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577 lines
19 KiB
577 lines
19 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#undef PROTECTED_THINGS_ENABLE
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#include "vertexdecl.h" // this includes <windows.h> inside the dx headers
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#define PROTECTED_THINGS_ENABLE
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "shaderapidx8_global.h"
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#include "tier0/dbg.h"
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#include "utlrbtree.h"
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#include "recording.h"
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#include "tier1/strtools.h"
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#include "tier0/vprof.h"
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#include "materialsystem/imesh.h"
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#include "shaderdevicedx8.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Computes the DX8 vertex specification
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//-----------------------------------------------------------------------------
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static const char *DeclTypeToString( BYTE type )
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{
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switch( type )
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{
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case D3DDECLTYPE_FLOAT1:
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return "D3DDECLTYPE_FLOAT1";
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case D3DDECLTYPE_FLOAT2:
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return "D3DDECLTYPE_FLOAT2";
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case D3DDECLTYPE_FLOAT3:
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return "D3DDECLTYPE_FLOAT3";
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case D3DDECLTYPE_FLOAT4:
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return "D3DDECLTYPE_FLOAT4";
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case D3DDECLTYPE_D3DCOLOR:
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return "D3DDECLTYPE_D3DCOLOR";
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case D3DDECLTYPE_UBYTE4:
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return "D3DDECLTYPE_UBYTE4";
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case D3DDECLTYPE_SHORT2:
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return "D3DDECLTYPE_SHORT2";
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case D3DDECLTYPE_SHORT4:
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return "D3DDECLTYPE_SHORT4";
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case D3DDECLTYPE_UBYTE4N:
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return "D3DDECLTYPE_UBYTE4N";
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case D3DDECLTYPE_SHORT2N:
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return "D3DDECLTYPE_SHORT2N";
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case D3DDECLTYPE_SHORT4N:
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return "D3DDECLTYPE_SHORT4N";
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case D3DDECLTYPE_USHORT2N:
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return "D3DDECLTYPE_USHORT2N";
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case D3DDECLTYPE_USHORT4N:
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return "D3DDECLTYPE_USHORT4N";
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case D3DDECLTYPE_UDEC3:
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return "D3DDECLTYPE_UDEC3";
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case D3DDECLTYPE_DEC3N:
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return "D3DDECLTYPE_DEC3N";
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case D3DDECLTYPE_FLOAT16_2:
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return "D3DDECLTYPE_FLOAT16_2";
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case D3DDECLTYPE_FLOAT16_4:
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return "D3DDECLTYPE_FLOAT16_4";
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default:
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Assert( 0 );
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return "ERROR";
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}
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}
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static const char *DeclMethodToString( BYTE method )
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{
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switch( method )
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{
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case D3DDECLMETHOD_DEFAULT:
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return "D3DDECLMETHOD_DEFAULT";
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case D3DDECLMETHOD_PARTIALU:
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return "D3DDECLMETHOD_PARTIALU";
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case D3DDECLMETHOD_PARTIALV:
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return "D3DDECLMETHOD_PARTIALV";
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case D3DDECLMETHOD_CROSSUV:
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return "D3DDECLMETHOD_CROSSUV";
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case D3DDECLMETHOD_UV:
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return "D3DDECLMETHOD_UV";
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case D3DDECLMETHOD_LOOKUP:
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return "D3DDECLMETHOD_LOOKUP";
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case D3DDECLMETHOD_LOOKUPPRESAMPLED:
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return "D3DDECLMETHOD_LOOKUPPRESAMPLED";
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default:
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Assert( 0 );
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return "ERROR";
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}
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}
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static const char *DeclUsageToString( BYTE usage )
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{
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switch( usage )
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{
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case D3DDECLUSAGE_POSITION:
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return "D3DDECLUSAGE_POSITION";
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case D3DDECLUSAGE_BLENDWEIGHT:
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return "D3DDECLUSAGE_BLENDWEIGHT";
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case D3DDECLUSAGE_BLENDINDICES:
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return "D3DDECLUSAGE_BLENDINDICES";
