From a45a2caf4930274b012d4b3c0fa22cd66285f173 Mon Sep 17 00:00:00 2001
From: Caleb Cornett <[EMAIL REDACTED]>
Date: Thu, 12 Sep 2024 18:02:39 -0500
Subject: [PATCH] GPU: Rename VertexBinding to VertexBufferDescription (#10811)
---
include/SDL3/SDL_gpu.h | 40 ++++++++++++++------------
src/gpu/SDL_gpu.c | 20 +++++++++++--
src/gpu/SDL_sysgpu.h | 5 ++--
src/gpu/d3d11/SDL_gpu_d3d11.c | 48 ++++++++++++++++---------------
src/gpu/d3d12/SDL_gpu_d3d12.c | 28 +++++++++---------
src/gpu/metal/SDL_gpu_metal.m | 20 +++++++------
src/gpu/vulkan/SDL_gpu_vulkan.c | 30 +++++++++----------
src/render/gpu/SDL_pipeline_gpu.c | 20 ++++++-------
test/testgpu_spinning_cube.c | 22 +++++++-------
9 files changed, 130 insertions(+), 103 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 9bf2ad313bfd1..5afc74fbe2f44 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -1179,42 +1179,46 @@ typedef struct SDL_GPUSamplerCreateInfo
} SDL_GPUSamplerCreateInfo;
/**
- * A structure specifying a vertex binding.
+ * A structure specifying the parameters of vertex buffers used in a graphics
+ * pipeline.
*
- * When you call SDL_BindGPUVertexBuffers, you specify the binding indices of
+ * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of
* the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with
- * a first_binding of 2 and num_bindings of 3, the binding indices 2, 3, 4
- * would be used by the vertex buffers you pass in.
+ * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be
+ * used by the vertex buffers you pass in.
*
- * Vertex attributes are linked to bindings via the index. The binding_index
- * field of SDL_GPUVertexAttribute specifies the vertex buffer binding index
- * that the attribute will be read from.
+ * Vertex attributes are linked to buffers via the buffer_slot field of
+ * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of 0,
+ * then that attribute belongs to the vertex buffer bound at slot 0.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_GPUVertexAttribute
* \sa SDL_GPUVertexInputState
*/
-typedef struct SDL_GPUVertexBinding
+typedef struct SDL_GPUVertexBufferDescription
{
- Uint32 index; /**< The binding index. */
+ Uint32 slot; /**< The binding slot of the vertex buffer. */
Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */
SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */
Uint32 instance_step_rate; /**< The number of instances to draw using the same per-instance data before advancing in the instance buffer by one element. Ignored unless input_rate is SDL_GPU_VERTEXINPUTRATE_INSTANCE */
-} SDL_GPUVertexBinding;
+} SDL_GPUVertexBufferDescription;
/**
* A structure specifying a vertex attribute.
*
+ * All vertex attribute locations provided to an SDL_GPUVertexInputState
+ * must be unique.
+ *
* \since This struct is available since SDL 3.0.0
*
- * \sa SDL_GPUVertexBinding
+ * \sa SDL_GPUVertexBufferDescription
* \sa SDL_GPUVertexInputState
*/
typedef struct SDL_GPUVertexAttribute
{
Uint32 location; /**< The shader input location index. */
- Uint32 binding_index; /**< The binding index. */
+ Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */
SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */
Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */
} SDL_GPUVertexAttribute;
@@ -1229,10 +1233,10 @@ typedef struct SDL_GPUVertexAttribute
*/
typedef struct SDL_GPUVertexInputState
{
- const SDL_GPUVertexBinding *vertex_bindings; /**< A pointer to an array of vertex binding descriptions. */
- Uint32 num_vertex_bindings; /**< The number of vertex binding descriptions in the above array. */
- const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
- Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
+ const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */
+ Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */
+ const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */
+ Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */
} SDL_GPUVertexInputState;
/**
@@ -2447,7 +2451,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
* calls.
*
* \param render_pass a render pass handle.
- * \param first_binding the starting bind point for the vertex buffers.
+ * \param first_slot the vertex buffer slot to begin binding from.
