dolphin/Source/Plugins/Plugin_VideoDX11/Src/NativeVertexFormat.cpp
NeoBrainX 3ea2a1387c Add a DX11 video plugin.
Might or might not work for you, yet.
Anyway, read the soon to be created forum thread on this plugin before asking any questions.

Huge thanks to rodolfoosvaldobogado for helping me out in various areas.
Also, thanks to everyone on IRC who supported me during development ;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5680 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 19:50:06 +00:00

148 lines
4.5 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 "VertexShaderCache.h"
#include "CPMemory.h"
#include "NativeVertexFormat.h"
#include <string>
using std::string;
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_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT
};
static const DXGI_FORMAT lookup2[5] = {
DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, 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);
}