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case D3DDECLUSAGE_NORMAL:
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return "D3DDECLUSAGE_NORMAL";
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case D3DDECLUSAGE_PSIZE:
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return "D3DDECLUSAGE_PSIZE";
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case D3DDECLUSAGE_COLOR:
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return "D3DDECLUSAGE_COLOR";
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case D3DDECLUSAGE_TEXCOORD:
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return "D3DDECLUSAGE_TEXCOORD";
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case D3DDECLUSAGE_TANGENT:
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return "D3DDECLUSAGE_TANGENT";
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case D3DDECLUSAGE_BINORMAL:
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return "D3DDECLUSAGE_BINORMAL";
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case D3DDECLUSAGE_TESSFACTOR:
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return "D3DDECLUSAGE_TESSFACTOR";
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// case D3DDECLUSAGE_POSITIONTL:
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// return "D3DDECLUSAGE_POSITIONTL";
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default:
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Assert( 0 );
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return "ERROR";
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}
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}
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static D3DDECLTYPE VertexElementToDeclType( VertexElement_t element, VertexCompressionType_t compressionType )
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{
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Detect_VertexElement_t_Changes( element );
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if ( compressionType == VERTEX_COMPRESSION_ON )
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{
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// Compressed-vertex element sizes
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switch ( element )
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{
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#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 )
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case VERTEX_ELEMENT_NORMAL: return D3DDECLTYPE_SHORT2;
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case VERTEX_ELEMENT_USERDATA4: return D3DDECLTYPE_SHORT2;
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#else //( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 )
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case VERTEX_ELEMENT_NORMAL: return D3DDECLTYPE_UBYTE4;
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case VERTEX_ELEMENT_USERDATA4: return D3DDECLTYPE_UBYTE4;
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#endif
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case VERTEX_ELEMENT_BONEWEIGHTS1: return D3DDECLTYPE_SHORT2;
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case VERTEX_ELEMENT_BONEWEIGHTS2: return D3DDECLTYPE_SHORT2;
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default:
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break;
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}
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}
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// Uncompressed-vertex element sizes
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switch ( element )
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{
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case VERTEX_ELEMENT_POSITION: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_NORMAL: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_COLOR: return D3DDECLTYPE_D3DCOLOR;
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case VERTEX_ELEMENT_SPECULAR: return D3DDECLTYPE_D3DCOLOR;
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case VERTEX_ELEMENT_TANGENT_S: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_TANGENT_T: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_WRINKLE:
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// Wrinkle is packed into Position.W, it is not specified as a separate vertex element
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Assert( 0 );
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return D3DDECLTYPE_UNUSED;
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#if !defined( _X360 )
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case VERTEX_ELEMENT_BONEINDEX: return D3DDECLTYPE_D3DCOLOR;
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#else
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// UBYTE4 comes in as [0,255] in the shader, which is ideal for bone indices
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// (unfortunately, UBYTE4 is not universally supported on PC DX8 GPUs)
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case VERTEX_ELEMENT_BONEINDEX: return D3DDECLTYPE_UBYTE4;
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#endif
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case VERTEX_ELEMENT_BONEWEIGHTS1: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_BONEWEIGHTS2: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_BONEWEIGHTS3: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_BONEWEIGHTS4: return D3DDECLTYPE_FLOAT4;
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case VERTEX_ELEMENT_USERDATA1: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_USERDATA2: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_USERDATA3: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_USERDATA4: return D3DDECLTYPE_FLOAT4;
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case VERTEX_ELEMENT_TEXCOORD1D_0: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_TEXCOORD1D_1: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_TEXCOORD1D_2: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_TEXCOORD1D_3: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_TEXCOORD1D_4: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_TEXCOORD1D_5: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_TEXCOORD1D_6: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_TEXCOORD1D_7: return D3DDECLTYPE_FLOAT1;
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case VERTEX_ELEMENT_TEXCOORD2D_0: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_TEXCOORD2D_1: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_TEXCOORD2D_2: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_TEXCOORD2D_3: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_TEXCOORD2D_4: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_TEXCOORD2D_5: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_TEXCOORD2D_6: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_TEXCOORD2D_7: return D3DDECLTYPE_FLOAT2;
