diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-28 00:56:43 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-29 16:03:02 +0300 |
commit | 959529d4b8a40da2701e488c2938b2175af4ce12 (patch) | |
tree | b5aadcb8690924408101f459ee613921c63f12ef /source/blender/gpu/intern/gpu_vertex_format.c | |
parent | 18caaff149dc3f98067ac21ef631bcbc89697f9c (diff) |
GPU: Move gpu_vertex_format.c to C++
Diffstat (limited to 'source/blender/gpu/intern/gpu_vertex_format.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_vertex_format.c | 518 |
1 files changed, 0 insertions, 518 deletions
diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c deleted file mode 100644 index 585a22277b2..00000000000 --- a/source/blender/gpu/intern/gpu_vertex_format.c +++ /dev/null @@ -1,518 +0,0 @@ -/* - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2016 by Mike Erwin. - * All rights reserved. - */ - -/** \file - * \ingroup gpu - * - * GPU vertex format - */ - -#include "GPU_vertex_format.h" -#include "gpu_vertex_format_private.h" -#include <stddef.h> -#include <string.h> - -#include "BLI_ghash.h" -#include "BLI_string.h" -#include "BLI_utildefines.h" - -#include "GPU_shader.h" -#include "gpu_shader_private.h" - -#define PACK_DEBUG 0 - -#if PACK_DEBUG -# include <stdio.h> -#endif - -void GPU_vertformat_clear(GPUVertFormat *format) -{ -#if TRUST_NO_ONE - memset(format, 0, sizeof(GPUVertFormat)); -#else - format->attr_len = 0; - format->packed = false; - format->name_offset = 0; - format->name_len = 0; - - for (uint i = 0; i < GPU_VERT_ATTR_MAX_LEN; i++) { - format->attrs[i].name_len = 0; - } -#endif -} - -void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src) -{ - /* copy regular struct fields */ - memcpy(dest, src, sizeof(GPUVertFormat)); -} - -static GLenum convert_comp_type_to_gl(GPUVertCompType type) -{ - static const GLenum table[] = { - [GPU_COMP_I8] = GL_BYTE, - [GPU_COMP_U8] = GL_UNSIGNED_BYTE, - [GPU_COMP_I16] = GL_SHORT, - [GPU_COMP_U16] = GL_UNSIGNED_SHORT, - [GPU_COMP_I32] = GL_INT, - [GPU_COMP_U32] = GL_UNSIGNED_INT, - - [GPU_COMP_F32] = GL_FLOAT, - - [GPU_COMP_I10] = GL_INT_2_10_10_10_REV, - }; - return table[type]; -} - -static uint comp_sz(GPUVertCompType type) -{ -#if TRUST_NO_ONE - assert(type <= GPU_COMP_F32); /* other types have irregular sizes (not bytes) */ -#endif - const GLubyte sizes[] = {1, 1, 2, 2, 4, 4, 4}; - return sizes[type]; -} - -static uint attr_sz(const GPUVertAttr *a) -{ - if (a->comp_type == GPU_COMP_I10) { - return 4; /* always packed as 10_10_10_2 */ - } - return a->comp_len * comp_sz(a->comp_type); -} - -static uint attr_align(const GPUVertAttr *a) -{ - if (a->comp_type == GPU_COMP_I10) { - return 4; /* always packed as 10_10_10_2 */ - } - uint c = comp_sz(a->comp_type); - if (a->comp_len == 3 && c <= 2) { - return 4 * c; /* AMD HW can't fetch these well, so pad it out (other vendors too?) */ - } - else { - return c; /* most fetches are ok if components are naturally aligned */ - } -} - -uint vertex_buffer_size(const GPUVertFormat *format, uint vertex_len) -{ -#if TRUST_NO_ONE - assert(format->packed && format->stride > 0); -#endif - return format->stride * vertex_len; -} - -static uchar copy_attr_name(GPUVertFormat *format, const char *name) -{ - /* strncpy does 110% of what we need; let's do exactly 100% */ - uchar name_offset = format->name_offset; - char *name_copy = format->names + name_offset; - uint available = GPU_VERT_ATTR_NAMES_BUF_LEN - name_offset; - bool terminated = false; - - for (uint i = 0; i < available; i++) { - const char c = name[i]; - name_copy[i] = c; - if (c == '\0') { - terminated = true; - format->name_offset += (i + 1); - break; - } - } -#if TRUST_NO_ONE - assert(terminated); - assert(format->name_offset <= GPU_VERT_ATTR_NAMES_BUF_LEN); -#else - (void)terminated; -#endif - return name_offset; -} - -uint GPU_vertformat_attr_add(GPUVertFormat *format, - const char *name, - GPUVertCompType comp_type, - uint comp_len, - GPUVertFetchMode fetch_mode) -{ -#if TRUST_NO_ONE - 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) { - case GPU_COMP_F32: - /* float type can only kept as float */ - assert(fetch_mode == GPU_FETCH_FLOAT); - break; - case GPU_COMP_I10: - /* 10_10_10 format intended for normals (xyz) or colors (rgb) - * extra component packed.w can be manually set to { -2, -1, 0, 1 } */ - assert(comp_len == 3 || comp_len == 4); - - /* Not strictly required, may relax later. */ - assert(fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT); - - break; - default: - /* integer types can be kept as int or converted/normalized to float */ - assert(fetch_mode != GPU_FETCH_FLOAT); - /* only support float matrices (see Batch_update_program_bindings) */ - assert(comp_len != 8 && comp_len != 12 && comp_len != 16); - } -#endif - format->name_len++; /* multiname support */ - - const uint attr_id = format->attr_len++; - GPUVertAttr *attr = &format->attrs[attr_id]; - - attr->names[attr->name_len++] = copy_attr_name(format, name); - attr->comp_type = comp_type; - attr->gl_comp_type = convert_comp_type_to_gl(comp_type); - attr->comp_len = (comp_type == GPU_COMP_I10) ? - 4 : - comp_len; /* system needs 10_10_10_2 to be 4 or BGRA */ - attr->sz = attr_sz(attr); - attr->offset = 0; /* offsets & stride are calculated later (during pack) */ - attr->fetch_mode = fetch_mode; - - return attr_id; -} - -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_FORMAT_MAX_NAMES); /* there's room for more */ - assert(attr->name_len < GPU_VERT_ATTR_MAX_NAMES); -#endif - format->name_len++; /* multiname support */ - attr->names[attr->name_len++] = copy_attr_name(format, alias); -} - -/** - * Makes vertex attribute from the next vertices to be accessible in the vertex shader. - * For an attribute named "attr" you can access the next nth vertex using "attr{number}". - * Use this function after specifying all the attributes in the format. - * - * NOTE: This does NOT work when using indexed rendering. - * NOTE: Only works for first attribute name. (this limitation can be changed if needed) - * - * WARNING: this function creates a lot of aliases/attributes, make sure to keep the attribute - * name short to avoid overflowing the name-buffer. - * */ -void GPU_vertformat_multiload_enable(GPUVertFormat *format, int load_count) -{ - /* Sanity check. Maximum can be upgraded if needed. */ - BLI_assert(load_count > 1 && load_count < 5); - /* We need a packed format because of format->stride. */ - if (!format->packed) { - VertexFormat_pack(format); - } - - BLI_assert((format->name_len + 1) * load_count < GPU_VERT_FORMAT_MAX_NAMES); - BLI_assert(format->attr_len * load_count <= GPU_VERT_ATTR_MAX_LEN); - BLI_assert(format->name_offset * load_count < GPU_VERT_ATTR_NAMES_BUF_LEN); - - const GPUVertAttr *attr = format->attrs; - int attr_len = format->attr_len; - for (int i = 0; i < attr_len; i++, attr++) { - const char *attr_name = GPU_vertformat_attr_name_get(format, attr, 0); - for (int j = 1; j < load_count; j++) { - char