GPU: Metal vertex buffer indices should grow upward (#10837)

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Caleb Cornett 2024-09-15 20:17:43 -05:00 committed by GitHub
parent 0548050fc5
commit 4f722d372a
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2 changed files with 11 additions and 16 deletions

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@ -1983,7 +1983,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
* - [[texture]]: Sampled textures, followed by storage textures
* - [[sampler]]: Samplers with indices corresponding to the sampled textures
* - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0
* is bound at [[buffer(30)]], vertex buffer 1 at [[buffer(29)]], and so on.
* is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on.
* Rather than manually authoring vertex buffer indices, use the
* [[stage_in]] attribute which will automatically use the vertex input
* information from the SDL_GPUPipeline.

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@ -30,9 +30,9 @@
// Defines
#define METAL_MAX_BUFFER_COUNT 31
#define WINDOW_PROPERTY_DATA "SDL_GPUMetalWindowPropertyData"
#define SDL_GPU_SHADERSTAGE_COMPUTE 2
#define METAL_FIRST_VERTEX_BUFFER_SLOT 14
#define WINDOW_PROPERTY_DATA "SDL_GPUMetalWindowPropertyData"
#define SDL_GPU_SHADERSTAGE_COMPUTE 2
#define TRACK_RESOURCE(resource, type, array, count, capacity) \
Uint32 i; \
@ -633,11 +633,6 @@ struct MetalRenderer
// Helper Functions
static Uint32 METAL_INTERNAL_GetVertexBufferIndex(Uint32 binding)
{
return METAL_MAX_BUFFER_COUNT - 1 - binding;
}
// FIXME: This should be moved into SDL_sysgpu.h
static inline Uint32 METAL_INTERNAL_NextHighestAlignment(
Uint32 n,
@ -1097,11 +1092,12 @@ static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
Uint32 loc = createinfo->vertex_input_state.vertex_attributes[i].location;
vertexDescriptor.attributes[loc].format = SDLToMetal_VertexFormat[createinfo->vertex_input_state.vertex_attributes[i].format];
vertexDescriptor.attributes[loc].offset = createinfo->vertex_input_state.vertex_attributes[i].offset;
vertexDescriptor.attributes[loc].bufferIndex = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_attributes[i].buffer_slot);
vertexDescriptor.attributes[loc].bufferIndex =
METAL_FIRST_VERTEX_BUFFER_SLOT + createinfo->vertex_input_state.vertex_attributes[i].buffer_slot;
}
for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_buffers; i += 1) {
binding = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_buffer_descriptions[i].slot);
binding = METAL_FIRST_VERTEX_BUFFER_SLOT + createinfo->vertex_input_state.vertex_buffer_descriptions[i].slot;
vertexDescriptor.layouts[binding].stepFunction = SDLToMetal_StepFunction[createinfo->vertex_input_state.vertex_buffer_descriptions[i].input_rate];
vertexDescriptor.layouts[binding].stepRate = (createinfo->vertex_input_state.vertex_buffer_descriptions[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE)
? createinfo->vertex_input_state.vertex_buffer_descriptions[i].instance_step_rate
@ -2371,17 +2367,16 @@ static void METAL_BindVertexBuffers(
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
id<MTLBuffer> metalBuffers[MAX_VERTEX_BUFFERS];
NSUInteger bufferOffsets[MAX_VERTEX_BUFFERS];
NSRange range = NSMakeRange(METAL_INTERNAL_GetVertexBufferIndex(firstBinding), numBindings);
NSRange range = NSMakeRange(METAL_FIRST_VERTEX_BUFFER_SLOT + firstBinding, numBindings);
if (range.length == 0) {
return;
}
for (Uint32 i = 0; i < range.length; i += 1) {
for (Uint32 i = 0; i < numBindings; i += 1) {
MetalBuffer *currentBuffer = ((MetalBufferContainer *)bindings[i].buffer)->activeBuffer;
NSUInteger bindingIndex = range.length - 1 - i;
metalBuffers[bindingIndex] = currentBuffer->handle;
bufferOffsets[bindingIndex] = bindings[i].offset;
metalBuffers[firstBinding + i] = currentBuffer->handle;
bufferOffsets[firstBinding + i] = bindings[i].offset;
METAL_INTERNAL_TrackBuffer(metalCommandBuffer, currentBuffer);
}