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case VERTEX_ELEMENT_TEXCOORD3D_0: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_TEXCOORD3D_1: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_TEXCOORD3D_2: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_TEXCOORD3D_3: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_TEXCOORD3D_4: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_TEXCOORD3D_5: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_TEXCOORD3D_6: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_TEXCOORD3D_7: return D3DDECLTYPE_FLOAT3;
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case VERTEX_ELEMENT_TEXCOORD4D_0: return D3DDECLTYPE_FLOAT4;
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case VERTEX_ELEMENT_TEXCOORD4D_1: return D3DDECLTYPE_FLOAT4;
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case VERTEX_ELEMENT_TEXCOORD4D_2: return D3DDECLTYPE_FLOAT4;
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case VERTEX_ELEMENT_TEXCOORD4D_3: return D3DDECLTYPE_FLOAT4;
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case VERTEX_ELEMENT_TEXCOORD4D_4: return D3DDECLTYPE_FLOAT4;
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case VERTEX_ELEMENT_TEXCOORD4D_5: return D3DDECLTYPE_FLOAT4;
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case VERTEX_ELEMENT_TEXCOORD4D_6: return D3DDECLTYPE_FLOAT4;
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case VERTEX_ELEMENT_TEXCOORD4D_7: return D3DDECLTYPE_FLOAT4;
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default:
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Assert(0);
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return D3DDECLTYPE_UNUSED;
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};
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}
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void PrintVertexDeclaration( const D3DVERTEXELEMENT9 *pDecl )
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{
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int i;
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static D3DVERTEXELEMENT9 declEnd = D3DDECL_END();
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for ( i = 0; ; i++ )
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{
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if ( memcmp( &pDecl[i], &declEnd, sizeof( declEnd ) ) == 0 )
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{
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Warning( "D3DDECL_END\n" );
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break;
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}
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Msg( "%d: Stream: %d, Offset: %d, Type: %s, Method: %s, Usage: %s, UsageIndex: %d\n",
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i, ( int )pDecl[i].Stream, ( int )pDecl[i].Offset,
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DeclTypeToString( pDecl[i].Type ),
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DeclMethodToString( pDecl[i].Method ),
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DeclUsageToString( pDecl[i].Usage ),
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( int )pDecl[i].UsageIndex );
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}
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}
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//-----------------------------------------------------------------------------
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// Converts format to a vertex decl
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//-----------------------------------------------------------------------------
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void ComputeVertexSpec( VertexFormat_t fmt, D3DVERTEXELEMENT9 *pDecl, bool bStaticLit, bool bUsingFlex, bool bUsingMorph )
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{
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int i = 0;
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int offset = 0;
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VertexCompressionType_t compressionType = CompressionType( fmt );
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if ( IsX360() )
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{
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// On 360, there's a performance penalty for reading more than 2 streams in the vertex shader
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// (we don't do this yet, but we should be aware if we start doing it)
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#ifdef _DEBUG
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int numStreams = 1 + ( bStaticLit ? 1 : 0 ) + ( bUsingFlex ? 1 : 0 ) + ( bUsingMorph ? 1 : 0 );
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Assert( numStreams <= 2 );
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#endif
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}
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if ( fmt & VERTEX_POSITION )
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{
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pDecl[i].Stream = 0;
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pDecl[i].Offset = offset;
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pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
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pDecl[i].Usage = D3DDECLUSAGE_POSITION;
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pDecl[i].UsageIndex = 0;
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pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_POSITION, compressionType );
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offset += GetVertexElementSize( VERTEX_ELEMENT_POSITION, compressionType );
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++i;
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}
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int numBones = NumBoneWeights(fmt);
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if ( numBones > 0 )
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{
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pDecl[i].Stream = 0;
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pDecl[i].Offset = offset;
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pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
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pDecl[i].Usage = D3DDECLUSAGE_BLENDWEIGHT;
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pDecl[i].UsageIndex = 0;
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// Always exactly two weights
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pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_BONEWEIGHTS2, compressionType );
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offset += GetVertexElementSize( VERTEX_ELEMENT_BONEWEIGHTS2, compressionType );
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++i;
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}
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if ( fmt & VERTEX_BONE_INDEX )
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{
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// this isn't FVF!!!!!
