// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "D3DBase.h" #include "D3DBlob.h" #include "NativeVertexFormat.h" #include "VertexManager.h" #include "VertexShaderCache.h" namespace DX11 { class D3DVertexFormat : public NativeVertexFormat { D3D11_INPUT_ELEMENT_DESC m_elems[32]; UINT m_num_elems; DX11::D3DBlob* m_vs_bytecode; ID3D11InputLayout* m_layout; public: D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(NULL), m_layout(NULL) {} ~D3DVertexFormat() { SAFE_RELEASE(m_vs_bytecode); SAFE_RELEASE(m_layout); } void Initialize(const PortableVertexDeclaration &_vtx_decl); void SetupVertexPointers(); }; NativeVertexFormat* VertexManager::CreateNativeVertexFormat() { return new D3DVertexFormat(); } static const 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[(int)t + 5*(size-1) + 5*4*(int)integer]; if (retval == DXGI_FORMAT_UNKNOWN) { PanicAlert("VarToD3D: Invalid type/size combo %i , %i, %i", (int)t, size, (int)integer); } return retval; } void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl) { vertex_stride = _vtx_decl.stride; memset(m_elems, 0, sizeof(m_elems)); const AttributeFormat* format = &_vtx_decl.position; if (format->enable) { m_elems[m_num_elems].SemanticName = "POSITION"; m_elems[m_num_elems].AlignedByteOffset = format->offset; m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer); m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; ++m_num_elems; } for (int i = 0; i < 3; i++) { if (_vtx_decl.normal_offset[i] > 0) { m_elems[m_num_elems].SemanticName = "NORMAL"; m_elems[m_num_elems].SemanticIndex = i; m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.normal_offset[i]; m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size, false); m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; ++m_num_elems; } } for (int i = 0; i < 2; i++) { if (_vtx_decl.color_offset[i] > 0) { m_elems[m_num_elems].SemanticName = "COLOR"; m_elems[m_num_elems].SemanticIndex = i; m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.color_offset[i]; m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.color_gl_type, 4, false); m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; ++m_num_elems; } } for (int i = 0; i < 8; i++) { if (_vtx_decl.texcoord_offset[i] > 0) { m_elems[m_num_elems].SemanticName = "TEXCOORD"; m_elems[m_num_elems].SemanticIndex = i; m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.texcoord_offset[i]; m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i], false); m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; ++m_num_elems; } } if (_vtx_decl.posmtx_offset != -1) { m_elems[m_num_elems].SemanticName = "BLENDINDICES"; m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.posmtx_offset; m_elems[m_num_elems].Format = DXGI_FORMAT_R8G8B8A8_UNORM; m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; ++m_num_elems; } } void D3DVertexFormat::SetupVertexPointers() { if (m_vs_bytecode != DX11::VertexShaderCache::GetActiveShaderBytecode()) { SAFE_RELEASE(m_vs_bytecode); SAFE_RELEASE(m_layout); m_vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode(); m_vs_bytecode->AddRef(); HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, m_vs_bytecode->Data(), m_vs_bytecode->Size(), &m_layout); if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__); DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline"); } DX11::D3D::context->IASetInputLayout(m_layout); } } // namespace DX11