[Feat] (MG_Backend/DirectVulkan): implement vao/vbo binding

This commit is contained in:
2026-02-17 11:33:27 +08:00
parent 098f8d0738
commit 058ec6d26e
2 changed files with 60 additions and 13 deletions
@@ -46,6 +46,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
VertexInputStateBuilder builder; VertexInputStateBuilder builder;
const void* sourceBuffer = nullptr;
Uint32 sourceStride = 0;
VkVertexInputRate sourceInputRate = VK_VERTEX_INPUT_RATE_VERTEX;
Bool hasBinding = false;
for (Uint32 location = 0; location < MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS; ++location) { for (Uint32 location = 0; location < MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS; ++location) {
const auto& attr = vao.GetAttribute(location); const auto& attr = vao.GetAttribute(location);
if (!attr.Enabled || !attr.Buffer) { if (!attr.Enabled || !attr.Buffer) {
@@ -72,9 +77,30 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkVertexInputRate inputRate = const VkVertexInputRate inputRate =
(attr.Divisor == 0) ? VK_VERTEX_INPUT_RATE_VERTEX : VK_VERTEX_INPUT_RATE_INSTANCE; (attr.Divisor == 0) ? VK_VERTEX_INPUT_RATE_VERTEX : VK_VERTEX_INPUT_RATE_INSTANCE;
builder if (!hasBinding) {
.AddBinding(location, stride, inputRate) sourceBuffer = attr.Buffer.get();
.AddAttribute(location, location, vkFormat, static_cast<Uint32>(attr.Offset)); sourceStride = stride;
sourceInputRate = inputRate;
builder.AddBinding(0, sourceStride, sourceInputRate);
hasBinding = true;
} else {
if (attr.Buffer.get() != sourceBuffer) {
MGLOG_W("Skipping vertex attribute at location %u: only single-buffer vertex input is supported for now",
location);
continue;
}
if (stride != sourceStride) {
MGLOG_W("Skipping vertex attribute at location %u: stride mismatch (%u vs %u) for single-binding path",
location, stride, sourceStride);
continue;
}
if (inputRate != sourceInputRate) {
MGLOG_W("Skipping vertex attribute at location %u: input-rate mismatch for single-binding path", location);
continue;
}
}
builder.AddAttribute(location, 0, vkFormat, static_cast<Uint32>(attr.Offset));
} }
const auto& state = builder.Build(); const auto& state = builder.Build();
@@ -134,26 +134,46 @@ int main() {
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glBindVertexArray(vao); glBindVertexArray(vao);
static constexpr GLushort kQuadIndices[] = {0, 1, 2, 2, 3, 0}; static constexpr GLfloat kQuadVertices[] = {
// triangle 1
-0.6f, -0.6f, 1.0f, 0.0f, 0.0f,
0.6f, -0.6f, 0.0f, 1.0f, 0.0f,
0.6f, 0.6f, 0.0f, 0.0f, 1.0f,
// triangle 2
0.6f, 0.6f, 1.0f, 0.0f, 0.0f,
-0.6f, 0.6f, 0.0f, 1.0f, 0.0f,
-0.6f, -0.6f, 0.0f, 0.0f, 1.0f
};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(5 * sizeof(GLfloat)), nullptr);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(5 * sizeof(GLfloat)),
reinterpret_cast<const void*>(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
static constexpr GLushort kQuadIndices[] = {0, 1, 2, 3, 4, 5};
GLuint ebo = 0; GLuint ebo = 0;
glGenBuffers(1, &ebo); glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kQuadIndices), kQuadIndices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kQuadIndices), kQuadIndices, GL_STATIC_DRAW);
static constexpr const char* kVertexShaderSource = R"(#version 330 core static constexpr const char* kVertexShaderSource = R"(#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec3 aColor;
out vec3 vColor;
void main() { void main() {
const vec2 kPositions[4] = vec2[]( gl_Position = vec4(aPos, 0.0, 1.0);
vec2(-0.6, -0.6), vColor = aColor;
vec2( 0.6, -0.6),
vec2( 0.6, 0.6),
vec2(-0.6, 0.6)
);
gl_Position = vec4(kPositions[gl_VertexID], 0.0, 1.0);
})"; })";
static constexpr const char* kFragmentShaderSource = R"(#version 330 core static constexpr const char* kFragmentShaderSource = R"(#version 330 core
in vec3 vColor;
layout(location = 0) out vec4 outColor; layout(location = 0) out vec4 outColor;
void main() { void main() {
outColor = vec4(0.95, 0.85, 0.2, 1.0); outColor = vec4(vColor, 1.0);
})"; })";
const GLuint vs = glCreateShader(GL_VERTEX_SHADER); const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
@@ -199,6 +219,7 @@ void main() {
} }
glDeleteProgram(program); glDeleteProgram(program);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ebo); glDeleteBuffers(1, &ebo);
glDeleteVertexArrays(1, &vao); glDeleteVertexArrays(1, &vao);