* \param bindings an array of SDL_GPUBufferBinding structs containing vertex
* buffers and offset values.
* \param num_bindings the number of bindings in the bindings array.
@@ -2456,7 +2460,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
*/
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
SDL_GPURenderPass *render_pass,
- Uint32 first_binding,
+ Uint32 first_slot,
const SDL_GPUBufferBinding *bindings,
Uint32 num_bindings);
diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c
index 6d33cf36835f3..ed86ab21265a4 100644
--- a/src/gpu/SDL_gpu.c
+++ b/src/gpu/SDL_gpu.c
@@ -692,16 +692,32 @@ SDL_GPUGraphicsPipeline *SDL_CreateGPUGraphicsPipeline(
return NULL;
}
}
- if (graphicsPipelineCreateInfo->vertex_input_state.num_vertex_bindings > 0 && graphicsPipelineCreateInfo->vertex_input_state.vertex_bindings == NULL) {
- SDL_assert_release(!"Vertex bindings array pointer cannot be NULL!");
+ if (graphicsPipelineCreateInfo->vertex_input_state.num_vertex_buffers > 0 && graphicsPipelineCreateInfo->vertex_input_state.vertex_buffer_descriptions == NULL) {
+ SDL_assert_release(!"Vertex buffer descriptions array pointer cannot be NULL!");
+ return NULL;
+ }
+ if (graphicsPipelineCreateInfo->vertex_input_state.num_vertex_buffers > MAX_VERTEX_BUFFERS) {
+ SDL_assert_release(!"The number of vertex buffer descriptions in a vertex input state must not exceed 16!");
return NULL;
}
if (graphicsPipelineCreateInfo->vertex_input_state.num_vertex_attributes > 0 && graphicsPipelineCreateInfo->vertex_input_state.vertex_attributes == NULL) {
SDL_assert_release(!"Vertex attributes array pointer cannot be NULL!");
return NULL;
}
+ if (graphicsPipelineCreateInfo->vertex_input_state.num_vertex_attributes > MAX_VERTEX_ATTRIBUTES) {
+ SDL_assert_release(!"The number of vertex attributes in a vertex input state must not exceed 16!");
+ return NULL;
+ }
+ Uint32 locations[MAX_VERTEX_ATTRIBUTES];
for (Uint32 i = 0; i < graphicsPipelineCreateInfo->vertex_input_state.num_vertex_attributes; i += 1) {
CHECK_VERTEXELEMENTFORMAT_ENUM_INVALID(graphicsPipelineCreateInfo->vertex_input_state.vertex_attributes[i].format, NULL);
+
+ locations[i] = graphicsPipelineCreateInfo->vertex_input_state.vertex_attributes[i].location;
+ for (Uint32 j = 0; j < i; j += 1) {
+ if (locations[j] == locations[i]) {
+ SDL_assert_release(!"Each vertex attribute location in a vertex input state must be unique!");
+ }
+ }
}
if (graphicsPipelineCreateInfo->depth_stencil_state.enable_depth_test) {
CHECK_COMPAREOP_ENUM_INVALID(graphicsPipelineCreateInfo->depth_stencil_state.compare_op, NULL)
diff --git a/src/gpu/SDL_sysgpu.h b/src/gpu/SDL_sysgpu.h
index fb295f4592560..79eef1964c584 100644
--- a/src/gpu/SDL_sysgpu.h
+++ b/src/gpu/SDL_sysgpu.h
@@ -232,7 +232,8 @@ static inline Sint32 BytesPerImage(
#define MAX_COMPUTE_WRITE_TEXTURES 8
#define MAX_COMPUTE_WRITE_BUFFERS 8
#define UNIFORM_BUFFER_SIZE 32768
-#define MAX_BUFFER_BINDINGS 16
+#define MAX_VERTEX_BUFFERS 16
+#define MAX_VERTEX_ATTRIBUTES 16
#define MAX_COLOR_TARGET_BINDINGS 4
#define MAX_PRESENT_COUNT 16
#define MAX_FRAMES_IN_FLIGHT 3
@@ -411,7 +412,7 @@ struct SDL_GPUDevice
void (*BindVertexBuffers)(
SDL_GPUCommandBuffer *commandBuffer,
- Uint32 firstBinding,
+ Uint32 firstSlot,
const SDL_GPUBufferBinding *bindings,
Uint32 numBindings);
diff --git a/src/gpu/d3d11/SDL_gpu_d3d11.c b/src/gpu/d3d11/SDL_gpu_d3d11.c
