dolphin/Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp

191 lines
5.7 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <array>
#include "Common/Assert.h"
#include "Common/EnumMap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DGfx.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DVertexManager.h"
#include "VideoBackends/D3D/DXShader.h"
#include "VideoCommon/NativeVertexFormat.h"
namespace DX11
{
std::mutex s_input_layout_lock;
std::unique_ptr<NativeVertexFormat>
Gfx::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<D3DVertexFormat>(vtx_decl);
}
DXGI_FORMAT VarToD3D(ComponentFormat t, int size, bool integer)
{
using FormatMap = Common::EnumMap<DXGI_FORMAT, ComponentFormat::InvalidFloat7>;
static constexpr auto f = [](FormatMap a) { return a; }; // Deduction helper
static constexpr std::array<FormatMap, 4> d3d_float_format_lookup = {
f({
DXGI_FORMAT_R8_UNORM,
DXGI_FORMAT_R8_SNORM,
DXGI_FORMAT_R16_UNORM,
DXGI_FORMAT_R16_SNORM,
DXGI_FORMAT_R32_FLOAT,
DXGI_FORMAT_R32_FLOAT,
DXGI_FORMAT_R32_FLOAT,
DXGI_FORMAT_R32_FLOAT,
}),
f({
DXGI_FORMAT_R8G8_UNORM,
DXGI_FORMAT_R8G8_SNORM,
DXGI_FORMAT_R16G16_UNORM,
DXGI_FORMAT_R16G16_SNORM,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32_FLOAT,
}),
f({
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32_FLOAT,
}),
f({
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_SNORM,
DXGI_FORMAT_R16G16B16A16_UNORM,
DXGI_FORMAT_R16G16B16A16_SNORM,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
}),
};
static constexpr std::array<FormatMap, 4> d3d_integer_format_lookup = {
f({
DXGI_FORMAT_R8_UINT,
DXGI_FORMAT_R8_SINT,
DXGI_FORMAT_R16_UINT,
DXGI_FORMAT_R16_SINT,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
}),
f({
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,
}),
f({
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
}),
f({
DXGI_FORMAT_R8G8B8A8_UINT,
DXGI_FORMAT_R8G8B8A8_SINT,
DXGI_FORMAT_R16G16B16A16_UINT,
DXGI_FORMAT_R16G16B16A16_SINT,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN,
}),
};
DXGI_FORMAT retval =
integer ? d3d_integer_format_lookup[size - 1][t] : d3d_float_format_lookup[size - 1][t];
if (retval == DXGI_FORMAT_UNKNOWN)
{
PanicAlertFmt("VarToD3D: Invalid type/size combo {}, {}, {}", t, size, integer);
}
return retval;
}
D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
: NativeVertexFormat(vtx_decl)
{
AddAttribute(vtx_decl.position, ShaderAttrib::Position);
for (u32 i = 0; i < 3; i++)
AddAttribute(vtx_decl.normals[i], ShaderAttrib::Normal + i);
for (u32 i = 0; i < 2; i++)
AddAttribute(vtx_decl.colors[i], ShaderAttrib::Color0 + i);
for (u32 i = 0; i < 8; i++)
AddAttribute(vtx_decl.texcoords[i], ShaderAttrib::TexCoord0 + i);
AddAttribute(vtx_decl.posmtx, ShaderAttrib::PositionMatrix);
}
D3DVertexFormat::~D3DVertexFormat()
{
ID3D11InputLayout* layout = m_layout.load();
if (layout)
layout->Release();
}
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);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create input layout: {}", DX11HRWrap(hr));
// 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))
{
if (layout)
layout->Release();
layout = expected;
}
return layout;
}
void D3DVertexFormat::AddAttribute(const AttributeFormat& format, ShaderAttrib semantic_index)
{
if (format.enable)
{
m_elems[m_num_elems].SemanticName = "TEXCOORD";
m_elems[m_num_elems].SemanticIndex = static_cast<u32>(semantic_index);
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;
}
}
} // namespace DX11