252 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			252 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2016 by Mike Erwin.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup gpu
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 *
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 * GPU vertex format
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 */
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#pragma once
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#include "BLI_assert.h"
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#include "BLI_compiler_compat.h"
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#include "BLI_math_geom.h"
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#include "GPU_common.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define GPU_VERT_ATTR_MAX_LEN 16
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#define GPU_VERT_ATTR_MAX_NAMES 6
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#define GPU_VERT_ATTR_NAMES_BUF_LEN 256
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#define GPU_VERT_FORMAT_MAX_NAMES 63 /* More than enough, actual max is ~30. */
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/* Computed as GPU_VERT_ATTR_NAMES_BUF_LEN / 30 (actual max format name). */
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#define GPU_MAX_SAFE_ATTR_NAME 12
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typedef enum {
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  GPU_COMP_I8 = 0,
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  GPU_COMP_U8,
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  GPU_COMP_I16,
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  GPU_COMP_U16,
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  GPU_COMP_I32,
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  GPU_COMP_U32,
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  GPU_COMP_F32,
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  GPU_COMP_I10,
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  /* Warning! adjust GPUVertAttr if changing. */
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} GPUVertCompType;
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typedef enum {
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  GPU_FETCH_FLOAT = 0,
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  GPU_FETCH_INT,
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  GPU_FETCH_INT_TO_FLOAT_UNIT, /* 127 (ubyte) -> 0.5 (and so on for other int types) */
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  GPU_FETCH_INT_TO_FLOAT,      /* 127 (any int type) -> 127.0 */
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  /* Warning! adjust GPUVertAttr if changing. */
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} GPUVertFetchMode;
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typedef struct GPUVertAttr {
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  /* GPUVertFetchMode */
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  uint fetch_mode : 2;
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  /* GPUVertCompType */
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  uint comp_type : 3;
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  /* 1 to 4 or 8 or 12 or 16 */
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  uint comp_len : 5;
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  /* size in bytes, 1 to 64 */
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  uint sz : 7;
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  /* from beginning of vertex, in bytes */
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  uint offset : 11;
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  /* up to GPU_VERT_ATTR_MAX_NAMES */
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  uint name_len : 3;
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  uchar names[GPU_VERT_ATTR_MAX_NAMES];
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} GPUVertAttr;
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BLI_STATIC_ASSERT(GPU_VERT_ATTR_NAMES_BUF_LEN <= 256,
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                  "We use uchar as index inside the name buffer "
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                  "so GPU_VERT_ATTR_NAMES_BUF_LEN needs to be "
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                  "smaller than GPUVertFormat->name_offset and "
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                  "GPUVertAttr->names maximum value");
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typedef struct GPUVertFormat {
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  /** 0 to 16 (GPU_VERT_ATTR_MAX_LEN). */
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  uint attr_len : 5;
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  /** Total count of active vertex attribute names. (max GPU_VERT_FORMAT_MAX_NAMES) */
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  uint name_len : 6;
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  /** Stride in bytes, 1 to 1024. */
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  uint stride : 11;
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  /** Has the format been packed. */
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  uint packed : 1;
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  /** Current offset in names[]. */
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  uint name_offset : 8;
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  /** Store each attribute in one contiguous buffer region. */
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  uint deinterleaved : 1;
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  GPUVertAttr attrs[GPU_VERT_ATTR_MAX_LEN];
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  char names[GPU_VERT_ATTR_NAMES_BUF_LEN];
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} GPUVertFormat;
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struct GPUShader;
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void GPU_vertformat_clear(GPUVertFormat *);
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void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src);
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void GPU_vertformat_from_shader(GPUVertFormat *format, const struct GPUShader *shader);
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uint GPU_vertformat_attr_add(
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    GPUVertFormat *, const char *name, GPUVertCompType, uint comp_len, GPUVertFetchMode);
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void GPU_vertformat_alias_add(GPUVertFormat *, const char *alias);
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/**
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 * Makes vertex attribute from the next vertices to be accessible in the vertex shader.
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 * For an attribute named "attr" you can access the next nth vertex using "attr{number}".
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 * Use this function after specifying all the attributes in the format.