index 39e1f3e8f9af0..7188754a37f3d 100644
--- a/src/gpu/d3d11/SDL_gpu_d3d11.c
+++ b/src/gpu/d3d11/SDL_gpu_d3d11.c
@@ -672,8 +672,8 @@ typedef struct D3D11CommandBuffer
// defer OMSetBlendState because it combines three different states
bool needBlendStateSet;
- ID3D11Buffer *vertexBuffers[MAX_BUFFER_BINDINGS];
- Uint32 vertexBufferOffsets[MAX_BUFFER_BINDINGS];
+ ID3D11Buffer *vertexBuffers[MAX_VERTEX_BUFFERS];
+ Uint32 vertexBufferOffsets[MAX_VERTEX_BUFFERS];
Uint32 vertexBufferCount;
D3D11Texture *vertexSamplerTextures[MAX_TEXTURE_SAMPLERS_PER_STAGE];
@@ -1380,18 +1380,18 @@ static ID3D11RasterizerState *D3D11_INTERNAL_FetchRasterizerState(
return result;
}
-static Uint32 D3D11_INTERNAL_FindIndexOfVertexBinding(
- Uint32 targetBinding,
- const SDL_GPUVertexBinding *bindings,
- Uint32 numBindings)
+static Uint32 D3D11_INTERNAL_FindIndexOfVertexSlot(
+ Uint32 targetSlot,
+ const SDL_GPUVertexBufferDescription *bufferDescriptions,
+ Uint32 numDescriptions)
{
- for (Uint32 i = 0; i < numBindings; i += 1) {
- if (bindings[i].index == targetBinding) {
+ for (Uint32 i = 0; i < numDescriptions; i += 1) {
+ if (bufferDescriptions[i].slot == targetSlot) {
return i;
}
}
- SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not find vertex binding %u!", targetBinding);
+ SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not find vertex buffer slot %u!", targetSlot);
return 0;
}
@@ -1420,15 +1420,17 @@ static ID3D11InputLayout *D3D11_INTERNAL_FetchInputLayout(
for (Uint32 i = 0; i < inputState.num_vertex_attributes; i += 1) {
elementDescs[i].AlignedByteOffset = inputState.vertex_attributes[i].offset;
elementDescs[i].Format = SDLToD3D11_VertexFormat[inputState.vertex_attributes[i].format];
- elementDescs[i].InputSlot = inputState.vertex_attributes[i].binding_index;
+ elementDescs[i].InputSlot = inputState.vertex_attributes[i].buffer_slot;
- bindingIndex = D3D11_INTERNAL_FindIndexOfVertexBinding(
+ bindingIndex = D3D11_INTERNAL_FindIndexOfVertexSlot(
elementDescs[i].InputSlot,
- inputState.vertex_bindings,
- inputState.num_vertex_bindings);
- elementDescs[i].InputSlotClass = SDLToD3D11_VertexInputRate[inputState.vertex_bindings[bindingIndex].input_rate];
+ inputState.vertex_buffer_descriptions,
+ inputState.num_vertex_buffers);
+ elementDescs[i].InputSlotClass = SDLToD3D11_VertexInputRate[inputState.vertex_buffer_descriptions[bindingIndex].input_rate];
// The spec requires this to be 0 for per-vertex data
- elementDescs[i].InstanceDataStepRate = (inputState.vertex_bindings[bindingIndex].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? inputState.vertex_bindings[bindingIndex].instance_step_rate : 0;
+ elementDescs[i].InstanceDataStepRate = (inputState.vertex_buffer_descriptions[bindingIndex].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE)
+ ? inputState.vertex_buffer_descriptions[bindingIndex].instance_step_rate
+ : 0;
elementDescs[i].SemanticIndex = inputState.vertex_attributes[i].location;
elementDescs[i].SemanticName = "TEXCOORD";
@@ -1609,13 +1611,13 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
vertShader->bytecode,
vertShader->bytecodeSize);
- if (createinfo->vertex_input_state.num_vertex_bindings > 0) {
+ if (createinfo->vertex_input_state.num_vertex_buffers > 0) {
pipeline->vertexStrides = SDL_malloc(
sizeof(Uint32) *
