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| author | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
| commit | 7dfced21a2e5aac7195e0e1ad76468e30306766b (patch) | |
| tree | bd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp | |
| parent | c25be031fc1031d795157d8344b87b7841145197 (diff) | |
| parent | 7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff) | |
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp new file mode 100644 index 0000000000..4b2951a689 --- /dev/null +++ b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp @@ -0,0 +1,144 @@ +// Copyright 2010 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include "VideoBackends/D3D/D3DBase.h" +#include "VideoBackends/D3D/D3DBlob.h" +#include "VideoBackends/D3D/D3DState.h" +#include "VideoBackends/D3D/VertexManager.h" +#include "VideoBackends/D3D/VertexShaderCache.h" +#include "VideoCommon/NativeVertexFormat.h" + +namespace DX11 +{ + +class D3DVertexFormat : public NativeVertexFormat +{ + D3D11_INPUT_ELEMENT_DESC m_elems[32]; + UINT m_num_elems; + + ID3D11InputLayout* m_layout; + +public: + D3DVertexFormat() : m_num_elems(0), m_layout(nullptr) {} + ~D3DVertexFormat() { SAFE_RELEASE(m_layout); } + + void Initialize(const PortableVertexDeclaration &_vtx_decl); + void SetupVertexPointers(); +}; + +NativeVertexFormat* VertexManager::CreateNativeVertexFormat() +{ + return new D3DVertexFormat(); +} + +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; +} + +void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl) +{ + vtx_decl = _vtx_decl; + memset(m_elems, 0, sizeof(m_elems)); + 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, 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 |
