1
0
forked from mirrors/0ad

Switches from per draw vertex attribute format to precompiled vertex input layout.

Comments By: phosit, Stan
Differential Revision: https://code.wildfiregames.com/D4852
This was SVN commit r27363.
This commit is contained in:
vladislavbelov
2023-01-06 00:39:25 +00:00
parent 90a3e2b2e7
commit 90f064ff03
50 changed files with 871 additions and 516 deletions
+154 -87
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -64,6 +64,145 @@ const ssize_t BlendOffsets[9][2] = {
{ 0, 0 }
};
// static
Renderer::Backend::IVertexInputLayout* CPatchRData::GetBaseVertexInputLayout()
{
const uint32_t stride = sizeof(SBaseVertex);
const std::array<Renderer::Backend::SVertexAttributeFormat, 3> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::NORMAL,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Normal), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
// static
Renderer::Backend::IVertexInputLayout* CPatchRData::GetBlendVertexInputLayout()
{
const uint32_t stride = sizeof(SBlendVertex);
const std::array<Renderer::Backend::SVertexAttributeFormat, 4> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBlendVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::NORMAL,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBlendVertex, m_Normal), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBlendVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV1,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SBlendVertex, m_AlphaUVs), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
// static
Renderer::Backend::IVertexInputLayout* CPatchRData::GetStreamVertexInputLayout(
const bool bindPositionAsTexCoord)
{
const uint32_t stride = sizeof(SBaseVertex);
if (bindPositionAsTexCoord)
{
const std::array<Renderer::Backend::SVertexAttributeFormat, 2> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
else
{
const std::array<Renderer::Backend::SVertexAttributeFormat, 1> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
}
// static
Renderer::Backend::IVertexInputLayout* CPatchRData::GetSideVertexInputLayout()
{
const uint32_t stride = sizeof(SSideVertex);
const std::array<Renderer::Backend::SVertexAttributeFormat, 1> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SSideVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
// static
Renderer::Backend::IVertexInputLayout* CPatchRData::GetWaterSurfaceVertexInputLayout(
const bool bindWaterData)
{
const uint32_t stride = sizeof(SWaterVertex);
if (bindWaterData)
{
const std::array<Renderer::Backend::SVertexAttributeFormat, 2> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SWaterVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
// UV1 will be used only in case of bindWaterData.
{Renderer::Backend::VertexAttributeStream::UV1,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SWaterVertex, m_WaterData), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
else
{
const std::array<Renderer::Backend::SVertexAttributeFormat, 1> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SWaterVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
}
// static
Renderer::Backend::IVertexInputLayout* CPatchRData::GetWaterShoreVertexInputLayout()
{
const uint32_t stride = sizeof(SWaterVertex);
const std::array<Renderer::Backend::SVertexAttributeFormat, 2> attributes{ {
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SWaterVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV1,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SWaterVertex, m_WaterData), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
CPatchRData::CPatchRData(CPatch* patch, CSimulation2* simulation) :
m_Patch(patch), m_Simulation(simulation)
{
@@ -716,6 +855,7 @@ using ShaderTechniqueBatches = PooledBatchMap<std::pair<CStrIntern, CShaderDefin
void CPatchRData::RenderBases(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow)
{
PROFILE3("render terrain bases");
@@ -817,23 +957,7 @@ void CPatchRData::RenderBases(
{
ENSURE(!itv->first->GetBuffer()->IsDynamic());
const uint32_t stride = sizeof(SBaseVertex);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::NORMAL,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Normal), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
deviceCommandContext->SetVertexBuffer(0, itv->first->GetBuffer(), 0);
@@ -891,6 +1015,7 @@ struct SBlendStackItem
void CPatchRData::RenderBlends(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow)
{
PROFILE3("render terrain blends");
@@ -1065,28 +1190,7 @@ void CPatchRData::RenderBlends(
ENSURE(!itv->first->GetBuffer()->IsDynamic());
const uint32_t stride = sizeof(SBlendVertex);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBlendVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::NORMAL,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBlendVertex, m_Normal), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBlendVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV1,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SBlendVertex, m_AlphaUVs), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
deviceCommandContext->SetVertexBuffer(0, itv->first->GetBuffer(), 0);
}
@@ -1114,7 +1218,8 @@ void CPatchRData::RenderBlends(
void CPatchRData::RenderStreams(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const std::vector<CPatchRData*>& patches, const bool bindPositionAsTexCoord)
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CPatchRData*>& patches)
{
PROFILE3("render terrain streams");
@@ -1143,21 +1248,7 @@ void CPatchRData::RenderStreams(
PROFILE_END("compute batches");
const uint32_t stride = sizeof(SBaseVertex);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
if (bindPositionAsTexCoord)
{
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SBaseVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
}
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
// Render each batch
for (const std::pair<CVertexBuffer* const, StreamIndexBufferBatches>& streamBatch : batches)
@@ -1216,6 +1307,7 @@ void CPatchRData::RenderOutline()
void CPatchRData::RenderSides(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CPatchRData*>& patches)
{
PROFILE3("render terrain sides");
@@ -1224,12 +1316,7 @@ void CPatchRData::RenderSides(
if (patches.empty())
return;
const uint32_t stride = sizeof(SSideVertex);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SSideVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
CVertexBuffer* lastVB = nullptr;
for (CPatchRData* patch : patches)
@@ -1481,7 +1568,7 @@ void CPatchRData::BuildWater()
void CPatchRData::RenderWaterSurface(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const bool bindWaterData)
Renderer::Backend::IVertexInputLayout* vertexInputLayout)
{
ASSERT(m_UpdateFlags == 0);
@@ -1494,19 +1581,7 @@ void CPatchRData::RenderWaterSurface(
const uint32_t stride = sizeof(SWaterVertex);
const uint32_t firstVertexOffset = m_VBWater->m_Index * stride;
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SWaterVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
if (bindWaterData)
{
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV1,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SWaterVertex, m_WaterData), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
}
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
deviceCommandContext->SetVertexBuffer(
0, m_VBWater->m_Owner->GetBuffer(), firstVertexOffset);
@@ -1519,7 +1594,8 @@ void CPatchRData::RenderWaterSurface(
}
void CPatchRData::RenderWaterShore(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout)
{
ASSERT(m_UpdateFlags == 0);
@@ -1532,16 +1608,7 @@ void CPatchRData::RenderWaterShore(
const uint32_t stride = sizeof(SWaterVertex);
const uint32_t firstVertexOffset = m_VBWaterShore->m_Index * stride;
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SWaterVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV1,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SWaterVertex, m_WaterData), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
deviceCommandContext->SetVertexBuffer(
0, m_VBWaterShore->m_Owner->GetBuffer(), firstVertexOffset);