This adds generic attribute rendering support for meshes for Eevee and
Workbench. Each attribute is stored inside of the MeshBufferList as a
separate VBO, with a maximum of GPU_MAX_ATTR VBOs for consistency with
the GPU shader compilation code.
Since DRW_MeshCDMask is not general enough, attribute requests are
stored in new DRW_AttributeRequest structures inside of a convenient
DRW_MeshAttributes structure. The latter is used in a similar manner
as DRW_MeshCDMask, with the MeshBatchCache keeping track of needed,
used, and used-over-time attributes. Again, GPU_MAX_ATTR is used in
DRW_MeshAttributes to prevent too many attributes being used.
To ensure thread-safety when updating the used attributes list, a mutex
is added to the Mesh runtime. This mutex will also be used in the future
for other things when other part of the rendre pre-processing are multi-threaded.
GPU_BATCH_VBO_MAX_LEN was increased to 16 in order to accommodate for
this design.
Since CD_PROP_COLOR are a valid attribute type, sculpt vertex colors
are now handled using this system to avoid to complicate things. In the
future regular vertex colors will also use this. From this change, bit
operations for DRW_MeshCDMask are now using uint32_t (to match the
representation now used by the compiler).
Due to the difference in behavior for implicit type conversion for scalar types
between OpenGL and what users expect (a scalar s is converted to
vec4(s, 0, 0, 1) by OpenGL, vs. vec4(s, s, s, 1) in Blender's various node graphs) ,
all scalar types are using a float3 internally for now, which increases memory usage.
This will be resolved during or after the EEVEE rewrite as properly handling
this involves much deeper changes.
Ref T85075



