195 lines
5.1 KiB
C++
195 lines
5.1 KiB
C++
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "D3DBase.h"
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#include "Profiler.h"
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#include "x64Emitter.h"
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#include "ABI.h"
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#include "MemoryUtil.h"
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#include "VertexShaderGen.h"
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#include "CPMemory.h"
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#include "NativeVertexFormat.h"
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#include "VertexManager.h"
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class D3DVertexFormat : public NativeVertexFormat
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{
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LPDIRECT3DVERTEXDECLARATION9 d3d_decl;
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public:
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D3DVertexFormat() : d3d_decl(NULL) {}
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~D3DVertexFormat();
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virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
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virtual void SetupVertexPointers();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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D3DVERTEXELEMENT9 elements[32];
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int num_elements;
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#endif
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};
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namespace DX9
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{
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NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
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{
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return new D3DVertexFormat();
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}
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}
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void DX9::VertexManager::GetElements(NativeVertexFormat* format, D3DVERTEXELEMENT9** elems, int* num)
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{
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#if defined(_DEBUG) || defined(DEBUGFAST)
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*elems = ((D3DVertexFormat*)format)->elements;
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*num = ((D3DVertexFormat*)format)->num_elements;
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#else
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*elems = NULL;
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*num = 0;
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#endif
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}
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D3DVertexFormat::~D3DVertexFormat()
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{
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if (d3d_decl)
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{
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d3d_decl->Release();
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d3d_decl = NULL;
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}
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}
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D3DDECLTYPE VarToD3D(VarType t, int size)
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{
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if (t < 0 || t > 4) {
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PanicAlert("VarToD3D: Invalid VarType %i", t);
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}
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static const D3DDECLTYPE lookup1[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT1,
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};
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static const D3DDECLTYPE lookup2[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_SHORT2N, D3DDECLTYPE_USHORT2N, D3DDECLTYPE_FLOAT2,
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};
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static const D3DDECLTYPE lookup3[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_UNUSED, D3DDECLTYPE_FLOAT3,
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};
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// Sadly, D3D9 has no SBYTE4N. D3D10 does, though.
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static const D3DDECLTYPE lookup4[5] = {
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D3DDECLTYPE_UNUSED, D3DDECLTYPE_UBYTE4N, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT4,
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};
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D3DDECLTYPE retval = D3DDECLTYPE_UNUSED;
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switch (size)
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{
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case 1: retval = lookup1[t]; break;
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case 2: retval = lookup2[t]; break;
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case 3: retval = lookup3[t]; break;
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case 4: retval = lookup4[t]; break;
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default: break;
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}
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if (retval == D3DDECLTYPE_UNUSED) {
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PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size);
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}
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return retval;
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}
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void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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vertex_stride = _vtx_decl.stride;
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D3DVERTEXELEMENT9 elems[32];
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memset(elems, 0, sizeof(elems));
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// There's only one stream and it's 0, so the above memset takes care of that - no need to set Stream.
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// Same for method.
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// So, here we go. First position:
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int elem_idx = 0;
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elems[elem_idx].Offset = 0; // Positions are always first, at position 0. Always float3.
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elems[elem_idx].Type = D3DDECLTYPE_FLOAT3;
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elems[elem_idx].Usage = D3DDECLUSAGE_POSITION;
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++elem_idx;
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for (int i = 0; i < 3; i++)
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{
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if (_vtx_decl.normal_offset[i] > 0)
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{
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elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
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elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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}
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}
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for (int i = 0; i < 2; i++)
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{
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if (_vtx_decl.color_offset[i] > 0)
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{
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elems[elem_idx].Offset = _vtx_decl.color_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type, 4);
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elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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}
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}
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for (int i = 0; i < 8; i++)
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{
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if (_vtx_decl.texcoord_offset[i] > 0)
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{
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elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
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elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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}
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}
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if (_vtx_decl.posmtx_offset != -1)
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{
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elems[elem_idx].Offset = _vtx_decl.posmtx_offset;
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elems[elem_idx].Usage = D3DDECLUSAGE_BLENDINDICES;
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elems[elem_idx].Type = D3DDECLTYPE_D3DCOLOR;
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elems[elem_idx].UsageIndex = 0;
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++elem_idx;
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}
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// End marker
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elems[elem_idx].Stream = 0xff;
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elems[elem_idx].Type = D3DDECLTYPE_UNUSED;
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++elem_idx;
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if (FAILED(D3D::dev->CreateVertexDeclaration(elems, &d3d_decl)))
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{
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PanicAlert("Failed to create D3D vertex declaration!");
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return;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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memcpy(&elements, elems, sizeof(elems));
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num_elements = elem_idx;
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#endif
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}
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void D3DVertexFormat::SetupVertexPointers()
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{
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if (d3d_decl)
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D3D::SetVertexDeclaration(d3d_decl);
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else
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ERROR_LOG(VIDEO, "invalid d3d decl");
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}
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