153 lines
3.7 KiB
C
153 lines
3.7 KiB
C
/* SPDX-FileCopyrightText: 2022 Blender Foundation
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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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#ifndef USE_GPU_SHADER_CREATE_INFO
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# include "GPU_shader_shared_utils.h"
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typedef struct TestOutputRawData TestOutputRawData;
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#endif
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/* NOTE: float3 has differing stride and alignment rules across different GPU back-ends. If 12 byte
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* stride and alignment is essential, use `packed_float3` to avoid data read issues. This is
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* required in the common use-case where a float3 and an int/float are paired together for optimal
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* data transfer. */
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enum eGPUKeyframeShapes {
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GPU_KEYFRAME_SHAPE_DIAMOND = (1u << 0u),
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GPU_KEYFRAME_SHAPE_CIRCLE = (1u << 1u),
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GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL = (1u << 2u),
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GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL = (1u << 3u),
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GPU_KEYFRAME_SHAPE_INNER_DOT = (1u << 4u),
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GPU_KEYFRAME_SHAPE_ARROW_END_MAX = (1u << 8u),
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GPU_KEYFRAME_SHAPE_ARROW_END_MIN = (1u << 9u),
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GPU_KEYFRAME_SHAPE_ARROW_END_MIXED = (1u << 10u),
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GPU_KEYFRAME_SHAPE_SQUARE = (GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL |
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GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL),
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};
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struct NodeLinkData {
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float4 colors[3];
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/* bezierPts Is actually a float2, but due to std140 each element needs to be aligned to 16
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* bytes. */
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float4 bezierPts[4];
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bool1 doArrow;
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bool1 doMuted;
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float dim_factor;
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float thickness;
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float dash_factor;
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float dash_alpha;
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float expandSize;
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float arrowSize;
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};
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BLI_STATIC_ASSERT_ALIGN(struct NodeLinkData, 16)
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struct NodeLinkInstanceData {
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float4 colors[6];
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float expandSize;
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float arrowSize;
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float2 _pad;
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};
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BLI_STATIC_ASSERT_ALIGN(struct NodeLinkInstanceData, 16)
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struct GPencilStrokeData {
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float2 viewport;
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float pixsize;
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float objscale;
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float pixfactor;
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int xraymode;
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int caps_start;
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int caps_end;
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bool1 keep_size;
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bool1 fill_stroke;
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float2 _pad;
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};
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BLI_STATIC_ASSERT_ALIGN(struct GPencilStrokeData, 16)
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struct GPUClipPlanes {
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float4x4 ClipModelMatrix;
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float4 world[6];
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};
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BLI_STATIC_ASSERT_ALIGN(struct GPUClipPlanes, 16)
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struct SimpleLightingData {
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float4 l_color;
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packed_float3 light;
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float _pad;
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};
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BLI_STATIC_ASSERT_ALIGN(struct SimpleLightingData, 16)
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#define MAX_CALLS 16
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struct MultiIconCallData {
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float4 calls_data[MAX_CALLS * 3];
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};
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BLI_STATIC_ASSERT_ALIGN(struct MultiIconCallData, 16)
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enum TestStatus {
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TEST_STATUS_NONE = 0u,
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TEST_STATUS_PASSED = 1u,
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TEST_STATUS_FAILED = 2u,
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};
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enum TestType {
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TEST_TYPE_BOOL = 0u,
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TEST_TYPE_UINT = 1u,
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TEST_TYPE_INT = 2u,
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TEST_TYPE_FLOAT = 3u,
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TEST_TYPE_IVEC2 = 4u,
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TEST_TYPE_IVEC3 = 5u,
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TEST_TYPE_IVEC4 = 6u,
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TEST_TYPE_UVEC2 = 7u,
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TEST_TYPE_UVEC3 = 8u,
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TEST_TYPE_UVEC4 = 9u,
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TEST_TYPE_VEC2 = 10u,
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TEST_TYPE_VEC3 = 11u,
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TEST_TYPE_VEC4 = 12u,
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TEST_TYPE_MAT2X2 = 13u,
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TEST_TYPE_MAT2X3 = 14u,
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TEST_TYPE_MAT2X4 = 15u,
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TEST_TYPE_MAT3X2 = 16u,
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TEST_TYPE_MAT3X3 = 17u,
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TEST_TYPE_MAT3X4 = 18u,
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TEST_TYPE_MAT4X2 = 19u,
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TEST_TYPE_MAT4X3 = 20u,
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TEST_TYPE_MAT4X4 = 21u,
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};
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/** \note Contains arrays of scalar. To be use only with SSBOs to avoid padding issues. */
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struct TestOutputRawData {
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uint data[16];
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};
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BLI_STATIC_ASSERT_ALIGN(struct TestOutputRawData, 16)
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struct TestOutput {
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TestOutputRawData expect;
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TestOutputRawData result;
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/** TestStatus. */
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uint status;
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/** Line error in the glsl file. */
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int line;
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/** TestType of expect and result. */
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uint type;
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int _pad0;
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};
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BLI_STATIC_ASSERT_ALIGN(struct TestOutput, 16)
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#ifdef GPU_SHADER
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TestOutput test_output(
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TestOutputRawData expect, TestOutputRawData result, bool status, int line, uint type)
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{
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TestOutput test;
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test.expect = expect;
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test.result = result;
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test.status = status ? TEST_STATUS_PASSED : TEST_STATUS_FAILED;
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test.line = line;
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test.type = type;
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return test;
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}
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#endif
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