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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* GPU geometric primitives
*/
#pragma once
#include "BLI_assert.h"
#include "GPU_common.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
GPU_PRIM_POINTS,
GPU_PRIM_LINES,
GPU_PRIM_TRIS,
GPU_PRIM_LINE_STRIP,
GPU_PRIM_LINE_LOOP, /* GL has this, Vulkan and Metal do not */
GPU_PRIM_TRI_STRIP,
GPU_PRIM_TRI_FAN, /* Metal API does not support this. */
/* Metal API does not support ADJ primitive types but
* handled via the geometry-shader-alternative path. */
GPU_PRIM_LINES_ADJ,
GPU_PRIM_TRIS_ADJ,
GPU_PRIM_LINE_STRIP_ADJ,
GPU_PRIM_NONE,
} GPUPrimType;
/* what types of primitives does each shader expect? */
typedef enum {
GPU_PRIM_CLASS_NONE = 0,
GPU_PRIM_CLASS_POINT = (1 << 0),
GPU_PRIM_CLASS_LINE = (1 << 1),
GPU_PRIM_CLASS_SURFACE = (1 << 2),
GPU_PRIM_CLASS_ANY = GPU_PRIM_CLASS_POINT | GPU_PRIM_CLASS_LINE | GPU_PRIM_CLASS_SURFACE,
} GPUPrimClass;
inline int gpu_get_prim_count_from_type(uint vertex_len, GPUPrimType prim_type)
{
/* does vertex_len make sense for this primitive type? */
if (vertex_len == 0) {
return 0;
}
switch (prim_type) {
case GPU_PRIM_POINTS:
return vertex_len;
case GPU_PRIM_LINES:
BLI_assert(vertex_len % 2 == 0);
return vertex_len / 2;
case GPU_PRIM_LINE_STRIP:
return vertex_len - 1;
case GPU_PRIM_LINE_LOOP:
return vertex_len;
case GPU_PRIM_LINES_ADJ:
BLI_assert(vertex_len % 4 == 0);
return vertex_len / 4;
case GPU_PRIM_LINE_STRIP_ADJ:
return vertex_len - 2;
case GPU_PRIM_TRIS:
BLI_assert(vertex_len % 3 == 0);
return vertex_len / 3;
case GPU_PRIM_TRI_STRIP:
BLI_assert(vertex_len >= 3);
return vertex_len - 2;
case GPU_PRIM_TRI_FAN:
BLI_assert(vertex_len >= 3);
return vertex_len - 2;
case GPU_PRIM_TRIS_ADJ:
BLI_assert(vertex_len % 6 == 0);
return vertex_len / 6;
default:
BLI_assert_unreachable();
return 0;
}
}
inline bool is_restart_compatible(GPUPrimType type)
{
switch (type) {
case GPU_PRIM_POINTS:
case GPU_PRIM_LINES:
case GPU_PRIM_TRIS:
case GPU_PRIM_LINES_ADJ:
case GPU_PRIM_TRIS_ADJ:
case GPU_PRIM_NONE:
default: {
return false;
}
case GPU_PRIM_LINE_STRIP:
case GPU_PRIM_LINE_LOOP:
case GPU_PRIM_TRI_STRIP:
case GPU_PRIM_TRI_FAN:
case GPU_PRIM_LINE_STRIP_ADJ: {
return true;
}
}
return false;
}
/**
* TODO: Improve error checking by validating that the shader is suited for this primitive type.
* GPUPrimClass GPU_primtype_class(GPUPrimType);
* bool GPU_primtype_belongs_to_class(GPUPrimType, GPUPrimClass);
*/
#ifdef __cplusplus
}
#endif
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