Refactor vertex shaders to use GPUShaderProgramVS::InputElement for input layout data
This commit is contained in:
@@ -122,6 +122,19 @@ public:
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/// </summary>
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class GPUShaderProgramVS : public GPUShaderProgram
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{
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public:
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// Input element run-time data (see VertexShaderMeta::InputElement for compile-time data)
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PACK_STRUCT(struct InputElement
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{
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byte Type; // VertexShaderMeta::InputType
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byte Index;
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byte Format; // PixelFormat
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byte InputSlot;
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uint32 AlignedByteOffset; // Fixed value or INPUT_LAYOUT_ELEMENT_ALIGN if auto
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byte InputSlotClass; // INPUT_LAYOUT_ELEMENT_PER_VERTEX_DATA or INPUT_LAYOUT_ELEMENT_PER_INSTANCE_DATA
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uint32 InstanceDataStepRate; // 0 if per-vertex
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});
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public:
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/// <summary>
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/// Gets input layout description handle (platform dependent).
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@@ -15,32 +15,21 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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{
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case ShaderStage::Vertex:
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{
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D3D11_INPUT_ELEMENT_DESC inputLayoutDesc[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
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// Temporary variables
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byte Type, Format, Index, InputSlot, InputSlotClass;
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uint32 AlignedByteOffset, InstanceDataStepRate;
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// Load Input Layout (it may be empty)
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// Load Input Layout
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byte inputLayoutSize;
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stream.ReadByte(&inputLayoutSize);
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ASSERT(inputLayoutSize <= VERTEX_SHADER_MAX_INPUT_ELEMENTS);
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D3D11_INPUT_ELEMENT_DESC inputLayoutDesc[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
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for (int32 a = 0; a < inputLayoutSize; a++)
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{
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// Read description
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// TODO: maybe use struct and load at once?
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stream.ReadByte(&Type);
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stream.ReadByte(&Index);
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stream.ReadByte(&Format);
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stream.ReadByte(&InputSlot);
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stream.ReadUint32(&AlignedByteOffset);
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stream.ReadByte(&InputSlotClass);
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stream.ReadUint32(&InstanceDataStepRate);
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GPUShaderProgramVS::InputElement inputElement;
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stream.Read(inputElement);
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// Get semantic name
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const char* semanticName = nullptr;
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// TODO: maybe use enum+mapping ?
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switch (Type)
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switch (inputElement.Type)
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{
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case 1:
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semanticName = "POSITION";
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@@ -70,7 +59,7 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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semanticName = "BLENDWEIGHT";
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break;
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default:
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LOG(Fatal, "Invalid vertex shader element semantic type: {0}", Type);
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LOG(Fatal, "Invalid vertex shader element semantic type: {0}", inputElement.Type);
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break;
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}
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@@ -78,12 +67,12 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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inputLayoutDesc[a] =
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{
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semanticName,
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static_cast<UINT>(Index),
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static_cast<DXGI_FORMAT>(Format),
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static_cast<UINT>(InputSlot),
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static_cast<UINT>(AlignedByteOffset),
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static_cast<D3D11_INPUT_CLASSIFICATION>(InputSlotClass),
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static_cast<UINT>(InstanceDataStepRate)
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static_cast<UINT>(inputElement.Index),
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static_cast<DXGI_FORMAT>(inputElement.Format),
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static_cast<UINT>(inputElement.InputSlot),
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static_cast<UINT>(inputElement.AlignedByteOffset),
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static_cast<D3D11_INPUT_CLASSIFICATION>(inputElement.InputSlotClass),
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static_cast<UINT>(inputElement.InstanceDataStepRate)
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};
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}
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@@ -20,32 +20,21 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
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{
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case ShaderStage::Vertex:
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{
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D3D12_INPUT_ELEMENT_DESC inputLayout[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
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// Temporary variables
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byte Type, Format, Index, InputSlot, InputSlotClass;
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uint32 AlignedByteOffset, InstanceDataStepRate;
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// Load Input Layout (it may be empty)
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byte inputLayoutSize;
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stream.ReadByte(&inputLayoutSize);
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ASSERT(inputLayoutSize <= VERTEX_SHADER_MAX_INPUT_ELEMENTS);
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D3D12_INPUT_ELEMENT_DESC inputLayout[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
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for (int32 a = 0; a < inputLayoutSize; a++)
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{
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// Read description
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// TODO: maybe use struct and load at once?
