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authorClément Foucault <foucault.clem@gmail.com>2019-08-14 23:18:47 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-08-15 00:59:33 +0300
commitdeb5416a1a50e153cf2f9e3809755a5e82bd8f85 (patch)
tree4884568ffb2bac6b78c681569ce18260795d06b3
parent67f49f9c03c95eb3a62ece38db0ae8feafd4992e (diff)
GPU: Vertex Format: ADd function for safe GLSL attrib name
This remove code duplication and use base63 encoding of the hash. Use mumur hash to have more randomness.
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c43
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c16
-rw-r--r--source/blender/gpu/GPU_shader.h4
-rw-r--r--source/blender/gpu/GPU_vertex_format.h12
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c20
-rw-r--r--source/blender/gpu/intern/gpu_vertex_format.c63
6 files changed, 108 insertions, 50 deletions
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index f9d6c9ed582..ea1813464c3 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -1570,23 +1570,17 @@ static void *extract_uv_tan_init(const MeshRenderData *mr, void *buf)
bool orco_allocated = false;
const bool use_orco_tan = mr->cache->cd_used.tan_orco != 0;
- /* XXX FIXME XXX */
- /* We use a hash to identify each data layer based on its name.
- * Gawain then search for this name in the current shader and bind if it exists.
- * NOTE : This is prone to hash collision.
- * One solution to hash collision would be to format the cd layer name
- * to a safe glsl var name, but without name clash.
- * NOTE 2 : Replicate changes to code_generate_vertex_new() in gpu_codegen.c */
for (int i = 0; i < MAX_MTFACE; i++) {
if (uv_layers & (1 << i)) {
- char attr_name[32];
+ char attr_name[32], attr_safe_name[GPU_MAX_SAFE_ATTRIB_NAME];
const char *layer_name = CustomData_get_layer_name(cd_ldata, CD_MLOOPUV, i);
- uint hash = BLI_ghashutil_strhash_p(layer_name);
+
+ GPU_vertformat_safe_attrib_name(layer_name, attr_safe_name, GPU_MAX_SAFE_ATTRIB_NAME);
/* UV layer name. */
- BLI_snprintf(attr_name, sizeof(attr_name), "u%u", hash);
+ BLI_snprintf(attr_name, sizeof(attr_name), "u%s", attr_safe_name);
GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* Auto layer name. */
- BLI_snprintf(attr_name, sizeof(attr_name), "a%u", hash);
+ BLI_snprintf(attr_name, sizeof(attr_name), "a%s", attr_safe_name);
GPU_vertformat_alias_add(&format, attr_name);
/* Active render layer name. */
if (i == CustomData_get_render_layer(cd_ldata, CD_MLOOPUV)) {
@@ -1610,11 +1604,11 @@ static void *extract_uv_tan_init(const MeshRenderData *mr, void *buf)
for (int i = 0; i < MAX_MTFACE; i++) {
if (tan_layers & (1 << i)) {
- char attr_name[32];
+ char attr_name[32], attr_safe_name[GPU_MAX_SAFE_ATTRIB_NAME];
const char *layer_name = CustomData_get_layer_name(cd_ldata, CD_MLOOPUV, i);
- uint hash = BLI_ghashutil_strhash_p(layer_name);
+ GPU_vertformat_safe_attrib_name(layer_name, attr_safe_name, GPU_MAX_SAFE_ATTRIB_NAME);
/* Tangent layer name. */
- BLI_snprintf(attr_name, sizeof(attr_name), "t%u", hash);
+ BLI_snprintf(attr_name, sizeof(attr_name), "t%s", attr_safe_name);
GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
/* Active render layer name. */
if (i == CustomData_get_render_layer(cd_ldata, CD_MLOOPUV)) {
@@ -1687,10 +1681,10 @@ static void *extract_uv_tan_init(const MeshRenderData *mr, void *buf)
}
if (use_orco_tan) {
- char attr_name[32];
+ char attr_name[32], attr_safe_name[GPU_MAX_SAFE_ATTRIB_NAME];
const char *layer_name = CustomData_get_layer_name(cd_ldata, CD_TANGENT, 0);
- uint hash = BLI_ghashutil_strhash_p(layer_name);
- BLI_snprintf(attr_name, sizeof(*attr_name), "t%u", hash);
+ GPU_vertformat_safe_attrib_name(layer_name, attr_safe_name, GPU_MAX_SAFE_ATTRIB_NAME);
+ BLI_snprintf(attr_name, sizeof(*attr_name), "t%s", attr_safe_name);
GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_vertformat_alias_add(&format, "t");
GPU_vertformat_alias_add(&format, "at");
@@ -1779,20 +1773,13 @@ static void *extract_vcol_init(const MeshRenderData *mr, void *buf)
CustomData *cd_ldata = &mr->me->ldata;
uint32_t vcol_layers = mr->cache->cd_used.vcol;
- /* XXX FIXME XXX */
- /* We use a hash to identify each data layer based on its name.
