EG/RenderPipelineFile/rpcore/native/source/gpu_command.I
2026-02-25 14:56:09 +08:00

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/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "stdint.h"
/**
* @brief Appends an integer to the GPUCommand.
* @details This adds an integer to the back of the GPUCommand. Depending on the
* setting in convert_int_to_float, this will either just convert the int to a
* float by casting it, or just do a bitwise copy.
*
* @param v The integer to append.
*/
inline void GPUCommand::push_int(int v) {
push_float(convert_int_to_float(v));
}
/**
* @brief Internal method to convert an integer to float
* @details This methods gets called by the GPUCommand::push_int, and manages
* storing an integer in a floating point variable. There are two options,
* which are documented inside of the method.
*
* @param v Integer to convert
* @return Float-representation of that integer, either casted or binary converted.s
*/
inline float GPUCommand::convert_int_to_float(int v) const {
#if !PACK_INT_AS_FLOAT
// Just round to float, can cause rounding issues tho
return (float)v;
#else
assert(sizeof(float) == 4); // We really need this for packing! Better
// throw an error if the compiler uses more
// than 4 bytes.
// Simple binary conversion, assuming sizeof(int) == sizeof(float)
union { int32_t _int; float _float; } converter = { (int32_t)v };
return converter._float;
#endif
}
/**
* @brief Appends a float to the GPUCommand.
* @details This adds an integer to the back of the GPUCommand. Its used by all
* other push_xxx methods, and simply stores the value, then increments the write
* pointer. When the amount of floats exceeds the capacity of the GPUCommand,
* an error will be printed, and the method returns without doing anything else.
*
* @param v The float to append.
*/
inline void GPUCommand::push_float(float v) {
if (_current_index >= GPU_COMMAND_ENTRIES) {
gpucommand_cat.error() << "Out of bounds! Exceeded command size of " << GPU_COMMAND_ENTRIES << endl;
return;
}
_data[_current_index++] = v;
}
/**
* @brief Appends a 3-component floating point vector to the GPUCommand.
* @details This appends a 3-component floating point vector to the command.
* It basically just calls push_float() for every component, in the order
* x, y, z, which causes the vector to occupy the space of 3 floats.
*
* @param v Int-Vector to append.
*/
inline void GPUCommand::push_vec3(const LVecBase3f &v) {
push_float(v.get_x());
push_float(v.get_y());
push_float(v.get_z());
}
/**
* @brief Appends a 3-component integer vector to the GPUCommand.
* @details This appends a 3-component integer vector to the command.
* It basically just calls push_int() for every component, in the order
* x, y, z, which causes the vector to occupy the space of 3 floats.
*
* @param v Int-Vector to append.
*/
inline void GPUCommand::push_vec3(const LVecBase3i &v) {
push_int(v.get_x());
push_int(v.get_y());
push_int(v.get_z());
}
/**
* @brief Appends a 4-component floating point vector to the GPUCommand.
* @details This appends a 4-component floating point vector to the command.
* It basically just calls push_float() for every component, in the order
* x, y, z, which causes the vector to occupy the space of 3 floats.
*
* @param v Int-Vector to append.
*/
inline void GPUCommand::push_vec4(const LVecBase4f &v) {
push_float(v.get_x());
push_float(v.get_y());
push_float(v.get_z());
push_float(v.get_w());
}
/**
* @brief Appends a 4-component integer vector to the GPUCommand.
* @details This appends a 4-component integer vector to the command.
* It basically just calls push_int() for every component, in the order
* x, y, z, w, which causes the vector to occupy the space of 4 floats.
*
* @param v Int-Vector to append.
*/
inline void GPUCommand::push_vec4(const LVecBase4i &v) {
push_int(v.get_x());
push_int(v.get_y());
push_int(v.get_z());
push_int(v.get_w());
}
/**
* @brief Appends a floating point 3x3 matrix to the GPUCommand.
* @details This appends a floating point 3x3 matrix to the GPUCommand, by
* pushing all components in row-order to the command. This occupies a space of
* 9 floats.
*
* @param v Matrix to append
*/
inline void GPUCommand::push_mat3(const LMatrix3f &v) {
for (size_t i = 0; i < 3; ++i) {
for (size_t j = 0; j < 3; ++j) {
push_float(v.get_cell(i, j));
}
}
}
/**
* @brief Appends a floating point 4x4 matrix to the GPUCommand.
* @details This appends a floating point 4x4 matrix to the GPUCommand, by
* pushing all components in row-order to the command. This occupies a space of
* 16 floats.
*
* @param v Matrix to append
*/
inline void GPUCommand::push_mat4(const LMatrix4f &v) {
for (size_t i = 0; i < 4; ++i) {
for (size_t j = 0; j < 4; ++j) {
push_float(v.get_cell(i, j));
}
}
}
/**
* @brief Returns whether integers are packed as floats.
* @details This returns how integer are packed into the data stream. If the
* returned value is true, then integers are packed using their binary
* representation converted to floating point format. If the returned value
* is false, then integers are packed by simply casting them to float,
* e.g. val = (float)i;
* @return The integer representation flag
*/
inline bool GPUCommand::get_uses_integer_packing() {
return PACK_INT_AS_FLOAT;
}