Add GPUVertexLayout to graphics backends
This commit is contained in:
@@ -25,6 +25,9 @@
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// Maximum amount of binded vertex buffers at the same time
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#define GPU_MAX_VB_BINDED 4
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// Maximum amount of vertex shader input elements in a layout
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#define GPU_MAX_VS_ELEMENTS 16
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// Maximum amount of thread groups per dimension for compute dispatch
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#define GPU_MAX_CS_DISPATCH_THREAD_GROUPS 65535
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@@ -33,6 +36,7 @@
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// Enable/disable assertion for graphics layers
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#define GPU_ENABLE_ASSERTION 1
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#define GPU_ENABLE_ASSERTION_LOW_LAYERS (!BUILD_RELEASE)
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// Enable/disable dynamic textures quality streaming
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#define GPU_ENABLE_TEXTURES_STREAMING 1
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@@ -479,6 +479,8 @@ void GPUDevice::DumpResourcesToLog() const
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LOG_STR(Info, output.ToStringView());
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}
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extern void ClearVertexLayoutCache();
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void GPUDevice::preDispose()
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{
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Locker.Lock();
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@@ -494,6 +496,7 @@ void GPUDevice::preDispose()
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SAFE_DELETE_GPU_RESOURCE(_res->PS_Clear);
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SAFE_DELETE_GPU_RESOURCE(_res->PS_DecodeYUY2);
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SAFE_DELETE_GPU_RESOURCE(_res->FullscreenTriangleVB);
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ClearVertexLayoutCache();
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Locker.Unlock();
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@@ -23,6 +23,7 @@ class GPUBuffer;
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class GPUSampler;
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class GPUPipelineState;
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class GPUConstantBuffer;
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class GPUVertexLayout;
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class GPUTasksContext;
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class GPUTasksExecutor;
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class GPUSwapChain;
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@@ -396,6 +397,13 @@ public:
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/// <returns>The sampler.</returns>
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API_FUNCTION() virtual GPUSampler* CreateSampler() = 0;
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/// <summary>
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/// Creates the vertex buffer layout.
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/// </summary>
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/// <returns>The vertex buffer layout.</returns>
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API_FUNCTION() virtual GPUVertexLayout* CreateVertexLayout(const Array<struct VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>>& elements) = 0;
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typedef Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>> VertexElements;
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/// <summary>
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/// Creates the native window swap chain.
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/// </summary>
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@@ -6,12 +6,16 @@
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#include "Engine/Core/Enums.h"
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#include "Engine/Graphics/Enums.h"
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// [Deprecated in v1.10]
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#define INPUT_LAYOUT_ELEMENT_ALIGN 0xffffffff
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// [Deprecated in v1.10]
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#define INPUT_LAYOUT_ELEMENT_PER_VERTEX_DATA 0
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// [Deprecated in v1.10]
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#define INPUT_LAYOUT_ELEMENT_PER_INSTANCE_DATA 1
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/// <summary>
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/// Maximum amount of input elements for vertex shader programs
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/// [Deprecated in v1.10]
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/// </summary>
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#define VERTEX_SHADER_MAX_INPUT_ELEMENTS 16
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@@ -26,7 +30,8 @@
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#define SHADER_PERMUTATIONS_MAX_PARAMS_COUNT 4
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/// <summary>
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/// Maximum allowed amount of constant buffers that can be binded to the pipeline (maximum slot index is MAX_CONSTANT_BUFFER_SLOTS-1)
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/// Maximum allowed amount of constant buffers that can be binded to the pipeline (maximum slot index is MAX_CONSTANT_BUFFER_SLOTS-1)
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/// [Deprecated in v1.10]
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/// </summary>
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#define MAX_CONSTANT_BUFFER_SLOTS 4
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@@ -5,6 +5,7 @@
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/Math.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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static FORCE_INLINE uint32 HashPermutation(const StringAnsiView& name, int32 permutationIndex)
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@@ -12,6 +13,21 @@ static FORCE_INLINE uint32 HashPermutation(const StringAnsiView& name, int32 per
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return GetHash(name) * 37 + permutationIndex;
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}
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void GPUShaderProgram::Init(const GPUShaderProgramInitializer& initializer)
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{
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_name = initializer.Name;
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_bindings = initializer.Bindings;
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_flags = initializer.Flags;
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#if !BUILD_RELEASE
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_owner = initializer.Owner;
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#endif
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}
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GPUShaderProgramVS::~GPUShaderProgramVS()
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{
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SAFE_DELETE(Layout);
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}
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GPUShader::GPUShader()
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: GPUResource(SpawnParams(Guid::New(), TypeInitializer))
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{
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@@ -104,33 +120,32 @@ bool GPUShader::Create(MemoryReadStream& stream)
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// Constant Buffers
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const byte constantBuffersCount = stream.ReadByte();
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const byte maximumConstantBufferSlot = stream.ReadByte();
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if (constantBuffersCount > 0)
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for (int32 i = 0; i < constantBuffersCount; i++)
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{
