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FlaxEngine/Source/Engine/Graphics/Shaders/GPUVertexLayout.h

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3.7 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "VertexElement.h"
#include "Engine/Graphics/GPUResource.h"
#include "Engine/Core/Collections/Array.h"
class GPUBuffer;
/// <summary>
/// Defines input layout of vertex buffer data passed to the Vertex Shader.
/// </summary>
API_CLASS(Sealed, NoSpawn) class FLAXENGINE_API GPUVertexLayout : public GPUResource
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(GPUVertexLayout);
typedef Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>> Elements;
private:
Elements _elements;
uint32 _stride;
protected:
GPUVertexLayout();
void SetElements(const Elements& elements, bool explicitOffsets);
public:
/// <summary>
/// Gets the list of elements used by this layout.
/// </summary>
API_PROPERTY() FORCE_INLINE const Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>>& GetElements() const
{
return _elements;
}
/// <summary>
/// Gets the list of elements used by this layout as a text (each element in a new line).
/// </summary>
API_PROPERTY() String GetElementsString() const;
/// <summary>
/// Gets the size in bytes of all elements in the layout structure (including their offsets).
/// </summary>
API_PROPERTY() FORCE_INLINE uint32 GetStride() const
{
return _stride;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="elements">The list of elements for the layout.</param>
/// <param name="explicitOffsets">If set to true, input elements offsets will be used without automatic calculations (offsets with value 0).</param>
/// <returns>Vertex layout object. Doesn't need to be cleared as it's cached for an application lifetime.</returns>
API_FUNCTION() static GPUVertexLayout* Get(const Array<VertexElement, FixedAllocation<GPU_MAX_VS_ELEMENTS>>& elements, bool explicitOffsets = false);
/// <summary>
/// Gets the vertex layout for a given list of vertex buffers (sequence of binding slots based on layouts set on those buffers). Uses internal cache to skip creating layout if it's already exists for a given list.
/// </summary>
/// <param name="vertexBuffers">The list of vertex buffers for the layout.</param>
/// <returns>Vertex layout object. Doesn't need to be cleared as it's cached for an application lifetime.</returns>
API_FUNCTION() static GPUVertexLayout* Get(const Span<GPUBuffer*>& vertexBuffers);
/// <summary>
/// Merges list of layouts in a single one. Uses internal cache to skip creating layout if it's already exists for a given list.
/// </summary>
/// <param name="layouts">The list of layouts to merge.</param>
/// <returns>Vertex layout object. Doesn't need to be cleared as it's cached for an application lifetime.</returns>
API_FUNCTION() static GPUVertexLayout* Get(const Span<GPUVertexLayout*>& layouts);
/// <summary>
/// Merges reference vertex elements into the given set of elements to ensure the reference list is satisfied (vertex shader input requirement). Returns base layout if it's valid.
/// </summary>
/// <param name="base">The list of vertex buffers for the layout.</param>
/// <param name="reference">The list of reference inputs.</param>
/// <returns>Vertex layout object. Doesn't need to be cleared as it's cached for an application lifetime.</returns>
static GPUVertexLayout* Merge(GPUVertexLayout* base, GPUVertexLayout* reference);
public:
// [GPUResource]
GPUResourceType GetResourceType() const override
{
return GPUResourceType::Descriptor;
}
};