Refactor Vertex Shader input vertex layout to use GPUVertexLayout defined on Vertex Buffer rather than Vertex Shader

#3044 #2667
This commit is contained in:
Wojtek Figat
2024-12-15 22:10:45 +01:00
parent 666efb7675
commit b3f37ca041
66 changed files with 786 additions and 579 deletions

View File

@@ -3,6 +3,7 @@
#pragma once
#include "Engine/Graphics/Shaders/GPUShaderProgram.h"
#include "Engine/Core/Types/DataContainer.h"
#include "../IncludeDirectXHeaders.h"
#if GRAPHICS_API_DIRECTX11
@@ -17,11 +18,6 @@ protected:
BufferType* _buffer;
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramDX11(const GPUShaderProgramInitializer& initializer, BufferType* buffer)
: _buffer(buffer)
{
@@ -31,18 +27,11 @@ public:
#endif
}
/// <summary>
/// Finalizes an instance of the <see cref="GPUShaderProgramDX11"/> class.
/// </summary>
~GPUShaderProgramDX11()
{
DX_SAFE_RELEASE_CHECK(_buffer, 0);
}
public:
/// <summary>
/// Gets DirectX 11 buffer handle.
/// </summary>
FORCE_INLINE BufferType* GetBufferHandleDX11() const
{
return _buffer;
@@ -66,51 +55,21 @@ public:
class GPUShaderProgramVSDX11 : public GPUShaderProgramDX11<GPUShaderProgramVS, ID3D11VertexShader>
{
private:
byte _inputLayoutSize;
ID3D11InputLayout* _inputLayout;
Dictionary<class GPUVertexLayoutDX11*, ID3D11InputLayout*> _cache;
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramVSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
/// <param name="inputLayout">The input layout.</param>
/// <param name="inputLayoutSize">Size of the input layout.</param>
GPUShaderProgramVSDX11(const GPUShaderProgramInitializer& initializer, ID3D11VertexShader* buffer, ID3D11InputLayout* inputLayout, byte inputLayoutSize)
GPUShaderProgramVSDX11(const GPUShaderProgramInitializer& initializer, ID3D11VertexShader* buffer, GPUVertexLayout* vertexLayout, Span<byte> bytecode)
: GPUShaderProgramDX11(initializer, buffer)
, _inputLayoutSize(inputLayoutSize)
, _inputLayout(inputLayout)
{
Layout = vertexLayout;
Bytecode.Copy(bytecode);
}
/// <summary>
/// Finalizes an instance of the <see cref="GPUShaderProgramVSDX11"/> class.
/// </summary>
~GPUShaderProgramVSDX11()
{
DX_SAFE_RELEASE_CHECK(_inputLayout, 0);
}
~GPUShaderProgramVSDX11();
public:
/// <summary>
/// Gets the DirectX 11 input layout handle
/// </summary>
FORCE_INLINE ID3D11InputLayout* GetInputLayoutDX11() const
{
return _inputLayout;
}
BytesContainer Bytecode;
public:
// [GPUShaderProgramDX11]
void* GetInputLayout() const override
{
return (void*)_inputLayout;
}
byte GetInputLayoutSize() const override
{
return _inputLayoutSize;
}
ID3D11InputLayout* GetInputLayout(class GPUVertexLayoutDX11* vertexLayout);
};
#if GPU_ALLOW_TESSELLATION_SHADERS
@@ -120,12 +79,6 @@ public:
class GPUShaderProgramHSDX11 : public GPUShaderProgramDX11<GPUShaderProgramHS, ID3D11HullShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramHSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
/// <param name="controlPointsCount">The control points used by the hull shader for processing.</param>
GPUShaderProgramHSDX11(const GPUShaderProgramInitializer& initializer, ID3D11HullShader* buffer, int32 controlPointsCount)
: GPUShaderProgramDX11(initializer, buffer)
{
@@ -139,11 +92,6 @@ public:
class GPUShaderProgramDSDX11 : public GPUShaderProgramDX11<GPUShaderProgramDS, ID3D11DomainShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramDSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramDSDX11(const GPUShaderProgramInitializer& initializer, ID3D11DomainShader* buffer)
: GPUShaderProgramDX11(initializer, buffer)
{
@@ -158,11 +106,6 @@ public:
class GPUShaderProgramGSDX11 : public GPUShaderProgramDX11<GPUShaderProgramGS, ID3D11GeometryShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramGSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramGSDX11(const GPUShaderProgramInitializer& initializer, ID3D11GeometryShader* buffer)
: GPUShaderProgramDX11(initializer, buffer)
{
@@ -176,11 +119,6 @@ public:
class GPUShaderProgramPSDX11 : public GPUShaderProgramDX11<GPUShaderProgramPS, ID3D11PixelShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramPSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramPSDX11(const GPUShaderProgramInitializer& initializer, ID3D11PixelShader* buffer)
: GPUShaderProgramDX11(initializer, buffer)
{
@@ -193,11 +131,6 @@ public:
class GPUShaderProgramCSDX11 : public GPUShaderProgramDX11<GPUShaderProgramCS, ID3D11ComputeShader>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUShaderProgramCSDX11"/> class.
/// </summary>
/// <param name="initializer">The program initialization data.</param>
/// <param name="buffer">The shader buffer object.</param>
GPUShaderProgramCSDX11(const GPUShaderProgramInitializer& initializer, ID3D11ComputeShader* buffer)
: GPUShaderProgramDX11(initializer, buffer)
{