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

@@ -3,6 +3,7 @@
#pragma once
#include "ShaderFunctionReader.h"
#include "Engine/Graphics/Config.h"
#if COMPILE_WITH_SHADER_COMPILER
@@ -115,9 +116,9 @@ namespace ShaderProcessing
for (int32 i = 0; i < _cache.Count(); i++)
{
auto& f = _cache[i];
if (f.Slot >= MAX_CONSTANT_BUFFER_SLOTS)
if (f.Slot >= GPU_MAX_CB_BINDED)
{
parser->OnError(String::Format(TEXT("Constant buffer {0} is using invalid slot {1}. Maximum supported slot is {2}."), String(f.Name), f.Slot, MAX_CONSTANT_BUFFER_SLOTS - 1));
parser->OnError(String::Format(TEXT("Constant buffer {0} is using invalid slot {1}. Maximum supported slot is {2}."), String(f.Name), f.Slot, GPU_MAX_CB_BINDED - 1));
return;
}
}

View File

@@ -30,14 +30,12 @@ struct ShaderPermutation
class ShaderFunctionMeta
{
public:
/// <summary>
/// Virtual destructor
/// </summary>
virtual ~ShaderFunctionMeta() = default;
public:
/// <summary>
/// Function name
/// </summary>
@@ -59,7 +57,6 @@ public:
Array<ShaderPermutation> Permutations;
public:
/// <summary>
/// Checks if definition name has been added to the given permutation
/// </summary>
@@ -117,7 +114,6 @@ public:
}
public:
/// <summary>
/// Gets shader function meta stage type.
/// </summary>
@@ -130,9 +126,9 @@ public:
class VertexShaderMeta : public ShaderFunctionMeta
{
public:
/// <summary>
/// Input element type
/// [Deprecated in v1.10]
/// </summary>
enum class InputType : byte
{
@@ -150,6 +146,7 @@ public:
/// <summary>
/// Input element
/// [Deprecated in v1.10]
/// </summary>
struct InputElement
{
@@ -195,14 +192,13 @@ public:
};
public:
/// <summary>
/// Input layout description
/// [Deprecated in v1.10]
/// </summary>
Array<InputElement> InputLayout;
public:
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{
@@ -216,14 +212,12 @@ public:
class HullShaderMeta : public ShaderFunctionMeta
{
public:
/// <summary>
/// The input control points count (valid range: 1-32).
/// </summary>
int32 ControlPointsCount;
public:
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{
@@ -237,7 +231,6 @@ public:
class DomainShaderMeta : public ShaderFunctionMeta
{
public:
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{
@@ -251,7 +244,6 @@ public:
class GeometryShaderMeta : public ShaderFunctionMeta
{
public:
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{
@@ -265,7 +257,6 @@ public:
class PixelShaderMeta : public ShaderFunctionMeta
{
public:
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{
@@ -279,7 +270,6 @@ public:
class ComputeShaderMeta : public ShaderFunctionMeta
{
public:
// [ShaderFunctionMeta]
ShaderStage GetStage() const override
{
@@ -309,7 +299,6 @@ struct ConstantBufferMeta
class ShaderMeta
{
public:
/// <summary>
/// Vertex Shaders
/// </summary>
@@ -346,18 +335,16 @@ public:
Array<ConstantBufferMeta> CB;
public:
/// <summary>
/// Gets amount of shaders attached (not counting permutations)
/// Gets amount of shaders attached (not counting permutations).
/// </summary>
/// <returns>Amount of all shader programs</returns>
uint32 GetShadersCount() const
int32 GetShadersCount() const
{
return VS.Count() + HS.Count() + DS.Count() + GS.Count() + PS.Count() + CS.Count();
}
/// <summary>
/// Gets all shader functions (all types)
/// Gets all shader functions (all types).
/// </summary>
/// <param name="functions">Output collections of functions</param>
void GetShaders(Array<const ShaderFunctionMeta*>& functions) const

View File

@@ -6,7 +6,6 @@
#include "ShadersCompilation.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Engine/Globals.h"
#include "Engine/Platform/File.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Graphics/RenderTools.h"
@@ -14,7 +13,6 @@
#include "Engine/Threading/Threading.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#include "Engine/Utilities/StringConverter.h"
namespace IncludedFiles
{
@@ -68,24 +66,12 @@ bool ShaderCompiler::Compile(ShaderCompilationContext* context)
// [Output] Constant Buffers
{
const int32 cbsCount = _constantBuffers.Count();
ASSERT(cbsCount == meta->CB.Count());
// Find maximum used slot index
byte maxCbSlot = 0;
for (int32 i = 0; i < cbsCount; i++)
ASSERT(_constantBuffers.Count() == meta->CB.Count());
output->WriteByte((byte)_constantBuffers.Count());
for (const ShaderResourceBuffer& cb : _constantBuffers)
{
maxCbSlot = Math::Max(maxCbSlot, _constantBuffers[i].Slot);
}
output->WriteByte(static_cast<byte>(cbsCount));
output->WriteByte(maxCbSlot);
// TODO: do we still need to serialize max cb slot?
for (int32 i = 0; i < cbsCount; i++)
{
output->WriteByte(_constantBuffers[i].Slot);
output->WriteUint32(_constantBuffers[i].Size);
output->WriteByte(cb.Slot);
output->WriteUint32(cb.Size);
}
}