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authorJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
committerJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
commit7dfced21a2e5aac7195e0e1ad76468e30306766b (patch)
treebd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
parentc25be031fc1031d795157d8344b87b7841145197 (diff)
parent7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff)
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp144
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