// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/DXShader.h" #include "VideoBackends/D3D/Render.h" #include "VideoBackends/D3D/VertexManager.h" #include "VideoCommon/NativeVertexFormat.h" namespace DX11 { std::mutex s_input_layout_lock; std::unique_ptr Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) { return std::make_unique(vtx_decl); } 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; } D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl) : NativeVertexFormat(vtx_decl) { 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++) { format = &vtx_decl.normals[i]; if (format->enable) { m_elems[m_num_elems].SemanticName = "NORMAL"; m_elems[m_num_elems].SemanticIndex = i; 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 < 2; i++) { format = &vtx_decl.colors[i]; if (format->enable) { m_elems[m_num_elems].SemanticName = "COLOR"; m_elems[m_num_elems].SemanticIndex = i; 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 < 8; i++) { format = &vtx_decl.texcoords[i]; if (format->enable) { m_elems[m_num_elems].SemanticName = "TEXCOORD"; m_elems[m_num_elems].SemanticIndex = i; 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; } } format = &vtx_decl.posmtx; if (format->enable) { m_elems[m_num_elems].SemanticName = "BLENDINDICES"; 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; } } D3DVertexFormat::~D3DVertexFormat() { ID3D11InputLayout* layout = m_layout.load(); SAFE_RELEASE(layout); } ID3D11InputLayout* D3DVertexFormat::GetInputLayout(const void* vs_bytecode, size_t vs_bytecode_size) { // CreateInputLayout requires a shader input, but it only looks at the signature of the shader, // so we don't need to recompute it if the shader changes. ID3D11InputLayout* layout = m_layout.load(); if (layout) return layout; HRESULT hr = D3D::device->CreateInputLayout(m_elems.data(), m_num_elems, vs_bytecode, vs_bytecode_size, &layout); if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__); DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline"); // This method can be called from multiple threads, so ensure that only one thread sets the // cached input layout pointer. If another thread beats this thread, use the existing layout. ID3D11InputLayout* expected = nullptr; if (!m_layout.compare_exchange_strong(expected, layout)) { SAFE_RELEASE(layout); layout = expected; } return layout; } } // namespace DX11