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stream.ReadByte(&Type);
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stream.ReadByte(&Index);
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stream.ReadByte(&Format);
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stream.ReadByte(&InputSlot);
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stream.ReadUint32(&AlignedByteOffset);
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stream.ReadByte(&InputSlotClass);
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stream.ReadUint32(&InstanceDataStepRate);
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GPUShaderProgramVS::InputElement inputElement;
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stream.Read(inputElement);
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// Get semantic name
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const char* semanticName = nullptr;
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// TODO: maybe use enum+mapping ?
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switch (Type)
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switch (inputElement.Type)
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{
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case 1:
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semanticName = "POSITION";
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@@ -75,7 +64,7 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
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semanticName = "BLENDWEIGHT";
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break;
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default:
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LOG(Fatal, "Invalid vertex shader element semantic type: {0}", Type);
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LOG(Fatal, "Invalid vertex shader element semantic type: {0}", inputElement.Type);
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break;
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}
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@@ -83,12 +72,12 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
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inputLayout[a] =
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{
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semanticName,
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static_cast<UINT>(Index),
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static_cast<DXGI_FORMAT>(Format),
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static_cast<UINT>(InputSlot),
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static_cast<UINT>(AlignedByteOffset),
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static_cast<D3D12_INPUT_CLASSIFICATION>(InputSlotClass),
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static_cast<UINT>(InstanceDataStepRate)
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static_cast<UINT>(inputElement.Index),
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static_cast<DXGI_FORMAT>(inputElement.Format),
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static_cast<UINT>(inputElement.InputSlot),
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static_cast<UINT>(inputElement.AlignedByteOffset),
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static_cast<D3D12_INPUT_CLASSIFICATION>(inputElement.InputSlotClass),
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static_cast<UINT>(inputElement.InstanceDataStepRate)
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};
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}
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@@ -14,9 +14,9 @@
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#include "Engine/Graphics/PixelFormatExtensions.h"
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#if PLATFORM_DESKTOP
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#define VULKAN_UNIFORM_RING_BUFFER_SIZE 24 * 1024 * 1024
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#define VULKAN_UNIFORM_RING_BUFFER_SIZE (24 * 1024 * 1024)
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#else
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#define VULKAN_UNIFORM_RING_BUFFER_SIZE 8 * 1024 * 1024
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#define VULKAN_UNIFORM_RING_BUFFER_SIZE (8 * 1024 * 1024)
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#endif
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UniformBufferUploaderVulkan::UniformBufferUploaderVulkan(GPUDeviceVulkan* device)
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@@ -153,10 +153,6 @@ GPUShaderProgram* GPUShaderVulkan::CreateGPUShaderProgram(ShaderStage type, cons
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vertexBindingDescriptions[i].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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}
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// Temporary variables
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byte Type, Format, Index, InputSlot, InputSlotClass;
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uint32 AlignedByteOffset, InstanceDataStepRate;
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// Load Input Layout (it may be empty)
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byte inputLayoutSize;
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stream.ReadByte(&inputLayoutSize);
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@@ -167,32 +163,26 @@ GPUShaderProgram* GPUShaderVulkan::CreateGPUShaderProgram(ShaderStage type, cons
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for (int32 a = 0; a < inputLayoutSize; a++)
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{
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// Read description
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// TODO: maybe use struct and load at once?
