2019-03-28 10:35:46 +00:00
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// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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2020-09-15 13:01:29 +00:00
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#include "VideoBackends/D3D12/DX12VertexFormat.h"
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2019-03-28 10:35:46 +00:00
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#include "Common/Assert.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace DX12
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{
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static DXGI_FORMAT VarToDXGIFormat(VarType t, u32 components, bool integer)
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{
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// NOTE: 3-component formats are not valid.
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static const DXGI_FORMAT float_type_lookup[][4] = {
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{DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_R8G8B8A8_UNORM}, // VAR_UNSIGNED_BYTE
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{DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM,
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DXGI_FORMAT_R8G8B8A8_SNORM}, // VAR_BYTE
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{DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM,
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DXGI_FORMAT_R16G16B16A16_UNORM}, // VAR_UNSIGNED_SHORT
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{DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM,
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DXGI_FORMAT_R16G16B16A16_SNORM}, // VAR_SHORT
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{DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT} // VAR_FLOAT
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};
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static const DXGI_FORMAT integer_type_lookup[][4] = {
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{DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8B8A8_UINT,
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DXGI_FORMAT_R8G8B8A8_UINT}, // VAR_UNSIGNED_BYTE
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{DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8B8A8_SINT,
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DXGI_FORMAT_R8G8B8A8_SINT}, // VAR_BYTE
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{DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16B16A16_UINT,
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DXGI_FORMAT_R16G16B16A16_UINT}, // VAR_UNSIGNED_SHORT
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{DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16B16A16_SINT,
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DXGI_FORMAT_R16G16B16A16_SINT}, // VAR_SHORT
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{DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT} // VAR_FLOAT
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};
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ASSERT(components > 0 && components <= 4);
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return integer ? integer_type_lookup[t][components - 1] : float_type_lookup[t][components - 1];
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}
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DXVertexFormat::DXVertexFormat(const PortableVertexDeclaration& vtx_decl)
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: NativeVertexFormat(vtx_decl)
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{
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MapAttributes();
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}
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void DXVertexFormat::GetInputLayoutDesc(D3D12_INPUT_LAYOUT_DESC* desc) const
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{
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desc->pInputElementDescs = m_attribute_descriptions.data();
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desc->NumElements = m_num_attributes;
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}
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void DXVertexFormat::AddAttribute(const char* semantic_name, u32 semantic_index, u32 slot,
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DXGI_FORMAT format, u32 offset)
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{
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ASSERT(m_num_attributes < MAX_VERTEX_ATTRIBUTES);
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auto* attr_desc = &m_attribute_descriptions[m_num_attributes];
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attr_desc->SemanticName = semantic_name;
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attr_desc->SemanticIndex = semantic_index;
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attr_desc->Format = format;
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attr_desc->InputSlot = slot;
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attr_desc->AlignedByteOffset = offset;
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attr_desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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attr_desc->InstanceDataStepRate = 0;
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m_num_attributes++;
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}
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void DXVertexFormat::MapAttributes()
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{
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m_num_attributes = 0;
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if (m_decl.position.enable)
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{
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AddAttribute(
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"POSITION", 0, 0,
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VarToDXGIFormat(m_decl.position.type, m_decl.position.components, m_decl.position.integer),
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m_decl.position.offset);
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}
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for (uint32_t i = 0; i < 3; i++)
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{
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if (m_decl.normals[i].enable)
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{
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AddAttribute("NORMAL", i, 0,
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VarToDXGIFormat(m_decl.normals[i].type, m_decl.normals[i].components,
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m_decl.normals[i].integer),
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m_decl.normals[i].offset);
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}
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}
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for (uint32_t i = 0; i < 2; i++)
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{
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if (m_decl.colors[i].enable)
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{
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AddAttribute("COLOR", i, 0,
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VarToDXGIFormat(m_decl.colors[i].type, m_decl.colors[i].components,
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m_decl.colors[i].integer),
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m_decl.colors[i].offset);
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}
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}
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for (uint32_t i = 0; i < 8; i++)
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{
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if (m_decl.texcoords[i].enable)
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{
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AddAttribute("TEXCOORD", i, 0,
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VarToDXGIFormat(m_decl.texcoords[i].type, m_decl.texcoords[i].components,
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m_decl.texcoords[i].integer),
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m_decl.texcoords[i].offset);
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}
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}
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if (m_decl.posmtx.enable)
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{
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AddAttribute(
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"BLENDINDICES", 0, 0,
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VarToDXGIFormat(m_decl.posmtx.type, m_decl.posmtx.components, m_decl.posmtx.integer),
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m_decl.posmtx.offset);
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}
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}
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} // namespace DX12
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