// 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); }