load_name[64]; - BLI_snprintf(load_name, sizeof(load_name), "%s%d", attr_name, j); - GPUVertAttr *dst_attr = &format->attrs[format->attr_len++]; - *dst_attr = *attr; - - dst_attr->names[0] = copy_attr_name(format, load_name); - dst_attr->name_len = 1; - dst_attr->offset += format->stride * j; - } - } -} - -int GPU_vertformat_attr_id_get(const GPUVertFormat *format, const char *name) -{ - for (int i = 0; i < format->attr_len; i++) { - const GPUVertAttr *attr = &format->attrs[i]; - for (int j = 0; j < attr->name_len; j++) { - const char *attr_name = GPU_vertformat_attr_name_get(format, attr, j); - if (STREQ(name, attr_name)) { - return i; - } - } - } - return -1; -} - -void GPU_vertformat_attr_rename(GPUVertFormat *format, int attr_id, const char *new_name) -{ - BLI_assert(attr_id > -1 && attr_id < format->attr_len); - GPUVertAttr *attr = &format->attrs[attr_id]; - char *attr_name = (char *)GPU_vertformat_attr_name_get(format, attr, 0); - BLI_assert(strlen(attr_name) == strlen(new_name)); - int i = 0; - while (attr_name[i] != '\0') { - attr_name[i] = new_name[i]; - i++; - } - attr->name_len = 1; -} - -/* 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; - } -} - -/* 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_attr_name(const char *attr_name, char *r_safe_name, uint UNUSED(max_len)) -{ - char data[8] = {0}; - uint len = strlen(attr_name); - - if (len > 8) { - /* Start with the first 4 chars of the name; */ - for (int i = 0; i < 4; i++) { - data[i] = attr_name[i]; - } - /* 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.*/ - /* Start hashing after the first 2 chars. */ - *(uint *)&data[4] = BLI_ghashutil_strhash_p_murmur(attr_name + 4); - } - else { - /* Copy the whole name. Collision is barely possible - * (hash would have to be equal to the last 4 bytes). */ - for (int i = 0; i < 8 && attr_name[i] != '\0'; i++) { - data[i] = attr_name[i]; - } - } - /* Convert to safe bytes characters. */ - safe_bytes(r_safe_name, data); - /* End the string */ - r_safe_name[11] = '\0'; - - BLI_assert(GPU_MAX_SAFE_ATTR_NAME >= 12); -#if 0 /* For debugging */ - printf("%s > %lx > %s\n", attr_name, *(uint64_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. - * This is for advanced usage. - * - * De-interleaved data means all attribute data for each attribute - * is stored continuously like this: - * 000011112222 - * instead of : - * 012012012012 - * - * Note this is per attribute de-interleaving, NOT per component. - * */ -void GPU_vertformat_deinterleave(GPUVertFormat *format) -{ - /* Ideally we should change the stride and offset here. This would allow - * us to use GPU_vertbuf_attr_set / GPU_vertbuf_attr_fill. But since - * we use only 11 bits for attr->offset this limits the size of the - * buffer considerably. So instead we do the conversion when creating - * bindings in create_bindings(). */ - format->deinterleaved = true; -} - -uint padding(uint offset, uint alignment) -{ - const uint mod = offset % alignment; - return (mod == 0) ? 