Fix vertex format binding;

This commit is contained in:
bjorn 2022-08-12 17:43:41 -07:00
parent 7e5221492d
commit 3b33f4917e
1 changed files with 43 additions and 45 deletions

View File

@ -4011,57 +4011,55 @@ static void bindPipeline(Pass* pass, Draw* draw, Shader* shader) {
}
// Vertex formats
if (pipeline->formatHash != 1 + draw->vertex.format) {
if (!draw->vertex.buffer) {
pipeline->formatHash = 1 + draw->vertex.format;
pipeline->info.vertex = state.vertexFormats[draw->vertex.format];
pipeline->dirty = true;
if (draw->vertex.buffer && pipeline->formatHash != draw->vertex.buffer->hash) {
pipeline->formatHash = draw->vertex.buffer->hash;
pipeline->info.vertex.bufferCount = 2;
pipeline->info.vertex.attributeCount = shader->attributeCount;
pipeline->info.vertex.bufferStrides[0] = draw->vertex.buffer->info.stride;
pipeline->info.vertex.bufferStrides[1] = 0;
pipeline->dirty = true;
if (shader->hasCustomAttributes) {
for (uint32_t i = 0; i < shader->attributeCount; i++) {
if (shader->attributes[i].location < 10) {
pipeline->info.vertex.attributes[pipeline->info.vertex.attributeCount++] = (gpu_attribute) {
.buffer = 1,
.location = shader->attributes[i].location,
.type = GPU_TYPE_F32x4,
.offset = shader->attributes[i].location == LOCATION_COLOR ? 16 : 0
};
}
for (uint32_t i = 0; i < shader->attributeCount; i++) {
ShaderAttribute* attribute = &shader->attributes[i];
bool found = false;
for (uint32_t j = 0; j < draw->vertex.buffer->info.fieldCount; j++) {
BufferField field = draw->vertex.buffer->info.fields[j];
lovrCheck(field.type < FIELD_MAT2, "Currently, matrix and index types can not be used in vertex buffers");
if (field.hash ? (field.hash == attribute->hash) : (field.location == attribute->location)) {
pipeline->info.vertex.attributes[i] = (gpu_attribute) {
.buffer = 0,
.location = attribute->location,
.offset = field.offset,
.type = field.type
};
found = true;
break;
}
}
} else {
pipeline->formatHash = draw->vertex.buffer->hash;
pipeline->info.vertex.bufferCount = 2;
pipeline->info.vertex.attributeCount = shader->attributeCount;
pipeline->info.vertex.bufferStrides[0] = draw->vertex.buffer->info.stride;
pipeline->info.vertex.bufferStrides[1] = 0;
pipeline->dirty = true;
if (!found) {
pipeline->info.vertex.attributes[i] = (gpu_attribute) {
.buffer = 1,
.location = attribute->location,
.offset = attribute->location == LOCATION_COLOR ? 16 : 0,
.type = GPU_TYPE_F32x4
};
}
}
} else if (!draw->vertex.buffer && pipeline->formatHash != 1 + draw->vertex.format) {
pipeline->formatHash = 1 + draw->vertex.format;
pipeline->info.vertex = state.vertexFormats[draw->vertex.format];
pipeline->dirty = true;
if (shader->hasCustomAttributes) {
for (uint32_t i = 0; i < shader->attributeCount; i++) {
ShaderAttribute* attribute = &shader->attributes[i];
bool found = false;
for (uint32_t j = 0; j < draw->vertex.buffer->info.fieldCount; j++) {
BufferField field = draw->vertex.buffer->info.fields[j];
lovrCheck(field.type < FIELD_MAT2, "Currently, matrix and index types can not be used in vertex buffers");
if (field.hash ? (field.hash == attribute->hash) : (field.location == attribute->location)) {
pipeline->info.vertex.attributes[i] = (gpu_attribute) {
.buffer = 0,
.location = attribute->location,
.offset = field.offset,
.type = field.type
};
found = true;
break;
}
}
if (!found) {
pipeline->info.vertex.attributes[i] = (gpu_attribute) {
if (shader->attributes[i].location < 10) {
pipeline->info.vertex.attributes[pipeline->info.vertex.attributeCount++] = (gpu_attribute) {
.buffer = 1,
.location = attribute->location,
.offset = attribute->location == LOCATION_COLOR ? 16 : 0,
.type = GPU_TYPE_F32x4
.location = shader->attributes[i].location,
.type = GPU_TYPE_F32x4,
.offset = shader->attributes[i].location == LOCATION_COLOR ? 16 : 0
};
}
}