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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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								#pragma once
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								#include "VideoBackends/D3D12/D3DBase.h"
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								#include "VideoBackends/D3D12/D3DState.h"
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								#include "VideoBackends/D3D12/D3DUtil.h"
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								#include "VideoBackends/D3D12/NativeVertexFormat.h"
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								#include "VideoBackends/D3D12/VertexManager.h"
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								namespace DX12
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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 constexpr 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 =
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								      d3d_format_lookup[static_cast<int>(t) + 5 * (size - 1) + 5 * 4 * static_cast<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", static_cast<int>(t), size,
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								               static_cast<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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								  AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.position, "POSITION", 0);
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								  for (int i = 0; i < 3; i++)
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								  {
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								    AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.normals[i], "NORMAL", i);
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								  }
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								  for (int i = 0; i < 2; i++)
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								  {
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								    AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.colors[i], "COLOR", i);
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								  }
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								  for (int i = 0; i < 8; i++)
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								  {
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								    AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.texcoords[i], "TEXCOORD", i);
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								  }
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								  AddInputElementDescFromAttributeFormatIfValid(&vtx_decl.posmtx, "BLENDINDICES", 0);
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								  m_layout12.NumElements = m_num_elems;
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								  m_layout12.pInputElementDescs = m_elems.data();
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								}
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								D3DVertexFormat::~D3DVertexFormat()
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								{
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								}
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								void D3DVertexFormat::AddInputElementDescFromAttributeFormatIfValid(const AttributeFormat* format,
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								                                                                    const char* semantic_name,
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								                                                                    unsigned int semantic_index)
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								{
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								  if (!format->enable)
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								  {
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								    return;
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								  }
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								  D3D12_INPUT_ELEMENT_DESC desc = {};
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								  desc.AlignedByteOffset = format->offset;
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								  desc.Format = VarToD3D(format->type, format->components, format->integer);
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								  desc.InputSlot = 0;
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								  desc.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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								  desc.SemanticName = semantic_name;
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								  desc.SemanticIndex = semantic_index;
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								  m_elems[m_num_elems] = desc;
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								  ++m_num_elems;
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								}
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								void D3DVertexFormat::SetupVertexPointers()
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								{
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								  // No-op on DX12.
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								}
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								D3D12_INPUT_LAYOUT_DESC D3DVertexFormat::GetActiveInputLayout12() const
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								{
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								  return m_layout12;
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								}
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								}  // namespace DX12
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