Содержание
DirectXMesh |
---|
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 );
Header
#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"
.
Parameters
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.
Example
Direct3D 11
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 }
Direct3D 12
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 }
For Use
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
Architecture
- x86
- x64
- ARM64
For Development
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
Related Projects
DirectX Tool Kit for DirectX 11
DirectX Tool Kit for DirectX 12
Tools
See also
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.