/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 by Mike Erwin. All rights reserved. */ /** \file * \ingroup gpu * * GPU vertex format */ #include "GPU_vertex_format.h" #include "GPU_capabilities.h" #include "gpu_shader_create_info.hh" #include "gpu_shader_private.hh" #include "gpu_vertex_format_private.h" #include #include #include "BLI_ghash.h" #include "BLI_string.h" #include "BLI_utildefines.h" #define PACK_DEBUG 0 #if PACK_DEBUG # include #endif using namespace blender::gpu; using namespace blender::gpu::shader; 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; format->deinterleaved = false; 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 uint comp_size(GPUVertCompType type) { #if TRUST_NO_ONE assert(type <= GPU_COMP_F32); /* other types have irregular sizes (not bytes) */ #endif const uint sizes[] = {1, 1, 2, 2, 4, 4, 4}; return sizes[type]; } static uint attr_size(const GPUVertAttr *a) { if (a->comp_type == GPU_COMP_I10) { return 4; /* always packed as 10_10_10_2 */ } return a->comp_len * comp_size(static_cast(a->comp_type)); } static uint attr_align(const GPUVertAttr *a, uint minimum_stride) { if (a->comp_type == GPU_COMP_I10) { return 4; /* always packed as 10_10_10_2 */ } uint c = comp_size(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?) */ } /* Most fetches are ok if components are naturally aligned. * However, in Metal,the minimum supported per-vertex stride is 4, * so we must query the GPU and pad out the size accordingly. */ return max_ii(minimum_stride, c); } 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(ELEM(comp_len, 3, 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(!ELEM(comp_len, 8, 12, 16)); } #endif format->name_len++; /* Multi-name 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->size = attr_size(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++; /* Multi-name support. */ attr->names[attr->name_len++] = copy_attr_name(format, alias); } 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++) { out[i] = safe_chars[in % 62lu]; in /= 62lu; } } void GPU_vertformat_safe_attr_name(const char *attr_name, char *r_safe_name, uint /*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 } 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 size, uint pad) { const char c = 'A' + a_idx; for (uint i = 0; i < pad; i++) { putchar('-'); } for (uint i = 0; i < size; i++) { putchar(c); } } #endif static void VertexFormat_pack_impl(GPUVertFormat *format, uint minimum_stride) { GPUVertAttr *a0 = &format->attrs[0]; a0->offset = 0; uint offset = a0->size; #if PACK_DEBUG show_pack(0, a0->size, 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, minimum_stride)); offset += mid_padding; a->offset = offset; offset += a->size; #if PACK_DEBUG show_pack(a_idx, a->size, mid_padding); #endif } uint end_padding = padding(offset, attr_align(a0, minimum_stride)); #if PACK_DEBUG show_pack(0, 0, end_padding); putchar('\n'); #endif format->stride = offset + end_padding; format->packed = true; } void VertexFormat_pack(GPUVertFormat *format) { /* Perform standard vertex packing, ensuring vertex format satisfies * minimum stride requirements for vertex assembly. */ VertexFormat_pack_impl(format, GPU_minimum_per_vertex_stride()); } void VertexFormat_texture_buffer_pack(GPUVertFormat *format) { /* Validates packing for vertex formats used with texture buffers. * In these cases, there must only be a single vertex attribute. * This attribute should be tightly packed without padding, to ensure * it aligns with the backing texture data format, skipping * minimum per-vertex stride, which mandates 4-byte alignment in Metal. * This additional alignment padding caused smaller data types, e.g. U16, * to mis-align. */ for (int i = 0; i < format->attr_len; i++) { /* The buffer texture setup uses the first attribute for type and size. * Make sure all attributes use the same size. */ BLI_assert_msg(format->attrs[i].size == format->attrs[0].size, "Texture buffer mode should only use a attributes with the same size."); } /* Pack vertex format without minimum stride, as this is not required by texture buffers. */ VertexFormat_pack_impl(format, 1); } static uint component_size_get(const Type gpu_type) { switch (gpu_type) { case Type::VEC2: case Type::IVEC2: case Type::UVEC2: return 2; case Type::VEC3: case Type::IVEC3: case Type::UVEC3: return 3; case Type::VEC4: case Type::IVEC4: case Type::UVEC4: return 4; case Type::MAT3: return 12; case Type::MAT4: return 16; default: return 1; } } static void recommended_fetch_mode_and_comp_type(Type gpu_type, GPUVertCompType *r_comp_type, GPUVertFetchMode *r_fetch_mode) { switch (gpu_type) { case Type::FLOAT: case Type::VEC2: case Type::VEC3: case Type::VEC4: case Type::MAT3: case Type::MAT4: *r_comp_type = GPU_COMP_F32; *r_fetch_mode = GPU_FETCH_FLOAT; break; case Type::INT: case Type::IVEC2: case Type::IVEC3: case Type::IVEC4: *r_comp_type = GPU_COMP_I32; *r_fetch_mode = GPU_FETCH_INT; break; case Type::UINT: case Type::UVEC2: case Type::UVEC3: case Type::UVEC4: *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 struct GPUShader *gpushader) { GPU_vertformat_clear(format); uint attr_len = GPU_shader_get_attribute_len(gpushader); int location_test = 0, attrs_added = 0; while (attrs_added < attr_len) { char name[256]; Type gpu_type; if (!GPU_shader_get_attribute_info(gpushader, location_test++, name, (int *)&gpu_type)) { continue; } GPUVertCompType comp_type; GPUVertFetchMode fetch_mode; recommended_fetch_mode_and_comp_type(gpu_type, &comp_type, &fetch_mode); int comp_len = component_size_get(gpu_type); GPU_vertformat_attr_add(format, name, comp_type, comp_len, fetch_mode); attrs_added++; } }