Remove vestigial support for multiple vertex streams in OpenGL renderer

Unused, and made things more complex. Might do this later for all
backends.
This commit is contained in:
Henrik Rydgård committed 2023-05-17 17:44:08 +02:00
1 parent 5d7a0516cc
commit 1409d2dec4
4 files changed
+22 -22

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+1 -1
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@@ -1179,7 +1179,7 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step, bool first, bool last
}
for (size_t i = 0; i < layout->entries.size(); i++) {
auto &entry = layout->entries[i];
glVertexAttribPointer(entry.location, entry.count, entry.type, entry.normalized, entry.stride, (const void *)(c.draw.offset + entry.offset));
glVertexAttribPointer(entry.location, entry.count, entry.type, entry.normalized, layout->stride, (const void *)(c.draw.offset + entry.offset));
}
if (c.draw.indexBuffer) {
GLuint buf = c.draw.indexBuffer->buffer_;
+3 -2
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@@ -359,10 +359,10 @@ public:
int count;
GLenum type;
GLboolean normalized;
int stride;
intptr_t offset;
};
std::vector<Entry> entries;
int stride;
int semanticsMask_ = 0;
};
@@ -487,10 +487,11 @@ public:
return step.create_program.program;
}
GLRInputLayout *CreateInputLayout(const std::vector<GLRInputLayout::Entry> &entries) {
GLRInputLayout *CreateInputLayout(const std::vector<GLRInputLayout::Entry> &entries, int stride) {
GLRInitStep step{ GLRInitStepType::CREATE_INPUT_LAYOUT };
step.create_input_layout.inputLayout = new GLRInputLayout();
step.create_input_layout.inputLayout->entries = entries;
step.create_input_layout.inputLayout->stride = stride;
for (auto &iter : step.create_input_layout.inputLayout->entries) {
step.create_input_layout.inputLayout->semanticsMask_ |= 1 << iter.location;
}
+3 -3
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@@ -1393,13 +1393,13 @@ OpenGLInputLayout::~OpenGLInputLayout() {
void OpenGLInputLayout::Compile(const InputLayoutDesc &desc) {
// TODO: This is only accurate if there's only one stream. But whatever, for now we
// never use multiple streams anyway.
stride = desc.bindings.empty() ? 0 : (GLsizei)desc.bindings[0].stride;
_dbg_assert_(desc.bindings.size() == 1);
stride = (GLsizei)desc.bindings[0].stride;
std::vector<GLRInputLayout::Entry> entries;
for (auto &attr : desc.attributes) {
GLRInputLayout::Entry entry;
entry.location = attr.location;
entry.stride = (GLsizei)desc.bindings[attr.binding].stride;
entry.offset = attr.offset;
switch (attr.format) {
case DataFormat::R32G32_FLOAT:
@@ -1431,7 +1431,7 @@ void OpenGLInputLayout::Compile(const InputLayoutDesc &desc) {
entries.push_back(entry);
}
if (!entries.empty()) {
inputLayout_ = render_->CreateInputLayout(entries);
inputLayout_ = render_->CreateInputLayout(entries, stride);
} else {
inputLayout_ = nullptr;
}
+15 -16
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@@ -103,12 +103,12 @@ void DrawEngineGLES::InitDeviceObjects() {
int vertexSize = sizeof(TransformedVertex);
std::vector<GLRInputLayout::Entry> entries;
entries.push_back({ ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, offsetof(TransformedVertex, x) });
entries.push_back({ ATTR_TEXCOORD, 3, GL_FLOAT, GL_FALSE, vertexSize, offsetof(TransformedVertex, u) });
entries.push_back({ ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, offsetof(TransformedVertex, color0) });
entries.push_back({ ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, offsetof(TransformedVertex, color1) });
entries.push_back({ ATTR_NORMAL, 1, GL_FLOAT, GL_FALSE, vertexSize, offsetof(TransformedVertex, fog) });
softwareInputLayout_ = render_->CreateInputLayout(entries);
entries.push_back({ ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, offsetof(TransformedVertex, x) });
entries.push_back({ ATTR_TEXCOORD, 3, GL_FLOAT, GL_FALSE, offsetof(TransformedVertex, u) });
entries.push_back({ ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, offsetof(TransformedVertex, color0) });
entries.push_back({ ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, offsetof(TransformedVertex, color1) });
entries.push_back({ ATTR_NORMAL, 1, GL_FLOAT, GL_FALSE, offsetof(TransformedVertex, fog) });
softwareInputLayout_ = render_->CreateInputLayout(entries, vertexSize);
draw_->SetInvalidationCallback(std::bind(&DrawEngineGLES::Invalidate, this, std::placeholders::_1));
}
@@ -189,7 +189,7 @@ static const GlTypeInfo GLComp[] = {
{GL_UNSIGNED_SHORT, 4, GL_TRUE},// DEC_U16_4,
};
static inline void VertexAttribSetup(int attrib, int fmt, int stride, int offset, std::vector<GLRInputLayout::Entry> &entries) {
static inline void VertexAttribSetup(int attrib, int fmt, int offset, std::vector<GLRInputLayout::Entry> &entries) {
if (fmt) {
const GlTypeInfo &type = GLComp[fmt];
GLRInputLayout::Entry entry;
@@ -197,7 +197,6 @@ static inline void VertexAttribSetup(int attrib, int fmt, int stride, int offset
entry.location = attrib;
entry.normalized = type.normalized;
entry.type = type.type;
entry.stride = stride;
entry.count = type.count;
entries.push_back(entry);
}
@@ -212,15 +211,15 @@ GLRInputLayout *DrawEngineGLES::SetupDecFmtForDraw(LinkedShader *program, const
}
std::vector<GLRInputLayout::Entry> entries;
VertexAttribSetup(ATTR_W1, decFmt.w0fmt, decFmt.stride, decFmt.w0off, entries);
VertexAttribSetup(ATTR_W2, decFmt.w1fmt, decFmt.stride, decFmt.w1off, entries);
VertexAttribSetup(ATTR_TEXCOORD, decFmt.uvfmt, decFmt.stride, decFmt.uvoff, entries);
VertexAttribSetup(ATTR_COLOR0, decFmt.c0fmt, decFmt.stride, decFmt.c0off, entries);
VertexAttribSetup(ATTR_COLOR1, decFmt.c1fmt, decFmt.stride, decFmt.c1off, entries);
VertexAttribSetup(ATTR_NORMAL, decFmt.nrmfmt, decFmt.stride, decFmt.nrmoff, entries);
VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.stride, decFmt.posoff, entries);
VertexAttribSetup(ATTR_W1, decFmt.w0fmt, decFmt.w0off, entries);
VertexAttribSetup(ATTR_W2, decFmt.w1fmt, decFmt.w1off, entries);
VertexAttribSetup(ATTR_TEXCOORD, decFmt.uvfmt, decFmt.uvoff, entries);
VertexAttribSetup(ATTR_COLOR0, decFmt.c0fmt, decFmt.c0off, entries);
VertexAttribSetup(ATTR_COLOR1, decFmt.c1fmt, decFmt.c1off, entries);
VertexAttribSetup(ATTR_NORMAL, decFmt.nrmfmt, decFmt.nrmoff, entries);
VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.posoff, entries);
inputLayout = render_->CreateInputLayout(entries);
inputLayout = render_->CreateInputLayout(entries, decFmt.stride);
inputLayoutMap_.Insert(key, inputLayout);
return inputLayout;
}