// Copyright (C) 2003 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 "x64Emitter.h" #include "ABI.h" #include "MemoryUtil.h" #include "VertexShaderGen.h" #include "CPMemory.h" #include "NativeVertexFormat.h" #include "VertexManager.h" class D3DVertexFormat : public NativeVertexFormat { LPDIRECT3DVERTEXDECLARATION9 d3d_decl; public: D3DVertexFormat() : d3d_decl(NULL) {} ~D3DVertexFormat(); virtual void Initialize(const PortableVertexDeclaration &_vtx_decl); virtual void SetupVertexPointers(); #if defined(_DEBUG) || defined(DEBUGFAST) D3DVERTEXELEMENT9 elements[32]; int num_elements; #endif }; namespace DX9 { NativeVertexFormat* VertexManager::CreateNativeVertexFormat() { return new D3DVertexFormat(); } } void DX9::VertexManager::GetElements(NativeVertexFormat* format, D3DVERTEXELEMENT9** elems, int* num) { #if defined(_DEBUG) || defined(DEBUGFAST) *elems = ((D3DVertexFormat*)format)->elements; *num = ((D3DVertexFormat*)format)->num_elements; #else *elems = NULL; *num = 0; #endif } D3DVertexFormat::~D3DVertexFormat() { if (d3d_decl) { d3d_decl->Release(); d3d_decl = NULL; } } D3DDECLTYPE VarToD3D(VarType t, int size) { if (t < 0 || t > 4) { PanicAlert("VarToD3D: Invalid VarType %i", t); } static const D3DDECLTYPE lookup1[5] = { D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT1, }; static const D3DDECLTYPE lookup2[5] = { D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_SHORT2N, D3DDECLTYPE_USHORT2N, D3DDECLTYPE_FLOAT2, }; static const D3DDECLTYPE lookup3[5] = { D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT3, }; // Sadly, D3D9 has no SBYTE4N. D3D10 does, though. static const D3DDECLTYPE lookup4[5] = { D3DDECLTYPE_UNUSED, D3DDECLTYPE_UBYTE4N, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT4, }; D3DDECLTYPE retval = D3DDECLTYPE_UNUSED; switch (size) { case 1: retval = lookup1[t]; break; case 2: retval = lookup2[t]; break; case 3: retval = lookup3[t]; break; case 4: retval = lookup4[t]; break; default: break; } if (retval == D3DDECLTYPE_UNUSED) { PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size); } return retval; } void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl) { vertex_stride = _vtx_decl.stride; D3DVERTEXELEMENT9 elems[32]; memset(elems, 0, sizeof(elems)); // 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. Always float3. 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, _vtx_decl.normal_gl_size); 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, 4); 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], _vtx_decl.texcoord_size[i]); elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD; elems[elem_idx].UsageIndex = i; ++elem_idx; } } if (_vtx_decl.posmtx_offset != -1) { elems[elem_idx].Offset = _vtx_decl.posmtx_offset; elems[elem_idx].Usage = D3DDECLUSAGE_BLENDINDICES; elems[elem_idx].Type = D3DDECLTYPE_D3DCOLOR; elems[elem_idx].UsageIndex = 0; ++elem_idx; } // End marker elems[elem_idx].Stream = 0xff; elems[elem_idx].Type = D3DDECLTYPE_UNUSED; ++elem_idx; if (FAILED(DX9::D3D::dev->CreateVertexDeclaration(elems, &d3d_decl))) { PanicAlert("Failed to create D3D vertex declaration!"); return; } #if defined(_DEBUG) || defined(DEBUGFAST) memcpy(&elements, elems, sizeof(elems)); num_elements = elem_idx; #endif } void D3DVertexFormat::SetupVertexPointers() { if (d3d_decl) DX9::D3D::SetVertexDeclaration(d3d_decl); else ERROR_LOG(VIDEO, "invalid d3d decl"); }