- * Gawain then search for this name in the current shader and bind if it exists.
- * NOTE : This is prone to hash collision.
- * One solution to hash collision would be to format the cd layer name
- * to a safe glsl var name, but without name clash.
- * NOTE 2 : Replicate changes to code_generate_vertex_new() in gpu_codegen.c */
for (int i = 0; i < 8; i++) {
if (vcol_layers & (1 << i)) {
- char attr_name[32];
+ char attr_name[32], attr_safe_name[GPU_MAX_SAFE_ATTRIB_NAME];
const char *layer_name = CustomData_get_layer_name(cd_ldata, CD_MLOOPCOL, i);
- uint hash = BLI_ghashutil_strhash_p(layer_name);
+ GPU_vertformat_safe_attrib_name(layer_name, attr_safe_name, GPU_MAX_SAFE_ATTRIB_NAME);
- BLI_snprintf(attr_name, sizeof(attr_name), "c%u", hash);
+ BLI_snprintf(attr_name, sizeof(attr_name), "c%s", attr_safe_name);
GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
if (i == CustomData_get_render_layer(cd_ldata, CD_MLOOPCOL)) {
@@ -1804,7 +1791,7 @@ static void *extract_vcol_init(const MeshRenderData *mr, void *buf)
/* Gather number of auto layers. */
/* We only do vcols that are not overridden by uvs */
if (CustomData_get_named_layer_index(cd_ldata, CD_MLOOPUV, layer_name) == -1) {
- BLI_snprintf(attr_name, sizeof(attr_name), "a%u", hash);
+ BLI_snprintf(attr_name, sizeof(attr_name), "a%s", attr_safe_name);
GPU_vertformat_alias_add(&format, attr_name);
}
}
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index f498771b596..b23dac838e6 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -244,10 +244,12 @@ static void mesh_cd_extract_auto_layers_names_and_srgb(Mesh *me,
for (int i = 0; i < uv_len; i++) {
if ((cd_used.uv & (1 << i)) != 0) {
const char *name = CustomData_get_layer_name(cd_ldata, CD_MLOOPUV, i);
- uint hash = BLI_ghashutil_strhash_p(name);
+ char safe_name[GPU_MAX_SAFE_ATTRIB_NAME];
+ GPU_vertformat_safe_attrib_name(name, safe_name, GPU_MAX_SAFE_ATTRIB_NAME);
+ auto_ofs += BLI_snprintf_rlen(
+ auto_names + auto_ofs, auto_names_len - auto_ofs, "ba%s", safe_name);
/* +1 to include '\0' terminator. */
- auto_ofs += 1 + BLI_snprintf_rlen(
- auto_names + auto_ofs, auto_names_len - auto_ofs, "ba%u", hash);
+ auto_ofs += 1;
}
}
@@ -257,10 +259,12 @@ static void mesh_cd_extract_auto_layers_names_and_srgb(Mesh *me,
const char *name = CustomData_get_layer_name(cd_ldata, CD_MLOOPCOL, i);
/* We only do vcols that are not overridden by a uv layer with same name. */
if (CustomData_get_named_layer_index(cd_ldata, CD_MLOOPUV, name) == -1) {
- uint hash = BLI_ghashutil_strhash_p(name);
+ char safe_name[GPU_MAX_SAFE_ATTRIB_NAME];
+ GPU_vertformat_safe_attrib_name(name, safe_name, GPU_MAX_SAFE_ATTRIB_NAME);
+ auto_ofs += BLI_snprintf_rlen(
+ auto_names + auto_ofs, auto_names_len - auto_ofs, "ba%s", safe_name);
/* +1 to include '\0' terminator. */
- auto_ofs += 1 + BLI_snprintf_rlen(
- auto_names + auto_ofs, auto_names_len - auto_ofs, "ba%u", hash);
+ auto_ofs += 1;
auto_is_srgb[auto_is_srgb_ofs] = true;
auto_is_srgb_ofs++;
}
