From 959529d4b8a40da2701e488c2938b2175af4ce12 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Mon, 27 Jul 2020 23:56:43 +0200 Subject: GPU: Move gpu_vertex_format.c to C++ --- source/blender/gpu/intern/gpu_vertex_format.cc | 516 +++++++++++++++++++++++++ 1 file changed, 516 insertions(+) create mode 100644 source/blender/gpu/intern/gpu_vertex_format.cc (limited to 'source/blender/gpu/intern/gpu_vertex_format.cc') 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 +#include + +#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 +#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(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(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; + } +} -- cgit v1.2.3