forked from dolphin-emu/dolphin
		
	First step to bring a level of consistency between the video plug-ins - variable names, spacing, function names, function order, comments, file names. This will help us identify common code for VideoMerge. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6235 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			145 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
 | 
						|
// Copyright (C) 2003 Dolphin Project.
 | 
						|
 | 
						|
// This program is free software: you can redistribute it and/or modify
 | 
						|
// it under the terms of the GNU General Public License as published by
 | 
						|
// the Free Software Foundation, version 2.0.
 | 
						|
 | 
						|
// This program is distributed in the hope that it will be useful,
 | 
						|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
 | 
						|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 | 
						|
// GNU General Public License 2.0 for more details.
 | 
						|
 | 
						|
// A copy of the GPL 2.0 should have been included with the program.
 | 
						|
// If not, see http://www.gnu.org/licenses/
 | 
						|
 | 
						|
// Official SVN repository and contact information can be found at
 | 
						|
// http://code.google.com/p/dolphin-emu/
 | 
						|
 | 
						|
#include "D3DBase.h"
 | 
						|
 | 
						|
#include "Profiler.h"
 | 
						|
#include "x64Emitter.h"
 | 
						|
#include "ABI.h"
 | 
						|
#include "MemoryUtil.h"
 | 
						|
#include "VertexShaderGen.h"
 | 
						|
 | 
						|
#include "CPMemory.h"
 | 
						|
#include "NativeVertexFormat.h"
 | 
						|
 | 
						|
class D3DVertexFormat : public NativeVertexFormat
 | 
						|
{
 | 
						|
	D3D11_INPUT_ELEMENT_DESC m_elems[32];
 | 
						|
	UINT m_num_elems;
 | 
						|
 | 
						|
public:
 | 
						|
	D3DVertexFormat();
 | 
						|
	~D3DVertexFormat();
 | 
						|
	void Initialize(const PortableVertexDeclaration &_vtx_decl);
 | 
						|
	void SetupVertexPointers() const;
 | 
						|
};
 | 
						|
 | 
						|
NativeVertexFormat* NativeVertexFormat::Create()
 | 
						|
{
 | 
						|
	return new D3DVertexFormat();
 | 
						|
}
 | 
						|
 | 
						|
D3DVertexFormat::D3DVertexFormat() : m_num_elems(0) { }
 | 
						|
D3DVertexFormat::~D3DVertexFormat() {}
 | 
						|
 | 
						|
DXGI_FORMAT VarToD3D(VarType t, int size)
 | 
						|
{
 | 
						|
	DXGI_FORMAT retval = DXGI_FORMAT_UNKNOWN;
 | 
						|
	static const DXGI_FORMAT lookup1[5] = {
 | 
						|
		DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R32_FLOAT
 | 
						|
	};
 | 
						|
	static const DXGI_FORMAT lookup2[5] = {
 | 
						|
		DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R32G32_FLOAT
 | 
						|
	};
 | 
						|
	static const DXGI_FORMAT lookup3[5] = {
 | 
						|
		DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT
 | 
						|
	};
 | 
						|
	static const DXGI_FORMAT lookup4[5] = {
 | 
						|
		DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R32G32B32A32_FLOAT
 | 
						|
	};
 | 
						|
 | 
						|
	switch (size)
 | 
						|
	{
 | 
						|
	case 1: retval = lookup1[t]; break;
 | 
						|
	case 2: retval = lookup2[t]; break;
 | 
						|
	case 3: retval = lookup3[t]; break;
 | 
						|
	case 4: retval = lookup4[t]; break;
 | 
						|
	default: break;
 | 
						|
	}
 | 
						|
	if (retval == DXGI_FORMAT_UNKNOWN)
 | 
						|
	{
 | 
						|
		PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size);
 | 
						|
	}
 | 
						|
	return retval;
 | 
						|
}
 | 
						|
 | 
						|
void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
 | 
						|
{
 | 
						|
	vertex_stride = _vtx_decl.stride;
 | 
						|
	memset(m_elems, 0, sizeof(m_elems));
 | 
						|
 | 
						|
	m_elems[m_num_elems].SemanticName = "POSITION";
 | 
						|
	m_elems[m_num_elems].AlignedByteOffset = 0;
 | 
						|
	m_elems[m_num_elems].Format = DXGI_FORMAT_R32G32B32_FLOAT;
 | 
						|
	m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
 | 
						|
	++m_num_elems;
 | 
						|
 | 
						|
	for (int i = 0; i < 3; i++)
 | 
						|
	{
 | 
						|
		if (_vtx_decl.normal_offset[i] > 0) 
 | 
						|
		{
 | 
						|
			m_elems[m_num_elems].SemanticName = "NORMAL";
 | 
						|
			m_elems[m_num_elems].SemanticIndex = i;
 | 
						|
			m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.normal_offset[i];
 | 
						|
			m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
 | 
						|
			m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
 | 
						|
			++m_num_elems;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	for (int i = 0; i < 2; i++)
 | 
						|
	{
 | 
						|
		if (_vtx_decl.color_offset[i] > 0) 
 | 
						|
		{
 | 
						|
			m_elems[m_num_elems].SemanticName = "COLOR";
 | 
						|
			m_elems[m_num_elems].SemanticIndex = i;
 | 
						|
			m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.color_offset[i];
 | 
						|
			m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.color_gl_type, 4);
 | 
						|
			m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
 | 
						|
			++m_num_elems;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	for (int i = 0; i < 8; i++)
 | 
						|
	{
 | 
						|
		if (_vtx_decl.texcoord_offset[i] > 0)
 | 
						|
		{
 | 
						|
			m_elems[m_num_elems].SemanticName = "TEXCOORD";
 | 
						|
			m_elems[m_num_elems].SemanticIndex = i;
 | 
						|
			m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.texcoord_offset[i];
 | 
						|
			m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
 | 
						|
			m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
 | 
						|
			++m_num_elems;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (_vtx_decl.posmtx_offset != -1)
 | 
						|
	{
 | 
						|
		m_elems[m_num_elems].SemanticName = "BLENDINDICES";
 | 
						|
		m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.posmtx_offset;
 | 
						|
		m_elems[m_num_elems].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | 
						|
		m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
 | 
						|
		++m_num_elems;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void D3DVertexFormat::SetupVertexPointers() const
 | 
						|
{
 | 
						|
	D3D::gfxstate->SetInputElements(m_elems, m_num_elems);
 | 
						|
}
 |