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ASSERT(maximumConstantBufferSlot < MAX_CONSTANT_BUFFER_SLOTS);
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for (int32 i = 0; i < constantBuffersCount; i++)
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// Load info
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const byte slotIndex = stream.ReadByte();
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if (slotIndex >= GPU_MAX_CB_BINDED)
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{
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// Load info
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const byte slotIndex = stream.ReadByte();
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uint32 size;
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stream.ReadUint32(&size);
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// Create CB
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#if GPU_ENABLE_RESOURCE_NAMING
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String name = String::Format(TEXT("{}.CB{}"), ToString(), i);
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#else
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String name;
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#endif
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ASSERT(_constantBuffers[slotIndex] == nullptr);
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const auto cb = GPUDevice::Instance->CreateConstantBuffer(size, name);
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if (cb == nullptr)
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{
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LOG(Warning, "Failed to create shader constant buffer.");
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return true;
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}
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_constantBuffers[slotIndex] = cb;
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LOG(Warning, "Failed to create shader constant buffer.");
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return true;
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}
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uint32 size;
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stream.ReadUint32(&size);
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// Create CB
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#if GPU_ENABLE_RESOURCE_NAMING
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String cbName = String::Format(TEXT("{}.CB{}"), ToString(), i);
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#else
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String cbName;
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#endif
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ASSERT(_constantBuffers[slotIndex] == nullptr);
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const auto cb = GPUDevice::Instance->CreateConstantBuffer(size, cbName);
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if (cb == nullptr)
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{
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LOG(Warning, "Failed to create shader constant buffer.");
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return true;
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}
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_constantBuffers[slotIndex] = cb;
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}
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// Don't read additional data
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@@ -12,7 +12,7 @@ class GPUShaderProgram;
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/// <summary>
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/// The runtime version of the shaders cache supported by the all graphics back-ends. The same for all the shader cache formats (easier to sync and validate).
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/// </summary>
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#define GPU_SHADER_CACHE_VERSION 9
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#define GPU_SHADER_CACHE_VERSION 10
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/// <summary>
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/// The GPU resource with shader programs that can run on the GPU and are able to perform rendering calculation using textures, vertices and other resources.
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@@ -23,7 +23,7 @@ API_CLASS(Sealed, NoSpawn) class FLAXENGINE_API GPUShader : public GPUResource
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protected:
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Dictionary<uint32, GPUShaderProgram*> _shaders;
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GPUConstantBuffer* _constantBuffers[MAX_CONSTANT_BUFFER_SLOTS];
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GPUConstantBuffer* _constantBuffers[GPU_MAX_CB_BINDED];
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GPUShader();
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@@ -7,6 +7,7 @@
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#include "Config.h"
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class GPUShader;
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class GPUVertexLayout;
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/// <summary>
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/// The shader program metadata container. Contains description about resources used by the shader.
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@@ -18,17 +19,17 @@ struct FLAXENGINE_API ShaderBindings
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uint32 UsedSRsMask;
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uint32 UsedUAsMask;
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bool IsUsingCB(uint32 slotIndex) const
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FORCE_INLINE bool IsUsingCB(uint32 slotIndex) const
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{
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return (UsedCBsMask & (1u << slotIndex)) != 0u;
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}
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bool IsUsingSR(uint32 slotIndex) const
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FORCE_INLINE bool IsUsingSR(uint32 slotIndex) const
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{
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return (UsedSRsMask & (1u << slotIndex)) != 0u;
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}
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bool IsUsingUA(uint32 slotIndex) const
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FORCE_INLINE bool IsUsingUA(uint32 slotIndex) const
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{
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return (UsedUAsMask & (1u << slotIndex)) != 0u;
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}
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@@ -57,15 +58,7 @@ protected:
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GPUShader* _owner;
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#endif
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void Init(const GPUShaderProgramInitializer& initializer)
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{
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_name = initializer.Name;
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_bindings = initializer.Bindings;
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_flags = initializer.Flags;
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#if !BUILD_RELEASE
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_owner = initializer.Owner;
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#endif
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}
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void Init(const GPUShaderProgramInitializer& initializer);
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public:
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/// <summary>
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@@ -122,8 +115,18 @@ public:
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/// </summary>
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class GPUShaderProgramVS : public GPUShaderProgram
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{
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public:
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~GPUShaderProgramVS();
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// Vertex elements input layout defined explicitly in the shader.