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pDecl[i].Stream = 0;
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pDecl[i].Offset = offset;
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pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
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pDecl[i].Usage = D3DDECLUSAGE_BLENDINDICES;
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pDecl[i].UsageIndex = 0;
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pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_BONEINDEX, compressionType );
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offset += GetVertexElementSize( VERTEX_ELEMENT_BONEINDEX, compressionType );
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++i;
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}
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int normalOffset = -1;
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if ( fmt & VERTEX_NORMAL )
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{
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pDecl[i].Stream = 0;
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pDecl[i].Offset = offset;
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normalOffset = offset;
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pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
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pDecl[i].Usage = D3DDECLUSAGE_NORMAL;
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pDecl[i].UsageIndex = 0;
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pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_NORMAL, compressionType );
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offset += GetVertexElementSize( VERTEX_ELEMENT_NORMAL, compressionType );
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++i;
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}
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if ( fmt & VERTEX_COLOR )
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{
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pDecl[i].Stream = 0;
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pDecl[i].Offset = offset;
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pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
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pDecl[i].Usage = D3DDECLUSAGE_COLOR;
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pDecl[i].UsageIndex = 0;
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pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_COLOR, compressionType );
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offset += GetVertexElementSize( VERTEX_ELEMENT_COLOR, compressionType );
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++i;
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}
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if ( fmt & VERTEX_SPECULAR )
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{
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Assert( !bStaticLit );
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pDecl[i].Stream = 0;
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pDecl[i].Offset = offset;
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pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
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pDecl[i].Usage = D3DDECLUSAGE_COLOR;
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pDecl[i].UsageIndex = 1; // SPECULAR goes in the second COLOR slot
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pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_SPECULAR, compressionType );
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offset += GetVertexElementSize( VERTEX_ELEMENT_SPECULAR, compressionType );
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++i;
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}
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VertexElement_t texCoordDimensions[4] = { VERTEX_ELEMENT_TEXCOORD1D_0,
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VERTEX_ELEMENT_TEXCOORD2D_0,
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VERTEX_ELEMENT_TEXCOORD3D_0,
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VERTEX_ELEMENT_TEXCOORD4D_0 };
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for ( int j = 0; j < VERTEX_MAX_TEXTURE_COORDINATES; ++j )
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{
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int nCoordSize = TexCoordSize( j, fmt );
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if ( nCoordSize <= 0 )
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continue;
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Assert( nCoordSize <= 4 );
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pDecl[i].Stream = 0;
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pDecl[i].Offset = offset;
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pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
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pDecl[i].Usage = D3DDECLUSAGE_TEXCOORD;
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pDecl[i].UsageIndex = j;
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VertexElement_t texCoordElement = (VertexElement_t)( texCoordDimensions[ nCoordSize - 1 ] + j );
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pDecl[i].Type = VertexElementToDeclType( texCoordElement, compressionType );
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offset += GetVertexElementSize( texCoordElement, compressionType );
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++i;
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}
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if ( fmt & VERTEX_TANGENT_S )
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{
|
||
|
pDecl[i].Stream = 0;
|
||
|
pDecl[i].Offset = offset;
|
||
|
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
|
||
|
pDecl[i].Usage = D3DDECLUSAGE_TANGENT;
|
||
|
pDecl[i].UsageIndex = 0;
|
||
|
// NOTE: this is currently *not* compressed
|
||
|
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_TANGENT_S, compressionType );
|
||
|
offset += GetVertexElementSize( VERTEX_ELEMENT_TANGENT_S, compressionType );
|
||
|
++i;
|
||
|
}
|
||
|
|
||
|
if ( fmt & VERTEX_TANGENT_T )
|
||
|
{
|
||
|
pDecl[i].Stream = 0;
|
||
|
pDecl[i].Offset = offset;
|
||
|
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
|
||
|
pDecl[i].Usage = D3DDECLUSAGE_BINORMAL;
|
||
|
pDecl[i].UsageIndex = 0;
|
||
|
// NOTE: this is currently *not* compressed
|
||
|
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_TANGENT_T, compressionType );
|
||
|
offset += GetVertexElementSize( VERTEX_ELEMENT_TANGENT_T, compressionType );
|
||
|
++i;
|
||
|
}
|
||
|
|
||
|
int userDataSize = UserDataSize(fmt);
|
||
|
if ( userDataSize > 0 )
|
||
|
{
|
||
|
Assert( userDataSize == 4 ); // This is actually only ever used for tangents
|
||
|
pDecl[i].Stream = 0;
|
||
|
if ( ( compressionType == VERTEX_COMPRESSION_ON ) &&
|
||
|
( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
|
||
|
{
|
||
|
// FIXME: Normals and tangents are packed together into a single UBYTE4 element,
|
||
|
// so just point this back at the same data while we're testing UBYTE4 out.
