148 lines
5.7 KiB
C++
148 lines
5.7 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/D3D12/DX12VertexFormat.h"
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#include "Common/Assert.h"
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#include "Common/EnumMap.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace DX12
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{
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static DXGI_FORMAT VarToDXGIFormat(ComponentFormat t, u32 components, bool integer)
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{
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using ComponentArray = std::array<DXGI_FORMAT, 4>;
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static constexpr auto f = [](ComponentArray a) { return a; }; // Deduction helper
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// NOTE: 3-component formats are not valid.
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static constexpr Common::EnumMap<ComponentArray, ComponentFormat::InvalidFloat7>
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float_type_lookup = {
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f({DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_R8G8B8A8_UNORM}), // UByte
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f({DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM,
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DXGI_FORMAT_R8G8B8A8_SNORM}), // Byte
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f({DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM,
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DXGI_FORMAT_R16G16B16A16_UNORM}), // UShort
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f({DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM,
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DXGI_FORMAT_R16G16B16A16_SNORM}), // Short
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f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT}), // Float
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f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
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f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
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f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
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};
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static constexpr Common::EnumMap<ComponentArray, ComponentFormat::InvalidFloat7>
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integer_type_lookup = {
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f({DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8B8A8_UINT,
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DXGI_FORMAT_R8G8B8A8_UINT}), // UByte
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f({DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8B8A8_SINT,
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DXGI_FORMAT_R8G8B8A8_SINT}), // Byte
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f({DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16B16A16_UINT,
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DXGI_FORMAT_R16G16B16A16_UINT}), // UShort
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f({DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16B16A16_SINT,
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DXGI_FORMAT_R16G16B16A16_SINT}), // Short
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f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT}), // Float
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f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
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f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
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f({DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT}), // Invalid
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};
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ASSERT(components > 0 && components <= 4);
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return integer ? integer_type_lookup[t][components - 1] : float_type_lookup[t][components - 1];
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}
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DXVertexFormat::DXVertexFormat(const PortableVertexDeclaration& vtx_decl)
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: NativeVertexFormat(vtx_decl)
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{
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MapAttributes();
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}
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void DXVertexFormat::GetInputLayoutDesc(D3D12_INPUT_LAYOUT_DESC* desc) const
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{
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desc->pInputElementDescs = m_attribute_descriptions.data();
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desc->NumElements = m_num_attributes;
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}
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void DXVertexFormat::AddAttribute(const char* semantic_name, ShaderAttrib semantic_index, u32 slot,
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DXGI_FORMAT format, u32 offset)
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{
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ASSERT(m_num_attributes < MAX_VERTEX_ATTRIBUTES);
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auto* attr_desc = &m_attribute_descriptions[m_num_attributes];
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attr_desc->SemanticName = semantic_name;
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attr_desc->SemanticIndex = static_cast<u32>(semantic_index);
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attr_desc->Format = format;
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attr_desc->InputSlot = slot;
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attr_desc->AlignedByteOffset = offset;
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attr_desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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attr_desc->InstanceDataStepRate = 0;
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m_num_attributes++;
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}
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void DXVertexFormat::MapAttributes()
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{
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m_num_attributes = 0;
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if (m_decl.position.enable)
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{
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AddAttribute(
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"TEXCOORD", ShaderAttrib::Position, 0,
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VarToDXGIFormat(m_decl.position.type, m_decl.position.components, m_decl.position.integer),
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m_decl.position.offset);
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}
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for (u32 i = 0; i < 3; i++)
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{
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if (m_decl.normals[i].enable)
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{
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AddAttribute("TEXCOORD", ShaderAttrib::Normal + i, 0,
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VarToDXGIFormat(m_decl.normals[i].type, m_decl.normals[i].components,
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m_decl.normals[i].integer),
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m_decl.normals[i].offset);
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}
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}
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for (u32 i = 0; i < 2; i++)
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{
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if (m_decl.colors[i].enable)
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{
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AddAttribute("TEXCOORD", ShaderAttrib::Color0 + i, 0,
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VarToDXGIFormat(m_decl.colors[i].type, m_decl.colors[i].components,
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m_decl.colors[i].integer),
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m_decl.colors[i].offset);
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}
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}
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for (u32 i = 0; i < 8; i++)
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{
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if (m_decl.texcoords[i].enable)
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{
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AddAttribute("TEXCOORD", ShaderAttrib::TexCoord0 + i, 0,
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VarToDXGIFormat(m_decl.texcoords[i].type, m_decl.texcoords[i].components,
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m_decl.texcoords[i].integer),
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m_decl.texcoords[i].offset);
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}
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}
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if (m_decl.posmtx.enable)
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{
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AddAttribute(
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"TEXCOORD", ShaderAttrib::PositionMatrix, 0,
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VarToDXGIFormat(m_decl.posmtx.type, m_decl.posmtx.components, m_decl.posmtx.integer),
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m_decl.posmtx.offset);
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}
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}
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} // namespace DX12
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