Add GPUVertexLayout to graphics backends

This commit is contained in:
Wojtek Figat
2024-12-13 09:20:01 +01:00
parent cedf4b1eb5
commit fc4e6f4972
31 changed files with 605 additions and 93 deletions

View File

@@ -0,0 +1,103 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "GPUVertexLayout.h"
#if GPU_ENABLE_ASSERTION_LOW_LAYERS
#include "Engine/Core/Log.h"
#endif
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Graphics/GPUDevice.h"
#if GPU_ENABLE_RESOURCE_NAMING
#include "Engine/Scripting/Enums.h"
#endif
// VertexElement has been designed to be POD and memory-comparable for faster hashing and comparision.
struct VertexElementRaw
{
uint32 Words[2];
};
static_assert(sizeof(VertexElement) == sizeof(VertexElementRaw), "Incorrect size of the VertexElement!");
namespace
{
CriticalSection CacheLocker;
Dictionary<uint32, GPUVertexLayout*> LayoutCache;
}
String VertexElement::ToString() const
{
#if GPU_ENABLE_RESOURCE_NAMING
return String::Format(TEXT("{}, format {}, offset {}, per-instance {}, slot {}"), ScriptingEnum::ToString(Type), ScriptingEnum::ToString(Format), Offset, PerInstance, Slot);
#else
return TEXT("VertexElement");
#endif
}
bool VertexElement::operator==(const VertexElement& other) const
{
auto thisRaw = (const VertexElementRaw*)this;
auto otherRaw = (const VertexElementRaw*)&other;
return thisRaw->Words[0] == otherRaw->Words[0] && thisRaw->Words[1] == otherRaw->Words[1];
}
uint32 GetHash(const VertexElement& key)
{
auto keyRaw = (const VertexElementRaw*)&key;
uint32 hash = keyRaw->Words[0];
CombineHash(hash, keyRaw->Words[1]);
return hash;
}
GPUVertexLayout::GPUVertexLayout()
: GPUResource(SpawnParams(Guid::New(), TypeInitializer))
{
}
GPUVertexLayout* GPUVertexLayout::Get(const Elements& elements)
{
// Hash input layout
uint32 hash = 0;
for (const VertexElement& element : elements)
{
CombineHash(hash, GetHash(element));
}
// Lookup existing cache
CacheLocker.Lock();
GPUVertexLayout* result;
if (!LayoutCache.TryGet(hash, result))
{
result = GPUDevice::Instance->CreateVertexLayout(elements);
if (!result)
{
#if GPU_ENABLE_ASSERTION_LOW_LAYERS
for (auto& e : elements)
LOG(Error, " {}", e.ToString());
#endif
LOG(Error, "Failed to create vertex layout");
CacheLocker.Unlock();
return nullptr;
}
LayoutCache.Add(hash, result);
}
#if GPU_ENABLE_ASSERTION_LOW_LAYERS
else if (result->GetElements() != elements)
{
for (auto& e : result->GetElements())
LOG(Error, " (a) {}", e.ToString());
for (auto& e : elements)
LOG(Error, " (b) {}", e.ToString());
LOG(Fatal, "Vertex layout cache collision for hash {}", hash);
}
#endif
CacheLocker.Unlock();
return result;
}
void ClearVertexLayoutCache()
{
for (const auto& e : LayoutCache)
Delete(e.Value);
LayoutCache.Clear();
}