forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			152 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			152 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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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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std::unique_ptr<NativeVertexFormat>
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VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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  return std::make_unique<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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void D3DVertexFormat::SetupVertexPointers()
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{
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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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}
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}  // namespace DX11
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