Бранимир Караџић пре 6 година
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3 измењених фајлова са 36 додато и 36 уклоњено
  1. 14 14
      src/renderer_d3d11.cpp
  2. 13 13
      src/renderer_d3d12.cpp
  3. 9 9
      src/renderer_d3d9.cpp

+ 14 - 14
src/renderer_d3d11.cpp

@@ -2095,7 +2095,7 @@ namespace bgfx { namespace d3d11
 			deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
 
 			VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
-			VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layout.idx];
+			VertexLayout& layout  = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
 			uint32_t stride = layout.m_stride;
 			uint32_t offset = 0;
 			deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
@@ -2589,8 +2589,8 @@ namespace bgfx { namespace d3d11
 			}
 			uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
 
-			ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
-			if (NULL == layout)
+			ID3D11InputLayout* inputLayout = m_inputLayoutCache.find(layoutHash);
+			if (NULL == inputLayout)
 			{
 				D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
 				D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
@@ -2660,12 +2660,12 @@ namespace bgfx { namespace d3d11
 					, num
 					, _program.m_vsh->m_code->data
 					, _program.m_vsh->m_code->size
-					, &layout
+					, &inputLayout
 					) );
-				m_inputLayoutCache.add(layoutHash, layout);
+				m_inputLayoutCache.add(layoutHash, inputLayout);
 			}
 
-			m_deviceCtx->IASetInputLayout(layout);
+			m_deviceCtx->IASetInputLayout(inputLayout);
 		}
 
 		void setInputLayout(const VertexLayout& _layout, const ProgramD3D11& _program, uint16_t _numInstanceData)
@@ -3829,7 +3829,7 @@ namespace bgfx { namespace d3d11
 
 	void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
 	{
-		m_layout = _layoutHandle;
+		m_layoutHandle = _layoutHandle;
 		uint16_t stride = isValid(_layoutHandle)
 			? s_renderD3D11->m_vertexLayouts[_layoutHandle.idx].m_stride
 			: 0
@@ -5893,16 +5893,16 @@ namespace bgfx { namespace d3d11
 							streamMask >>= ntz;
 							idx         += ntz;
 
-							currentState.m_stream[idx].m_layout        = draw.m_stream[idx].m_layout;
-							currentState.m_stream[idx].m_handle      = draw.m_stream[idx].m_handle;
-							currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
+							currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
+							currentState.m_stream[idx].m_handle       = draw.m_stream[idx].m_handle;
+							currentState.m_stream[idx].m_startVertex  = draw.m_stream[idx].m_startVertex;
 
 							const uint16_t handle = draw.m_stream[idx].m_handle.idx;
 							const VertexBufferD3D11& vb = m_vertexBuffers[handle];
-							const uint16_t decl = isValid(draw.m_stream[idx].m_layout)
-								? draw.m_stream[idx].m_layout.idx
-								: vb.m_layout.idx;
-							const VertexLayout& layout = m_vertexLayouts[decl];
+							const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
+								? draw.m_stream[idx].m_layoutHandle.idx
+								: vb.m_layoutHandle.idx;
+							const VertexLayout& layout = m_vertexLayouts[layoutIdx];
 							const uint32_t stride = layout.m_stride;
 
 							buffers[numStreams] = vb.m_ptr;

+ 13 - 13
src/renderer_d3d12.cpp

@@ -1954,7 +1954,7 @@ namespace bgfx { namespace d3d12
 				| BGFX_STATE_DEPTH_TEST_ALWAYS
 				;
 
-			const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layout.idx] };
+			const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layoutHandle.idx] };
 			ID3D12PipelineState* pso = getPipelineState(state
 				, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
 				, 1
@@ -1992,8 +1992,8 @@ namespace bgfx { namespace d3d12
 			scratchBuffer.allocSrv(srvHandle, texture);
 			m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
 
-			VertexBufferD3D12& vb  = m_vertexBuffers[_blitter.m_vb->handle.idx];
-			const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layout.idx];
+			VertexBufferD3D12&  vb     = m_vertexBuffers[_blitter.m_vb->handle.idx];
+			const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
 			D3D12_VERTEX_BUFFER_VIEW viewDesc;
 			viewDesc.BufferLocation = vb.m_gpuVA;
 			viewDesc.StrideInBytes  = layout.m_stride;
@@ -3970,8 +3970,8 @@ namespace bgfx { namespace d3d12
 				VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
 				vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
 
