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authorShawn Hoffman <godisgovernment@gmail.com>2020-09-15 05:50:34 -0700
committerShawn Hoffman <godisgovernment@gmail.com>2021-01-27 14:29:48 -0800
commita0aeb5b0b9b2729ba157ca615f92638a7a935772 (patch)
tree86932fe04ea320cbddecfd49c6ded5fa530aab27 /Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp
parentd7fd892fdec4261d4f7c24545bd448e757ca3b0f (diff)
normalize common filenames in VideoBackends/D3D
Diffstat (limited to 'Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp180
1 files changed, 180 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp b/Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp
new file mode 100644
index 0000000000..d8294d7abc
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp
@@ -0,0 +1,180 @@
+// Copyright 2010 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <array>
+
+#include "VideoBackends/D3D/D3DBase.h"
+#include "VideoBackends/D3D/D3DRender.h"
+#include "VideoBackends/D3D/D3DState.h"
+#include "VideoBackends/D3D/D3DVertexManager.h"
+#include "VideoBackends/D3D/DXShader.h"
+#include "VideoCommon/NativeVertexFormat.h"
+
+namespace DX11
+{
+std::mutex s_input_layout_lock;
+
+std::unique_ptr<NativeVertexFormat>
+Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
+{
+ return std::make_unique<D3DVertexFormat>(vtx_decl);
+}
+
+static const DXGI_FORMAT d3d_format_lookup[5 * 4 * 2] = {
+ // float formats
+ DXGI_FORMAT_R8_UNORM,
+ DXGI_FORMAT_R8_SNORM,
+ DXGI_FORMAT_R16_UNORM,
+ DXGI_FORMAT_R16_SNORM,
+ DXGI_FORMAT_R32_FLOAT,
+ DXGI_FORMAT_R8G8_UNORM,
+ DXGI_FORMAT_R8G8_SNORM,
+ DXGI_FORMAT_R16G16_UNORM,
+ DXGI_FORMAT_R16G16_SNORM,
+ DXGI_FORMAT_R32G32_FLOAT,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_R32G32B32_FLOAT,
+ DXGI_FORMAT_R8G8B8A8_UNORM,
+ DXGI_FORMAT_R8G8B8A8_SNORM,
+ DXGI_FORMAT_R16G16B16A16_UNORM,
+ DXGI_FORMAT_R16G16B16A16_SNORM,
+ DXGI_FORMAT_R32G32B32A32_FLOAT,
+
+ // integer formats
+ DXGI_FORMAT_R8_UINT,
+ DXGI_FORMAT_R8_SINT,
+ DXGI_FORMAT_R16_UINT,
+ DXGI_FORMAT_R16_SINT,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_R8G8_UINT,
+ DXGI_FORMAT_R8G8_SINT,
+ DXGI_FORMAT_R16G16_UINT,
+ DXGI_FORMAT_R16G16_SINT,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_R8G8B8A8_UINT,
+ DXGI_FORMAT_R8G8B8A8_SINT,
+ DXGI_FORMAT_R16G16B16A16_UINT,
+ DXGI_FORMAT_R16G16B16A16_SINT,
+ DXGI_FORMAT_UNKNOWN,
+};
+
+DXGI_FORMAT VarToD3D(VarType t, int size, bool integer)
+{
+ DXGI_FORMAT retval = d3d_format_lookup[(int)t + 5 * (size - 1) + 5 * 4 * (int)integer];
+ if (retval == DXGI_FORMAT_UNKNOWN)
+ {
+ PanicAlertFmt("VarToD3D: Invalid type/size combo {}, {}, {}", t, size, integer);
+ }
+ return retval;
+}
+
+D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
+ : NativeVertexFormat(vtx_decl)
+
+{
+ const AttributeFormat* format = &vtx_decl.position;
+ if (format->enable)
+ {
+ m_elems[m_num_elems].SemanticName = "POSITION";
+ m_elems[m_num_elems].AlignedByteOffset = format->offset;
+ m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
+ m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ++m_num_elems;
+ }
+
+ for (int i = 0; i < 3; i++)
+ {
+ format = &vtx_decl.normals[i];
+ if (format->enable)
+ {
+ m_elems[m_num_elems].SemanticName = "NORMAL";
+ m_elems[m_num_elems].SemanticIndex = i;
+ m_elems[m_num_elems].AlignedByteOffset = format->offset;
+ m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
+ m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ++m_num_elems;
+ }
+ }
+
+ for (int i = 0; i < 2; i++)
+ {
+ format = &vtx_decl.colors[i];
+ if (format->enable)
+ {
+ m_elems[m_num_elems].SemanticName = "COLOR";
+ m_elems[m_num_elems].SemanticIndex = i;
+ m_elems[m_num_elems].AlignedByteOffset = format->offset;
+ m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
+ m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ++m_num_elems;
+ }
+ }
+
+ for (int i = 0; i < 8; i++)
+ {
+ format = &vtx_decl.texcoords[i];
+ if (format->enable)
+ {
+ m_elems[m_num_elems].SemanticName = "TEXCOORD";
+ m_elems[m_num_elems].SemanticIndex = i;
+ m_elems[m_num_elems].AlignedByteOffset = format->offset;
+ m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
+ m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ++m_num_elems;
+ }
+ }
+
+ format = &vtx_decl.posmtx;
+ if (format->enable)
+ {
+ m_elems[m_num_elems].SemanticName = "BLENDINDICES";
+ m_elems[m_num_elems].AlignedByteOffset = format->offset;
+ m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
+ m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ++m_num_elems;
+ }
+}
+
+D3DVertexFormat::~D3DVertexFormat()
+{
+ ID3D11InputLayout* layout = m_layout.load();
+ if (layout)
+ layout->Release();
+}
+
+ID3D11InputLayout* D3DVertexFormat::GetInputLayout(const void* vs_bytecode, size_t vs_bytecode_size)
+{
+ // CreateInputLayout requires a shader input, but it only looks at the signature of the shader,
+ // so we don't need to recompute it if the shader changes.
+ ID3D11InputLayout* layout = m_layout.load();
+ if (layout)
+ return layout;
+
+ HRESULT hr = D3D::device->CreateInputLayout(m_elems.data(), m_num_elems, vs_bytecode,
+ vs_bytecode_size, &layout);
+ CHECK(SUCCEEDED(hr), "Failed to create input layout");
+
+ // This method can be called from multiple threads, so ensure that only one thread sets the
+ // cached input layout pointer. If another thread beats this thread, use the existing layout.
+ ID3D11InputLayout* expected = nullptr;
+ if (!m_layout.compare_exchange_strong(expected, layout))
+ {
+ if (layout)
+ layout->Release();
+
+ layout = expected;
+ }
+
+ return layout;
+}
+
+} // namespace DX11