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 124f1f1ff8a..f4a94c7759a 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -396,7 +396,9 @@ void GPU_shader_free_builtin_shaders(void);
/* Vertex attributes for shaders */
-#define GPU_MAX_ATTR 32
+/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
+ * This makes sure the GPUVertexFormat name buffer does not overflow. */
+#define GPU_MAX_ATTR 15
typedef struct GPUVertAttrLayers {
struct {
diff --git a/source/blender/gpu/GPU_vertex_format.h b/source/blender/gpu/GPU_vertex_format.h
index fc468436499..97c1828b593 100644
--- a/source/blender/gpu/GPU_vertex_format.h
+++ b/source/blender/gpu/GPU_vertex_format.h
@@ -32,8 +32,10 @@
#define GPU_VERT_ATTR_MAX_LEN 16
#define GPU_VERT_ATTR_MAX_NAMES 6
-#define GPU_VERT_ATTR_NAME_AVERAGE_LEN 11
-#define GPU_VERT_ATTR_NAMES_BUF_LEN ((GPU_VERT_ATTR_NAME_AVERAGE_LEN + 1) * GPU_VERT_ATTR_MAX_LEN)
+#define GPU_VERT_ATTR_NAMES_BUF_LEN 256
+#define GPU_VERT_FORMAT_MAX_NAMES 63 /* More than enough, actual max is ~30. */
+/* Computed as GPU_VERT_ATTR_NAMES_BUF_LEN / 30 (actual max format name). */
+#define GPU_MAX_SAFE_ATTRIB_NAME 8
typedef enum {
GPU_COMP_I8,
@@ -80,8 +82,8 @@ BLI_STATIC_ASSERT(GPU_VERT_ATTR_NAMES_BUF_LEN <= 256,
typedef struct GPUVertFormat {
/** 0 to 16 (GPU_VERT_ATTR_MAX_LEN). */
uint attr_len : 5;
- /** Total count of active vertex attribute. */
- uint name_len : 5;
+ /** Total count of active vertex attribute names. (max GPU_VERT_FORMAT_MAX_NAMES) */
+ uint name_len : 6;
/** Stride in bytes, 1 to 1024. */
uint stride : 11;
/** Has the format been packed. */
@@ -117,6 +119,8 @@ BLI_INLINE const char *GPU_vertformat_attr_name_get(const GPUVertFormat *format,
return format->names + attr->names[n_idx];
}
+void GPU_vertformat_safe_attrib_name(const char *attrib_name, char *r_safe_name, uint max_len);
+
/* format conversion */
typedef struct GPUPackedNormal {
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 3e635b3198a..0e15fdd000b 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -46,6 +46,7 @@
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniformbuffer.h"
+#include "GPU_vertex_format.h"
#include "BLI_sys_types.h" /* for intptr_t support */
@@ -1011,19 +1012,24 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
ds, "#define att%d %s\n", input->attr_id, attr_prefix_get(input->attr_type));
}
else {
- uint hash = BLI_ghashutil_strhash_p(input->attr_name);
+ char attr_safe_name[GPU_MAX_SAFE_ATTRIB_NAME];
+ GPU_vertformat_safe_attrib_name(
+ input->attr_name, attr_safe_name, GPU_MAX_SAFE_ATTRIB_NAME);
BLI_dynstr_appendf(ds,
- "DEFINE_ATTR(%s, %s%u);\n",
+ "DEFINE_ATTR(%s, %s%s);\n",
GPU_DATATYPE_STR[input->type],
attr_prefix_get(input->attr_type),
- hash);
- BLI_dynstr_appendf(
- ds, "#define att%d %s%u\n", input->attr_id, attr_prefix_get(input->attr_type), hash);
+ attr_safe_name);
+ BLI_dynstr_appendf(ds,
+ "#define att%d %s%s\n",
+ input->attr_id,
+ attr_prefix_get(input->attr_type),
+ attr_safe_name);
/* Auto attribute can be vertex color byte buffer.
