115 lines
3.3 KiB
C
115 lines
3.3 KiB
C
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Glue definition to make shared declaration of struct & functions work in both C / C++ and GLSL.
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* We use the same vector and matrix types as Blender C++. Some math functions are defined to use
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* the float version to match the GLSL syntax.
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* This file can be used for C & C++ code and the syntax used should follow the same rules.
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* Some preprocessing is done by the GPU back-end to make it GLSL compatible.
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*
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* IMPORTANT:
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* - Always use `u` suffix for enum values. GLSL do not support implicit cast.
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* - Define all values. This is in order to simplify custom pre-processor code.
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* - (C++ only) Always use `uint32_t` as underlying type (`enum eMyEnum : uint32_t`).
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* - (C only) do NOT use the enum type inside UBO/SSBO structs and use `uint` instead.
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* - Use float suffix by default for float literals to avoid double promotion in C++.
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* - Pack one float or int after a vec3/ivec3 to fulfill alignment rules.
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*
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* NOTE: Due to alignment restriction and buggy drivers, do not try to use mat3 inside structs.
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* NOTE: (UBO only) Do not use arrays of float. They are padded to arrays of vec4 and are not worth
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* it. This does not apply to SSBO.
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*
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* IMPORTANT: Do not forget to align mat4, vec3 and vec4 to 16 bytes, and vec2 to 8 bytes.
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*
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* NOTE: You can use bool type using bool1 a int boolean type matching the GLSL type.
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*/
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#ifdef GPU_SHADER
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# define BLI_STATIC_ASSERT_ALIGN(type_, align_)
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# define BLI_STATIC_ASSERT_SIZE(type_, size_)
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# define static
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# define inline
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# define cosf cos
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# define sinf sin
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# define tanf tan
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# define acosf acos
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# define asinf asin
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# define atanf atan
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# define floorf floor
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# define ceilf ceil
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# define sqrtf sqrt
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# define expf exp
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# define bool1 bool
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/* Type name collision with Metal shading language - These type-names are already defined. */
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# ifndef GPU_METAL
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# define float2 vec2
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# define float3 vec3
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# define float3x4 mat3x4
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# define float4 vec4
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# define float4x4 mat4
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# define int2 ivec2
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# define int3 ivec3
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# define int4 ivec4
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# define uint2 uvec2
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# define uint3 uvec3
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# define uint4 uvec4
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# define bool2 bvec2
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# define bool3 bvec3
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# define bool4 bvec4
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# define packed_float3 vec3
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# define packed_int3 int3
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# endif
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#else /* C / C++ */
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# pragma once
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# include "BLI_assert.h"
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# ifdef __cplusplus
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# include "BLI_math_matrix_types.hh"
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# include "BLI_math_vector_types.hh"
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using blender::float2;
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using blender::float3;
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using blender::float3x4;
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using blender::float4;
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using blender::float4x4;
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using blender::int2;
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using blender::int3;
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using blender::int4;
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using blender::uint2;
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using blender::uint3;
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using blender::uint4;
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using bool1 = int;
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using bool2 = blender::int2;
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using bool3 = blender::int3;
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using bool4 = blender::int4;
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using packed_float3 = blender::float3;
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using packed_int3 = blender::int3;
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# else /* C */
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typedef float float2[2];
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typedef float float3[3];
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typedef float float4[4];
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typedef float float4x4[4][4];
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typedef float float3x4[3][4];
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typedef int int2[2];
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typedef int int3[2];
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typedef int int4[4];
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typedef uint uint2[2];
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typedef uint uint3[3];
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typedef uint uint4[4];
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typedef int bool1;
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typedef int bool2[2];
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typedef int bool3[2];
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typedef int bool4[4];
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typedef float3 packed_float3;
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typedef int3 packed_int3;
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# endif
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#endif
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