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214 lines
9.1 KiB
214 lines
9.1 KiB
//========= 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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#include <d3d10.h> |
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#undef GetCommandLine |
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#include "inputlayoutdx10.h" |
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#include "materialsystem/imesh.h" |
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#include "shaderdevicedx10.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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// Standard input layouts |
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//----------------------------------------------------------------------------- |
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static const DXGI_FORMAT s_pSizeLookup[] = |
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{ |
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DXGI_FORMAT_UNKNOWN, // Should be unused... |
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DXGI_FORMAT_R32_FLOAT, // D3DDECLTYPE_FLOAT1 |
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DXGI_FORMAT_R32G32_FLOAT, // D3DDECLTYPE_FLOAT2, |
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DXGI_FORMAT_R32G32B32_FLOAT, // D3DDECLTYPE_FLOAT3, |
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DXGI_FORMAT_R32G32B32A32_FLOAT, // D3DDECLTYPE_FLOAT4 |
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}; |
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struct FieldInfo_t |
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{ |
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const char *m_pSemanticString; |
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unsigned int m_nSemanticIndex; |
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uint64 m_nFormatMask; |
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int m_nFieldSize; |
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}; |
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static FieldInfo_t s_pFieldInfo[] = |
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{ |
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{ "POSITION", 0, VERTEX_POSITION, sizeof( float ) * 3 }, |
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{ "BLENDWEIGHT", 0, VERTEX_BONE_WEIGHT_MASK, 0 }, |
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{ "BLENDINDICES", 0, VERTEX_BONE_INDEX, 4 }, |
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{ "NORMAL", 0, VERTEX_NORMAL, sizeof( float ) * 3 }, |
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{ "COLOR", 0, VERTEX_COLOR, 4 }, |
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{ "SPECULAR", 0, VERTEX_SPECULAR, 4 }, |
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{ "TEXCOORD", 0, VERTEX_TEXCOORD_MASK(0), 0 }, |
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{ "TEXCOORD", 1, VERTEX_TEXCOORD_MASK(1), 0 }, |
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{ "TEXCOORD", 2, VERTEX_TEXCOORD_MASK(2), 0 }, |
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{ "TEXCOORD", 3, VERTEX_TEXCOORD_MASK(3), 0 }, |
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{ "TEXCOORD", 4, VERTEX_TEXCOORD_MASK(4), 0 }, |
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{ "TEXCOORD", 5, VERTEX_TEXCOORD_MASK(5), 0 }, |
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{ "TEXCOORD", 6, VERTEX_TEXCOORD_MASK(6), 0 }, |
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{ "TEXCOORD", 7, VERTEX_TEXCOORD_MASK(7), 0 }, |
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{ "TANGENT", 0, VERTEX_TANGENT_S, sizeof( float ) * 3 }, |
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{ "BINORMAL", 0, VERTEX_TANGENT_T, sizeof( float ) * 3 }, |
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{ "USERDATA", 0, USER_DATA_SIZE_MASK, 0 }, |
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{ NULL, 0, 0 }, |
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}; |
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static D3D10_INPUT_ELEMENT_DESC s_pVertexDesc[] = |
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{ |
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "BLENDWEIGHT", 0, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "SPECULAR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 1, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 2, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 3, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 4, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 5, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 6, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 7, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "USERDATA", 0, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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static D3D10_INPUT_ELEMENT_DESC s_pFallbackVertexDesc[] = |
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{ |
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 15, 0, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32_FLOAT, 15, 12, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 15, 20, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 15, 24, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 15, 36, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "SPECULAR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 15, 40, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 15, 44, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 15, 52, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 15, 60, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 15, 68, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 15, 76, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 15, 84, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 15, 92, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 15, 100, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 15, 108, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 15, 120, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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{ "USERDATA", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 15, 132, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX }, |
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}; |
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//----------------------------------------------------------------------------- |
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// Computes the required input desc based on the vertex format |
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//----------------------------------------------------------------------------- |
