3#include <SDL3/SDL_gpu.h>
7inline bool operator==(
const SDL_GPUVertexBufferDescription &lhs,
8 const SDL_GPUVertexBufferDescription &rhs) {
9#define _c(field) lhs.field == rhs.field
10 return _c(slot) &&
_c(pitch) &&
_c(input_rate) &&
_c(instance_step_rate);
15 const SDL_GPUVertexAttribute &rhs) {
16#define _c(field) lhs.field == rhs.field
17 return _c(location) &&
_c(buffer_slot) &&
_c(format) &&
_c(offset);
25 case SDL_GPU_VERTEXELEMENTFORMAT_INVALID:
27 case SDL_GPU_VERTEXELEMENTFORMAT_INT:
28 return sizeof(Sint32);
29 case SDL_GPU_VERTEXELEMENTFORMAT_INT2:
30 return sizeof(Sint32[2]);
31 case SDL_GPU_VERTEXELEMENTFORMAT_INT3:
32 return sizeof(Sint32[3]);
33 case SDL_GPU_VERTEXELEMENTFORMAT_INT4:
34 return sizeof(Sint32[4]);
35 case SDL_GPU_VERTEXELEMENTFORMAT_UINT:
36 return sizeof(Uint32);
37 case SDL_GPU_VERTEXELEMENTFORMAT_UINT2:
38 return sizeof(Uint32[2]);
39 case SDL_GPU_VERTEXELEMENTFORMAT_UINT3:
40 return sizeof(Uint32[3]);
41 case SDL_GPU_VERTEXELEMENTFORMAT_UINT4:
42 return sizeof(Uint32[4]);
43 case SDL_GPU_VERTEXELEMENTFORMAT_FLOAT:
45 case SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2:
46 return sizeof(
float[2]);
47 case SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3:
48 return sizeof(
float[3]);
49 case SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4:
50 return sizeof(
float[4]);
51 case SDL_GPU_VERTEXELEMENTFORMAT_BYTE2:
52 case SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2:
53 case SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM:
54 case SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM:
56 case SDL_GPU_VERTEXELEMENTFORMAT_BYTE4:
57 case SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4:
58 case SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM:
59 case SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM:
61 case SDL_GPU_VERTEXELEMENTFORMAT_SHORT2:
62 case SDL_GPU_VERTEXELEMENTFORMAT_USHORT2:
63 case SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM:
64 case SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM:
65 case SDL_GPU_VERTEXELEMENTFORMAT_HALF2:
67 case SDL_GPU_VERTEXELEMENTFORMAT_SHORT4:
68 case SDL_GPU_VERTEXELEMENTFORMAT_USHORT4:
69 case SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM:
70 case SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM:
71 case SDL_GPU_VERTEXELEMENTFORMAT_HALF4:
112 m_bufferDescs.emplace_back(slot, pitch, SDL_GPU_VERTEXINPUTRATE_VERTEX, 0u);
124 SDL_GPUVertexElementFormat format,
126 const Uint16 _loc =
static_cast<Uint16
>(loc);
127 m_attrs.emplace_back(_loc, binding, format, offset);
128 const Uint32 attrSize =
130 m_totalVertexSize = std::max(m_totalVertexSize, offset + attrSize);
136 if (
m_attrs[i].location ==
static_cast<Uint16
>(loc)) {
156 operator SDL_GPUVertexInputState() const noexcept {
194 Uint32 m_totalVertexSize;
206concept IsVertexType = std::is_standard_layout_v<V> && (
alignof(V) == 16);
bool operator==(const SDL_GPUVertexBufferDescription &lhs, const SDL_GPUVertexBufferDescription &rhs)
Definition MeshLayout.h:7
This class defines the layout of a mesh's vertices.
Definition MeshLayout.h:98
SDL_GPUVertexInputState toVertexInputState() const noexcept
Cast to the SDL_GPU vertex input state struct, used to create pipelines.
Definition MeshLayout.h:147
bool operator==(const MeshLayout &other) const noexcept
Definition MeshLayout.h:160
std::vector< SDL_GPUVertexBufferDescription > m_bufferDescs
Definition MeshLayout.h:190
Uint32 indexSize() const
Size of mesh indices (in bytes).
Definition MeshLayout.h:188
constexpr MeshLayout & addAttribute(VertexAttrib loc, Uint32 binding, SDL_GPUVertexElementFormat format, Uint32 offset)
Add a vertex attribute.
Definition MeshLayout.h:123
Uint32 vertexSize() const
Total size of a vertex (in bytes).
Definition MeshLayout.h:186
const SDL_GPUVertexAttribute * getAttribute(VertexAttrib loc) const noexcept
Definition MeshLayout.h:134
std::vector< SDL_GPUVertexAttribute > m_attrs
Definition MeshLayout.h:191
MeshLayout & addBinding(Uint32 slot, Uint32 pitch)
Add a binding (i.e. a vertex binding) for the mesh.
Definition MeshLayout.h:111
MeshLayout()
Definition MeshLayout.h:100
Uint32 numBuffers() const
Number of vertex buffers.
Definition MeshLayout.h:181
Uint32 numAttributes() const
Number of vertex attributes.
Definition MeshLayout.h:183
Basic concept checking if type V has the correct layout and alignment requirements to be a vertex ele...
Definition MeshLayout.h:206
constexpr Uint32 roundUpTo16(Uint32 value)
Definition math_types.h:160
VertexAttrib
Fixed vertex attributes.
Definition MeshLayout.h:80
@ Color1
Definition MeshLayout.h:86
@ TexCoord0
Definition MeshLayout.h:87
@ Position
Definition MeshLayout.h:81
@ Tangent
Definition MeshLayout.h:83
@ Normal
Definition MeshLayout.h:82
@ Color0
Definition MeshLayout.h:85
@ TexCoord1
Definition MeshLayout.h:88
@ Bitangent
Definition MeshLayout.h:84
constexpr Uint64 vertexElementSize(SDL_GPUVertexElementFormat format)
Definition MeshLayout.h:23
bool validateMeshLayout(const MeshLayout &layout)
Validation function. Checks if a MeshLayout produces invalid data for a Mesh.
Definition MeshLayout.h:199
MeshLayout meshLayoutFor()
Shortcut for extracting layout from compile-time struct.
Definition MeshLayout.h:211
Definition MeshLayout.h:208