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

@@ -14,6 +14,7 @@
#include "GPUTimerQueryVulkan.h"
#include "GPUBufferVulkan.h"
#include "GPUSamplerVulkan.h"
#include "GPUVertexLayoutVulkan.h"
#include "GPUSwapChainVulkan.h"
#include "RenderToolsVulkan.h"
#include "QueueVulkan.h"
@@ -448,6 +449,50 @@ uint32 GetHash(const FramebufferVulkan::Key& key)
return hash;
}
GPUVertexLayoutVulkan::GPUVertexLayoutVulkan(GPUDeviceVulkan* device, const Elements& elements)
: GPUResourceVulkan<GPUVertexLayout>(device, StringView::Empty)
{
_elements = elements;
uint32 offsets[GPU_MAX_VB_BINDED] = {};
for (int32 i = 0; i < GPU_MAX_VB_BINDED; i++)
{
VkVertexInputBindingDescription& binding = Bindings[i];
binding.binding = i;
binding.stride = 0;
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
}
uint32 bindingsCount = 0;
for (int32 i = 0; i < _elements.Count(); i++)
{
const VertexElement& src = _elements.Get()[i];
uint32& offset = offsets[src.Slot];
if (src.Offset != 0)
offset = src.Offset;
const int32 size = PixelFormatExtensions::SizeInBytes(src.Format);
ASSERT_LOW_LAYER(src.Slot < GPU_MAX_VB_BINDED);
VkVertexInputBindingDescription& binding = Bindings[src.Slot];
binding.binding = src.Slot;
binding.stride = Math::Max(binding.stride, (uint32_t)(offset + size));
binding.inputRate = src.PerInstance ? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription& attribute = Attributes[i];
attribute.location = i;
attribute.binding = src.Slot;
attribute.format = RenderToolsVulkan::ToVulkanFormat(src.Format);
attribute.offset = offset;
bindingsCount = Math::Max(bindingsCount, (uint32)src.Slot + 1);
offset += size;
}
RenderToolsVulkan::ZeroStruct(CreateInfo, VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO);
CreateInfo.vertexBindingDescriptionCount = bindingsCount;
CreateInfo.pVertexBindingDescriptions = Bindings;
CreateInfo.vertexAttributeDescriptionCount = _elements.Count();
CreateInfo.pVertexAttributeDescriptions = Attributes;
}
FramebufferVulkan::FramebufferVulkan(GPUDeviceVulkan* device, const Key& key, const VkExtent2D& extent, uint32 layers)
: Device(device)
, Handle(VK_NULL_HANDLE)
@@ -2072,6 +2117,11 @@ GPUSampler* GPUDeviceVulkan::CreateSampler()
return New<GPUSamplerVulkan>(this);
}
GPUVertexLayout* GPUDeviceVulkan::CreateVertexLayout(const VertexElements& elements)
{
return New<GPUVertexLayoutVulkan>(this, elements);
}
GPUSwapChain* GPUDeviceVulkan::CreateSwapChain(Window* window)
{
return New<GPUSwapChainVulkan>(this, window);

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@@ -610,6 +610,7 @@ public:
GPUTimerQuery* CreateTimerQuery() override;
GPUBuffer* CreateBuffer(const StringView& name) override;
GPUSampler* CreateSampler() override;
GPUVertexLayout* CreateVertexLayout(const VertexElements& elements) override;
GPUSwapChain* CreateSwapChain(Window* window) override;
GPUConstantBuffer* CreateConstantBuffer(uint32 size, const StringView& name) override;
};

View File

@@ -0,0 +1,23 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#if GRAPHICS_API_VULKAN
#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
#include "GPUDeviceVulkan.h"
/// <summary>
/// Vertex layout object for Vulkan backend.
/// </summary>
class GPUVertexLayoutVulkan : public GPUResourceVulkan<GPUVertexLayout>
{
public:
GPUVertexLayoutVulkan(GPUDeviceVulkan* device, const Elements& elements);
VkPipelineVertexInputStateCreateInfo CreateInfo;
VkVertexInputBindingDescription Bindings[GPU_MAX_VB_BINDED];
VkVertexInputAttributeDescription Attributes[GPU_MAX_VS_ELEMENTS];
};
#endif