- createinfo->vertex_input_state.num_vertex_bindings);
+ createinfo->vertex_input_state.num_vertex_buffers);
- for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
- pipeline->vertexStrides[i] = createinfo->vertex_input_state.vertex_bindings[i].pitch;
+ for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_buffers; i += 1) {
+ pipeline->vertexStrides[i] = createinfo->vertex_input_state.vertex_buffer_descriptions[i].pitch;
}
} else {
pipeline->vertexStrides = NULL;
@@ -3732,7 +3734,7 @@ static void D3D11_BindGraphicsPipeline(
static void D3D11_BindVertexBuffers(
SDL_GPUCommandBuffer *commandBuffer,
- Uint32 firstBinding,
+ Uint32 firstSlot,
const SDL_GPUBufferBinding *bindings,
Uint32 numBindings)
{
@@ -3740,13 +3742,13 @@ static void D3D11_BindVertexBuffers(
for (Uint32 i = 0; i < numBindings; i += 1) {
D3D11Buffer *currentBuffer = ((D3D11BufferContainer *)bindings[i].buffer)->activeBuffer;
- d3d11CommandBuffer->vertexBuffers[firstBinding + i] = currentBuffer->handle;
- d3d11CommandBuffer->vertexBufferOffsets[firstBinding + i] = bindings[i].offset;
+ d3d11CommandBuffer->vertexBuffers[firstSlot + i] = currentBuffer->handle;
+ d3d11CommandBuffer->vertexBufferOffsets[firstSlot + i] = bindings[i].offset;
D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, currentBuffer);
}
d3d11CommandBuffer->vertexBufferCount =
- SDL_max(d3d11CommandBuffer->vertexBufferCount, firstBinding + numBindings);
+ SDL_max(d3d11CommandBuffer->vertexBufferCount, firstSlot + numBindings);
d3d11CommandBuffer->needVertexBufferBind = true;
}
diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c
index 0c18bb526b713..e01cda26da3f5 100644
--- a/src/gpu/d3d12/SDL_gpu_d3d12.c
+++ b/src/gpu/d3d12/SDL_gpu_d3d12.c
@@ -702,8 +702,8 @@ struct D3D12CommandBuffer
bool needComputeReadOnlyStorageBufferBind;
bool needComputeUniformBufferBind[MAX_UNIFORM_BUFFERS_PER_STAGE];
- D3D12Buffer *vertexBuffers[MAX_BUFFER_BINDINGS];
- Uint32 vertexBufferOffsets[MAX_BUFFER_BINDINGS];
+ D3D12Buffer *vertexBuffers[MAX_VERTEX_BUFFERS];
+ Uint32 vertexBufferOffsets[MAX_VERTEX_BUFFERS];
Uint32 vertexBufferCount;
D3D12Texture *vertexSamplerTextures[MAX_TEXTURE_SAMPLERS_PER_STAGE];
@@ -792,7 +792,7 @@ struct D3D12GraphicsPipeline
D3D12GraphicsRootSignature *rootSignature;
SDL_GPUPrimitiveType primitiveType;
- Uint32 vertexStrides[MAX_BUFFER_BINDINGS];
+ Uint32 vertexStrides[MAX_VERTEX_BUFFERS];
Uint32 vertexSamplerCount;
Uint32 vertexUniformBufferCount;
@@ -2531,10 +2531,12 @@ static bool D3D12_INTERNAL_ConvertVertexInputState(SDL_GPUVertexInputState verte
desc[i].SemanticName = semantic;
desc[i].SemanticIndex = attribute.location;
desc[i].Format = SDLToD3D12_VertexFormat[attribute.format];
- desc[i].InputSlot = attribute.binding_index;
+ desc[i].InputSlot = attribute.buffer_slot;
desc[i].AlignedByteOffset = attribute.offset;
- desc[i].InputSlotClass = SDLToD3D12_InputRate[vertexInputState.vertex_bindings[attribute.binding_index].input_rate];
- desc[i].InstanceDataStepRate = (vertexInputState.vertex_bindings[attribute.binding_index].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? vertexInputState.vertex_bindings[attribute.binding_index].instance_step_rate : 0;
+ desc[i].InputSlotClass = SDLToD3D12_InputRate[vertexInputState.vertex_buffer_descriptions[attribute.buffer_slot].input_rate];