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// It's optional as it's been deprecated in favor or layouts defined by vertex buffers to allow data customizations.
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// Can be overriden by the vertex buffers provided upon draw call.
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// [Deprecated in v1.10]
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GPUVertexLayout* Layout = nullptr;
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public:
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// Input element run-time data (see VertexShaderMeta::InputElement for compile-time data)
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// [Deprecated in v1.10]
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PACK_STRUCT(struct InputElement
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{
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byte Type; // VertexShaderMeta::InputType
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@@ -135,14 +138,15 @@ public:
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uint32 InstanceDataStepRate; // 0 if per-vertex
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});
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public:
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/// <summary>
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/// Gets input layout description handle (platform dependent).
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/// [Deprecated in v1.10]
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/// </summary>
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virtual void* GetInputLayout() const = 0;
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/// <summary>
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/// Gets input layout description size (in bytes).
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/// [Deprecated in v1.10]
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/// </summary>
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virtual byte GetInputLayoutSize() const = 0;
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@@ -173,7 +177,7 @@ public:
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class GPUShaderProgramHS : public GPUShaderProgram
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{
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protected:
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int32 _controlPointsCount;
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int32 _controlPointsCount = 0;
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public:
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/// <summary>
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103
Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp
Normal file
103
Source/Engine/Graphics/Shaders/GPUVertexLayout.cpp
Normal file
@@ -0,0 +1,103 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "GPUVertexLayout.h"
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#if GPU_ENABLE_ASSERTION_LOW_LAYERS
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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/Graphics/GPUDevice.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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// VertexElement has been designed to be POD and memory-comparable for faster hashing and comparision.
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struct VertexElementRaw
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{
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uint32 Words[2];
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};
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static_assert(sizeof(VertexElement) == sizeof(VertexElementRaw), "Incorrect size of the VertexElement!");
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namespace
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{
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CriticalSection CacheLocker;
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Dictionary<uint32, GPUVertexLayout*> LayoutCache;
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}
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String VertexElement::ToString() const
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{
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#if GPU_ENABLE_RESOURCE_NAMING
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return String::Format(TEXT("{}, format {}, offset {}, per-instance {}, slot {}"), ScriptingEnum::ToString(Type), ScriptingEnum::ToString(Format), Offset, PerInstance, Slot);
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#else
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return TEXT("VertexElement");
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#endif
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}
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bool VertexElement::operator==(const VertexElement& other) const
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{
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auto thisRaw = (const VertexElementRaw*)this;
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auto otherRaw = (const VertexElementRaw*)&other;
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return thisRaw->Words[0] == otherRaw->Words[0] && thisRaw->Words[1] == otherRaw->Words[1];
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}
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uint32 GetHash(const VertexElement& key)
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{
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auto keyRaw = (const VertexElementRaw*)&key;
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uint32 hash = keyRaw->Words[0];
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CombineHash(hash, keyRaw->Words[1]);
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return hash;
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}
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GPUVertexLayout::GPUVertexLayout()
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: GPUResource(SpawnParams(Guid::New(), TypeInitializer))
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{
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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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uint32 hash = 0;
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for (const VertexElement& element : elements)
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{
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CombineHash(hash, GetHash(element));
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}
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// Lookup existing cache
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CacheLocker.Lock();
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GPUVertexLayout* result;
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if (!LayoutCache.TryGet(hash, result))
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{
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result = GPUDevice::Instance->CreateVertexLayout(elements);
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if (!result)
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{
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#if GPU_ENABLE_ASSERTION_LOW_LAYERS
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for (auto& e : elements)
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LOG(Error, " {}", e.ToString());
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#endif
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LOG(Error, "Failed to create vertex layout");
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CacheLocker.Unlock();
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return nullptr;
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}
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LayoutCache.Add(hash, result);
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}
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#if GPU_ENABLE_ASSERTION_LOW_LAYERS
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else if (result->GetElements() != elements)
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{
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for (auto& e : result->GetElements())
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LOG(Error, " (a) {}", e.ToString());
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for (auto& e : elements)
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LOG(Error, " (b) {}", e.ToString());
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LOG(Fatal, "Vertex layout cache collision for hash {}", hash);
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}
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#endif
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CacheLocker.Unlock();
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return result;
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}
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void ClearVertexLayoutCache()
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{
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for (const auto& e : LayoutCache)
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Delete(e.Value);
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LayoutCache.Clear();
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}
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44
Source/Engine/Graphics/Shaders/GPUVertexLayout.h
Normal file
44
Source/Engine/Graphics/Shaders/GPUVertexLayout.h
Normal file
@@ -0,0 +1,44 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "VertexElement.h"
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#include "Engine/Graphics/GPUResource.h"
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#include "Engine/Core/Collections/Array.h"
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/// <summary>
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/// Defines input layout of vertex buffer data passed to the Vertex Shader.
