Added (dirty) VertexLayout

This commit is contained in:
Simon Lübeß
2020-12-01 19:57:59 +01:00
parent e7464118d6
commit 1c58d0986e
5 changed files with 157 additions and 97 deletions
@@ -155,5 +155,10 @@ namespace GlitchyEngine.Renderer
{ {
nativeContext.Rasterizer.SetViewports(viewportsCount, (.)viewports); nativeContext.Rasterizer.SetViewports(viewportsCount, (.)viewports);
} }
public override void SetVertexLayout(VertexLayout vertexLayout)
{
nativeContext.InputAssembler.SetInputLayout(vertexLayout.nativeLayout);
}
} }
} }
@@ -0,0 +1,47 @@
using System;
using DirectX.D3D11;
using System.Diagnostics;
using DirectX.Common;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer
{
public extension VertexLayout
{
internal ID3D11InputLayout* nativeLayout ~ _?.Release();
public ID3DBlob* nativeShaderCode;
public this(GraphicsContext context, VertexElement[] ownElements, ID3DBlob* nativeShaderCode)
{
this.nativeShaderCode = nativeShaderCode;
_context = context;
_elements = ownElements;
CreateNativeLayout();
}
private void ToNativeLayout(VertexElement[] input, InputElementDescription[] output)
{
Debug.Assert(input.Count == output.Count);
for(int i < input.Count)
output[i] = .(input[i].SemanticName, input[i].SemanticIndex, input[i].Format, input[i].InputSlot, input[i].AlignedByteOffset, (.)input[i].InputSlotClass);
}
protected override void CreateNativeLayout()
{
var nativeElements = scope InputElementDescription[_elements.Count];
ToNativeLayout(_elements, nativeElements);
var result = _context.nativeDevice.CreateInputLayout(nativeElements.CArray(), (.)nativeElements.Count, nativeShaderCode.GetBufferPointer(), nativeShaderCode.GetBufferSize(), &nativeLayout);
if(result.Failed)
{
Log.EngineLogger.Error($"Failed to create D3D11 input layout: Message({(int)result}): {result}");
}
}
}
}
-97
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@@ -179,101 +179,4 @@ namespace GlitchyEngine.Renderer
*/ */
protected extern Result<void> PlatformSetData(void* data, uint32 byteLength, uint32 dstByteOffset, MapType mapType); protected extern Result<void> PlatformSetData(void* data, uint32 byteLength, uint32 dstByteOffset, MapType mapType);
} }
/**
* Type of data contained in an input slot.
*/
public enum InputClassification
{
/**
* Input data is per-vertex data.
*/
PerVertexData = 0,
/**
* Input data is per-instance data.
*/
PerInstanceData = 1
}
public struct VertexElement
{
/**
* The semantic associated with this element in a shader input-signature.
*/
public String SemanticName;
/**
* The semantic index for the element.
* A semantic index modifies a semantic, with an integer index number.
* A semantic index is only needed in a case where there is more than one element with the same semantic.
* For example, a 4x4 matrix would have four components each with the semantic name "matrix",
* however each of the four component would have different semantic indices (0, 1, 2, and 3).
*/
public uint32 SemanticIndex;
/**
* The data type of the element data.
*/
public Format Format;
/**
* An integer value that identifies the input-assembler (see input slot). Valid values are between 0 and 15.
*/
public uint32 InputSlot;
/**
* Optional. Offset (in bytes) from the start of the vertex. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
*/
public uint32 AlignedByteOffset;
/**
* Identifies the input data class for a single input slot.
*/
public InputClassification InputSlotClass;
/**
* The number of instances to draw using the same per-instance data before advancing in the buffer by one element.
* This value must be 0 for an element that contains per-vertex data (the slot class is set to PerVertexData).
