dolphin/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
degasus fc00598785 NativeVertexFormat: Inline Initialize in contructor
They were only called at once, so no need to seperate them.

This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
2015-11-24 22:48:49 +01:00

144 lines
5 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/NativeVertexFormat.h"
namespace DX11
{
class D3DVertexFormat : public NativeVertexFormat
{
D3D11_INPUT_ELEMENT_DESC m_elems[32];
UINT m_num_elems;
ID3D11InputLayout* m_layout;
public:
D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
~D3DVertexFormat() { SAFE_RELEASE(m_layout); }
void SetupVertexPointers();
};
NativeVertexFormat* VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return new D3DVertexFormat(vtx_decl);
}
static const DXGI_FORMAT d3d_format_lookup[5*4*2] =
{
// float formats
DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R32_FLOAT,
DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R32G32B32A32_FLOAT,
// integer formats
DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN,
};
DXGI_FORMAT VarToD3D(VarType t, int size, bool integer)
{
DXGI_FORMAT retval = d3d_format_lookup[(int)t + 5*(size-1) + 5*4*(int)integer];
if (retval == DXGI_FORMAT_UNKNOWN)
{
PanicAlert("VarToD3D: Invalid type/size combo %i , %i, %i", (int)t, size, (int)integer);
}
return retval;
}
D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& _vtx_decl)
: m_num_elems(0), m_layout(nullptr)
{
this->vtx_decl = _vtx_decl;
memset(m_elems, 0, sizeof(m_elems));
const AttributeFormat* format = &_vtx_decl.position;
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "POSITION";
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
++m_num_elems;
}
for (int i = 0; i < 3; i++)
{
format = &_vtx_decl.normals[i];
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "NORMAL";
m_elems[m_num_elems].SemanticIndex = i;
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
++m_num_elems;
}
}
for (int i = 0; i < 2; i++)
{
format = &_vtx_decl.colors[i];
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "COLOR";
m_elems[m_num_elems].SemanticIndex = i;
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
++m_num_elems;
}
}
for (int i = 0; i < 8; i++)
{
format = &_vtx_decl.texcoords[i];
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "TEXCOORD";
m_elems[m_num_elems].SemanticIndex = i;
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
++m_num_elems;
}
}
format = &_vtx_decl.posmtx;
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "BLENDINDICES";
m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
++m_num_elems;
}
}
void D3DVertexFormat::SetupVertexPointers()
{
if (!m_layout)
{
// CreateInputLayout requires a shader input, but it only looks at the
// signature of the shader, so we don't need to recompute it if the shader
// changes.
D3DBlob* vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
}
DX11::D3D::stateman->SetInputLayout(m_layout);
}
} // namespace DX11