// 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 Git repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #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(); } DXGI_FORMAT VarToD3D(VarType t, int size) { DXGI_FORMAT retval = DXGI_FORMAT_UNKNOWN; static const DXGI_FORMAT lookup1[5] = { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R32_FLOAT }; static const DXGI_FORMAT lookup2[5] = { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R32G32_FLOAT }; static const DXGI_FORMAT lookup3[5] = { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT }; static const DXGI_FORMAT lookup4[5] = { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R32G32B32A32_FLOAT }; 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 == DXGI_FORMAT_UNKNOWN) { 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; memset(m_elems, 0, sizeof(m_elems)); m_elems[m_num_elems].SemanticName = "POSITION"; m_elems[m_num_elems].AlignedByteOffset = 0; m_elems[m_num_elems].Format = DXGI_FORMAT_R32G32B32_FLOAT; 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); 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); 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]); 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