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 *
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 * NOTE: This does NOT work when using indexed rendering.
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 * NOTE: Only works for first attribute name. (this limitation can be changed if needed)
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 *
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 * WARNING: this function creates a lot of aliases/attributes, make sure to keep the attribute
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 * name short to avoid overflowing the name-buffer.
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 */
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void GPU_vertformat_multiload_enable(GPUVertFormat *format, int load_count);
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/**
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 * Make attribute layout non-interleaved.
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 * Warning! This does not change data layout!
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 * Use direct buffer access to fill the data.
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 * This is for advanced usage.
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 *
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 * De-interleaved data means all attribute data for each attribute
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 * is stored continuously like this:
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 * 000011112222
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 * instead of:
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 * 012012012012
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 *
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 * \note This is per attribute de-interleaving, NOT per component.
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 */
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void GPU_vertformat_deinterleave(GPUVertFormat *format);
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int GPU_vertformat_attr_id_get(const GPUVertFormat *, const char *name);
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BLI_INLINE const char *GPU_vertformat_attr_name_get(const GPUVertFormat *format,
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                                                    const GPUVertAttr *attr,
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                                                    uint n_idx)
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{
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  return format->names + attr->names[n_idx];
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}
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/**
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 * \warning Can only rename using a string with same character count.
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 * \warning This removes all other aliases of this attribute.
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 */
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void GPU_vertformat_attr_rename(GPUVertFormat *format, int attr, const char *new_name);
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/**
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 * \warning Always add a prefix to the result of this function as
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 * the generated string can start with a number and not be a valid attribute name.
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 */
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void GPU_vertformat_safe_attr_name(const char *attr_name, char *r_safe_name, uint max_len);
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/* format conversion */
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typedef struct GPUPackedNormal {
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  int x : 10;
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  int y : 10;
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  int z : 10;
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  int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */
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} GPUPackedNormal;
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typedef struct GPUNormal {
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  union {
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    GPUPackedNormal low;
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    short high[3];
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  };
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} GPUNormal;
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/* OpenGL ES packs in a different order as desktop GL but component conversion is the same.
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 * Of the code here, only struct GPUPackedNormal needs to change. */
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#define SIGNED_INT_10_MAX 511
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#define SIGNED_INT_10_MIN -512
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BLI_INLINE int clampi(int x, int min_allowed, int max_allowed)
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{
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#if TRUST_NO_ONE
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  assert(min_allowed <= max_allowed);
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#endif
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  if (x < min_allowed) {
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    return min_allowed;
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  }
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  else if (x > max_allowed) {
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    return max_allowed;
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  }
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  else {
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    return x;
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  }
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}
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BLI_INLINE int gpu_convert_normalized_f32_to_i10(float x)
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{
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  int qx = x * 511.0f;
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  return clampi(qx, SIGNED_INT_10_MIN, SIGNED_INT_10_MAX);
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}
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BLI_INLINE int gpu_convert_i16_to_i10(short x)
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{
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  /* 16-bit signed --> 10-bit signed */
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  /* TODO: round? */
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  return x >> 6;
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}
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BLI_INLINE GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3])
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{
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  GPUPackedNormal n = {
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      gpu_convert_normalized_f32_to_i10(data[0]),
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      gpu_convert_normalized_f32_to_i10(data[1]),
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      gpu_convert_normalized_f32_to_i10(data[2]),
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  };
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  return n;
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}
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BLI_INLINE GPUPackedNormal GPU_normal_convert_i10_s3(const short data[3])
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{
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  GPUPackedNormal n = {
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      gpu_convert_i16_to_i10(data[0]),
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      gpu_convert_i16_to_i10(data[1]),
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      gpu_convert_i16_to_i10(data[2]),
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  };
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  return n;
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}
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BLI_INLINE void GPU_normal_convert_v3(GPUNormal *gpu_normal,
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                                      const float data[3],
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                                      const bool do_hq_normals)
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{
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  if (do_hq_normals) {
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    normal_float_to_short_v3(gpu_normal->high, data);
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  }
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  else {
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    gpu_normal->low = GPU_normal_convert_i10_v3(data);
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  }
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}
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#ifdef __cplusplus
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}
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#endif
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