using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Rendering;
namespace SLZ.CustomStaticBatching
{
///
/// Bit-packed information about a single attribute channel in a vertex buffer. Maps to a single UInt,
/// Needs to be kept in sync with the Job and compute shader used for combining.
///
[StructLayout(LayoutKind.Explicit, Size = 4)]
public struct PackedChannel
{
[FieldOffset(0)]
public UInt32 packedData;
[FieldOffset(0)]
public byte dimension;
[FieldOffset(1)]
public byte format;
[FieldOffset(2)]
public byte offset;
[FieldOffset(3)]
public byte stream;
public override string ToString()
{
return string.Format("Dimension {0}, Format {1}, Offset {2}, Channel {3}, Packed: 0x{3}", (int)dimension, (int)format, (int)offset, packedData.ToString("X8"));
}
// Maximum number of vertex attributes in a mesh
public const int NUM_VTX_CHANNELS = 12;
///
/// Supported vertex formats. This is hard-coded into the compute shader used for combining, so don't just go adding formats to this list!
/// Only commonly used floating point formats are here. There's no logical way to choose a format for the combined mesh's channels if the
/// channel is integer on one mesh and floating point on another. Which format do you choose? Cast int to float or treat the bytes of the
/// int as a float? You can losslessly store the bytes of an int32 in a float, but it'll get garbled if the output channel is compressed
/// to half. Also what if the int is less than 32 bits? You can't put a short or char into a half or unorm, as those will get converted to
/// float by the GPU. I'm not supporting 16 bit normalized formats to cut down on shader complexity. Just use half precision instead.
/// These need to be in order of increasing precision such that each format can be safely contained in the next format.
///
[Serializable]
public enum VtxFormats : byte
{
[UnityEngine. HideInInspector]
Invalid = 0,
UNorm8 = 1,
SNorm8 = 2,
Float16 = 3,
Float32 = 4,
}
///
/// Maps each VtxFormat enum to the number of bytes in that format
///
public static ReadOnlySpan VtxFmtToBytes => new byte[5] { 0, 1, 1, 2, 4 };
///
/// Maps a VtxFormats enum value to a VertexAttributeFormat enum value
///
public static ReadOnlySpan ToUnityFormatLUT => new VertexAttributeFormat[5] {
VertexAttributeFormat.Float32,
VertexAttributeFormat.UNorm8,
VertexAttributeFormat.SNorm8,
VertexAttributeFormat.Float16,
VertexAttributeFormat.Float32,
};
}
}