/* * 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_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; 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?) */ } 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; } void GPU_vertformat_from_shader(GPUVertFormat *format, const struct GPUShader *gpushader) { const Shader *shader = static_cast(gpushader); shader->vertformat_from_shader(format); }