Add Chromium-only Blender WebEngine parity work
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124
blender-5.2.0/source/blender/gpu/GPU_primitive.hh
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124
blender-5.2.0/source/blender/gpu/GPU_primitive.hh
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/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
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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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* GPU geometric primitives
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*/
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#pragma once
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#include "BLI_assert.h"
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#include "BLI_sys_types.h"
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namespace blender {
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enum GPUPrimType : int8_t {
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GPU_PRIM_POINTS,
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GPU_PRIM_LINES,
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GPU_PRIM_TRIS,
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GPU_PRIM_LINE_STRIP,
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GPU_PRIM_LINE_LOOP, /* GL has this, Vulkan and Metal do not */
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GPU_PRIM_TRI_STRIP,
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GPU_PRIM_TRI_FAN, /* Metal API does not support this. */
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/* Metal API does not support ADJ primitive types but
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* handled via the geometry-shader-alternative path. */
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GPU_PRIM_LINES_ADJ,
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GPU_PRIM_TRIS_ADJ,
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GPU_PRIM_LINE_STRIP_ADJ,
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GPU_PRIM_NONE,
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};
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/* what types of primitives does each shader expect? */
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enum GPUPimClass {
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GPU_PRIM_CLASS_NONE = 0,
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GPU_PRIM_CLASS_POINT = (1 << 0),
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GPU_PRIM_CLASS_LINE = (1 << 1),
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GPU_PRIM_CLASS_SURFACE = (1 << 2),
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GPU_PRIM_CLASS_ANY = GPU_PRIM_CLASS_POINT | GPU_PRIM_CLASS_LINE | GPU_PRIM_CLASS_SURFACE,
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};
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inline int gpu_get_prim_count_from_type(uint vertex_len, GPUPrimType prim_type)
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{
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/* does vertex_len make sense for this primitive type? */
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if (vertex_len == 0) {
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return 0;
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}
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switch (prim_type) {
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case GPU_PRIM_POINTS:
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return vertex_len;
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case GPU_PRIM_LINES:
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BLI_assert(vertex_len % 2 == 0);
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return vertex_len / 2;
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case GPU_PRIM_LINE_STRIP:
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return vertex_len - 1;
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case GPU_PRIM_LINE_LOOP:
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return vertex_len;
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case GPU_PRIM_LINES_ADJ:
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BLI_assert(vertex_len % 4 == 0);
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return vertex_len / 4;
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case GPU_PRIM_LINE_STRIP_ADJ:
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return vertex_len - 2;
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case GPU_PRIM_TRIS:
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BLI_assert(vertex_len % 3 == 0);
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return vertex_len / 3;
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case GPU_PRIM_TRI_STRIP:
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BLI_assert(vertex_len >= 3);
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return vertex_len - 2;
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case GPU_PRIM_TRI_FAN:
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BLI_assert(vertex_len >= 3);
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return vertex_len - 2;
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case GPU_PRIM_TRIS_ADJ:
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BLI_assert(vertex_len % 6 == 0);
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return vertex_len / 6;
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default:
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BLI_assert_unreachable();
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return 0;
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}
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}
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inline bool is_restart_compatible(GPUPrimType type)
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{
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switch (type) {
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case GPU_PRIM_POINTS:
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case GPU_PRIM_LINES:
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case GPU_PRIM_TRIS:
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case GPU_PRIM_LINES_ADJ:
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case GPU_PRIM_TRIS_ADJ:
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case GPU_PRIM_NONE:
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default: {
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return false;
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}
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case GPU_PRIM_LINE_STRIP:
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case GPU_PRIM_LINE_LOOP:
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case GPU_PRIM_TRI_STRIP:
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case GPU_PRIM_TRI_FAN:
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case GPU_PRIM_LINE_STRIP_ADJ: {
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return true;
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}
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}
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return false;
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}
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/**
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* TODO: Improve error checking by validating that the shader is suited for this primitive type.
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* GPUPrimClass GPU_primtype_class(GPUPrimType);
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* bool GPU_primtype_belongs_to_class(GPUPrimType, GPUPrimClass);
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*/
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} // namespace blender
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