Add option to merge vertex layout with reference order maintained
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@@ -216,20 +216,21 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span<GPUVertexLayout*>& layouts)
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return result;
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}
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GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused, bool addMissing, int32 missingSlotOverride)
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GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused, bool addMissing, int32 missingSlotOverride, bool referenceOrder)
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{
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GPUVertexLayout* result = base ? base : reference;
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if (base && reference && base != reference)
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{
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bool elementsModified = false;
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Elements newElements = base->GetElements();
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const Elements& refElements = reference->GetElements();
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if (removeUnused)
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{
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for (int32 i = newElements.Count() - 1; i >= 0; i--)
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{
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bool missing = true;
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const VertexElement& e = newElements.Get()[i];
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for (const VertexElement& ee : reference->GetElements())
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for (const VertexElement& ee : refElements)
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{
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if (ee.Type == e.Type)
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{
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@@ -247,7 +248,7 @@ GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout*
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}
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if (addMissing)
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{
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for (const VertexElement& e : reference->GetElements())
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for (const VertexElement& e : refElements)
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{
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bool missing = true;
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for (const VertexElement& ee : base->GetElements())
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@@ -282,6 +283,32 @@ GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout*
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}
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}
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}
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if (referenceOrder)
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{
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for (int32 i = 0, j = 0; i < newElements.Count() && j < refElements.Count(); j++)
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{
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if (newElements[i].Type == refElements[j].Type)
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{
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// Elements match so move forward
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i++;
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continue;
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}
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// Find reference element in a new list
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for (int32 k = i + 1; k < newElements.Count(); k++)
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{
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if (newElements[k].Type == refElements[j].Type)
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{
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// Move matching element to the reference position
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VertexElement e = newElements[k];
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newElements.RemoveAt(k);
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newElements.Insert(i, e);
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i++;
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break;
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}
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}
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}
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}
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if (elementsModified)
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result = Get(newElements, true);
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}
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@@ -84,8 +84,9 @@ public:
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/// <param name="removeUnused">True to remove elements from base layout that don't exist in a reference layout.</param>
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/// <param name="addMissing">True to add missing elements to base layout that exist in a reference layout.</param>
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/// <param name="missingSlotOverride">Allows to override the input slot for missing elements. Use value -1 to inherit slot from the reference layout.</param>
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/// <param name="referenceOrder">True to reorder result elements to match the reference layout. For example, if input vertex buffer layout is different than vertex shader then it can match those.</param>
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/// <returns>Vertex layout object. Doesn't need to be cleared as it's cached for an application lifetime.</returns>
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static GPUVertexLayout* Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused = false, bool addMissing = true, int32 missingSlotOverride = -1);
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static GPUVertexLayout* Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused = false, bool addMissing = true, int32 missingSlotOverride = -1, bool referenceOrder = false);
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public:
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// [GPUResource]
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