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// 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/D3DBlob.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/NativeVertexFormat.h"
namespace DX11
{
std::mutex s_input_layout_lock;
std::unique_ptr<NativeVertexFormat>
VertexManager::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)
{
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;
}
}
D3DVertexFormat::~D3DVertexFormat()
{
ID3D11InputLayout* layout = m_layout.load();
SAFE_RELEASE(layout);
}
ID3D11InputLayout* D3DVertexFormat::GetInputLayout(D3DBlob* vs_bytecode)
{
// 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 = DX11::D3D::device->CreateInputLayout(
m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &layout);
if (FAILED(hr))
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
// 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))
{
SAFE_RELEASE(layout);
layout = expected;
}
return layout;
}
} // namespace DX11
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