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								// Copyright 2010 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include <array>
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								#include "VideoBackends/D3D/D3DBase.h"
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								#include "VideoBackends/D3D/D3DBlob.h"
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								#include "VideoBackends/D3D/D3DState.h"
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								#include "VideoBackends/D3D/VertexManager.h"
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								#include "VideoBackends/D3D/VertexShaderCache.h"
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								#include "VideoCommon/NativeVertexFormat.h"
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											2011-01-31 01:28:32 +00:00
										 
									 
								 
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								namespace DX11
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								{
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								class D3DVertexFormat : public NativeVertexFormat
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								{
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								public:
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								  D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
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								  ~D3DVertexFormat() { SAFE_RELEASE(m_layout); }
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								  void SetupVertexPointers() override;
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								private:
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								  std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};
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								  UINT m_num_elems = 0;
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								  ID3D11InputLayout* m_layout = nullptr;
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								};
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								NativeVertexFormat*
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								VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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								{
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								  return new D3DVertexFormat(vtx_decl);
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								}
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								static const DXGI_FORMAT d3d_format_lookup[5 * 4 * 2] = {
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								    // float formats
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								    DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_SNORM,
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								    DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R16G16_UNORM,
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								    DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
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								    DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT,
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								    DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R16G16B16A16_UNORM,
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								    DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R32G32B32A32_FLOAT,
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								    // integer formats
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								    DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_SINT,
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								    DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R16G16_UINT,
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								    DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
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								    DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UINT,
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								    DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_SINT,
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								    DXGI_FORMAT_UNKNOWN,
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								};
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								DXGI_FORMAT VarToD3D(VarType t, int size, bool integer)
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								{
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								  DXGI_FORMAT retval = d3d_format_lookup[(int)t + 5 * (size - 1) + 5 * 4 * (int)integer];
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								  if (retval == DXGI_FORMAT_UNKNOWN)
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								  {
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								    PanicAlert("VarToD3D: Invalid type/size combo %i , %i, %i", (int)t, size, (int)integer);
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								  }
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								  return retval;
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								}
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								D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& _vtx_decl)
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								{
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								  this->vtx_decl = _vtx_decl;
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								  const AttributeFormat* format = &_vtx_decl.position;
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								  if (format->enable)
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								  {
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								    m_elems[m_num_elems].SemanticName = "POSITION";
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								    m_elems[m_num_elems].AlignedByteOffset = format->offset;
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								    m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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								    m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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								    ++m_num_elems;
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								  }
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								  for (int i = 0; i < 3; i++)
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								  {
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								    format = &_vtx_decl.normals[i];
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								    if (format->enable)
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								    {
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								      m_elems[m_num_elems].SemanticName = "NORMAL";
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								      m_elems[m_num_elems].SemanticIndex = i;
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								      m_elems[m_num_elems].AlignedByteOffset = format->offset;
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								      m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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								      m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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								      ++m_num_elems;
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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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								    format = &_vtx_decl.colors[i];
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								    if (format->enable)
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								    {
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								      m_elems[m_num_elems].SemanticName = "COLOR";
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								      m_elems[m_num_elems].SemanticIndex = i;
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								      m_elems[m_num_elems].AlignedByteOffset = format->offset;
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								      m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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								      m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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								      ++m_num_elems;
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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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								    format = &_vtx_decl.texcoords[i];
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								    if (format->enable)
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								    {
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								      m_elems[m_num_elems].SemanticName = "TEXCOORD";
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								      m_elems[m_num_elems].SemanticIndex = i;
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								      m_elems[m_num_elems].AlignedByteOffset = format->offset;
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								      m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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								      m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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								      ++m_num_elems;
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								    }
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								  }
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								  format = &_vtx_decl.posmtx;
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								  if (format->enable)
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								  {
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								    m_elems[m_num_elems].SemanticName = "BLENDINDICES";
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								    m_elems[m_num_elems].AlignedByteOffset = format->offset;
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								    m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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								    m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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								    ++m_num_elems;
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								  }
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								}
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											2011-01-24 11:57:17 +00:00
										 
									 
								 
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								void D3DVertexFormat::SetupVertexPointers()
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  if (!m_layout)
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								  {
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								    // CreateInputLayout requires a shader input, but it only looks at the
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								    // signature of the shader, so we don't need to recompute it if the shader
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								    // changes.
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								    D3DBlob* vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
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								    HRESULT hr = DX11::D3D::device->CreateInputLayout(
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								        m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
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								    if (FAILED(hr))
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								      PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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								    DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout,
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								                                  "input layout used to emulate the GX pipeline");
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								  }
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								  DX11::D3D::stateman->SetInputLayout(m_layout);
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											2010-06-13 19:50:06 +00:00
										 
									 
								 
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								}
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											2011-01-31 01:28:32 +00:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								}  // namespace DX11
							 |