diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_vertex_format.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_vertex_format.c | 312 |
1 files changed, 312 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c new file mode 100644 index 00000000000..eef4945d9ef --- /dev/null +++ b/source/blender/gpu/intern/gpu_vertex_format.c @@ -0,0 +1,312 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * Contributor(s): Blender Foundation, Clément Foucault + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gpu_vertex_format.c + * \ingroup gpu + * + * GPU vertex format + */ + +#include "GPU_vertex_format.h" +#include "gpu_vertex_format_private.h" +#include <stddef.h> +#include <string.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 (unsigned i = 0; i < GPU_VERT_ATTR_MAX_LEN; i++) { + format->attribs[i].name_len = 0; + } +#endif +} + +void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src) +{ + /* copy regular struct fields */ + memcpy(dest, src, sizeof(GPUVertFormat)); + + for (unsigned i = 0; i < dest->attr_len; i++) { + for (unsigned j = 0; j < dest->attribs[i].name_len; j++) { + dest->attribs[i].name[j] = (char *)dest + (src->attribs[i].name[j] - ((char *)src)); + } + } +} + +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 unsigned 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 unsigned attrib_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 unsigned attrib_align(const GPUVertAttr *a) +{ + if (a->comp_type == GPU_COMP_I10) { + return 4; /* always packed as 10_10_10_2 */ + } + unsigned 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 */ + } +} + +unsigned vertex_buffer_size(const GPUVertFormat *format, unsigned vertex_len) +{ +#if TRUST_NO_ONE + assert(format->packed && format->stride > 0); +#endif + return format->stride * vertex_len; +} + +static const char *copy_attrib_name(GPUVertFormat *format, const char *name) +{ + /* strncpy does 110% of what we need; let's do exactly 100% */ + char *name_copy = format->names + format->name_offset; + unsigned available = GPU_VERT_ATTR_NAMES_BUF_LEN - format->name_offset; + bool terminated = false; + + for (unsigned 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_copy; +} + +unsigned GPU_vertformat_attr_add( + GPUVertFormat *format, const char *name, + GPUVertCompType comp_type, unsigned comp_len, 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((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); + assert(fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT); /* not strictly required, may relax later */ + 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 unsigned attrib_id = format->attr_len++; + GPUVertAttr *attrib = format->attribs + attrib_id; + + attrib->name[attrib->name_len++] = copy_attrib_name(format, name); + attrib->comp_type = comp_type; + attrib->gl_comp_type = convert_comp_type_to_gl(comp_type); + attrib->comp_len = (comp_type == GPU_COMP_I10) ? 4 : comp_len; /* system needs 10_10_10_2 to be 4 or BGRA */ + attrib->sz = attrib_sz(attrib); + attrib->offset = 0; /* offsets & stride are calculated later (during pack) */ + attrib->fetch_mode = fetch_mode; + + return attrib_id; +} + +void GPU_vertformat_alias_add(GPUVertFormat *format, const char *alias) +{ + GPUVertAttr *attrib = format->attribs + (format->attr_len - 1); +#if TRUST_NO_ONE + assert(format->name_len < GPU_VERT_ATTR_MAX_LEN); /* there's room for more */ + assert(attrib->name_len < GPU_VERT_ATTR_MAX_NAMES); +#endif + format->name_len++; /* multiname support */ + attrib->name[attrib->name_len++] = copy_attrib_name(format, alias); +} + +unsigned padding(unsigned offset, unsigned alignment) +{ + const unsigned mod = offset % alignment; + return (mod == 0) ? 0 : (alignment - mod); +} + +#if PACK_DEBUG +static void show_pack(unsigned a_idx, unsigned sz, unsigned pad) +{ + const char c = 'A' + a_idx; + for (unsigned i = 0; i < pad; ++i) { + putchar('-'); + } + for (unsigned 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 attrib is naturally aligned (add padding where necessary) + * Later we can implement more efficient packing w/ reordering + * (keep attrib 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 attribs, not all 16. */ + + GPUVertAttr *a0 = format->attribs + 0; + a0->offset = 0; + unsigned offset = a0->sz; + +#if PACK_DEBUG + show_pack(0, a0->sz, 0); +#endif + + for (unsigned a_idx = 1; a_idx < format->attr_len; ++a_idx) { + GPUVertAttr *a = format->attribs + a_idx; + unsigned mid_padding = padding(offset, attrib_align(a)); + offset += mid_padding; + a->offset = offset; + offset += a->sz; + +#if PACK_DEBUG + show_pack(a_idx, a->sz, mid_padding); +#endif + } + + unsigned end_padding = padding(offset, attrib_align(a0)); + +#if PACK_DEBUG + show_pack(0, 0, end_padding); + putchar('\n'); +#endif + format->stride = offset + end_padding; + format->packed = true; +} + + +/* OpenGL ES packs in a different order as desktop GL but component conversion is the same. + * Of the code here, only struct GPUPackedNormal needs to change. */ + +#define SIGNED_INT_10_MAX 511 +#define SIGNED_INT_10_MIN -512 + +static int clampi(int x, int min_allowed, int max_allowed) +{ +#if TRUST_NO_ONE + assert(min_allowed <= max_allowed); +#endif + if (x < min_allowed) { + return min_allowed; + } + else if (x > max_allowed) { + return max_allowed; + } + else { + return x; + } +} + +static int quantize(float x) +{ + int qx = x * 511.0f; + return clampi(qx, SIGNED_INT_10_MIN, SIGNED_INT_10_MAX); +} + +static int convert_i16(short x) +{ + /* 16-bit signed --> 10-bit signed */ + /* TODO: round? */ + return x >> 6; +} + +GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3]) +{ + GPUPackedNormal n = { .x = quantize(data[0]), .y = quantize(data[1]), .z = quantize(data[2]) }; + return n; +} + +GPUPackedNormal GPU_normal_convert_i10_s3(const short data[3]) +{ + GPUPackedNormal n = { .x = convert_i16(data[0]), .y = convert_i16(data[1]), .z = convert_i16(data[2]) }; + return n; +} |