Add stride to GPUVertexLayout

This commit is contained in:
Wojtek Figat
2024-12-17 15:58:26 +01:00
parent d1ac9cd2bc
commit 80299c8552
8 changed files with 74 additions and 13 deletions

View File

@@ -6,6 +6,7 @@
#include "GPUBufferDescription.h"
#include "PixelFormatExtensions.h"
#include "RenderTask.h"
#include "Shaders/GPUVertexLayout.h"
#include "Async/Tasks/GPUCopyResourceTask.h"
#include "Engine/Core/Utilities.h"
#include "Engine/Core/Types/String.h"
@@ -75,6 +76,20 @@ GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint3
return desc;
}
GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint32 elementsCount, const void* data)
{
const uint32 stride = layout ? layout->GetStride() : 0;
CHECK_RETURN_DEBUG(stride, GPUBufferDescription());
return Vertex(layout, stride, elementsCount, data);
}
GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint32 elementsCount, GPUResourceUsage usage)
{
const uint32 stride = layout ? layout->GetStride() : 0;
CHECK_RETURN_DEBUG(stride, GPUBufferDescription());
return Vertex(layout, stride, elementsCount, usage);
}
void GPUBufferDescription::Clear()
{
Platform::MemoryClear(this, sizeof(GPUBufferDescription));

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@@ -202,6 +202,24 @@ public:
/// <returns>The buffer description.</returns>
static GPUBufferDescription Vertex(GPUVertexLayout* layout, uint32 elementStride, uint32 elementsCount, GPUResourceUsage usage = GPUResourceUsage::Default);
/// <summary>
/// Creates vertex buffer description.
/// </summary>
/// <param name="layout">The vertex buffer layout.</param>
/// <param name="elementsCount">The elements count.</param>
/// <param name="data">The data.</param>
/// <returns>The buffer description.</returns>
static GPUBufferDescription Vertex(GPUVertexLayout* layout, uint32 elementsCount, const void* data);
/// <summary>
/// Creates vertex buffer description.
/// </summary>
/// <param name="layout">The vertex buffer layout.</param>
/// <param name="elementsCount">The elements count.</param>
/// <param name="usage">The usage mode.</param>
/// <returns>The buffer description.</returns>
static GPUBufferDescription Vertex(GPUVertexLayout* layout, uint32 elementsCount, GPUResourceUsage usage = GPUResourceUsage::Default);
/// <summary>
/// Creates vertex buffer description.
/// [Deprecated in v1.10]

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@@ -5,9 +5,11 @@
#include "Engine/Core/Log.h"
#endif
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Core/Math/Math.h"
#include "Engine/Core/Types/Span.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUBuffer.h"
#include "Engine/Graphics/PixelFormatExtensions.h"
#if GPU_ENABLE_RESOURCE_NAMING
#include "Engine/Scripting/Enums.h"
#endif
@@ -74,6 +76,20 @@ GPUVertexLayout::GPUVertexLayout()
{
}
void GPUVertexLayout::SetElements(const Elements& elements, uint32 offsets[GPU_MAX_VS_ELEMENTS])
{
_elements = elements;
uint32 strides[GPU_MAX_VB_BINDED] = {};
for (int32 i = 0; i < elements.Count(); i++)
{
const VertexElement& e = elements[i];
strides[e.Slot] = Math::Max(strides[e.Slot], offsets[i]);
}
_stride = 0;
for (int32 i = 0; i < GPU_MAX_VB_BINDED; i++)
_stride += strides[i];
}
GPUVertexLayout* GPUVertexLayout::Get(const Elements& elements)
{
// Hash input layout
@@ -144,7 +160,7 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span<GPUBuffer*>& vertexBuffers)
anyValid = true;
int32 start = elements.Count();
elements.Add(layouts.Layouts[slot]->GetElements());
for (int32 j = start; j < elements.Count() ;j++)
for (int32 j = start; j < elements.Count(); j++)
elements.Get()[j].Slot = (byte)slot;
}
}

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@@ -16,11 +16,15 @@ API_CLASS(Sealed, NoSpawn) class FLAXENGINE_API GPUVertexLayout : public GPUReso
DECLARE_SCRIPTING_TYPE_NO_SPAWN(GPUVertexLayout);
typedef Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>> Elements;
protected:
private:
Elements _elements;
uint32 _stride;
protected:
GPUVertexLayout();
void SetElements(const Elements& elements, uint32 offsets[GPU_MAX_VS_ELEMENTS]);
public:
/// <summary>
/// Gets the list of elements used by this layout.
@@ -30,6 +34,14 @@ public:
return _elements;
}
/// <summary>
/// Gets the size in bytes of all elements in the layout structure (including their offsets).
/// </summary>
API_PROPERTY() FORCE_INLINE uint32 GetStride() const
{
return _stride;
}
/// <summary>
/// Gets the vertex layout for a given list of elements. Uses internal cache to skip creating layout if it's already exists for a given list.
/// </summary>