+ desc[i].InstanceDataStepRate = (vertexInputState.vertex_buffer_descriptions[attribute.buffer_slot].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE)
+ ? vertexInputState.vertex_buffer_descriptions[attribute.buffer_slot].instance_step_rate
+ : 0;
}
return true;
@@ -2660,8 +2662,8 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
pipeline->pipelineState = pipelineState;
- for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
- pipeline->vertexStrides[i] = createinfo->vertex_input_state.vertex_bindings[i].pitch;
+ for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_buffers; i += 1) {
+ pipeline->vertexStrides[i] = createinfo->vertex_input_state.vertex_buffer_descriptions[i].pitch;
}
pipeline->primitiveType = createinfo->primitive_type;
@@ -4250,7 +4252,7 @@ static void D3D12_BindGraphicsPipeline(
static void D3D12_BindVertexBuffers(
SDL_GPUCommandBuffer *commandBuffer,
- Uint32 firstBinding,
+ Uint32 firstSlot,
const SDL_GPUBufferBinding *bindings,
Uint32 numBindings)
{
@@ -4258,13 +4260,13 @@ static void D3D12_BindVertexBuffers(
for (Uint32 i = 0; i < numBindings; i += 1) {
D3D12Buffer *currentBuffer = ((D3D12BufferContainer *)bindings[i].buffer)->activeBuffer;
- d3d12CommandBuffer->vertexBuffers[firstBinding + i] = currentBuffer;
- d3d12CommandBuffer->vertexBufferOffsets[firstBinding + i] = bindings[i].offset;
+ d3d12CommandBuffer->vertexBuffers[firstSlot + i] = currentBuffer;
+ d3d12CommandBuffer->vertexBufferOffsets[firstSlot + i] = bindings[i].offset;
D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, currentBuffer);
}
d3d12CommandBuffer->vertexBufferCount =
- SDL_max(d3d12CommandBuffer->vertexBufferCount, firstBinding + numBindings);
+ SDL_max(d3d12CommandBuffer->vertexBufferCount, firstSlot + numBindings);
d3d12CommandBuffer->needVertexBufferBind = true;
}
@@ -4492,7 +4494,7 @@ static void D3D12_INTERNAL_BindGraphicsResources(
D3D12_CPU_DESCRIPTOR_HANDLE cpuHandles[MAX_TEXTURE_SAMPLERS_PER_STAGE];
D3D12_GPU_DESCRIPTOR_HANDLE gpuDescriptorHandle;
- D3D12_VERTEX_BUFFER_VIEW vertexBufferViews[MAX_BUFFER_BINDINGS];
+ D3D12_VERTEX_BUFFER_VIEW vertexBufferViews[MAX_VERTEX_BUFFERS];
if (commandBuffer->needVertexBufferBind) {
for (Uint32 i = 0; i < commandBuffer->vertexBufferCount; i += 1) {
diff --git a/src/gpu/metal/SDL_gpu_metal.m b/src/gpu/metal/SDL_gpu_metal.m
index d3cdbfb3f6d34..f2361c82dd3ba 100644
--- a/src/gpu/metal/SDL_gpu_metal.m
+++ b/src/gpu/metal/SDL_gpu_metal.m
@@ -1090,21 +1090,23 @@ static void METAL_ReleaseGraphicsPipeline(
// Vertex Descriptor
- if (createinfo->vertex_input_state.num_vertex_bindings > 0) {
+ if (createinfo->vertex_input_state.num_vertex_buffers > 0) {
vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_attributes; i += 1) {
Uint32 loc = createinfo->vertex_input_state.vertex_attributes[i].location;
vertexDescriptor.attributes[loc].format = SDLToMetal_VertexFormat[createinfo->vertex_input_state.vertex_attributes[i].format];
vertexDescriptor.attributes[loc].offset = createinfo->vertex_input_state.vertex_attributes[i].offset;
- vertexDescriptor.attributes[loc].bufferIndex = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_attributes[i].binding_index);
+ vertexDescriptor.attributes[loc].bufferIndex = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_attributes[i].buffer_slot);
}
- for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
- binding = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_bindings[i].index);
