Add vertex shader input layout reading via shader compiler reflection to handle missing vertex elements binding when explicit layout got deprecated

This commit is contained in:
Wojtek Figat
2025-01-07 23:26:06 +01:00
parent 7f0d852f49
commit 7aa240e5eb
20 changed files with 350 additions and 232 deletions

View File

@@ -26,7 +26,7 @@ ID3D11InputLayout* GPUShaderProgramVSDX11::GetInputLayout(GPUVertexLayoutDX11* v
{
if (vertexLayout && vertexLayout->InputElementsCount)
{
auto mergedVertexLayout = (GPUVertexLayoutDX11*)GPUVertexLayout::Merge(vertexLayout, Layout);
auto mergedVertexLayout = (GPUVertexLayoutDX11*)GPUVertexLayout::Merge(vertexLayout, Layout ? Layout : InputLayout);
LOG_DIRECTX_RESULT(vertexLayout->GetDevice()->GetDevice()->CreateInputLayout(mergedVertexLayout->InputElements, mergedVertexLayout->InputElementsCount, Bytecode.Get(), Bytecode.Length(), &inputLayout));
}
_cache.Add(vertexLayout, inputLayout);
@@ -42,42 +42,30 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
{
case ShaderStage::Vertex:
{
// Load Input Layout
GPUVertexLayout* vertexLayout = ReadVertexLayout(stream);
// Create shader
GPUVertexLayout* inputLayout, *vertexLayout;
ReadVertexLayout(stream, inputLayout, vertexLayout);
ID3D11VertexShader* buffer = nullptr;
result = _device->GetDevice()->CreateVertexShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
// Create object
shader = New<GPUShaderProgramVSDX11>(initializer, buffer, vertexLayout, bytecode);
shader = New<GPUShaderProgramVSDX11>(initializer, buffer, inputLayout, vertexLayout, bytecode);
break;
}
#if GPU_ALLOW_TESSELLATION_SHADERS
case ShaderStage::Hull:
{
// Read control points
int32 controlPointsCount;
stream.ReadInt32(&controlPointsCount);
// Create shader
ID3D11HullShader* buffer = nullptr;
result = _device->GetDevice()->CreateHullShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
// Create object
shader = New<GPUShaderProgramHSDX11>(initializer, buffer, controlPointsCount);
break;
}
case ShaderStage::Domain:
{
// Create shader
ID3D11DomainShader* buffer = nullptr;
result = _device->GetDevice()->CreateDomainShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
// Create object
shader = New<GPUShaderProgramDSDX11>(initializer, buffer);
break;
}
@@ -92,35 +80,26 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
#if GPU_ALLOW_GEOMETRY_SHADERS
case ShaderStage::Geometry:
{
// Create shader
ID3D11GeometryShader* buffer = nullptr;
result = _device->GetDevice()->CreateGeometryShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
// Create object
shader = New<GPUShaderProgramGSDX11>(initializer, buffer);
break;
}
#endif
case ShaderStage::Pixel:
{
// Create shader
ID3D11PixelShader* buffer = nullptr;
result = _device->GetDevice()->CreatePixelShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
// Create object
shader = New<GPUShaderProgramPSDX11>(initializer, buffer);
break;
}
case ShaderStage::Compute:
{
// Create shader
ID3D11ComputeShader* buffer = nullptr;
result = _device->GetDevice()->CreateComputeShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
// Create object
shader = New<GPUShaderProgramCSDX11>(initializer, buffer);
break;
}

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@@ -58,9 +58,10 @@ private:
Dictionary<class GPUVertexLayoutDX11*, ID3D11InputLayout*> _cache;
public:
GPUShaderProgramVSDX11(const GPUShaderProgramInitializer& initializer, ID3D11VertexShader* buffer, GPUVertexLayout* vertexLayout, Span<byte> bytecode)
GPUShaderProgramVSDX11(const GPUShaderProgramInitializer& initializer, ID3D11VertexShader* buffer, GPUVertexLayout* inputLayout, GPUVertexLayout* vertexLayout, Span<byte> bytecode)
: GPUShaderProgramDX11(initializer, buffer)
{
InputLayout = inputLayout;
Layout = vertexLayout;
Bytecode.Copy(bytecode);
}

