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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp217
1 files changed, 111 insertions, 106 deletions
diff --git a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
index 0e0b27c031..4aa52bd4bf 100644
--- a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
+++ b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
@@ -13,134 +13,139 @@
namespace DX11
{
-
class D3DVertexFormat : public NativeVertexFormat
{
public:
- D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
- ~D3DVertexFormat() { SAFE_RELEASE(m_layout); }
-
- void SetupVertexPointers() override;
+ D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
+ ~D3DVertexFormat() { SAFE_RELEASE(m_layout); }
+ void SetupVertexPointers() override;
private:
- std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};
- UINT m_num_elems = 0;
+ std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};
+ UINT m_num_elems = 0;
- ID3D11InputLayout* m_layout = nullptr;
+ ID3D11InputLayout* m_layout = nullptr;
};
-NativeVertexFormat* VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
+NativeVertexFormat*
+VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
- return new D3DVertexFormat(vtx_decl);
+ return new 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,
+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)
- {
- PanicAlert("VarToD3D: Invalid type/size combo %i , %i, %i", (int)t, size, (int)integer);
- }
- return retval;
+ DXGI_FORMAT retval = d3d_format_lookup[(int)t + 5 * (size - 1) + 5 * 4 * (int)integer];
+ if (retval == DXGI_FORMAT_UNKNOWN)
+ {
+ PanicAlert("VarToD3D: Invalid type/size combo %i , %i, %i", (int)t, size, (int)integer);
+ }
+ return retval;
}
D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& _vtx_decl)
{
- this->vtx_decl = _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;
- }
+ this->vtx_decl = _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;
+ }
}
void D3DVertexFormat::SetupVertexPointers()
{
- if (!m_layout)
- {
- // 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.
- D3DBlob* vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
-
- HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
- if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
- DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
- }
- DX11::D3D::stateman->SetInputLayout(m_layout);
+ if (!m_layout)
+ {
+ // 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.
+ D3DBlob* vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
+
+ HRESULT hr = DX11::D3D::device->CreateInputLayout(
+ m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
+ if (FAILED(hr))
+ PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
+ DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout,
+ "input layout used to emulate the GX pipeline");
+ }
+ DX11::D3D::stateman->SetInputLayout(m_layout);
}
-} // namespace DX11
+} // namespace DX11