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