Fix GPU Vertex Layout usage with explicit offsets to properly hash and calculates stride

#3625
This commit is contained in:
Wojtek Figat
2026-01-30 15:10:31 +01:00
parent d18c245730
commit 205a8b2ebe

View File

@@ -59,7 +59,7 @@ namespace
elements.Get()[j].Slot = (byte)slot;
}
}
GPUVertexLayout* result = anyValid ? GPUVertexLayout::Get(elements) : nullptr;
GPUVertexLayout* result = anyValid ? GPUVertexLayout::Get(elements, true) : nullptr;
VertexBufferCache.Add(key, result);
return result;
}
@@ -97,6 +97,7 @@ GPUVertexLayout::GPUVertexLayout()
void GPUVertexLayout::SetElements(const Elements& elements, bool explicitOffsets)
{
uint32 offsets[GPU_MAX_VB_BINDED + 1] = {};
uint32 maxOffset[GPU_MAX_VB_BINDED + 1] = {};
_elements = elements;
for (int32 i = 0; i < _elements.Count(); i++)
{
@@ -108,9 +109,10 @@ void GPUVertexLayout::SetElements(const Elements& elements, bool explicitOffsets
else
e.Offset = (byte)offset;
offset += PixelFormatExtensions::SizeInBytes(e.Format);
maxOffset[e.Slot] = Math::Max(maxOffset[e.Slot], offset);
}
_stride = 0;
for (uint32 offset : offsets)
for (uint32 offset : maxOffset)
_stride += offset;
}
@@ -139,7 +141,7 @@ VertexElement GPUVertexLayout::FindElement(VertexElement::Types type) const
GPUVertexLayout* GPUVertexLayout::Get(const Elements& elements, bool explicitOffsets)
{
// Hash input layout
uint32 hash = 0;
uint32 hash = explicitOffsets ? 131 : 0;
for (const VertexElement& element : elements)
{
CombineHash(hash, GetHash(element));