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/// </summary>
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API_CLASS(Sealed, NoSpawn) class FLAXENGINE_API GPUVertexLayout : public GPUResource
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{
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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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Elements _elements;
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GPUVertexLayout();
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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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/// </summary>
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API_PROPERTY() FORCE_INLINE const Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>>& GetElements() const
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{
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return _elements;
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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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/// <param name="elements">The list of elements for the layout.</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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API_FUNCTION() static GPUVertexLayout* Get(const Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>>& elements);
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public:
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// [GPUResource]
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GPUResourceType GetResourceType() const override
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{
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return GPUResourceType::Descriptor;
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}
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};
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86
Source/Engine/Graphics/Shaders/VertexElement.h
Normal file
86
Source/Engine/Graphics/Shaders/VertexElement.h
Normal file
@@ -0,0 +1,86 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Graphics/PixelFormat.h"
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/// <summary>
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/// Vertex buffer data element. Defines access to data passed to Vertex Shader.
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/// </summary>
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API_STRUCT(NoDefault)
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PACK_BEGIN() struct FLAXENGINE_API VertexElement
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(VertexElement);
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/// <summary>
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/// Types of vertex elements.
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/// </summary>
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API_ENUM() enum class Types : byte
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{
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// Undefined.
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Unknown = 0,
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// Vertex position.
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Position = 1,
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// Vertex color.
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Color = 2,
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// Vertex normal vector.
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Normal = 3,
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// Vertex tangent vector.
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Tangent = 4,
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// Skinned bone blend indices.
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BlendIndices = 5,
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// Skinned bone blend weights.
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BlendWeight = 6,
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// Primary texture coordinate (UV).
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TexCoord0 = 7,
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// Additional texture coordinate (UV1).
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TexCoord1 = 8,
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// Additional texture coordinate (UV2).
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TexCoord2 = 9,
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// Additional texture coordinate (UV3).
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TexCoord3 = 10,
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// Additional texture coordinate (UV4).
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TexCoord4 = 11,
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// Additional texture coordinate (UV5).
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TexCoord5 = 12,
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// Additional texture coordinate (UV6).
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TexCoord6 = 13,
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// Additional texture coordinate (UV7).
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TexCoord7 = 14,
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// General purpose attribute (at index 0).
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Attribute0 = 15,
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// General purpose attribute (at index 1).
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Attribute1 = 16,
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// General purpose attribute (at index 2).
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Attribute2 = 17,
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// General purpose attribute (at index 3).
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||||
Attribute3 = 18,
|
||||
// Texture coordinate.
|
||||
TexCoord = TexCoord0,
|
||||
// General purpose attribute.
|
||||
Attribute = Attribute0,
|
||||
MAX
|
||||
};
|
||||
|
||||
// Type of the vertex element data.
|
||||
Types Type;
|
||||
// Index of the input vertex buffer slot (as provided in GPUContext::BindVB).
|
||||
byte Slot;
|
||||
// Byte offset of this element relative to the start of a vertex buffer. Use value 0 to use auto-calculated offset based on previous elements in the layout (or for the first one).
|
||||
byte Offset;
|
||||
// Flag used to mark data using hardware-instancing (element will be repeated for every instance). Empty to step data per-vertex when reading input buffer stream (rather than per-instance step).
|
||||
byte PerInstance;
|
||||
// Format of the vertex element data.
|
||||
PixelFormat Format;
|
||||
|
||||
String ToString() const;
|
||||
|
||||
bool operator==(const VertexElement& other) const;
|
||||
|
||||
FORCE_INLINE bool operator!=(const VertexElement& other) const
|
||||
{
|
||||
return !operator==(other);
|
||||
}
|
||||
} PACK_END();
|
||||
|
||||
uint32 FLAXENGINE_API GetHash(const VertexElement& key);
|
||||
Reference in New Issue
Block a user