Improve GPU vertex layout binding in case of missing element from the mesh

This commit is contained in:
Wojtek Figat
2025-01-03 01:09:25 +01:00
parent 348f17479d
commit 7b7dd9d142
17 changed files with 168 additions and 92 deletions

View File

@@ -36,27 +36,22 @@ static bool CheckDX12Support(IDXGIAdapter* adapter)
return false;
}
GPUVertexLayoutDX12::GPUVertexLayoutDX12(GPUDeviceDX12* device, const Elements& elements)
GPUVertexLayoutDX12::GPUVertexLayoutDX12(GPUDeviceDX12* device, const Elements& elements, bool explicitOffsets)
: GPUResourceDX12<GPUVertexLayout>(device, StringView::Empty)
, InputElementsCount(elements.Count())
{
uint32 offsets[GPU_MAX_VB_BINDED] = {};
SetElements(elements, explicitOffsets);
for (int32 i = 0; i < elements.Count(); i++)
{
const VertexElement& src = elements.Get()[i];
const VertexElement& src = GetElements().Get()[i];
D3D12_INPUT_ELEMENT_DESC& dst = InputElements[i];
uint32& offset = offsets[src.Slot];
if (src.Offset != 0)
offset = src.Offset;
dst.SemanticName = RenderToolsDX::GetVertexInputSemantic(src.Type, dst.SemanticIndex);
dst.Format = RenderToolsDX::ToDxgiFormat(src.Format);
dst.InputSlot = src.Slot;
dst.AlignedByteOffset = offset;
dst.AlignedByteOffset = src.Offset;
dst.InputSlotClass = src.PerInstance ? D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA : D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
dst.InstanceDataStepRate = src.PerInstance ? 1 : 0;
offset += PixelFormatExtensions::SizeInBytes(src.Format);
}
SetElements(elements, offsets);
}
GPUDevice* GPUDeviceDX12::Create()
@@ -868,9 +863,9 @@ GPUSampler* GPUDeviceDX12::CreateSampler()
return New<GPUSamplerDX12>(this);
}
GPUVertexLayout* GPUDeviceDX12::CreateVertexLayout(const VertexElements& elements)
GPUVertexLayout* GPUDeviceDX12::CreateVertexLayout(const VertexElements& elements, bool explicitOffsets)
{
return New<GPUVertexLayoutDX12>(this, elements);
return New<GPUVertexLayoutDX12>(this, elements, explicitOffsets);
}
GPUSwapChain* GPUDeviceDX12::CreateSwapChain(Window* window)