gpu,gpu/internal: move vertex buffer stride to pipeline state

Metal needs the vertex stride at pipeline creation.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-08-11 16:27:25 +02:00
parent 1af910959b
commit 58cc817e5f
7 changed files with 76 additions and 44 deletions
+14 -4
View File
@@ -26,6 +26,10 @@ type Backend struct {
viewport d3d11.VIEWPORT
pipeline *Pipeline
vert struct {
buffer *Buffer
offset int
}
caps driver.Caps
@@ -40,6 +44,7 @@ type Pipeline struct {
frag *d3d11.PixelShader
layout *d3d11.InputLayout
blend *d3d11.BlendState
stride int
}
type Texture struct {
@@ -375,9 +380,9 @@ func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error)
return nil, err
}
var layout *d3d11.InputLayout
if l := desc.VertexLayout; l != nil {
if l := desc.VertexLayout; l.Stride > 0 {
var err error
layout, err = b.newInputLayout(vsh.src, l)
layout, err = b.newInputLayout(vsh.src, l.Inputs)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(blend), blend.Vtbl.AddRef)
return nil, err
@@ -394,6 +399,7 @@ func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error)
vert: vshRef,
frag: fshRef,
layout: layout,
stride: desc.VertexLayout.Stride,
blend: blend,
}, nil
}
@@ -460,6 +466,9 @@ func (b *Backend) prepareDraw(mode driver.DrawMode) {
b.ctx.PSSetShader(p.frag)
b.ctx.IASetInputLayout(p.layout)
b.ctx.OMSetBlendState(p.blend, nil, 0xffffffff)
if b.vert.buffer != nil {
b.ctx.IASetVertexBuffers(b.vert.buffer.buf, uint32(p.stride), uint32(b.vert.offset))
}
}
var topology uint32
switch mode {
@@ -562,8 +571,9 @@ func (b *Backend) BindFragmentUniforms(buffer driver.Buffer) {
b.ctx.PSSetConstantBuffers(buf.buf)
}
func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
b.ctx.IASetVertexBuffers(buf.(*Buffer).buf, uint32(stride), uint32(offset))
func (b *Backend) BindVertexBuffer(buf driver.Buffer, offset int) {
b.vert.buffer = buf.(*Buffer)
b.vert.offset = offset
}
func (b *Backend) BindIndexBuffer(buf driver.Buffer) {