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@@ -124,7 +124,7 @@ void DescriptorHeapWithSlotsDX12::ReleaseSlot(uint32 index)
{
uint32& value = _usage[index / 32];
const uint32 mask = 1 << (index & 31);
ASSERT_LOW_LAYER((value & mask) == mask);
//ASSERT_LOW_LAYER((value & mask) == mask);
value &= ~mask;
}

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@@ -180,7 +180,7 @@ bool GPUPipelineStateDX12::Init(const Description& desc)
INIT_SHADER_STAGE(PS, GPUShaderProgramPSDX12);
// Input Assembly
VertexLayout = desc.VS ? (GPUVertexLayoutDX12*)desc.VS->Layout : nullptr;
VertexLayout = desc.VS ? (GPUVertexLayoutDX12*)(desc.VS->Layout ? desc.VS->Layout : desc.VS->InputLayout) : nullptr;
const D3D12_PRIMITIVE_TOPOLOGY_TYPE primTypes1[] =
{
D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED,

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@@ -19,8 +19,9 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
{
case ShaderStage::Vertex:
{
GPUVertexLayout* vertexLayout = ReadVertexLayout(stream);
shader = New<GPUShaderProgramVSDX12>(initializer, header, bytecode, vertexLayout);
GPUVertexLayout* inputLayout, *vertexLayout;
ReadVertexLayout(stream, inputLayout, vertexLayout);
shader = New<GPUShaderProgramVSDX12>(initializer, header, bytecode, inputLayout, vertexLayout);
break;
}
#if GPU_ALLOW_TESSELLATION_SHADERS

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@@ -46,9 +46,10 @@ public:
class GPUShaderProgramVSDX12 : public GPUShaderProgramDX12<GPUShaderProgramVS>
{
public:
GPUShaderProgramVSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode, GPUVertexLayout* vertexLayout)
GPUShaderProgramVSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode, GPUVertexLayout* inputLayout, GPUVertexLayout* vertexLayout)
: GPUShaderProgramDX12(initializer, header, bytecode)
{
InputLayout = inputLayout;
Layout = vertexLayout;
}
};

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@@ -320,7 +320,7 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
_desc.pStages = _shaderStages;
// Input Assembly
VertexShaderLayout = desc.VS ? (GPUVertexLayoutVulkan*)desc.VS->Layout : nullptr;
VertexShaderLayout = desc.VS ? (GPUVertexLayoutVulkan*)(desc.VS->Layout ? desc.VS->Layout : desc.VS->InputLayout) : nullptr;
RenderToolsVulkan::ZeroStruct(_descInputAssembly, VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO);;
switch (desc.PrimitiveTopology)
{

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@@ -66,9 +66,10 @@ public:
class GPUShaderProgramVSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramVS>
{
public:
GPUShaderProgramVSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule, GPUVertexLayout* vertexLayout)
GPUShaderProgramVSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule, GPUVertexLayout* inputLayout, GPUVertexLayout* vertexLayout)
: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
{
InputLayout = inputLayout;
Layout = vertexLayout;
}
};

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@@ -138,8 +138,9 @@ GPUShaderProgram* GPUShaderVulkan::CreateGPUShaderProgram(ShaderStage type, cons
{
case ShaderStage::Vertex:
{
GPUVertexLayout* vertexLayout = ReadVertexLayout(stream);
shader = New<GPUShaderProgramVSVulkan>(_device, initializer, header->DescriptorInfo, shaderModule, vertexLayout);
GPUVertexLayout* inputLayout, *vertexLayout;
ReadVertexLayout(stream, inputLayout, vertexLayout);
shader = New<GPUShaderProgramVSVulkan>(_device, initializer, header->DescriptorInfo, shaderModule, inputLayout, vertexLayout);
break;
}
#if GPU_ALLOW_TESSELLATION_SHADERS