*/
public uint32 InstanceDataStepRate;
public this() => this = default;
public this(String semanticName, uint32 semanticIndex, Format format, uint32 inputSlot, uint32 offset = (.)-1, InputClassification slotClass = .PerVertexData, uint32 instanceStepRate = 0)
{
SemanticName = semanticName;
SemanticIndex = semanticIndex;
Format = format;
InputSlot = inputSlot;
AlignedByteOffset = offset;
InputSlotClass = slotClass;
InstanceDataStepRate = instanceStepRate;
}
/**
* Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
*/
public static readonly uint32 AppendAligned = 0xffffffff;
}
public abstract class VertexLayout
{
private GraphicsContext _context;
private VertexElement[] _elements ~ delete _;
public GraphicsContext Context => _context;
public VertexElement[] Elements => _elements;
/// Takes ownership of ownElements!
public this(GraphicsContext context, VertexElement[] ownElements)
{
_context = context;
_elements = ownElements;
//CreateNativeLayout();
}
private extern void CreateNativeLayout();
}
public interface IVertexData
{
static VertexLayout VertexLayout {get;}
}
} }
@@ -108,5 +108,7 @@ namespace GlitchyEngine.Renderer
} }
public extern void SetViewports(uint32 viewportsLength, Viewport* viewports); public extern void SetViewports(uint32 viewportsLength, Viewport* viewports);
public extern void SetVertexLayout(VertexLayout vertexLayout);
} }
} }
+103
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@@ -0,0 +1,103 @@
using System;
namespace GlitchyEngine.Renderer
{
/**
* Type of data contained in an input slot.
*/
public enum InputClassification
{
/**
* Input data is per-vertex data.
*/
PerVertexData = 0,
/**
* Input data is per-instance data.
*/
PerInstanceData = 1
}
public struct VertexElement
{
/**
* The semantic associated with this element in a shader input-signature.
*/
public String SemanticName;
/**
* The semantic index for the element.
* A semantic index modifies a semantic, with an integer index number.
* A semantic index is only needed in a case where there is more than one element with the same semantic.
* For example, a 4x4 matrix would have four components each with the semantic name "matrix",
* however each of the four component would have different semantic indices (0, 1, 2, and 3).
*/
public uint32 SemanticIndex;
/**
* The data type of the element data.
*/
public Format Format;
/**
* An integer value that identifies the input-assembler (see input slot). Valid values are between 0 and 15.
*/
public uint32 InputSlot;
/**
* Optional. Offset (in bytes) from the start of the vertex. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
*/
public uint32 AlignedByteOffset;
/**
* Identifies the input data class for a single input slot.
*/
public InputClassification InputSlotClass;
/**
* The number of instances to draw using the same per-instance data before advancing in the buffer by one element.
* This value must be 0 for an element that contains per-vertex data (the slot class is set to PerVertexData).
*/
public uint32 InstanceDataStepRate;
public this() => this = default;
public this(String semanticName, uint32 semanticIndex, Format format, uint32 inputSlot, uint32 offset = (.)-1, InputClassification slotClass = .PerVertexData, uint32 instanceStepRate = 0)
{
SemanticName = semanticName;
SemanticIndex = semanticIndex;
Format = format;
InputSlot = inputSlot;
AlignedByteOffset = offset;
InputSlotClass = slotClass;
InstanceDataStepRate = instanceStepRate;
}
/**
* Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
*/
public static readonly uint32 AppendAligned = 0xffffffff;
}
public class VertexLayout
{
private GraphicsContext _context;
private VertexElement[] _elements ~ delete _;
public GraphicsContext Context => _context;
public VertexElement[] Elements => _elements;
// Todo: DirectX needs shader!
/// Takes ownership of ownElements!
public this(GraphicsContext context, VertexElement[] ownElements)
{
_context = context;
_elements = ownElements;
CreateNativeLayout();
}
protected extern void CreateNativeLayout();
}
public interface IVertexData
{
static VertexLayout VertexLayout {get;}
}
}