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MobileGL/MobileGL/MG_Backend/DirectVulkan/Renderer/VertexInputStateFactory.h
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// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/VertexInputStateFactory.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
// MG_Pipe::MGPipeHandle for the P2 D12.5 memo table below. A header of constexpr constants,
// so the pull build gains nothing from it.
#include <MG_Pipe/MGPipeHandles.h>
#include <MG_Pipe/PipeApply.h>
#include "Config.h"
#include "MagmaPipeArms.h"
#include "VertexInputStateBuilder.h"
#include "MG_State/GLState/VertexArrayState/VertexArrayObject.h"
#include <Includes.h>
#include <atomic>
#include "../VkIncludes.h"
namespace MobileGL::MG_Backend::DirectVulkan {
class VertexInputStateFactory {
public:
using HashType = Uint64;
enum class VertexStreamConversion : Uint8 {
None = 0,
Repack,
ScaledIntegerToFloat32,
// GL_DOUBLE source data narrowed to a tightly packed float32 stream: the fetch half
// of the fp64 demotion the shader side already does unconditionally.
Float64ToFloat32,
};
struct BackendVertexInputState {
HashType hash = 0;
// Hash of the resolved Vulkan vertex layout only (bindings, attributes,
// unsupported mask) - NO buffer identities. `hash` mixes each bound
// buffer's never-reused LIFETIME ID, so per-chunk VBOs mint a fresh
// identity per buffer; keying pipelines on that minted one VkPipeline per
// chunk section for an identical layout, defeating pipeline reuse and the
// per-draw memo. Pipelines depend only on the layout, so they key on this
// instead.
HashType layoutHash = 0;
// Frame boundary of the last cache hit; entries idle past the
// OnFrameBoundary retirement age are evicted (CPU heap only).
// Mutable: the VAO's state-pointer memo fast path stamps it through
// a const entry reference.
mutable Uint64 lastUsedFrameBoundary = 0;
Vector<VkVertexInputBindingDescription> bindings;
Vector<VkVertexInputAttributeDescription> attributes;
Vector<SizeT> bindingBufferKeys;
Vector<SizeT> bindingBaseOffsets;
Vector<Uint32> bindingAttributeLocations;
Vector<Bool> bindingUsesClientMemory;
Vector<VertexStreamConversion> bindingConversions;
// Locations whose array is ENABLED but whose GL format has no VkFormat mapping. They are
// absent from `attributes`, so without this mask the draw path cannot tell them apart from
// a genuinely disabled array and would silently feed the shader the current attribute value.
Uint32 unsupportedAttribMask = 0;
// Bitmask of `attributes[i].location` - the draw path needs it up to
// three times per draw, so it is baked once at build time.
Uint32 attributeLocationMask = 0;
// Per-binding glVertexAttribDivisor values other than 1. Vulkan's instance input
// rate advances once per instance and nothing else, so anything else has to be
// stated through VK_EXT_vertex_attribute_divisor. Empty when every instanced
// binding uses divisor 1, which is what the plain input rate already means.
Vector<VkVertexInputBindingDivisorDescriptionEXT> bindingDivisors;
VkPipelineVertexInputDivisorStateCreateInfoEXT divisorState{
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT
};
VkPipelineVertexInputStateCreateInfo state{
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO
};
};
VertexInputStateFactory(const VulkanRendererConfig& config, VkPhysicalDevice physicalDevice):
m_config(config), m_physicalDevice(physicalDevice) {}
~VertexInputStateFactory() = default;
VertexInputStateFactory(const VertexInputStateFactory&) = delete;
static SizeT GetComponentSize(DataType type);
// Tightly-packed byte size of one vertex element for this attribute: componentSize * size for
// normal types, and 4 (one packed word) for the 2_10_10_10 types and GL_BGRA. Returns 0 for
// an unknown/unsupported type.
static SizeT GetAttributeByteSize(DataType type, Int size, Bool isBgra);
// A wire VAO is a layout record plus a separate per-attribute buffer window.
// No frontend VAO identity, address or memo participates in this layout.
Bool BuildWireVertexInput(const MG_Pipe::MGPipeVertexElementsRecord& elements,
const MG_Pipe::MGPipeApplierState& state, Uint32 activeMask,
BackendVertexInputState& out) const;
private:
static VkFormat ToVkVertexFormat(DataType type, Int size, Bool normalized, Bool isInteger, Bool isBgra = false,
Bool isLong = false);
static Bool IsScaledIntegerVertexFormat(VkFormat format);
static VkFormat ToFloat32VertexFormat(Int componentCount);
Bool SupportsVertexBufferFormat(VkFormat format) const;
const VulkanRendererConfig& m_config;
VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE;
// Physical-device format capabilities never change during this factory's
// lifetime. The wire path rebuilds layouts without the legacy VAO memo.
mutable UnorderedMap<VkFormat, Bool> m_wireVertexFormatSupport;
static inline thread_local XXH64_state_t* m_hashState = XXH64_createState();
};
} // namespace MobileGL::MG_Backend::DirectVulkan