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GPU: Metal vertex buffer indices should grow upward (#10837)
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@ -1983,7 +1983,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
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* - [[texture]]: Sampled textures, followed by storage textures
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* - [[sampler]]: Samplers with indices corresponding to the sampled textures
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* - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
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* is bound at [[buffer(30)]], vertex buffer 1 at [[buffer(29)]], and so on.
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* is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
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* Rather than manually authoring vertex buffer indices, use the
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* [[stage_in]] attribute which will automatically use the vertex input
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* information from the SDL_GPUPipeline.
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@ -30,9 +30,9 @@
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// Defines
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#define METAL_MAX_BUFFER_COUNT 31
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#define WINDOW_PROPERTY_DATA "SDL_GPUMetalWindowPropertyData"
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#define SDL_GPU_SHADERSTAGE_COMPUTE 2
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#define METAL_FIRST_VERTEX_BUFFER_SLOT 14
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#define WINDOW_PROPERTY_DATA "SDL_GPUMetalWindowPropertyData"
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#define SDL_GPU_SHADERSTAGE_COMPUTE 2
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#define TRACK_RESOURCE(resource, type, array, count, capacity) \
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Uint32 i; \
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@ -633,11 +633,6 @@ struct MetalRenderer
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// Helper Functions
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static Uint32 METAL_INTERNAL_GetVertexBufferIndex(Uint32 binding)
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{
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return METAL_MAX_BUFFER_COUNT - 1 - binding;
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}
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// FIXME: This should be moved into SDL_sysgpu.h
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static inline Uint32 METAL_INTERNAL_NextHighestAlignment(
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Uint32 n,
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@ -1097,11 +1092,12 @@ static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
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Uint32 loc = createinfo->vertex_input_state.vertex_attributes[i].location;
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vertexDescriptor.attributes[loc].format = SDLToMetal_VertexFormat[createinfo->vertex_input_state.vertex_attributes[i].format];
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vertexDescriptor.attributes[loc].offset = createinfo->vertex_input_state.vertex_attributes[i].offset;
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vertexDescriptor.attributes[loc].bufferIndex = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_attributes[i].buffer_slot);
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vertexDescriptor.attributes[loc].bufferIndex =
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METAL_FIRST_VERTEX_BUFFER_SLOT + createinfo->vertex_input_state.vertex_attributes[i].buffer_slot;
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}
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for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_buffers; i += 1) {
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binding = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_buffer_descriptions[i].slot);
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binding = METAL_FIRST_VERTEX_BUFFER_SLOT + createinfo->vertex_input_state.vertex_buffer_descriptions[i].slot;
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vertexDescriptor.layouts[binding].stepFunction = SDLToMetal_StepFunction[createinfo->vertex_input_state.vertex_buffer_descriptions[i].input_rate];
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vertexDescriptor.layouts[binding].stepRate = (createinfo->vertex_input_state.vertex_buffer_descriptions[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE)
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? createinfo->vertex_input_state.vertex_buffer_descriptions[i].instance_step_rate
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@ -2371,17 +2367,16 @@ static void METAL_BindVertexBuffers(
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MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
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id<MTLBuffer> metalBuffers[MAX_VERTEX_BUFFERS];
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NSUInteger bufferOffsets[MAX_VERTEX_BUFFERS];
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NSRange range = NSMakeRange(METAL_INTERNAL_GetVertexBufferIndex(firstBinding), numBindings);
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NSRange range = NSMakeRange(METAL_FIRST_VERTEX_BUFFER_SLOT + firstBinding, numBindings);
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if (range.length == 0) {
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return;
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}
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for (Uint32 i = 0; i < range.length; i += 1) {
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for (Uint32 i = 0; i < numBindings; i += 1) {
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MetalBuffer *currentBuffer = ((MetalBufferContainer *)bindings[i].buffer)->activeBuffer;
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NSUInteger bindingIndex = range.length - 1 - i;
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metalBuffers[bindingIndex] = currentBuffer->handle;
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bufferOffsets[bindingIndex] = bindings[i].offset;
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metalBuffers[firstBinding + i] = currentBuffer->handle;
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bufferOffsets[firstBinding + i] = bindings[i].offset;
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METAL_INTERNAL_TrackBuffer(metalCommandBuffer, currentBuffer);
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}
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