* We need to know and convert them to linear space in VS. */
if (input->attr_type == CD_AUTO_FROM_NAME) {
- BLI_dynstr_appendf(ds, "uniform bool ba%u;\n", hash);
- BLI_dynstr_appendf(ds, "#define att%d_is_srgb ba%u\n", input->attr_id, hash);
+ BLI_dynstr_appendf(ds, "uniform bool ba%s;\n", attr_safe_name);
+ BLI_dynstr_appendf(ds, "#define att%d_is_srgb ba%s\n", input->attr_id, attr_safe_name);
}
}
BLI_dynstr_appendf(ds,
diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c
index f672d350afa..2cfb17b1568 100644
--- a/source/blender/gpu/intern/gpu_vertex_format.c
+++ b/source/blender/gpu/intern/gpu_vertex_format.c
@@ -31,6 +31,8 @@
#include <string.h>
#include "BLI_utildefines.h"
+#include "BLI_string.h"
+#include "BLI_ghash.h"
#define PACK_DEBUG 0
@@ -149,9 +151,9 @@ uint GPU_vertformat_attr_add(GPUVertFormat *format,
GPUVertFetchMode fetch_mode)
{
#if TRUST_NO_ONE
- assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */
- assert(format->attr_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */
- assert(!format->packed); /* packed means frozen/locked */
+ assert(format->name_len < GPU_VERT_FORMAT_MAX_NAMES); /* there's room for more */
+ assert(format->attr_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */
+ assert(!format->packed); /* packed means frozen/locked */
assert((comp_len >= 1 && comp_len <= 4) || comp_len == 8 || comp_len == 12 || comp_len == 16);
switch (comp_type) {
@@ -197,7 +199,7 @@ void GPU_vertformat_alias_add(GPUVertFormat *format, const char *alias)
{
GPUVertAttr *attr = &format->attrs[format->attr_len - 1];
#if TRUST_NO_ONE
- assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */
+ assert(format->name_len < GPU_VERT_FORMAT_MAX_NAMES); /* there's room for more */
assert(attr->name_len < GPU_VERT_ATTR_MAX_NAMES);
#endif
format->name_len++; /* multiname support */
@@ -218,6 +220,59 @@ int GPU_vertformat_attr_id_get(const GPUVertFormat *format, const char *name)
return -1;
}
+/* Encode 4 original bytes into 6 safe bytes. */
+static void safe_bytes(char out[6], const char data[4])
+{
+ char safe_chars[63] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_";
+
+ uint32_t in = *(uint32_t *)data;
+ for (int i = 0; i < 6; i++) {
+ /* Encoding in base63 */
+ out[i] = safe_chars[in % 63u];
+ in /= 63u;
+ }
+}
+
+#if 0 /* For when we can use 11chars names. */
+/* Encode 8 original bytes into 11 safe bytes. */
+static void safe_bytes(char out[11], const char data[8])
+{
+ char safe_chars[63] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_";
+
+ uint64_t in = *(uint64_t *)data;
+ for (int i = 0; i < 11; i++) {
+ /* Encoding in base63 */
+ out[i] = safe_chars[in % 63lu];
+ in /= 63lu;
+ }
+}
+#endif
+
+/* Warning: Always add a prefix to the result of this function as
+ * the generated string can start with a number and not be a valid attribute name. */
+void GPU_vertformat_safe_attrib_name(const char *attrib_name,
+ char *r_safe_name,
+ uint UNUSED(max_len))
+{
+ char data[4] = {0};
+ /* We use a hash to identify each data layer based on its name.
+ * NOTE: This is still prone to hash collision but the risks are very low.*/
+ *(uint *)data = BLI_ghashutil_strhash_p_murmur(attrib_name);
+ /* Convert to safe bytes characters. */
+ safe_bytes(r_safe_name, data);
+ /* End the string */
+ r_safe_name[6] = '\0';
+
+ /* TOOD(fclem) When UV and Tangent buffers will be separated, name buffer will have plenty more
+ * space. In this case, we can think of having ~13 chars for each name which would be enough to
+ * encode some of the input string along with the hash to reduce colision possibility. */
+
+ BLI_assert(GPU_MAX_SAFE_ATTRIB_NAME >= 7);
+#if 0 /* For debugging */
+ printf("%s > %x > %s\n", attrib_name, *(uint32_t *)data, r_safe_name);
+#endif
+}
+
/* Make attribute layout non-interleaved.
* Warning! This does not change data layout!
* Use direct buffer access to fill the data.