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

148 lines
5.7 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D12/DX12VertexFormat.h"
#include "Common/Assert.h"
#include "Common/EnumMap.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX12
{
static DXGI_FORMAT VarToDXGIFormat(ComponentFormat t, u32 components, bool integer)
{
using ComponentArray = std::array<DXGI_FORMAT, 4>;
static constexpr auto f = [](ComponentArray a) { return a; }; // Deduction helper
// NOTE: 3-component formats are not valid.
static constexpr Common::EnumMap<ComponentArray, ComponentFormat::InvalidFloat7>
float_type_lookup = {
f({DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM}), // UByte
f({DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM,
DXGI_FORMAT_R8G8B8A8_SNORM}), // Byte
f({DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM,
DXGI_FORMAT_R16G16B16A16_UNORM}), // UShort
f({DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM,
DXGI_FORMAT_R16G16B16A16_SNORM}), // Short
f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT}), // Float
f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
};
static constexpr Common::EnumMap<ComponentArray, ComponentFormat::InvalidFloat7>
integer_type_lookup = {
f({DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8B8A8_UINT,
DXGI_FORMAT_R8G8B8A8_UINT}), // UByte
f({DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8B8A8_SINT,
DXGI_FORMAT_R8G8B8A8_SINT}), // Byte
f({DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16B16A16_UINT,
DXGI_FORMAT_R16G16B16A16_UINT}), // UShort
f({DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16B16A16_SINT,
DXGI_FORMAT_R16G16B16A16_SINT}), // Short
f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT}), // Float
f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
};
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, ShaderAttrib 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 = static_cast<u32>(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(
"TEXCOORD", ShaderAttrib::Position, 0,
VarToDXGIFormat(m_decl.position.type, m_decl.position.components, m_decl.position.integer),
m_decl.position.offset);
}
for (u32 i = 0; i < 3; i++)
{
if (m_decl.normals[i].enable)
{
AddAttribute("TEXCOORD", ShaderAttrib::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 (u32 i = 0; i < 2; i++)
{
if (m_decl.colors[i].enable)
{
AddAttribute("TEXCOORD", ShaderAttrib::Color0 + i, 0,
VarToDXGIFormat(m_decl.colors[i].type, m_decl.colors[i].components,
m_decl.colors[i].integer),
m_decl.colors[i].offset);
}
}
for (u32 i = 0; i < 8; i++)
{
if (m_decl.texcoords[i].enable)
{
AddAttribute("TEXCOORD", ShaderAttrib::TexCoord0 + 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(
"TEXCOORD", ShaderAttrib::PositionMatrix, 0,
VarToDXGIFormat(m_decl.posmtx.type, m_decl.posmtx.components, m_decl.posmtx.integer),
m_decl.posmtx.offset);
}
}
} // namespace DX12