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
+51 -49
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
@@ -25,6 +25,7 @@
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/containers/StaticVector.h"
#include "ps/CStrInternStatic.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
@@ -47,6 +48,8 @@ struct IModelDef : public CModelDefRPrivate
/// The number of UVs is determined by the model
std::vector<VertexArray::Attribute> m_UVs;
Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
/// Indices are the same for all models, so share them
VertexIndexArray m_IndexArray;
@@ -234,8 +237,52 @@ IModelDef::IModelDef(const CModelDefPtr& mdef, bool gpuSkinning, bool calculateT
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
}
}
const uint32_t stride = m_Array.GetStride();
constexpr size_t MAX_UV = 2;
PS::StaticVector<Renderer::Backend::SVertexAttributeFormat, 5 + MAX_UV> attributes{
{Renderer::Backend::VertexAttributeStream::POSITION,
m_Position.format, m_Position.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::NORMAL,
m_Normal.format, m_Normal.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
};
for (size_t uv = 0; uv < std::min(MAX_UV, mdef->GetNumUVsPerVertex()); ++uv)
{
const Renderer::Backend::VertexAttributeStream stream =
static_cast<Renderer::Backend::VertexAttributeStream>(
static_cast<int>(Renderer::Backend::VertexAttributeStream::UV0) + uv);
attributes.push_back({
stream, m_UVs[uv].format, m_UVs[uv].offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
}
// GPU skinning requires extra attributes to compute positions/normals.
if (gpuSkinning)
{
attributes.push_back({
Renderer::Backend::VertexAttributeStream::UV2,
m_BlendJoints.format, m_BlendJoints.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
attributes.push_back({
Renderer::Backend::VertexAttributeStream::UV3,
m_BlendWeights.format, m_BlendWeights.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
}
if (calculateTangents)
{
attributes.push_back({
Renderer::Backend::VertexAttributeStream::UV4,
m_Tangent.format, m_Tangent.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
}
m_VertexInputLayout = g_Renderer.GetVertexInputLayout({attributes.begin(), attributes.end()});
}
struct InstancingModelRendererInternals
{
@@ -307,58 +354,13 @@ void InstancingModelRenderer::PrepareModelDef(
m->imodeldef = (IModelDef*)def.GetRenderData(m);
ENSURE(m->imodeldef);
deviceCommandContext->SetVertexInputLayout(m->imodeldef->m_VertexInputLayout);
deviceCommandContext->SetIndexBuffer(m->imodeldef->m_IndexArray.GetBuffer());
const uint32_t stride = m->imodeldef->m_Array.GetStride();
const uint32_t firstVertexOffset = m->imodeldef->m_Array.GetOffset() * stride;
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::POSITION,
m->imodeldef->m_Position.format,
m->imodeldef->m_Position.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::NORMAL,
m->imodeldef->m_Normal.format,
m->imodeldef->m_Normal.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
constexpr size_t MAX_UV = 2;
for (size_t uv = 0; uv < std::min(MAX_UV, def.GetNumUVsPerVertex()); ++uv)
{
const Renderer::Backend::VertexAttributeStream stream =
static_cast<Renderer::Backend::VertexAttributeStream>(
static_cast<int>(Renderer::Backend::VertexAttributeStream::UV0) + uv);
deviceCommandContext->SetVertexAttributeFormat(
stream, m->imodeldef->m_UVs[uv].format,
m->imodeldef->m_UVs[uv].offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
}
// GPU skinning requires extra attributes to compute positions/normals.
if (m->gpuSkinning)
{
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV2,
m->imodeldef->m_BlendJoints.format,
m->imodeldef->m_BlendJoints.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV3,
m->imodeldef->m_BlendWeights.format,
m->imodeldef->m_BlendWeights.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
}
if (m->calculateTangents)
{
deviceCommandContext->SetVertexAttributeFormat(
Renderer::Backend::VertexAttributeStream::UV4,
m->imodeldef->m_Tangent.format,
m->imodeldef->m_Tangent.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0);
}
deviceCommandContext->SetVertexBuffer(
0, m->imodeldef->m_Array.GetBuffer(), firstVertexOffset);
}