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@@ -152,11 +152,10 @@ GPUVertexLayoutDX11::GPUVertexLayoutDX11(GPUDeviceDX11* device, const Elements&
: GPUResourceBase<GPUDeviceDX11, GPUVertexLayout>(device, StringView::Empty)
, InputElementsCount(elements.Count())
{
_elements = elements;
uint32 offsets[GPU_MAX_VB_BINDED] = {};
for (int32 i = 0; i < _elements.Count(); i++)
for (int32 i = 0; i < elements.Count(); i++)
{
const VertexElement& src = _elements.Get()[i];
const VertexElement& src = elements.Get()[i];
D3D11_INPUT_ELEMENT_DESC& dst = InputElements[i];
uint32& offset = offsets[src.Slot];
if (src.Offset != 0)
@@ -169,6 +168,7 @@ GPUVertexLayoutDX11::GPUVertexLayoutDX11(GPUDeviceDX11* device, const Elements&
dst.InstanceDataStepRate = src.PerInstance ? 1 : 0;
offset += PixelFormatExtensions::SizeInBytes(src.Format);
}
SetElements(elements, offsets);
}
GPUDevice* GPUDeviceDX11::Create()

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@@ -40,11 +40,10 @@ GPUVertexLayoutDX12::GPUVertexLayoutDX12(GPUDeviceDX12* device, const Elements&
: GPUResourceDX12<GPUVertexLayout>(device, StringView::Empty)
, InputElementsCount(elements.Count())
{
_elements = elements;
uint32 offsets[GPU_MAX_VB_BINDED] = {};
for (int32 i = 0; i < _elements.Count(); i++)
for (int32 i = 0; i < elements.Count(); i++)
{
const VertexElement& src = _elements.Get()[i];
const VertexElement& src = elements.Get()[i];
D3D12_INPUT_ELEMENT_DESC& dst = InputElements[i];
uint32& offset = offsets[src.Slot];
if (src.Offset != 0)
@@ -57,6 +56,7 @@ GPUVertexLayoutDX12::GPUVertexLayoutDX12(GPUDeviceDX12* device, const Elements&
dst.InstanceDataStepRate = src.PerInstance ? 1 : 0;
offset += PixelFormatExtensions::SizeInBytes(src.Format);
}
SetElements(elements, offsets);
}
GPUDevice* GPUDeviceDX12::Create()

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@@ -15,7 +15,7 @@ public:
GPUVertexLayoutNull(const Elements& elements)
: GPUVertexLayout()
{
_elements = elements;
SetElements(elements, {});
}
};

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@@ -452,7 +452,6 @@ uint32 GetHash(const FramebufferVulkan::Key& key)
GPUVertexLayoutVulkan::GPUVertexLayoutVulkan(GPUDeviceVulkan* device, const Elements& elements)
: GPUResourceVulkan<GPUVertexLayout>(device, StringView::Empty)
{
_elements = elements;
uint32 offsets[GPU_MAX_VB_BINDED] = {};
for (int32 i = 0; i < GPU_MAX_VB_BINDED; i++)
{
@@ -462,9 +461,9 @@ GPUVertexLayoutVulkan::GPUVertexLayoutVulkan(GPUDeviceVulkan* device, const Elem
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
}
uint32 bindingsCount = 0;
for (int32 i = 0; i < _elements.Count(); i++)
for (int32 i = 0; i < elements.Count(); i++)
{
const VertexElement& src = _elements.Get()[i];
const VertexElement& src = elements.Get()[i];
uint32& offset = offsets[src.Slot];
if (src.Offset != 0)
offset = src.Offset;
@@ -485,11 +484,12 @@ GPUVertexLayoutVulkan::GPUVertexLayoutVulkan(GPUDeviceVulkan* device, const Elem
bindingsCount = Math::Max(bindingsCount, (uint32)src.Slot + 1);
offset += size;
}
SetElements(elements, offsets);
RenderToolsVulkan::ZeroStruct(CreateInfo, VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO);
CreateInfo.vertexBindingDescriptionCount = bindingsCount;
CreateInfo.pVertexBindingDescriptions = Bindings;
CreateInfo.vertexAttributeDescriptionCount = _elements.Count();
CreateInfo.vertexAttributeDescriptionCount = elements.Count();
CreateInfo.pVertexAttributeDescriptions = Attributes;
}