0 : (alignment - mod); -} - -#if PACK_DEBUG -static void show_pack(uint a_idx, uint sz, uint pad) -{ - const char c = 'A' + a_idx; - for (uint i = 0; i < pad; i++) { - putchar('-'); - } - for (uint i = 0; i < sz; i++) { - putchar(c); - } -} -#endif - -void VertexFormat_pack(GPUVertFormat *format) -{ - /* For now, attributes are packed in the order they were added, - * making sure each attribute is naturally aligned (add padding where necessary) - * Later we can implement more efficient packing w/ reordering - * (keep attribute ID order, adjust their offsets to reorder in buffer). */ - - /* TODO: realloc just enough to hold the final combo string. And just enough to - * hold used attributes, not all 16. */ - - GPUVertAttr *a0 = &format->attrs[0]; - a0->offset = 0; - uint offset = a0->sz; - -#if PACK_DEBUG - show_pack(0, a0->sz, 0); -#endif - - for (uint a_idx = 1; a_idx < format->attr_len; a_idx++) { - GPUVertAttr *a = &format->attrs[a_idx]; - uint mid_padding = padding(offset, attr_align(a)); - offset += mid_padding; - a->offset = offset; - offset += a->sz; - -#if PACK_DEBUG - show_pack(a_idx, a->sz, mid_padding); -#endif - } - - uint end_padding = padding(offset, attr_align(a0)); - -#if PACK_DEBUG - show_pack(0, 0, end_padding); - putchar('\n'); -#endif - format->stride = offset + end_padding; - format->packed = true; -} - -static uint calc_component_size(const GLenum gl_type) -{ - switch (gl_type) { - case GL_FLOAT_VEC2: - case GL_INT_VEC2: - case GL_UNSIGNED_INT_VEC2: - return 2; - case GL_FLOAT_VEC3: - case GL_INT_VEC3: - case GL_UNSIGNED_INT_VEC3: - return 3; - case GL_FLOAT_VEC4: - case GL_FLOAT_MAT2: - case GL_INT_VEC4: - case GL_UNSIGNED_INT_VEC4: - return 4; - case GL_FLOAT_MAT3: - return 9; - case GL_FLOAT_MAT4: - return 16; - case GL_FLOAT_MAT2x3: - case GL_FLOAT_MAT3x2: - return 6; - case GL_FLOAT_MAT2x4: - case GL_FLOAT_MAT4x2: - return 8; - case GL_FLOAT_MAT3x4: - case GL_FLOAT_MAT4x3: - return 12; - default: - return 1; - } -} - -static void get_fetch_mode_and_comp_type(int gl_type, - GPUVertCompType *r_comp_type, - GPUVertFetchMode *r_fetch_mode) -{ - switch (gl_type) { - case GL_FLOAT: - case GL_FLOAT_VEC2: - case GL_FLOAT_VEC3: - case GL_FLOAT_VEC4: - case GL_FLOAT_MAT2: - case GL_FLOAT_MAT3: - case GL_FLOAT_MAT4: - case GL_FLOAT_MAT2x3: - case GL_FLOAT_MAT2x4: - case GL_FLOAT_MAT3x2: - case GL_FLOAT_MAT3x4: - case GL_FLOAT_MAT4x2: - case GL_FLOAT_MAT4x3: - *r_comp_type = GPU_COMP_F32; - *r_fetch_mode = GPU_FETCH_FLOAT; - break; - case GL_INT: - case GL_INT_VEC2: - case GL_INT_VEC3: - case GL_INT_VEC4: - *r_comp_type = GPU_COMP_I32; - *r_fetch_mode = GPU_FETCH_INT; - break; - case GL_UNSIGNED_INT: - case GL_UNSIGNED_INT_VEC2: - case GL_UNSIGNED_INT_VEC3: - case GL_UNSIGNED_INT_VEC4: - *r_comp_type = GPU_COMP_U32; - *r_fetch_mode = GPU_FETCH_INT; - break; - default: - BLI_assert(0); - } -} - -void GPU_vertformat_from_shader(GPUVertFormat *format, const GPUShader *shader) -{ - GPU_vertformat_clear(format); - GPUVertAttr *attr = &format->attrs[0]; - - GLint attr_len; - glGetProgramiv(shader->program, GL_ACTIVE_ATTRIBUTES, &attr_len); - - for (int i = 0; i < attr_len; i++) { - char name[256]; - GLenum gl_type; - GLint size; - glGetActiveAttrib(shader->program, i, sizeof(name), NULL, &size, &gl_type, name); - - /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */ - if (glGetAttribLocation(shader->program, name) == -1) { - continue; - } - - format->name_len++; /* multiname support */ - format->attr_len++; - - GPUVertCompType comp_type; - GPUVertFetchMode fetch_mode; - get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode); - - attr->names[attr->name_len++] = copy_attr_name(format, name); - attr->offset = 0; /* offsets & stride are calculated later (during pack) */ - attr->comp_len = calc_component_size(gl_type) * size; - attr->sz = attr->comp_len * 4; - attr->fetch_mode = fetch_mode; - attr->comp_type = comp_type; - attr->gl_comp_type = convert_comp_type_to_gl(comp_type); - attr += 1; - } -} |