader::Type type, bool is_array);
/** Get the number of components that should be allocated for the given type. */
static uint32_t element_components_len(const shader::Type type);
/** Get the number of components of the given type when used in an array. */
static uint32_t array_components_len(const shader::Type type);
};
template<typename LayoutT> static uint32_t element_stride(const shader::Type type)
{
return LayoutT::element_components_len(type) * LayoutT::component_mem_size(type);
}
template<typename LayoutT> static uint32_t array_stride(const shader::Type type)
{
return LayoutT::array_components_len(type) * LayoutT::component_mem_size(type);
}
/**
* Move the r_offset to the next alignment where the given type+array_size can be
* reserved.
*
* 'type': The type that needs to be aligned.
* 'array_size': The array_size that needs to be aligned. (0=no array).
* 'r_offset': After the call it will point to the byte where the reservation
* can happen.
*/
template<typename LayoutT>
static void align(const shader::Type &type, const int32_t array_size, uint32_t *r_offset)
{
uint32_t alignment = LayoutT::element_alignment(type, array_size != 0);
uint32_t alignment_mask = alignment - 1;
uint32_t offset = *r_offset;
if ((offset & alignment_mask) != 0) {
offset &= ~alignment_mask;
offset += alignment;
*r_offset = offset;
}
}
/**
* Reserve space for the given type and array size.
*
* This function doesn't handle alignment this needs to be done up front by calling
* 'align<Layout>' function. Caller is responsible for this.
*
* 'type': The type that needs to be reserved.
* 'array_size': The array_size that needs to be reserved. (0=no array).
* 'r_offset': When calling needs to be pointing to the aligned location where to
* reserve space. After the call it will point to the byte just after reserved
* space.
*/
template<typename LayoutT>
static void reserve(const shader::Type type, int32_t array_size, uint32_t *r_offset)
{
uint32_t size = array_size == 0 ? element_stride<LayoutT>(type) :
array_stride<LayoutT>(type) * array_size;
*r_offset += size;
}
/**
* Update 'r_offset' to be aligned to the end of the struct.
*
* Call this function when all attributes have been added to make sure that the struct size is
* correct.
*/
template<typename LayoutT> static void align_end_of_struct(uint32_t *r_offset)
{
align<LayoutT>(shader::Type::VEC4, 0, r_offset);
}
} // namespace blender::gpu