Describes a vertex input binding. More...
| Header: | #include <rhi/qrhi.h> |
| CMake: | find_package(Qt6 REQUIRED COMPONENTS Gui)target_link_libraries(mytarget PRIVATE Qt6::GuiPrivate) |
| qmake: | QT += gui-private |
| Since: | Qt 6.6 |
| enum | Classification { PerVertex, PerInstance } |
| QRhiVertexInputBinding() | |
| QRhiVertexInputBinding(quint32 stride, QRhiVertexInputBinding::Classification cls = PerVertex, quint32 stepRate = 1) | |
| QRhiVertexInputBinding::Classification | classification() const |
| quint32 | instanceStepRate() const |
| void | setClassification(QRhiVertexInputBinding::Classification c) |
| void | setInstanceStepRate(quint32 rate) |
| void | setStride(quint32 s) |
| quint32 | stride() const |
| size_t | qHash(const QRhiVertexInputBinding &key, size_t seed = 0) |
| bool | operator!=(const QRhiVertexInputBinding &a, const QRhiVertexInputBinding &b) |
| bool | operator==(const QRhiVertexInputBinding &a, const QRhiVertexInputBinding &b) |
Specifies the stride (in bytes, must be a multiple of 4), the classification and optionally the instance step rate.
As an example, assume a vertex shader with the following inputs:
layout(location = 0) in vec4 position; layout(location = 1) in vec2 texcoord;
Now let's assume also that 3 component vertex positions (x, y, z) and 2 component texture coordinates (u, v) are provided in a non-interleaved format in a buffer (or
separate buffers even). Defining two bindings could then be done like this:
QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 3 * sizeof(float) }, { 2 * sizeof(float) } });
Only the stride is interesting here since instancing is not used. The binding number is given by the index of the QRhiVertexInputBinding element in the bindings vector of the QRhiVertexInputLayout.
Once a graphics pipeline with this vertex input layout is bound, the vertex inputs could be set up like the following for drawing a cube with 36 vertices, assuming we have a single buffer with first the positions and then the texture coordinates:
const QRhiCommandBuffer::VertexInput vbufBindings[] = { { cubeBuf, 0 }, { cubeBuf, 36 * 3 * sizeof(float) } }; cb->setVertexInput(0, 2, vbufBindings);
Note how the index defined by startBinding + i, where i is the index in the second argument of setVertexInput(),
matches the index of the corresponding entry in the bindings vector of the QRhiVertexInputLayout.
Note: the stride must always be a multiple of 4.
Note: This is a RHI API with limited compatibility guarantees, see QRhi for details.
See also QRhiCommandBuffer::setVertexInput().
Describes the input data classification.
| Constant | Value | Description |
|---|---|---|
QRhiVertexInputBinding::PerVertex |
0 |
Data is per-vertex |
QRhiVertexInputBinding::PerInstance |
1 |
Data is per-instance |
[constexpr noexcept] QRhiVertexInputBinding::QRhiVertexInputBinding()Constructs a default vertex input binding description.
Constructs a vertex input binding description with the specified stride, classification cls, and instance step rate stepRate.
Note: stepRate other than 1 is only supported when QRhi::CustomInstanceStepRate is reported to be supported.
Returns the input data classification.
See also setClassification().
Returns the instance step rate.
See also setInstanceStepRate().
Sets the input data classification c. By default this is set to PerVertex.
See also classification().
Sets the instance step rate. By default this is set to 1.
See also instanceStepRate().
Sets the stride to s.
See also stride().
Returns the stride in bytes.
See also setStride().
[noexcept] size_t qHash(const QRhiVertexInputBinding &key, size_t seed = 0)Returns the hash value for key, using seed to seed the calculation.
[noexcept] bool operator!=(const QRhiVertexInputBinding &a, const QRhiVertexInputBinding
&b)Returns false if the values in the two QRhiVertexInputBinding objects a and b are equal; otherwise returns
true.
[noexcept] bool operator==(const QRhiVertexInputBinding &a, const QRhiVertexInputBinding
&b)Returns true if the values in the two QRhiVertexInputBinding objects a and b are equal.