diff --git a/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp b/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp index 585568d60..23382673f 100644 --- a/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp +++ b/Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp @@ -216,20 +216,21 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span& 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); } diff --git a/Source/Engine/Graphics/Shaders/GPUVertexLayout.h b/Source/Engine/Graphics/Shaders/GPUVertexLayout.h index 9d33566fb..04815565b 100644 --- a/Source/Engine/Graphics/Shaders/GPUVertexLayout.h +++ b/Source/Engine/Graphics/Shaders/GPUVertexLayout.h @@ -84,8 +84,9 @@ public: /// True to remove elements from base layout that don't exist in a reference layout. /// True to add missing elements to base layout that exist in a reference layout. /// Allows to override the input slot for missing elements. Use value -1 to inherit slot from the reference layout. + /// 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. /// Vertex layout object. Doesn't need to be cleared as it's cached for an application lifetime. - 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]