|
||
|
pDecl[i].Offset = normalOffset;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pDecl[i].Offset = offset;
|
||
|
}
|
||
|
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
|
||
|
pDecl[i].Usage = D3DDECLUSAGE_TANGENT;
|
||
|
pDecl[i].UsageIndex = 0;
|
||
|
VertexElement_t userDataElement = (VertexElement_t)( VERTEX_ELEMENT_USERDATA1 + ( userDataSize - 1 ) );
|
||
|
pDecl[i].Type = VertexElementToDeclType( userDataElement, compressionType );
|
||
|
offset += GetVertexElementSize( userDataElement, compressionType );
|
||
|
++i;
|
||
|
}
|
||
|
|
||
|
if ( bStaticLit )
|
||
|
{
|
||
|
// force stream 1 to have specular color in it, which is used for baked static lighting
|
||
|
pDecl[i].Stream = 1;
|
||
|
pDecl[i].Offset = 0;
|
||
|
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
|
||
|
pDecl[i].Usage = D3DDECLUSAGE_COLOR;
|
||
|
pDecl[i].UsageIndex = 1; // SPECULAR goes into the second COLOR slot
|
||
|
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_SPECULAR, compressionType );
|
||
|
++i;
|
||
|
}
|
||
|
|
||
|
if ( HardwareConfig()->SupportsVertexAndPixelShaders() )
|
||
|
{
|
||
|
// FIXME: There needs to be a better way of doing this
|
||
|
// In 2.0b, assume position is 4d, storing wrinkle in pos.w.
|
||
|
bool bUseWrinkle = HardwareConfig()->SupportsPixelShaders_2_b();
|
||
|
|
||
|
// Force stream 2 to have flex deltas in it
|
||
|
pDecl[i].Stream = 2;
|
||
|
pDecl[i].Offset = 0;
|
||
|
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
|
||
|
pDecl[i].Usage = D3DDECLUSAGE_POSITION;
|
||
|
pDecl[i].UsageIndex = 1;
|
||
|
// FIXME: unify this with VertexElementToDeclType():
|
||
|
pDecl[i].Type = bUseWrinkle ? D3DDECLTYPE_FLOAT4 : D3DDECLTYPE_FLOAT3;
|
||
|
++i;
|
||
|
|
||
|
int normalOffset = GetVertexElementSize( VERTEX_ELEMENT_POSITION, compressionType );
|
||
|
if ( bUseWrinkle )
|
||
|
{
|
||
|
normalOffset += GetVertexElementSize( VERTEX_ELEMENT_WRINKLE, compressionType );
|
||
|
}
|
||
|
|
||
|
// Normal deltas
|
||
|
pDecl[i].Stream = 2;
|
||
|
pDecl[i].Offset = normalOffset;
|
||
|
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
|
||
|
pDecl[i].Usage = D3DDECLUSAGE_NORMAL;
|
||
|
pDecl[i].UsageIndex = 1;
|
||
|
// NOTE: this is currently *not* compressed
|
||
|
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_NORMAL, VERTEX_COMPRESSION_NONE );
|
||
|
++i;
|
||
|
}
|
||
|
|
||
|
if ( bUsingMorph )
|
||
|
{
|
||
|
// force stream 3 to have vertex index in it, which is used for doing vertex texture reads
|
||
|
pDecl[i].Stream = 3;
|
||
|
pDecl[i].Offset = 0;
|
||
|
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
|
||
|
pDecl[i].Usage = D3DDECLUSAGE_POSITION;
|
||
|
pDecl[i].UsageIndex = 2;
|
||
|
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_USERDATA1, compressionType );
|
||
|
++i;
|
||
|
}
|
||
|
|
||
|
static D3DVERTEXELEMENT9 declEnd = D3DDECL_END();
|
||
|
pDecl[i] = declEnd;
|
||
|
|
||
|
//PrintVertexDeclaration( pDecl );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Gets the declspec associated with a vertex format
|
||
|
//-----------------------------------------------------------------------------
|
||
|
struct VertexDeclLookup_t
|
||
|
{
|
||
|
enum LookupFlags_t
|
||
|
{
|
||
|
STATIC_LIT = 0x1,
|
||
|
USING_MORPH = 0x2,
|
||
|
USING_FLEX = 0x4,
|
||
|
};
|
||
|
|
||
|
VertexFormat_t m_VertexFormat;
|
||
|
int m_nFlags;
|
||
|
IDirect3DVertexDeclaration9 *m_pDecl;
|
||
|
|
||
|
bool operator==( const VertexDeclLookup_t &src ) const
|
||
|
{
|
||
|
return ( m_VertexFormat == src.m_VertexFormat ) && ( m_nFlags == src.m_nFlags );
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Dictionary of vertex decls
|
||
|
// FIXME: stick this in the class?
|
||
|
// FIXME: Does anything cause this to get flushed?