- vertexDescriptor.layouts[binding].stepFunction = SDLToMetal_StepFunction[createinfo->vertex_input_state.vertex_bindings[i].input_rate];
- vertexDescriptor.layouts[binding].stepRate = (createinfo->vertex_input_state.vertex_bindings[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? createinfo->vertex_input_state.vertex_bindings[i].instance_step_rate : 1;
- vertexDescriptor.layouts[binding].stride = createinfo->vertex_input_state.vertex_bindings[i].pitch;
+ for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_buffers; i += 1) {
+ binding = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_buffer_descriptions[i].slot);
+ vertexDescriptor.layouts[binding].stepFunction = SDLToMetal_StepFunction[createinfo->vertex_input_state.vertex_buffer_descriptions[i].input_rate];
+ vertexDescriptor.layouts[binding].stepRate = (createinfo->vertex_input_state.vertex_buffer_descriptions[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE)
+ ? createinfo->vertex_input_state.vertex_buffer_descriptions[i].instance_step_rate
+ : 1;
+ vertexDescriptor.layouts[binding].stride = createinfo->vertex_input_state.vertex_buffer_descriptions[i].pitch;
}
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
@@ -2367,8 +2369,8 @@ static void METAL_BindVertexBuffers(
{
@autoreleasepool {
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
- id<MTLBuffer> metalBuffers[MAX_BUFFER_BINDINGS];
- NSUInteger bufferOffsets[MAX_BUFFER_BINDINGS];
+ id<MTLBuffer> metalBuffers[MAX_VERTEX_BUFFERS];
+ NSUInteger bufferOffsets[MAX_VERTEX_BUFFERS];
NSRange range = NSMakeRange(METAL_INTERNAL_GetVertexBufferIndex(firstBinding), numBindings);
if (range.length == 0) {
diff --git a/src/gpu/vulkan/SDL_gpu_vulkan.c b/src/gpu/vulkan/SDL_gpu_vulkan.c
index b87c0d48d3cd3..1e842e8774f42 100644
--- a/src/gpu/vulkan/SDL_gpu_vulkan.c
+++ b/src/gpu/vulkan/SDL_gpu_vulkan.c
@@ -6366,9 +6366,9 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
VkPipelineVertexInputStateCreateInfo vertexInputStateCreateInfo;
VkPipelineVertexInputDivisorStateCreateInfoEXT divisorStateCreateInfo;
- VkVertexInputBindingDescription *vertexInputBindingDescriptions = SDL_stack_alloc(VkVertexInputBindingDescription, createinfo->vertex_input_state.num_vertex_bindings);
+ VkVertexInputBindingDescription *vertexInputBindingDescriptions = SDL_stack_alloc(VkVertexInputBindingDescription, createinfo->vertex_input_state.num_vertex_buffers);
VkVertexInputAttributeDescription *vertexInputAttributeDescriptions = SDL_stack_alloc(VkVertexInputAttributeDescription, createinfo->vertex_input_state.num_vertex_attributes);
- VkVertexInputBindingDivisorDescriptionEXT *divisorDescriptions = SDL_stack_alloc(VkVertexInputBindingDivisorDescriptionEXT, createinfo->vertex_input_state.num_vertex_bindings);
+ VkVertexInputBindingDivisorDescriptionEXT *divisorDescriptions = SDL_stack_alloc(VkVertexInputBindingDivisorDescriptionEXT, createinfo->vertex_input_state.num_vertex_buffers);
Uint32 divisorDescriptionCount = 0;
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCreateInfo;
@@ -6445,18 +6445,18 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
// Vertex input
- for (i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
- vertexInputBindingDescriptions[i].binding = createinfo->vertex_input_state.vertex_bindings[i].index;
