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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 "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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									D3D11_INPUT_ELEMENT_DESC m_elems[32];
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									UINT m_num_elems;
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									ID3D11InputLayout* m_layout;
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								public:
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									D3DVertexFormat() : m_num_elems(0), m_layout(nullptr) {}
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									~D3DVertexFormat() { SAFE_RELEASE(m_layout); }
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									void Initialize(const PortableVertexDeclaration &_vtx_decl);
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									void SetupVertexPointers();
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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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								static const DXGI_FORMAT d3d_format_lookup[5*4*2] =
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								{
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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, DXGI_FORMAT_R32_FLOAT,
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									DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R32G32_FLOAT,
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									DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, 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, 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, DXGI_FORMAT_UNKNOWN,
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									DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN,
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									DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
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									DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_SINT, 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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								void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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								{
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									vtx_decl = _vtx_decl;
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									memset(m_elems, 0, sizeof(m_elems));
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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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											2014-01-24 15:41:08 +01:00
										 
									 
								 
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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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											2014-03-28 15:56:51 -07:00
										 
									 
								 
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									if (!m_layout)
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											2011-01-24 11:57:17 +00:00
										 
									 
								 
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									{
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											2014-03-28 15:56:51 -07:00
										 
									 
								 
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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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											2011-06-11 19:37:21 +00:00
										 
									 
								 
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											2014-03-28 15:56:51 -07:00
										 
									 
								 
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										HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
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											2011-06-11 19:37:21 +00:00
										 
									 
								 
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										if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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										DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
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											2011-01-24 11:57:17 +00:00
										 
									 
								 
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									}
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											2014-12-06 14:54:06 +01:00
										 
									 
								 
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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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								} // namespace DX11
							 |