dolphin/Source/Plugins/Plugin_VideoDX9/Src/NativeVertexFormat.cpp

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// Copyright (C) 2003-2008 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 "Profiler.h"
#include "x64Emitter.h"
#include "ABI.h"
#include "MemoryUtil.h"
#include "VertexShader.h"
#include "CPMemory.h"
#include "NativeVertexFormat.h"
class D3DVertexFormat : public NativeVertexFormat
{
PortableVertexDeclaration vtx_decl;
LPDIRECT3DVERTEXDECLARATION9 d3d_decl;
public:
D3DVertexFormat();
~D3DVertexFormat();
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers() const;
};
NativeVertexFormat *NativeVertexFormat::Create()
{
return new D3DVertexFormat();
}
D3DVertexFormat::D3DVertexFormat() : d3d_decl(NULL)
{
}
D3DVertexFormat::~D3DVertexFormat()
{
if (d3d_decl)
{
d3d_decl->Release();
d3d_decl = NULL;
}
}
D3DDECLTYPE VarToD3D(VarType t)
{
static const D3DDECLTYPE lookup[5] =
{
D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
};
return lookup[t];
}
// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
// We probably won't see much of a speed loss, and any speed loss will be regained anyway
// when we finally compile display lists.
void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
{
D3DVERTEXELEMENT9 *elems = new D3DVERTEXELEMENT9[32];
memset(elems, 0, sizeof(D3DVERTEXELEMENT9) * 32);
// 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.
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);
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);
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]);
elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
if (vtx_decl.posmtx_offset != -1)
{
// glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)vtx_decl.posmtx_offset);
elems[elem_idx].Offset = _vtx_decl.posmtx_offset;
elems[elem_idx].Usage = D3DDECLUSAGE_BLENDINDICES;
elems[elem_idx].UsageIndex = 0;
++elem_idx;
}
if (FAILED(D3D::dev->CreateVertexDeclaration(elems, &d3d_decl)))
{
PanicAlert("Failed to create D3D vertex declaration!");
return;
}
}
void D3DVertexFormat::SetupVertexPointers() const
{
D3D::dev->SetVertexDeclaration(d3d_decl);
}