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ComputeInputLayout
DirectXMesh |
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Returns the byte offsets for each element of an input layout and the implied vertex stride from a given Direct3D input layout description.
void ComputeInputLayout(
const D3D11_INPUT_ELEMENT_DESC* vbDecl, size_t nDecl,
uint32_t* offsets, uint32_t* strides );
void ComputeInputLayout(
const D3D12_INPUT_LAYOUT_DESC& vbDecl,
uint32_t* offsets, uint32_t* strides );
#include "DirectXMesh.h"
By default, the library supports Direct3D 11. If you want to support Direct3D 12, then you need to
#include <d3d12.h>
before you do#include "DirectXMesh.h"
.
vbDecl: Input layout description, which is nDecl elements long.
offsets: Returns the offset for each element in the description. Must have nDecl elements of space. Can be nullptr.
strides: Returns the stride of each VB in the description (or 0 if that the slot is unused). Must have D3D1x_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
space. Can be nullptr.
const D3D11_INPUT_ELEMENT_DESC inputLayout[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDINDICES",0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDWEIGHT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
uint32_t offsets[ D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ];
uint32_t strides[ D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT ];
ComputeInputLayout( &inputLayout, std::size(inputLayout), offsets, strides );
// strides[0] contains 60
// offsets contains = { 0, 12, 24, 40, 44, 52, 56 }
const D3D12_INPUT_ELEMENT_DESC inputLayout[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "BLENDINDICES",0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "BLENDWEIGHT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
uint32_t offsets[ D3D12_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT ];
uint32_t strides[ D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT ];
D3D12_INPUT_LAYOUT_DESC desc = { inputLayout, static_cast<UINT>(std::size(inputLayout)) };
ComputeInputLayout( desc, offsets, strides );
// strides[0] contains 60
// offsets contains = { 0, 12, 24, 40, 44, 52, 56 }
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- Universal Windows Platform apps
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- Windows 11
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DirectX Tool Kit for DirectX 11