/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 by Mike Erwin. All rights reserved. */ /** \file * \ingroup gpu * * GPU vertex format */ #pragma once #include "BLI_assert.h" #include "BLI_compiler_compat.h" #include "BLI_math_geom.h" #include "GPU_common.h" #ifdef __cplusplus extern "C" { #endif #define GPU_VERT_ATTR_MAX_LEN 16 #define GPU_VERT_ATTR_MAX_NAMES 6 #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_ATTR_NAME 12 typedef enum { GPU_COMP_I8 = 0, GPU_COMP_U8, GPU_COMP_I16, GPU_COMP_U16, GPU_COMP_I32, GPU_COMP_U32, GPU_COMP_F32, GPU_COMP_I10, /* Warning! adjust GPUVertAttr if changing. */ } GPUVertCompType; typedef enum { GPU_FETCH_FLOAT = 0, GPU_FETCH_INT, GPU_FETCH_INT_TO_FLOAT_UNIT, /* 127 (ubyte) -> 0.5 (and so on for other int types) */ GPU_FETCH_INT_TO_FLOAT, /* 127 (any int type) -> 127.0 */ /* Warning! adjust GPUVertAttr if changing. */ } GPUVertFetchMode; typedef struct GPUVertAttr { /* GPUVertFetchMode */ uint fetch_mode : 2; /* GPUVertCompType */ uint comp_type : 3; /* 1 to 4 or 8 or 12 or 16 */ uint comp_len : 5; /* size in bytes, 1 to 64 */ uint size : 7; /* from beginning of vertex, in bytes */ uint offset : 11; /* up to GPU_VERT_ATTR_MAX_NAMES */ uint name_len : 3; uchar names[GPU_VERT_ATTR_MAX_NAMES]; } GPUVertAttr; BLI_STATIC_ASSERT(GPU_VERT_ATTR_NAMES_BUF_LEN <= 256, "We use uchar as index inside the name buffer " "so GPU_VERT_ATTR_NAMES_BUF_LEN needs to be " "smaller than GPUVertFormat->name_offset and " "GPUVertAttr->names maximum value"); typedef struct GPUVertFormat { /** 0 to 16 (GPU_VERT_ATTR_MAX_LEN). */ uint attr_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. */ uint packed : 1; /** Current offset in names[]. */ uint name_offset : 8; /** Store each attribute in one contiguous buffer region. */ uint deinterleaved : 1; GPUVertAttr attrs[GPU_VERT_ATTR_MAX_LEN]; char names[GPU_VERT_ATTR_NAMES_BUF_LEN]; } GPUVertFormat; struct GPUShader; void GPU_vertformat_clear(GPUVertFormat *); void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src); void GPU_vertformat_from_shader(GPUVertFormat *format, const struct GPUShader *shader); uint GPU_vertformat_attr_add( GPUVertFormat *, const char *name, GPUVertCompType, uint comp_len, GPUVertFetchMode); void GPU_vertformat_alias_add(GPUVertFormat *, const char *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); /** * 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); int GPU_vertformat_attr_id_get(const GPUVertFormat *, const char *name); BLI_INLINE const char *GPU_vertformat_attr_name_get(const GPUVertFormat *format, const GPUVertAttr *attr, uint n_idx) { return format->names + attr->names[n_idx]; } /** * \warning Can only rename using a string with same character count. * \warning This removes all other aliases of this attribute. */ void GPU_vertformat_attr_rename(GPUVertFormat *format, int attr, const char *new_name); /** * \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 max_len); /* format conversion */ typedef struct GPUPackedNormal { int x : 10; int y : 10; int z : 10; int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */ } GPUPackedNormal; typedef struct GPUNormal { union { GPUPackedNormal low; short high[3]; }; } GPUNormal; /* 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 BLI_INLINE 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; } } BLI_INLINE int gpu_convert_normalized_f32_to_i10(float x) { int qx = x * 511.0f; return clampi(qx, SIGNED_INT_10_MIN, SIGNED_INT_10_MAX); } BLI_INLINE int gpu_convert_i16_to_i10(short x) { /* 16-bit signed --> 10-bit signed */ /* TODO: round? */ return x >> 6; } BLI_INLINE GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3]) { GPUPackedNormal n = { gpu_convert_normalized_f32_to_i10(data[0]), gpu_convert_normalized_f32_to_i10(data[1]), gpu_convert_normalized_f32_to_i10(data[2]), }; return n; } BLI_INLINE GPUPackedNormal GPU_normal_convert_i10_s3(const short data[3]) { GPUPackedNormal n = { gpu_convert_i16_to_i10(data[0]), gpu_convert_i16_to_i10(data[1]), gpu_convert_i16_to_i10(data[2]), }; return n; } BLI_INLINE void GPU_normal_convert_v3(GPUNormal *gpu_normal, const float data[3], const bool do_hq_normals) { if (do_hq_normals) { normal_float_to_short_v3(gpu_normal->high, data); } else { gpu_normal->low = GPU_normal_convert_i10_v3(data); } } #ifdef __cplusplus } #endif