Add option to merge vertex layout with reference order maintained

This commit is contained in:
Wojtek Figat
2025-11-29 15:04:11 -08:00
parent a1999183f2
commit 93217da619
2 changed files with 32 additions and 4 deletions

View File

@@ -216,20 +216,21 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span<GPUVertexLayout*>& layouts)
return result;
}
GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused, bool addMissing, int32 missingSlotOverride)
GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused, bool addMissing, int32 missingSlotOverride, bool referenceOrder)
{
GPUVertexLayout* result = base ? base : reference;
if (base && reference && base != reference)
{
bool elementsModified = false;
Elements newElements = base->GetElements();
const Elements& refElements = reference->GetElements();
if (removeUnused)
{
for (int32 i = newElements.Count() - 1; i >= 0; i--)
{
bool missing = true;
const VertexElement& e = newElements.Get()[i];
for (const VertexElement& ee : reference->GetElements())
for (const VertexElement& ee : refElements)
{
if (ee.Type == e.Type)
{
@@ -247,7 +248,7 @@ GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout*
}
if (addMissing)
{
for (const VertexElement& e : reference->GetElements())
for (const VertexElement& e : refElements)
{
bool missing = true;
for (const VertexElement& ee : base->GetElements())
@@ -282,6 +283,32 @@ GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout*
}
}
}
if (referenceOrder)
{
for (int32 i = 0, j = 0; i < newElements.Count() && j < refElements.Count(); j++)
{
if (newElements[i].Type == refElements[j].Type)
{
// Elements match so move forward
i++;
continue;
}
// Find reference element in a new list
for (int32 k = i + 1; k < newElements.Count(); k++)
{
if (newElements[k].Type == refElements[j].Type)
{
// Move matching element to the reference position
VertexElement e = newElements[k];
newElements.RemoveAt(k);
newElements.Insert(i, e);
i++;
break;
}
}
}
}
if (elementsModified)
result = Get(newElements, true);
}

View File

@@ -84,8 +84,9 @@ public:
/// <param name="removeUnused">True to remove elements from base layout that don't exist in a reference layout.</param>
/// <param name="addMissing">True to add missing elements to base layout that exist in a reference layout.</param>
/// <param name="missingSlotOverride">Allows to override the input slot for missing elements. Use value -1 to inherit slot from the reference layout.</param>
/// <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>
/// <returns>Vertex layout object. Doesn't need to be cleared as it's cached for an application lifetime.</returns>
static GPUVertexLayout* Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused = false, bool addMissing = true, int32 missingSlotOverride = -1);
static GPUVertexLayout* Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused = false, bool addMissing = true, int32 missingSlotOverride = -1, bool referenceOrder = false);
public:
// [GPUResource]