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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "x64Emitter.h"
#include "ABI.h"
#include "MemoryUtil.h"
#include "VertexShaderGen.h"
#include "CPMemory.h"
#include "NativeVertexFormat.h"
#include "VertexManager.h"
namespace DX9
{
class D3DVertexFormat : public NativeVertexFormat
{
LPDIRECT3DVERTEXDECLARATION9 d3d_decl;
public:
D3DVertexFormat() : d3d_decl(NULL) {}
~D3DVertexFormat();
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers();
#if defined(_DEBUG) || defined(DEBUGFAST)
D3DVERTEXELEMENT9 elements[32];
int num_elements;
#endif
};
NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
{
return new D3DVertexFormat();
}
void DX9::VertexManager::GetElements(NativeVertexFormat* format, D3DVERTEXELEMENT9** elems, int* num)
{
#if defined(_DEBUG) || defined(DEBUGFAST)
*elems = ((D3DVertexFormat*)format)->elements;
*num = ((D3DVertexFormat*)format)->num_elements;
#else
*elems = NULL;
*num = 0;
#endif
}
D3DVertexFormat::~D3DVertexFormat()
{
if (d3d_decl)
{
d3d_decl->Release();
d3d_decl = NULL;
}
}
D3DDECLTYPE VarToD3D(VarType t, int size)
{
if (t < 0 || t > 4) {
PanicAlert("VarToD3D: Invalid VarType %i", t);
}
static const D3DDECLTYPE lookup1[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT1,
};
static const D3DDECLTYPE lookup2[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_SHORT2N, D3DDECLTYPE_USHORT2N, D3DDECLTYPE_FLOAT2,
};
static const D3DDECLTYPE lookup3[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT3,
};
// Sadly, D3D9 has no SBYTE4N. D3D10 does, though.
static const D3DDECLTYPE lookup4[5] = {
D3DDECLTYPE_UNUSED, D3DDECLTYPE_UBYTE4N, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT4,
};
D3DDECLTYPE retval = D3DDECLTYPE_UNUSED;
switch (size)
{
case 1: retval = lookup1[t]; break;
case 2: retval = lookup2[t]; break;
case 3: retval = lookup3[t]; break;
case 4: retval = lookup4[t]; break;
default: break;
}
if (retval == D3DDECLTYPE_UNUSED) {
PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size);
}
return retval;
}
void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
{
vertex_stride = _vtx_decl.stride;
D3DVERTEXELEMENT9 elems[32];
memset(elems, 0, sizeof(elems));
// There's only one stream and it's 0, so the above memset takes care of that - no need to set Stream.
// Same for method.
// So, here we go. First position:
int elem_idx = 0;
elems[elem_idx].Offset = 0; // Positions are always first, at position 0. Always float3.
elems[elem_idx].Type = D3DDECLTYPE_FLOAT3;
elems[elem_idx].Usage = D3DDECLUSAGE_POSITION;
++elem_idx;
for (int i = 0; i < 3; i++)
{
if (_vtx_decl.normal_offset[i] > 0)
{
elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
for (int i = 0; i < 2; i++)
{
if (_vtx_decl.color_offset[i] > 0)
{
elems[elem_idx].Offset = _vtx_decl.color_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type, 4);
elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
for (int i = 0; i < 8; i++)
{
if (_vtx_decl.texcoord_offset[i] > 0)
{
elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
if (_vtx_decl.posmtx_offset != -1)
{
elems[elem_idx].Offset = _vtx_decl.posmtx_offset;
elems[elem_idx].Usage = D3DDECLUSAGE_BLENDINDICES;
elems[elem_idx].Type = D3DDECLTYPE_D3DCOLOR;
elems[elem_idx].UsageIndex = 0;
++elem_idx;
}
// End marker
elems[elem_idx].Stream = 0xff;
elems[elem_idx].Type = D3DDECLTYPE_UNUSED;
++elem_idx;
if (FAILED(DX9::D3D::dev->CreateVertexDeclaration(elems, &d3d_decl)))
{
PanicAlert("Failed to create D3D vertex declaration!");
return;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
memcpy(&elements, elems, sizeof(elems));
num_elements = elem_idx;
#endif
}
void D3DVertexFormat::SetupVertexPointers()
{
if (d3d_decl)
DX9::D3D::SetVertexDeclaration(d3d_decl);
else
ERROR_LOG(VIDEO, "invalid d3d decl");
}
} // namespace DX9
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