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stream.ReadByte(&Type);
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stream.ReadByte(&Index);
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stream.ReadByte(&Format);
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stream.ReadByte(&InputSlot);
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stream.ReadUint32(&AlignedByteOffset);
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stream.ReadByte(&InputSlotClass);
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stream.ReadUint32(&InstanceDataStepRate);
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GPUShaderProgramVS::InputElement inputElement;
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stream.Read(inputElement);
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const auto size = PixelFormatExtensions::SizeInBytes((PixelFormat)Format);
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if (AlignedByteOffset != INPUT_LAYOUT_ELEMENT_ALIGN)
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offset = AlignedByteOffset;
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const auto size = PixelFormatExtensions::SizeInBytes((PixelFormat)inputElement.Format);
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if (inputElement.AlignedByteOffset != INPUT_LAYOUT_ELEMENT_ALIGN)
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offset = inputElement.AlignedByteOffset;
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auto& vertexBindingDescription = vertexBindingDescriptions[InputSlot];
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vertexBindingDescription.binding = InputSlot;
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auto& vertexBindingDescription = vertexBindingDescriptions[inputElement.InputSlot];
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vertexBindingDescription.binding = inputElement.InputSlot;
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vertexBindingDescription.stride = Math::Max(vertexBindingDescription.stride, (uint32_t)(offset + size));
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vertexBindingDescription.inputRate = InputSlotClass == INPUT_LAYOUT_ELEMENT_PER_VERTEX_DATA ? VK_VERTEX_INPUT_RATE_VERTEX : VK_VERTEX_INPUT_RATE_INSTANCE;
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ASSERT(InstanceDataStepRate == 0 || InstanceDataStepRate == 1);
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vertexBindingDescription.inputRate = inputElement.InputSlotClass == INPUT_LAYOUT_ELEMENT_PER_VERTEX_DATA ? VK_VERTEX_INPUT_RATE_VERTEX : VK_VERTEX_INPUT_RATE_INSTANCE;
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ASSERT(inputElement.InstanceDataStepRate == 0 || inputElement.InstanceDataStepRate == 1);
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auto& vertexAttributeDescription = vertexAttributeDescriptions[a];
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vertexAttributeDescription.location = a;
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vertexAttributeDescription.binding = InputSlot;
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vertexAttributeDescription.format = RenderToolsVulkan::ToVulkanFormat((PixelFormat)Format);
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vertexAttributeDescription.binding = inputElement.InputSlot;
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vertexAttributeDescription.format = RenderToolsVulkan::ToVulkanFormat((PixelFormat)inputElement.Format);
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vertexAttributeDescription.offset = offset;
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bindingsCount = Math::Max(bindingsCount, (uint32)InputSlot + 1);
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bindingsCount = Math::Max(bindingsCount, (uint32)inputElement.InputSlot + 1);
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offset += size;
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}
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@@ -460,16 +460,15 @@ bool ShaderCompiler::WriteCustomDataVS(ShaderCompilationContext* context, Shader
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auto& element = layout[a];
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if (!layoutVisible[a])
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continue;
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// TODO: serialize whole struct?
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output->WriteByte(static_cast<byte>(element.Type));
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output->WriteByte(element.Index);
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output->WriteByte(static_cast<byte>(element.Format));
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output->WriteByte(element.InputSlot);
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output->WriteUint32(element.AlignedByteOffset);
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output->WriteByte(element.InputSlotClass);
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output->WriteUint32(element.InstanceDataStepRate);
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GPUShaderProgramVS::InputElement data;
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data.Type = static_cast<byte>(element.Type);
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data.Index = element.Index;
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data.Format = static_cast<byte>(element.Format);
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data.InputSlot = element.InputSlot;
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data.AlignedByteOffset = element.AlignedByteOffset;
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data.InputSlotClass = element.InputSlotClass;
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data.InstanceDataStepRate = element.InstanceDataStepRate;
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output->Write(data);
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}
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return false;
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