Simplify vertex data

This commit is contained in:
Charlie Malmqvist 2024-07-17 14:16:23 +02:00
parent 9def6cb22b
commit ef87d9416e
5 changed files with 92 additions and 65 deletions

3
TODO
View file

@ -25,6 +25,9 @@
- Custom shaders (just do hlsl for now, later we transpile)
- Still compile a default that's set by default and we can set with set_shader_for_basic_2d
- Fonts
- Atlases are way too big, render atlases with size depending on font_height (say, 128 codepoints per atlas)
- Needs testing:
- Audio format channel conversions
- sample rate downsampling

View file

@ -6,7 +6,9 @@ struct VS_INPUT
float4 position : POSITION;
float2 uv : TEXCOORD;
float4 color : COLOR;
int data1: DATA1_;
int texture_index : TEXTURE_INDEX;
uint type : TYPE;
uint sampler_index : SAMPLER_INDEX;
// s8 texture_index
// u8 type
// u8 sampler_index
@ -29,9 +31,9 @@ PS_INPUT vs_main(VS_INPUT input)
output.position = input.position;
output.uv = input.uv;
output.color = input.color;
output.texture_index = (input.data1) & 0xFF;
output.type = (input.data1 >> 8) & 0xFF;
output.sampler_index = (input.data1 >> 16) & 0xFF;
output.texture_index = input.texture_index;
output.type = input.type;
output.sampler_index = input.sampler_index;
return output;
}
@ -207,73 +209,76 @@ float4 ps_main(PS_INPUT input) : SV_TARGET
*/
const u8 IMAGE_SHADER_VERTEX_BLOB_BYTES[]= {
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
const u8 IMAGE_SHADER_PIXEL_BLOB_BYTES[]= {
0x44, 0x58, 0x42, 0x43, 0x0a, 0x93, 0xe4, 0x42, 0xda, 0x43, 0x47, 0xb4, 0xcb, 0xf4, 0x07, 0x85,

View file

@ -3,7 +3,9 @@ struct VS_INPUT
float4 position : POSITION;
float2 uv : TEXCOORD;
float4 color : COLOR;
int data1: DATA1_;
int texture_index : TEXTURE_INDEX;
uint type : TYPE;
uint sampler_index : SAMPLER_INDEX;
// s8 texture_index
// u8 type
// u8 sampler_index
@ -26,9 +28,9 @@ PS_INPUT vs_main(VS_INPUT input)
output.position = input.position;
output.uv = input.uv;
output.color = input.color;
output.texture_index = (input.data1) & 0xFF;
output.type = (input.data1 >> 8) & 0xFF;
output.sampler_index = (input.data1 >> 16) & 0xFF;
output.texture_index = input.texture_index;
output.type = input.type;
output.sampler_index = input.sampler_index;
return output;
}

View file

@ -147,6 +147,7 @@ Draw_Quad *draw_quad_projected(Draw_Quad quad, Matrix4 world_to_clip) {
quad.image_min_filter = GFX_FILTER_MODE_NEAREST;
quad.image_mag_filter = GFX_FILTER_MODE_NEAREST;
quad.z = 0;
if (draw_frame.z_count > 0) quad.z = draw_frame.z_stack[draw_frame.z_count-1];

View file

@ -480,7 +480,7 @@ void gfx_init() {
D3D11_INPUT_ELEMENT_DESC layout[4];
D3D11_INPUT_ELEMENT_DESC layout[6];
memset(layout, 0, sizeof(layout));
layout[0].SemanticName = "POSITION";
@ -507,15 +507,31 @@ void gfx_init() {
layout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
layout[2].InstanceDataStepRate = 0;
layout[3].SemanticName = "DATA1_";
layout[3].SemanticName = "TEXTURE_INDEX";
layout[3].SemanticIndex = 0;
layout[3].Format = DXGI_FORMAT_R32_SINT;
layout[3].Format = DXGI_FORMAT_R8_SINT;
layout[3].InputSlot = 0;
layout[3].AlignedByteOffset = offsetof(D3D11_Vertex, data1);
layout[3].AlignedByteOffset = offsetof(D3D11_Vertex, texture_index);
layout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
layout[3].InstanceDataStepRate = 0;
hr = ID3D11Device_CreateInputLayout(d3d11_device, layout, 4, vs_buffer, vs_size, &d3d11_image_vertex_layout);
layout[4].SemanticName = "TYPE";
layout[4].SemanticIndex = 0;
layout[4].Format = DXGI_FORMAT_R8_UINT;
layout[4].InputSlot = 0;
layout[4].AlignedByteOffset = offsetof(D3D11_Vertex, type);
layout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
layout[4].InstanceDataStepRate = 0;
layout[5].SemanticName = "SAMPLER_INDEX";
layout[5].SemanticIndex = 0;
layout[5].Format = DXGI_FORMAT_R8_SINT;
layout[5].InputSlot = 0;
layout[5].AlignedByteOffset = offsetof(D3D11_Vertex, sampler);
layout[5].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
layout[5].InstanceDataStepRate = 0;
hr = ID3D11Device_CreateInputLayout(d3d11_device, layout, 6, vs_buffer, vs_size, &d3d11_image_vertex_layout);
win32_check_hr(hr);
#if OOGABOOGA_DEV