dolphin/Source/Core/VideoBackends/D3D12/DX12VertexFormat.cpp

131 lines
4.4 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D12/DX12VertexFormat.h"
#include "Common/Assert.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX12
{
static DXGI_FORMAT VarToDXGIFormat(VarType t, u32 components, bool integer)
{
// NOTE: 3-component formats are not valid.
static const DXGI_FORMAT float_type_lookup[][4] = {
{DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM}, // VAR_UNSIGNED_BYTE
{DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM,
DXGI_FORMAT_R8G8B8A8_SNORM}, // VAR_BYTE
{DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM,
DXGI_FORMAT_R16G16B16A16_UNORM}, // VAR_UNSIGNED_SHORT
{DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM,
DXGI_FORMAT_R16G16B16A16_SNORM}, // VAR_SHORT
{DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT} // VAR_FLOAT
};
static const DXGI_FORMAT integer_type_lookup[][4] = {
{DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8B8A8_UINT,
DXGI_FORMAT_R8G8B8A8_UINT}, // VAR_UNSIGNED_BYTE
{DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8B8A8_SINT,
DXGI_FORMAT_R8G8B8A8_SINT}, // VAR_BYTE
{DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16B16A16_UINT,
DXGI_FORMAT_R16G16B16A16_UINT}, // VAR_UNSIGNED_SHORT
{DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16B16A16_SINT,
DXGI_FORMAT_R16G16B16A16_SINT}, // VAR_SHORT
{DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT} // VAR_FLOAT
};
ASSERT(components > 0 && components <= 4);
return integer ? integer_type_lookup[t][components - 1] : float_type_lookup[t][components - 1];
}
DXVertexFormat::DXVertexFormat(const PortableVertexDeclaration& vtx_decl)
: NativeVertexFormat(vtx_decl)
{
MapAttributes();
}
void DXVertexFormat::GetInputLayoutDesc(D3D12_INPUT_LAYOUT_DESC* desc) const
{
desc->pInputElementDescs = m_attribute_descriptions.data();
desc->NumElements = m_num_attributes;
}
void DXVertexFormat::AddAttribute(const char* semantic_name, u32 semantic_index, u32 slot,
DXGI_FORMAT format, u32 offset)
{
ASSERT(m_num_attributes < MAX_VERTEX_ATTRIBUTES);
auto* attr_desc = &m_attribute_descriptions[m_num_attributes];
attr_desc->SemanticName = semantic_name;
attr_desc->SemanticIndex = semantic_index;
attr_desc->Format = format;
attr_desc->InputSlot = slot;
attr_desc->AlignedByteOffset = offset;
attr_desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
attr_desc->InstanceDataStepRate = 0;
m_num_attributes++;
}
void DXVertexFormat::MapAttributes()
{
m_num_attributes = 0;
if (m_decl.position.enable)
{
AddAttribute(
"POSITION", 0, 0,
VarToDXGIFormat(m_decl.position.type, m_decl.position.components, m_decl.position.integer),
m_decl.position.offset);
}
for (uint32_t i = 0; i < 3; i++)
{
if (m_decl.normals[i].enable)
{
AddAttribute("NORMAL", i, 0,
VarToDXGIFormat(m_decl.normals[i].type, m_decl.normals[i].components,
m_decl.normals[i].integer),
m_decl.normals[i].offset);
}
}
for (uint32_t i = 0; i < 2; i++)
{
if (m_decl.colors[i].enable)
{
AddAttribute("COLOR", i, 0,
VarToDXGIFormat(m_decl.colors[i].type, m_decl.colors[i].components,
m_decl.colors[i].integer),
m_decl.colors[i].offset);
}
}
for (uint32_t i = 0; i < 8; i++)
{
if (m_decl.texcoords[i].enable)
{
AddAttribute("TEXCOORD", i, 0,
VarToDXGIFormat(m_decl.texcoords[i].type, m_decl.texcoords[i].components,
m_decl.texcoords[i].integer),
m_decl.texcoords[i].offset);
}
}
if (m_decl.posmtx.enable)
{
AddAttribute(
"BLENDINDICES", 0, 0,
VarToDXGIFormat(m_decl.posmtx.type, m_decl.posmtx.components, m_decl.posmtx.integer),
m_decl.posmtx.offset);
}
}
} // namespace DX12