145 lines
3.9 KiB
C++
145 lines
3.9 KiB
C++
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "D3DBase.h"
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#include "Profiler.h"
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#include "x64Emitter.h"
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#include "ABI.h"
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#include "MemoryUtil.h"
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#include "VertexShader.h"
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#include "CPMemory.h"
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#include "NativeVertexFormat.h"
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class D3DVertexFormat : public NativeVertexFormat
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{
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PortableVertexDeclaration vtx_decl;
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LPDIRECT3DVERTEXDECLARATION9 d3d_decl;
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public:
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D3DVertexFormat();
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~D3DVertexFormat();
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virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
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virtual void SetupVertexPointers() const;
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};
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NativeVertexFormat *NativeVertexFormat::Create()
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{
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return new D3DVertexFormat();
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}
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D3DVertexFormat::D3DVertexFormat() : d3d_decl(NULL)
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{
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}
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D3DVertexFormat::~D3DVertexFormat()
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{
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if (d3d_decl)
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{
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d3d_decl->Release();
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d3d_decl = NULL;
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}
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}
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D3DDECLTYPE VarToD3D(VarType t)
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{
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static const D3DDECLTYPE lookup[5] =
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{
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D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
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};
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return lookup[t];
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}
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// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
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// We probably won't see much of a speed loss, and any speed loss will be regained anyway
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// when we finally compile display lists.
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void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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D3DVERTEXELEMENT9 *elems = new D3DVERTEXELEMENT9[32];
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memset(elems, 0, sizeof(D3DVERTEXELEMENT9) * 32);
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// There's only one stream and it's 0, so the above memset takes care of that - no need to set Stream.
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// Same for method.
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// So, here we go. First position:
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int elem_idx = 0;
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elems[elem_idx].Offset = 0; // Positions are always first, at position 0.
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elems[elem_idx].Type = D3DDECLTYPE_FLOAT3;
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elems[elem_idx].Usage = D3DDECLUSAGE_POSITION;
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++elem_idx;
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for (int i = 0; i < 3; i++)
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{
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if (_vtx_decl.normal_offset[i] >= 0)
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{
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elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
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elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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}
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}
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for (int i = 0; i < 2; i++)
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{
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if (_vtx_decl.color_offset[i] >= 0)
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{
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elems[elem_idx].Offset = _vtx_decl.color_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
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elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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}
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}
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for (int i = 0; i < 8; i++)
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{
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if (_vtx_decl.texcoord_offset[i] >= 0)
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{
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elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
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elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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}
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}
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if (vtx_decl.posmtx_offset != -1)
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{
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// glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)vtx_decl.posmtx_offset);
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elems[elem_idx].Offset = _vtx_decl.posmtx_offset;
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elems[elem_idx].Usage = D3DDECLUSAGE_BLENDINDICES;
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elems[elem_idx].UsageIndex = 0;
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++elem_idx;
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}
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if (FAILED(D3D::dev->CreateVertexDeclaration(elems, &d3d_decl)))
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{
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PanicAlert("Failed to create D3D vertex declaration!");
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return;
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}
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}
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void D3DVertexFormat::SetupVertexPointers() const
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{
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D3D::dev->SetVertexDeclaration(d3d_decl);
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}
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