Add stride to GPUVertexLayout
This commit is contained in:
@@ -6,6 +6,7 @@
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#include "GPUBufferDescription.h"
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#include "PixelFormatExtensions.h"
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#include "RenderTask.h"
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#include "Shaders/GPUVertexLayout.h"
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#include "Async/Tasks/GPUCopyResourceTask.h"
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#include "Engine/Core/Utilities.h"
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#include "Engine/Core/Types/String.h"
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@@ -75,6 +76,20 @@ GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint3
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return desc;
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}
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GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint32 elementsCount, const void* data)
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{
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const uint32 stride = layout ? layout->GetStride() : 0;
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CHECK_RETURN_DEBUG(stride, GPUBufferDescription());
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return Vertex(layout, stride, elementsCount, data);
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}
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GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint32 elementsCount, GPUResourceUsage usage)
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{
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const uint32 stride = layout ? layout->GetStride() : 0;
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CHECK_RETURN_DEBUG(stride, GPUBufferDescription());
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return Vertex(layout, stride, elementsCount, usage);
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}
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void GPUBufferDescription::Clear()
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{
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Platform::MemoryClear(this, sizeof(GPUBufferDescription));
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@@ -202,6 +202,24 @@ public:
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/// <returns>The buffer description.</returns>
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static GPUBufferDescription Vertex(GPUVertexLayout* layout, uint32 elementStride, uint32 elementsCount, GPUResourceUsage usage = GPUResourceUsage::Default);
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/// <summary>
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/// Creates vertex buffer description.
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/// </summary>
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/// <param name="layout">The vertex buffer layout.</param>
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/// <param name="elementsCount">The elements count.</param>
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/// <param name="data">The data.</param>
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/// <returns>The buffer description.</returns>
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static GPUBufferDescription Vertex(GPUVertexLayout* layout, uint32 elementsCount, const void* data);
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/// <summary>
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/// Creates vertex buffer description.
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/// </summary>
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/// <param name="layout">The vertex buffer layout.</param>
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/// <param name="elementsCount">The elements count.</param>
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/// <param name="usage">The usage mode.</param>
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/// <returns>The buffer description.</returns>
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static GPUBufferDescription Vertex(GPUVertexLayout* layout, uint32 elementsCount, GPUResourceUsage usage = GPUResourceUsage::Default);
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/// <summary>
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/// Creates vertex buffer description.
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/// [Deprecated in v1.10]
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@@ -5,9 +5,11 @@
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#include "Engine/Core/Log.h"
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#endif
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#include "Engine/Core/Collections/Dictionary.h"
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#include "Engine/Core/Math/Math.h"
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#include "Engine/Core/Types/Span.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPUBuffer.h"
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#include "Engine/Graphics/PixelFormatExtensions.h"
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#if GPU_ENABLE_RESOURCE_NAMING
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#include "Engine/Scripting/Enums.h"
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#endif
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@@ -74,6 +76,20 @@ GPUVertexLayout::GPUVertexLayout()
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{
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}
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void GPUVertexLayout::SetElements(const Elements& elements, uint32 offsets[GPU_MAX_VS_ELEMENTS])
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{
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_elements = elements;
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uint32 strides[GPU_MAX_VB_BINDED] = {};
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for (int32 i = 0; i < elements.Count(); i++)
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{
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const VertexElement& e = elements[i];
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strides[e.Slot] = Math::Max(strides[e.Slot], offsets[i]);
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}
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_stride = 0;
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for (int32 i = 0; i < GPU_MAX_VB_BINDED; i++)
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_stride += strides[i];
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}
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GPUVertexLayout* GPUVertexLayout::Get(const Elements& elements)
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{
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// Hash input layout
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@@ -144,7 +160,7 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span<GPUBuffer*>& vertexBuffers)
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anyValid = true;
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int32 start = elements.Count();
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elements.Add(layouts.Layouts[slot]->GetElements());
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for (int32 j = start; j < elements.Count() ;j++)
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for (int32 j = start; j < elements.Count(); j++)
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elements.Get()[j].Slot = (byte)slot;
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}
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}
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@@ -16,11 +16,15 @@ API_CLASS(Sealed, NoSpawn) class FLAXENGINE_API GPUVertexLayout : public GPUReso
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(GPUVertexLayout);
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typedef Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>> Elements;
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protected:
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private:
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Elements _elements;
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uint32 _stride;
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protected:
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GPUVertexLayout();
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void SetElements(const Elements& elements, uint32 offsets[GPU_MAX_VS_ELEMENTS]);
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public:
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/// <summary>
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/// Gets the list of elements used by this layout.
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@@ -30,6 +34,14 @@ public:
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return _elements;
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}
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/// <summary>
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/// Gets the size in bytes of all elements in the layout structure (including their offsets).