-				uint16_t decl = !isValid(vb.m_layout) ? stream.m_layout.idx : vb.m_layout.idx;
-				const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[decl];
+				const uint16_t layoutIdx = !isValid(vb.m_layoutHandle) ? stream.m_layoutHandle.idx : vb.m_layoutHandle.idx;
+				const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[layoutIdx];
 				uint32_t stride = layout.m_stride;
 
 				D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
@@ -4445,7 +4445,7 @@ namespace bgfx { namespace d3d12
 	void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
 	{
 		BufferD3D12::create(_size, _data, _flags, true);
-		m_layout = _layoutHandle;
+		m_layoutHandle = _layoutHandle;
 	}
 
 	void ShaderD3D12::create(const Memory* _mem)
@@ -6268,16 +6268,16 @@ namespace bgfx { namespace d3d12
 							streamMask >>= ntz;
 							idx         += ntz;
 
-							currentState.m_stream[idx].m_layout        = draw.m_stream[idx].m_layout;
-							currentState.m_stream[idx].m_handle      = draw.m_stream[idx].m_handle;
-							currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
+							currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
+							currentState.m_stream[idx].m_handle       = draw.m_stream[idx].m_handle;
+							currentState.m_stream[idx].m_startVertex  = draw.m_stream[idx].m_startVertex;
 
 							uint16_t handle = draw.m_stream[idx].m_handle.idx;
 							const VertexBufferD3D12& vb = m_vertexBuffers[handle];
-							const uint16_t decl = isValid(draw.m_stream[idx].m_layout)
-								? draw.m_stream[idx].m_layout.idx
-								: vb.m_layout.idx;
-							const VertexLayout& layout = m_vertexLayouts[decl];
+							const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
+								? draw.m_stream[idx].m_layoutHandle.idx
+								: vb.m_layoutHandle.idx;
+							const VertexLayout& layout = m_vertexLayouts[layoutIdx];
 
 							layouts[numStreams] = &layout;
 						}

+ 9 - 9
src/renderer_d3d9.cpp

@@ -1373,7 +1373,7 @@ namespace bgfx { namespace d3d9
 			DX_CHECK(device->SetPixelShader(program.m_fsh->m_pixelShader) );
 
 			VertexBufferD3D9& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
-			VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layout.idx];
+			VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
 			DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, layout.m_stride) );
 			setInputLayout(layout, 0);
 
@@ -2344,7 +2344,7 @@ namespace bgfx { namespace d3d9
 	void VertexBufferD3D9::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle)
 	{
 		m_size = _size;
-		m_layout = _layoutHandle;
+		m_layoutHandle = _layoutHandle;
 
 		uint32_t usage = D3DUSAGE_WRITEONLY;
 		D3DPOOL pool = s_renderD3D9->m_pool;
@@ -4237,16 +4237,16 @@ namespace bgfx { namespace d3d9
 						streamMask >>= ntz;
 						idx         += ntz;
 
-						currentState.m_stream[idx].m_layout        = draw.m_stream[idx].m_layout;
-						currentState.m_stream[idx].m_handle      = draw.m_stream[idx].m_handle;
-						currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
+						currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
+						currentState.m_stream[idx].m_handle       = draw.m_stream[idx].m_handle;
+						currentState.m_stream[idx].m_startVertex  = draw.m_stream[idx].m_startVertex;
 
 						const uint16_t handle = draw.m_stream[idx].m_handle.idx;
 						const VertexBufferD3D9& vb = m_vertexBuffers[handle];
-						const uint16_t decl = isValid(draw.m_stream[idx].m_layout)
-							? draw.m_stream[idx].m_layout.idx
-							: vb.m_layout.idx;
-						const VertexLayout& layout = m_vertexLayouts[decl];
+						const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
+							? draw.m_stream[idx].m_layoutHandle.idx
+							: vb.m_layoutHandle.idx;
+						const VertexLayout& layout = m_vertexLayouts[layoutIdx];
 						const uint32_t stride = layout.m_stride;
 
 						layouts[numStreams] = &layout;