dolphin/Source/Core/VideoBackends/D3D12/NativeVertexFormat.cpp

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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DState.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/NativeVertexFormat.h"
#include "VideoBackends/D3D12/VertexManager.h"
namespace DX12
{
NativeVertexFormat* VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return new D3DVertexFormat(vtx_decl);
}
static const constexpr 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[static_cast<int>(t) + 5 * (size-1) + 5 * 4 * static_cast<int>(integer)];
if (retval == DXGI_FORMAT_UNKNOWN)
{
PanicAlert("VarToD3D: Invalid type/size combo %i , %i, %i", static_cast<int>(t), size, static_cast<int>(integer));
}
return retval;
}
D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration &vtx_decl)
: m_num_elems(0), m_layout12({}), m_elems()
{
this->vtx_decl = vtx_decl;
AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.position, "POSITION", 0);
for (int i = 0; i < 3; i++)
{
AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.normals[i], "NORMAL", i);
}
for (int i = 0; i < 2; i++)
{
AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.colors[i], "COLOR", i);
}
for (int i = 0; i < 8; i++)
{
AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.texcoords[i], "TEXCOORD", i);
}
AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.posmtx, "BLENDINDICES", 0);
m_layout12.NumElements = m_num_elems;
m_layout12.pInputElementDescs = m_elems.data();
}
D3DVertexFormat::~D3DVertexFormat()
{
}
void D3DVertexFormat::AddInputElementDescFromAttributeFormatIfValid(const AttributeFormat* format, const char* semantic_name, unsigned int semantic_index)
{
if (!format->enable)
{
return;
}
D3D12_INPUT_ELEMENT_DESC desc = {};
desc.AlignedByteOffset = format->offset;
desc.Format = VarToD3D(format->type, format->components, format->integer);
desc.InputSlot = 0;
desc.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
desc.SemanticName = semantic_name;
desc.SemanticIndex = semantic_index;
m_elems[m_num_elems] = desc;
++m_num_elems;
}
void D3DVertexFormat::SetupVertexPointers()
{
// No-op on DX12.
}
D3D12_INPUT_LAYOUT_DESC D3DVertexFormat::GetActiveInputLayout12() const
{
return m_layout12;
}
} // namespace DX12