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool VertexDeclLessFunc( const VertexDeclLookup_t &src1, const VertexDeclLookup_t &src2 )
|
||
|
{
|
||
|
if ( src1.m_nFlags == src2.m_nFlags )
|
||
|
return src1.m_VertexFormat < src2.m_VertexFormat;
|
||
|
|
||
|
return ( src1.m_nFlags < src2.m_nFlags );
|
||
|
}
|
||
|
|
||
|
static CUtlRBTree<VertexDeclLookup_t, int> s_VertexDeclDict( 0, 256, VertexDeclLessFunc );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Gets the declspec associated with a vertex format
|
||
|
//-----------------------------------------------------------------------------
|
||
|
IDirect3DVertexDeclaration9 *FindOrCreateVertexDecl( VertexFormat_t fmt, bool bStaticLit, bool bUsingFlex, bool bUsingMorph )
|
||
|
{
|
||
|
MEM_ALLOC_D3D_CREDIT();
|
||
|
|
||
|
VertexDeclLookup_t lookup;
|
||
|
lookup.m_VertexFormat = fmt;
|
||
|
lookup.m_nFlags = 0;
|
||
|
if ( bStaticLit )
|
||
|
{
|
||
|
lookup.m_nFlags |= VertexDeclLookup_t::STATIC_LIT;
|
||
|
}
|
||
|
if ( bUsingMorph )
|
||
|
{
|
||
|
lookup.m_nFlags |= VertexDeclLookup_t::USING_MORPH;
|
||
|
}
|
||
|
if ( bUsingFlex )
|
||
|
{
|
||
|
lookup.m_nFlags |= VertexDeclLookup_t::USING_FLEX;
|
||
|
}
|
||
|
|
||
|
int i = s_VertexDeclDict.Find( lookup );
|
||
|
if ( i != s_VertexDeclDict.InvalidIndex() )
|
||
|
{
|
||
|
// found
|
||
|
return s_VertexDeclDict[i].m_pDecl;
|
||
|
}
|
||
|
|
||
|
D3DVERTEXELEMENT9 decl[32];
|
||
|
ComputeVertexSpec( fmt, decl, bStaticLit, bUsingFlex, bUsingMorph );
|
||
|
|
||
|
HRESULT hr =
|
||
|
Dx9Device()->CreateVertexDeclaration( decl, &lookup.m_pDecl );
|
||
|
|
||
|
// NOTE: can't record until we have m_pDecl!
|
||
|
RECORD_COMMAND( DX8_CREATE_VERTEX_DECLARATION, 2 );
|
||
|
RECORD_INT( ( int )lookup.m_pDecl );
|
||
|
RECORD_STRUCT( decl, sizeof( decl ) );
|
||
|
COMPILE_TIME_ASSERT( sizeof( decl ) == sizeof( D3DVERTEXELEMENT9 ) * 32 );
|
||
|
|
||
|
Assert( hr == D3D_OK );
|
||
|
if ( hr != D3D_OK )
|
||
|
{
|
||
|
Warning( " ERROR: failed to create vertex decl for vertex format 0x%08llX! You'll probably see messed-up mesh rendering - to diagnose, build shaderapidx9.dll in debug.\n", fmt );
|
||
|
}
|
||
|
|
||
|
s_VertexDeclDict.Insert( lookup );
|
||
|
return lookup.m_pDecl;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Clears out all declspecs
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void ReleaseAllVertexDecl()
|
||
|
{
|
||
|
int i = s_VertexDeclDict.FirstInorder();
|
||
|
while ( i != s_VertexDeclDict.InvalidIndex() )
|
||
|
{
|
||
|
if ( s_VertexDeclDict[i].m_pDecl )
|
||
|
s_VertexDeclDict[i].m_pDecl->Release();
|
||
|
i = s_VertexDeclDict.NextInorder( i );
|
||
|
}
|
||
|
}
|
||
|
|