Fixes for Vulkan backend after recent changes
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@@ -206,47 +206,71 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span<GPUVertexLayout*>& layouts)
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return result;
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}
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GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout* reference)
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GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused, bool addMissing)
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{
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GPUVertexLayout* result = base ? base : reference;
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if (base && reference && base != reference)
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{
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bool anyMissing = false;
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const Elements& baseElements = base->GetElements();
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Elements newElements = baseElements;
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for (const VertexElement& e : reference->GetElements())
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bool elementsModified = false;
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Elements newElements = base->GetElements();
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if (removeUnused)
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{
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bool missing = true;
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for (const VertexElement& ee : baseElements)
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for (int32 i = newElements.Count() - 1; i >= 0; i--)
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{
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if (ee.Type == e.Type)
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bool missing = true;
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const VertexElement& e = newElements.Get()[i];
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for (const VertexElement& ee : reference->GetElements())
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{
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missing = false;
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break;
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}
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}
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if (missing)
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{
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// Insert any missing elements
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VertexElement ne = { e.Type, e.Slot, 0, e.PerInstance, e.Format };
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if (e.Type == VertexElement::Types::TexCoord1 || e.Type == VertexElement::Types::TexCoord2 || e.Type == VertexElement::Types::TexCoord3)
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{
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// Alias missing texcoords with existing texcoords
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for (const VertexElement& ee : newElements)
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if (ee.Type == e.Type)
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{
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if (ee.Type == VertexElement::Types::TexCoord0)
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{
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ne = ee;
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ne.Type = e.Type;
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break;
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}
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missing = false;
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break;
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}
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}
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newElements.Add(ne);
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anyMissing = true;
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if (missing)
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{
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// Remove unused element
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newElements.RemoveAtKeepOrder(i);
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elementsModified = true;
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}
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}
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}
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if (anyMissing)
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if (addMissing)
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{
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for (const VertexElement& e : reference->GetElements())
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{
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bool missing = true;
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for (const VertexElement& ee : base->GetElements())
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{
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if (ee.Type == e.Type)
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{
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missing = false;
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break;
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}
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}
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if (missing)
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{
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// Insert any missing elements
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VertexElement ne = { e.Type, e.Slot, 0, e.PerInstance, e.Format };
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if (e.Type == VertexElement::Types::TexCoord1 || e.Type == VertexElement::Types::TexCoord2 || e.Type == VertexElement::Types::TexCoord3)
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{
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// Alias missing texcoords with existing texcoords
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for (const VertexElement& ee : newElements)
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{
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if (ee.Type == VertexElement::Types::TexCoord0)
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{
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ne = ee;
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ne.Type = e.Type;
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break;
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}
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}
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}
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newElements.Add(ne);
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elementsModified = true;
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}
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}
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}
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if (elementsModified)
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result = Get(newElements, true);
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}
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return result;
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@@ -74,8 +74,10 @@ public:
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/// </summary>
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/// <param name="base">The list of vertex buffers for the layout.</param>
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/// <param name="reference">The list of reference inputs.</param>
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/// <param name="removeUnused">True to remove elements from base layout that don't exist in a reference layout.</param>
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/// <param name="addMissing">True to add missing elements to base layout that exist in a reference layout.</param>
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/// <returns>Vertex layout object. Doesn't need to be cleared as it's cached for an application lifetime.</returns>
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static GPUVertexLayout* Merge(GPUVertexLayout* base, GPUVertexLayout* reference);
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static GPUVertexLayout* Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused = false, bool addMissing = true);
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public:
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// [GPUResource]
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