use location numbers for vertex input attributes, instead of name-based binding.

- add 'location' named field to buffer and mesh vertex format tables, replaces 'name' field.
- location numbers are expected to match 'layout (location = #)' qualifiers in vertex inputs in shader code.
- deprecate vertex inputs in shader code that don't have layout location qualifiers.
- love's default vertex attributes use location 0 for position, 1 for texcoord, and 2 for color.
- add new variants of Mesh:attachAttribute, setAttributeEnabled, and isAttributeEnabled which take location numbers instead of names.

Improves draw performance in vulkan and metal backends.
This commit is contained in:
Sasha Szpakowski
2024-09-07 18:06:03 -03:00
parent c7b4ebbc55
commit 50ff1e4d2b
31 changed files with 683 additions and 258 deletions
+12 -9
View File
@@ -910,7 +910,7 @@ id<MTLDepthStencilState> Graphics::getCachedDepthStencilState(const DepthState &
return mtlstate;
}
void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const VertexAttributes &attributes)
void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, VertexAttributesID attributesID)
{
const uint32 pipelineStateBits = STATEBIT_SHADER | STATEBIT_BLEND | STATEBIT_COLORMASK;
@@ -987,18 +987,18 @@ void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const Verte
[encoder setCullMode:mode];
}
if ((dirtyState & pipelineStateBits) != 0 || !(attributes == lastRenderPipelineKey.vertexAttributes))
if ((dirtyState & pipelineStateBits) != 0 || attributesID != lastRenderPipelineKey.vertexAttributesID)
{
auto &key = lastRenderPipelineKey;
key.vertexAttributes = attributes;
key.vertexAttributesID = attributesID;
Shader *shader = (Shader *) Shader::current;
id<MTLRenderPipelineState> pipeline = nil;
if (shader)
{
key.blend = state.blend;
key.blendStateKey = state.blend.toKey();
key.colorChannelMask = state.colorMask;
pipeline = shader->getCachedRenderPipeline(this, key);
@@ -1233,7 +1233,7 @@ void Graphics::draw(const DrawCommand &cmd)
dirtyRenderState |= STATEBIT_CULLMODE;
}
applyRenderState(encoder, *cmd.attributes);
applyRenderState(encoder, cmd.attributesID);
applyShaderUniforms(encoder, Shader::current, cmd.texture);
setVertexBuffers(encoder, Shader::current, cmd.buffers, renderBindings);
@@ -1265,7 +1265,7 @@ void Graphics::draw(const DrawIndexedCommand &cmd)
dirtyRenderState |= STATEBIT_CULLMODE;
}
applyRenderState(encoder, *cmd.attributes);
applyRenderState(encoder, cmd.attributesID);
applyShaderUniforms(encoder, Shader::current, cmd.texture);
setVertexBuffers(encoder, Shader::current, cmd.buffers, renderBindings);
@@ -1317,7 +1317,7 @@ static inline void advanceVertexOffsets(const VertexAttributes &attributes, Buff
}
}
void Graphics::drawQuads(int start, int count, const VertexAttributes &attributes, const BufferBindings &buffers, love::graphics::Texture *texture)
void Graphics::drawQuads(int start, int count, VertexAttributesID attributesID, const BufferBindings &buffers, love::graphics::Texture *texture)
{ @autoreleasepool {
const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX;
const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4;
@@ -1330,7 +1330,7 @@ void Graphics::drawQuads(int start, int count, const VertexAttributes &attribute
dirtyRenderState |= STATEBIT_CULLMODE;
}
applyRenderState(encoder, attributes);
applyRenderState(encoder, attributesID);
applyShaderUniforms(encoder, Shader::current, texture);
id<MTLBuffer> ib = getMTLBuffer(quadIndexBuffer);
@@ -1361,6 +1361,9 @@ void Graphics::drawQuads(int start, int count, const VertexAttributes &attribute
}
else
{
VertexAttributes attributes;
findVertexAttributes(attributesID, attributes);
BufferBindings bufferscopy = buffers;
if (start > 0)
advanceVertexOffsets(attributes, bufferscopy, start * 4);
@@ -1490,7 +1493,7 @@ void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int /*pixelw*/
}
lastRenderPipelineKey.depthStencilFormat = dsformat;
lastRenderPipelineKey.vertexAttributes = VertexAttributes();
lastRenderPipelineKey.vertexAttributesID = VertexAttributesID();
dirtyRenderState = STATEBIT_ALL;
}}