- vertexInputBindingDescriptions[i].inputRate = SDLToVK_VertexInputRate[createinfo->vertex_input_state.vertex_bindings[i].input_rate];
- vertexInputBindingDescriptions[i].stride = createinfo->vertex_input_state.vertex_bindings[i].pitch;
+ for (i = 0; i < createinfo->vertex_input_state.num_vertex_buffers; i += 1) {
+ vertexInputBindingDescriptions[i].binding = createinfo->vertex_input_state.vertex_buffer_descriptions[i].slot;
+ vertexInputBindingDescriptions[i].inputRate = SDLToVK_VertexInputRate[createinfo->vertex_input_state.vertex_buffer_descriptions[i].input_rate];
+ vertexInputBindingDescriptions[i].stride = createinfo->vertex_input_state.vertex_buffer_descriptions[i].pitch;
- if (createinfo->vertex_input_state.vertex_bindings[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) {
+ if (createinfo->vertex_input_state.vertex_buffer_descriptions[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) {
divisorDescriptionCount += 1;
}
}
for (i = 0; i < createinfo->vertex_input_state.num_vertex_attributes; i += 1) {
- vertexInputAttributeDescriptions[i].binding = createinfo->vertex_input_state.vertex_attributes[i].binding_index;
+ vertexInputAttributeDescriptions[i].binding = createinfo->vertex_input_state.vertex_attributes[i].buffer_slot;
vertexInputAttributeDescriptions[i].format = SDLToVK_VertexFormat[createinfo->vertex_input_state.vertex_attributes[i].format];
vertexInputAttributeDescriptions[i].location = createinfo->vertex_input_state.vertex_attributes[i].location;
vertexInputAttributeDescriptions[i].offset = createinfo->vertex_input_state.vertex_attributes[i].offset;
@@ -6465,7 +6465,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
vertexInputStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputStateCreateInfo.pNext = NULL;
vertexInputStateCreateInfo.flags = 0;
- vertexInputStateCreateInfo.vertexBindingDescriptionCount = createinfo->vertex_input_state.num_vertex_bindings;
+ vertexInputStateCreateInfo.vertexBindingDescriptionCount = createinfo->vertex_input_state.num_vertex_buffers;
vertexInputStateCreateInfo.pVertexBindingDescriptions = vertexInputBindingDescriptions;
vertexInputStateCreateInfo.vertexAttributeDescriptionCount = createinfo->vertex_input_state.num_vertex_attributes;
vertexInputStateCreateInfo.pVertexAttributeDescriptions = vertexInputAttributeDescriptions;
@@ -6473,10 +6473,10 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
if (divisorDescriptionCount > 0) {
divisorDescriptionCount = 0;
- for (i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
- if (createinfo->vertex_input_state.vertex_bindings[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) {
- divisorDescriptions[divisorDescriptionCount].binding = createinfo->vertex_input_state.vertex_bindings[i].index;
- divisorDescriptions[divisorDescriptionCount].divisor = createinfo->vertex_input_state.vertex_bindings[i].instance_step_rate;
+ for (i = 0; i < createinfo->vertex_input_state.num_vertex_buffers; i += 1) {
+ if (createinfo->vertex_input_state.vertex_buffer_descriptions[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) {
+ divisorDescriptions[divisorDescriptionCount].binding = createinfo->vertex_input_state.vertex_buffer_descriptions[i].slot;
+ divisorDescriptions[divisorDescriptionCount].divisor = createinfo->vertex_input_state.vertex_buffer_descriptions[i].instance_step_rate;
