2010-06-13 19:50:06 +00:00
										 
									 
								 
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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 "VertexShaderCache.h"
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								#include "CPMemory.h"
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								#include "NativeVertexFormat.h"
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								class D3DVertexFormat : public NativeVertexFormat
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								{
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									D3D11_INPUT_ELEMENT_DESC m_elems[32];
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									UINT m_num_elems;
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								public:
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									D3DVertexFormat();
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									~D3DVertexFormat();
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									void Initialize(const PortableVertexDeclaration &_vtx_decl);
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									void SetupVertexPointers() const;
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								};
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								NativeVertexFormat* NativeVertexFormat::Create()
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								{
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									return new D3DVertexFormat();
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								}
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								D3DVertexFormat::D3DVertexFormat() : m_num_elems(0) { }
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								D3DVertexFormat::~D3DVertexFormat() {}
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								DXGI_FORMAT VarToD3D(VarType t, int size)
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								{
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									DXGI_FORMAT retval = DXGI_FORMAT_UNKNOWN;
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									static const DXGI_FORMAT lookup1[5] = {
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										DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R32_FLOAT
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									};
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									static const DXGI_FORMAT lookup2[5] = {
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										DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R32G32_FLOAT
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									};
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									static const DXGI_FORMAT lookup3[5] = {
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										DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT
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									};
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									static const DXGI_FORMAT lookup4[5] = {
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										DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R32G32B32A32_FLOAT
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									};
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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 == DXGI_FORMAT_UNKNOWN)
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									{
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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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									memset(m_elems, 0, sizeof(m_elems));
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									m_elems[m_num_elems].SemanticName = "POSITION";
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									m_elems[m_num_elems].AlignedByteOffset = 0;
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									m_elems[m_num_elems].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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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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									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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											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 = _vtx_decl.normal_offset[i];
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											m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
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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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										if (_vtx_decl.color_offset[i] > 0) 
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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 = _vtx_decl.color_offset[i];
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											m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.color_gl_type, 4);
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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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										if (_vtx_decl.texcoord_offset[i] > 0)
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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 = _vtx_decl.texcoord_offset[i];
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											m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
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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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									if (_vtx_decl.posmtx_offset != -1)
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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 = _vtx_decl.posmtx_offset;
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										m_elems[m_num_elems].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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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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								void D3DVertexFormat::SetupVertexPointers() const
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								{
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									D3D::gfxstate->SetInputElements(m_elems, m_num_elems);
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							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |