Think of it this way (pseudo code):
void DrawInstanced(..., int vertexCount, int instanceCount, ...)
{
for (int instanceId = 0; instanceId < instanceCount; instanceId++)
{
for (int vertexId = 0; vertexId < vertexCount; vertexId++)
{
Vertex vertex;
for (int inputLayoutIndex = 0; inputLayoutIndex < inputLayout.getCount(); inputLayoutIndex++)
{
InputLayoutElement element = inputLayout.get(inputLayoutIndex);
int vertexBufferIndex = element.getVertexBufferIndex();
int vertexBufferOffset = element.getVertexBufferOffset();
VertexBuffer vertexBuffer = vertexBuffers[vertexBufferIndex];
int stride = vertexBuffer.getByteStride();
Object value;
if (element.getClassification() == Classification.Instance)
{
value = vertexBuffer[instanceId * stride + vertexBufferOffset];
}
else
{
value = vertexBuffer[vertexId * stride + vertexBufferOffset];
}
String semantic = element.getSemantic();
vertex.setValue(semantic, value);
}
VertexShader(vertex);
}
}
}
That means that your input layout could look like this:
[Semantic, VertexBufferIndex, VertexBufferOffset, Classification]
["VERTEX_VALUE_0", 0, 0, Vertex]
["VERTEX_VALUE_1", 0, 8, Vertex]
["VERTEX_VALUE_2", 0, 16, Vertex]
["INSTANCE_VALUE_0", 1, 0, Instance]
["INSTANCE_VALUE_1", 1, 8, Instance]
You than simply use 2 vertex buffers:
VertexBuffer 0: [[vertexValue0, vertexValue1, vertexValue2], [vertexValue0, vertexValue1, vertexValue2], [vertexValue0, vertexValue1, vertexValue2], ...]
VertexBuffer 1: [[instanceValue0, instanceValue1], [instanceValue0, instanceValue1], [instanceValue0, instanceValue1], ...]
And it basically takes a cartesian product of both sets to call the vertex shader.
Edited by CryZe, 27 November 2012 - 07:57 AM.