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/// </summary>
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API_PROPERTY() FORCE_INLINE uint32 GetStride() const
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{
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return _stride;
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}
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/// <summary>
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/// 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.
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/// </summary>
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@@ -152,11 +152,10 @@ GPUVertexLayoutDX11::GPUVertexLayoutDX11(GPUDeviceDX11* device, const Elements&
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: GPUResourceBase<GPUDeviceDX11, GPUVertexLayout>(device, StringView::Empty)
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, InputElementsCount(elements.Count())
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{
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_elements = elements;
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uint32 offsets[GPU_MAX_VB_BINDED] = {};
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for (int32 i = 0; i < _elements.Count(); i++)
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for (int32 i = 0; i < elements.Count(); i++)
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{
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const VertexElement& src = _elements.Get()[i];
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const VertexElement& src = elements.Get()[i];
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D3D11_INPUT_ELEMENT_DESC& dst = InputElements[i];
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uint32& offset = offsets[src.Slot];
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if (src.Offset != 0)
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@@ -169,6 +168,7 @@ GPUVertexLayoutDX11::GPUVertexLayoutDX11(GPUDeviceDX11* device, const Elements&
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dst.InstanceDataStepRate = src.PerInstance ? 1 : 0;
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offset += PixelFormatExtensions::SizeInBytes(src.Format);
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}
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SetElements(elements, offsets);
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}
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GPUDevice* GPUDeviceDX11::Create()
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@@ -40,11 +40,10 @@ GPUVertexLayoutDX12::GPUVertexLayoutDX12(GPUDeviceDX12* device, const Elements&
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: GPUResourceDX12<GPUVertexLayout>(device, StringView::Empty)
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, InputElementsCount(elements.Count())
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{
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_elements = elements;
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uint32 offsets[GPU_MAX_VB_BINDED] = {};
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for (int32 i = 0; i < _elements.Count(); i++)
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for (int32 i = 0; i < elements.Count(); i++)
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{
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const VertexElement& src = _elements.Get()[i];
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const VertexElement& src = elements.Get()[i];
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D3D12_INPUT_ELEMENT_DESC& dst = InputElements[i];
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uint32& offset = offsets[src.Slot];
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if (src.Offset != 0)
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@@ -57,6 +56,7 @@ GPUVertexLayoutDX12::GPUVertexLayoutDX12(GPUDeviceDX12* device, const Elements&
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dst.InstanceDataStepRate = src.PerInstance ? 1 : 0;
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offset += PixelFormatExtensions::SizeInBytes(src.Format);
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}
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SetElements(elements, offsets);
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}
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GPUDevice* GPUDeviceDX12::Create()
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@@ -15,7 +15,7 @@ public:
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GPUVertexLayoutNull(const Elements& elements)
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: GPUVertexLayout()
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{
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_elements = elements;
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SetElements(elements, {});
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}
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};
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@@ -452,7 +452,6 @@ uint32 GetHash(const FramebufferVulkan::Key& key)
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GPUVertexLayoutVulkan::GPUVertexLayoutVulkan(GPUDeviceVulkan* device, const Elements& elements)
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: GPUResourceVulkan<GPUVertexLayout>(device, StringView::Empty)
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{
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_elements = elements;
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uint32 offsets[GPU_MAX_VB_BINDED] = {};
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for (int32 i = 0; i < GPU_MAX_VB_BINDED; i++)
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{
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@@ -462,9 +461,9 @@ GPUVertexLayoutVulkan::GPUVertexLayoutVulkan(GPUDeviceVulkan* device, const Elem
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binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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}
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uint32 bindingsCount = 0;
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for (int32 i = 0; i < _elements.Count(); i++)
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for (int32 i = 0; i < elements.Count(); i++)
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{
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const VertexElement& src = _elements.Get()[i];
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const VertexElement& src = elements.Get()[i];
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uint32& offset = offsets[src.Slot];
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if (src.Offset != 0)
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offset = src.Offset;
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@@ -485,11 +484,12 @@ GPUVertexLayoutVulkan::GPUVertexLayoutVulkan(GPUDeviceVulkan* device, const Elem
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bindingsCount = Math::Max(bindingsCount, (uint32)src.Slot + 1);
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offset += size;
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}
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SetElements(elements, offsets);
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RenderToolsVulkan::ZeroStruct(CreateInfo, VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO);
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CreateInfo.vertexBindingDescriptionCount = bindingsCount;
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CreateInfo.pVertexBindingDescriptions = Bindings;
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CreateInfo.vertexAttributeDescriptionCount = _elements.Count();
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CreateInfo.vertexAttributeDescriptionCount = elements.Count();
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CreateInfo.pVertexAttributeDescriptions = Attributes;
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}
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