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//! Input Assembler (IA) stage description. //! The input assembler collects raw vertex and index data. use crate::{format, IndexType}; /// Shader binding location. pub type Location = u32; /// Index of a vertex buffer. pub type BufferIndex = u32; /// Offset of an attribute from the start of the buffer, in bytes pub type ElemOffset = u32; /// Offset between attribute values, in bytes pub type ElemStride = u32; /// Number of instances between each advancement of the vertex buffer. pub type InstanceRate = u8; /// Number of vertices in a patch pub type PatchSize = u8; /// The rate at which to advance input data to shaders for the given buffer #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, PartialOrd, Ord)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum VertexInputRate { /// Advance the buffer after every vertex Vertex, /// Advance the buffer after every instance Instance(InstanceRate), } impl VertexInputRate { /// Get the numeric representation of the rate pub fn as_uint(&self) -> u8 { match *self { VertexInputRate::Vertex => 0, VertexInputRate::Instance(divisor) => divisor, } } } /// A struct element descriptor. #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, PartialOrd, Ord)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct Element<F> { /// Element format pub format: F, /// Offset from the beginning of the container, in bytes pub offset: ElemOffset, } /// Vertex buffer description. Notably, completely separate from resource `Descriptor`s /// used in `DescriptorSet`s. #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, PartialOrd, Ord)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct VertexBufferDesc { /// Binding number of this vertex buffer. This binding number is /// used only for vertex buffers, and is completely separate from /// `Descriptor` and `DescriptorSet` bind points. pub binding: BufferIndex, /// Total container size, in bytes. /// Specifies the byte distance between two consecutive elements. pub stride: ElemStride, /// The rate at which to advance data for the given buffer /// /// i.e. the rate at which data passed to shaders will get advanced by /// `stride` bytes pub rate: VertexInputRate, } /// Vertex attribute description. Notably, completely separate from resource `Descriptor`s /// used in `DescriptorSet`s. #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, PartialOrd, Ord)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct AttributeDesc { /// Attribute binding location in the shader. Attribute locations are /// shared between all vertex buffers in a pipeline, meaning that even if the /// data for this attribute comes from a different vertex buffer, it still cannot /// share the same location with another attribute. pub location: Location, /// Binding number of the associated vertex buffer. pub binding: BufferIndex, /// Attribute element description. pub element: Element<format::Format>, } /// Describes the type of geometric primitives, /// created from vertex data. #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, PartialOrd, Ord)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] #[repr(u8)] pub enum Primitive { /// Each vertex represents a single point. PointList, /// Each pair of vertices represent a single line segment. For example, with `[a, b, c, d, /// e]`, `a` and `b` form a line, `c` and `d` form a line, and `e` is discarded. LineList, /// Every two consecutive vertices represent a single line segment. Visually forms a "path" of /// lines, as they are all connected. For example, with `[a, b, c]`, `a` and `b` form a line /// line, and `b` and `c` form a line. LineStrip, /// Each triplet of vertices represent a single triangle. For example, with `[a, b, c, d, e]`, /// `a`, `b`, and `c` form a triangle, `d` and `e` are discarded. TriangleList, /// Every three consecutive vertices represent a single triangle. For example, with `[a, b, c, /// d]`, `a`, `b`, and `c` form a triangle, and `b`, `c`, and `d` form a triangle. TriangleStrip, /// Patch list, /// used with shaders capable of producing primitives on their own (tessellation) PatchList(PatchSize), } /// All the information needed to create an input assembler. #[derive(Clone, Debug, Eq, PartialEq, PartialOrd, Ord)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct InputAssemblerDesc { /// Type of the primitive pub primitive: Primitive, /// When adjacency information is enabled, every even-numbered vertex /// (every other starting from the first) represents an additional /// vertex for the primitive, while odd-numbered vertices (every other starting from the /// second) represent adjacent vertices. /// /// For example, with `[a, b, c, d, e, f, g, h]`, `[a, c, /// e, g]` form a triangle strip, and `[b, d, f, h]` are the adjacent vertices, where `b`, `d`, /// and `f` are adjacent to the first triangle in the strip, and `d`, `f`, and `h` are adjacent /// to the second. pub with_adjacency: bool, /// Describes whether or not primitive restart is supported for /// an input assembler. Primitive restart is a feature that /// allows a mark to be placed in an index buffer where it is /// is "broken" into multiple pieces of geometry. /// /// See <https://www.khronos.org/opengl/wiki/Vertex_Rendering#Primitive_Restart> /// for more detail. pub restart_index: Option<IndexType>, } impl InputAssemblerDesc { /// Create a new IA descriptor without primitive restart or adjucency. pub fn new(primitive: Primitive) -> Self { InputAssemblerDesc { primitive, with_adjacency: false, restart_index: None, } } }