divisorDescriptionCount += 1;
}
@@ -8087,7 +8087,7 @@ static void VULKAN_BindGraphicsPipeline(
static void VULKAN_BindVertexBuffers(
SDL_GPUCommandBuffer *commandBuffer,
- Uint32 firstBinding,
+ Uint32 firstSlot,
const SDL_GPUBufferBinding *bindings,
Uint32 numBindings)
{
@@ -8107,7 +8107,7 @@ static void VULKAN_BindVertexBuffers(
renderer->vkCmdBindVertexBuffers(
vulkanCommandBuffer->commandBuffer,
- firstBinding,
+ firstSlot,
numBindings,
buffers,
offsets);
diff --git a/src/render/gpu/SDL_pipeline_gpu.c b/src/render/gpu/SDL_pipeline_gpu.c
index a5448cc0b9340..5e670c1437b90 100644
--- a/src/render/gpu/SDL_pipeline_gpu.c
+++ b/src/render/gpu/SDL_pipeline_gpu.c
@@ -126,8 +126,8 @@ static SDL_GPUGraphicsPipeline *MakePipeline(SDL_GPUDevice *device, GPU_Shaders
pci.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
pci.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
- SDL_GPUVertexBinding bind;
- SDL_zero(bind);
+ SDL_GPUVertexBufferDescription vertex_buffer_desc;
+ SDL_zero(vertex_buffer_desc);
Uint32 num_attribs = 0;
SDL_GPUVertexAttribute attribs[4];
@@ -150,16 +150,16 @@ static SDL_GPUGraphicsPipeline *MakePipeline(SDL_GPUDevice *device, GPU_Shaders
// Position
attribs[num_attribs].location = num_attribs;
attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
- attribs[num_attribs].offset = bind.pitch;
- bind.pitch += 2 * sizeof(float);
+ attribs[num_attribs].offset = vertex_buffer_desc.pitch;
+ vertex_buffer_desc.pitch += 2 * sizeof(float);
num_attribs++;
if (have_attr_color) {
// Color
attribs[num_attribs].location = num_attribs;
attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
- attribs[num_attribs].offset = bind.pitch;
- bind.pitch += 4 * sizeof(float);
+ attribs[num_attribs].offset = vertex_buffer_desc.pitch;
+ vertex_buffer_desc.pitch += 4 * sizeof(float);
num_attribs++;
}
@@ -167,15 +167,15 @@ static SDL_GPUGraphicsPipeline *MakePipeline(SDL_GPUDevice *device, GPU_Shaders
// UVs
attribs[num_attribs].location = num_attribs;
attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
- attribs[num_attribs].offset = bind.pitch;
- bind.pitch += 2 * sizeof(float);
+ attribs[num_attribs].offset = vertex_buffer_desc.pitch;
+ vertex_buffer_desc.pitch += 2 * sizeof(float);
num_attribs++;
}
pci.vertex_input_state.num_vertex_attributes = num_attribs;
pci.vertex_input_state.vertex_attributes = attribs;
- pci.vertex_input_state.num_vertex_bindings = 1;
- pci.vertex_input_state.vertex_bindings = &bind;
+ pci.vertex_input_state.num_vertex_buffers = 1;
+ pci.vertex_input_state.vertex_buffer_descriptions = &vertex_buffer_desc;
return SDL_CreateGPUGraphicsPipeline(device, &pci);
}
diff --git a/test/testgpu_spinning_cube.c b/test/testgpu_spinning_cube.c
index 8e5bd49f32207..14e8c631f3240 100644
--- a/test/testgpu_spinning_cube.c
+++ b/test/testgpu_spinning_cube.c
@@ -465,7 +465,7 @@ init_render_state(int msaa)
SDL_GPUColorTargetDescription color_target_desc;
Uint32 drawablew, drawableh;
SDL_GPUVertexAttribute vertex_attributes[2];
- SDL_GPUVertexBinding vertex_binding;
+ SDL_GPUVertexBufferDescription vertex_buffer_desc;
SDL_GPUShader *vertex_shader;
SDL_GPUShader *fragment_shader;
int i;
@@ -554,8 +554,8 @@ init_render_state(int msaa)
pipelinedesc.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
pipelinedesc.t
(Patch may be truncated, please check the link at the top of this post.)