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Diffstat (limited to 'source/blender/gpu/intern/gpu_vertex_format.cc')
-rw-r--r--source/blender/gpu/intern/gpu_vertex_format.cc516
1 files changed, 516 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_vertex_format.cc b/source/blender/gpu/intern/gpu_vertex_format.cc
new file mode 100644
index 00000000000..a59a6a468ce
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_vertex_format.cc
@@ -0,0 +1,516 @@
+/*
+ * 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));
+}
+
+GLenum convert_comp_type_to_gl(GPUVertCompType type)
+{
+ switch (type) {
+ case GPU_COMP_I8:
+ return GL_BYTE;
+ case GPU_COMP_U8:
+ return GL_UNSIGNED_BYTE;
+ case GPU_COMP_I16:
+ return GL_SHORT;
+ case GPU_COMP_U16:
+ return GL_UNSIGNED_SHORT;
+ case GPU_COMP_I32:
+ return GL_INT;
+ case GPU_COMP_U32:
+ return GL_UNSIGNED_INT;
+ case GPU_COMP_F32:
+ return GL_FLOAT;
+ case GPU_COMP_I10:
+ return GL_INT_2_10_10_10_REV;
+ default:
+ BLI_assert(0);
+ return GL_FLOAT;
+ }
+}
+
+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(static_cast<GPUVertCompType>(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(static_cast<GPUVertCompType>(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->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[] = "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)
+{
+ 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 += 1;
+ }
+}