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static void PrintInputDesc( int nCount, const D3D10_INPUT_ELEMENT_DESC *pDecl ) |
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{ |
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for ( int i = 0; i < nCount; i++ ) |
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{ |
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Msg( "%s (%d): Stream: %d, Offset: %d, Instanced? %c\n", |
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pDecl[i].SemanticName, |
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pDecl[i].SemanticIndex, |
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( int )pDecl[i].InputSlot, |
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( int )pDecl[i].AlignedByteOffset, |
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pDecl[i].InputSlotClass == D3D10_INPUT_PER_VERTEX_DATA ? 'n' : 'y' |
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); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Checks to see if a shader requires a particular field |
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//----------------------------------------------------------------------------- |
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static bool CheckShaderSignatureExpectations( ID3D10ShaderReflection* pReflection, const char* pSemantic, unsigned int nSemanticIndex ) |
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{ |
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D3D10_SHADER_DESC shaderDesc; |
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D3D10_SIGNATURE_PARAMETER_DESC paramDesc; |
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Assert( pSemantic ); |
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Assert( pReflection ); |
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pReflection->GetDesc( &shaderDesc ); |
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for ( unsigned int k=0; k < shaderDesc.InputParameters; k++ ) |
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{ |
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pReflection->GetInputParameterDesc( k, ¶mDesc ); |
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if ( ( nSemanticIndex == paramDesc.SemanticIndex ) && !Q_stricmp( pSemantic, paramDesc.SemanticName ) ) |
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return true; |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Computes the required input desc based on the vertex format |
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//----------------------------------------------------------------------------- |
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static unsigned int ComputeInputDesc( VertexFormat_t fmt, D3D10_INPUT_ELEMENT_DESC *pDecl, ID3D10ShaderReflection* pReflection ) |
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{ |
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unsigned int nCount = 0; |
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int nOffset = 0; |
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// Fix up the global table so we don't need special-case code |
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int nBoneCount = NumBoneWeights( fmt ); |
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s_pFieldInfo[1].m_nFieldSize = sizeof( float ) * nBoneCount; |
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s_pVertexDesc[1].Format = s_pSizeLookup[ nBoneCount ]; |
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int nUserDataSize = UserDataSize( fmt ); |
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s_pFieldInfo[16].m_nFieldSize = sizeof( float ) * nUserDataSize; |
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s_pVertexDesc[16].Format = s_pSizeLookup[ nUserDataSize ]; |
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// NOTE: Fix s_pFieldInfo, s_pVertexDesc, s_pFallbackVertexDesc if you add more fields |
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// As well as the fallback stream (stream #15) |
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COMPILE_TIME_ASSERT( VERTEX_MAX_TEXTURE_COORDINATES == 8 ); |
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for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i ) |
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{ |
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int nTexCoordCount = TexCoordSize( i, fmt ); |
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s_pFieldInfo[6+i].m_nFieldSize = sizeof( float ) * nTexCoordCount; |
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s_pVertexDesc[6+i].Format = s_pSizeLookup[ nTexCoordCount ]; |
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} |
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// FIXME: Change this loop so CheckShaderSignatureExpectations is called once! |
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for ( int i = 0; s_pFieldInfo[i].m_pSemanticString; ++i ) |
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{ |
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if ( fmt & s_pFieldInfo[i].m_nFormatMask ) |
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{ |
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memcpy( &pDecl[nCount], &s_pVertexDesc[i], sizeof(D3D10_INPUT_ELEMENT_DESC) ); |
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pDecl[nCount].AlignedByteOffset = nOffset; |
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nOffset += s_pFieldInfo[i].m_nFieldSize; |
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++nCount; |
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} |
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else if ( CheckShaderSignatureExpectations( pReflection, s_pFieldInfo[i].m_pSemanticString, s_pFieldInfo[i].m_nSemanticIndex ) ) |
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{ |
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memcpy( &pDecl[nCount], &s_pFallbackVertexDesc[i], sizeof(D3D10_INPUT_ELEMENT_DESC) ); |
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++nCount; |
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} |
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} |
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// For debugging only... |
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// PrintInputDesc( nCount, pDecl ); |
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return nCount; |
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} |
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//----------------------------------------------------------------------------- |
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// Gets the input layout associated with a vertex format |
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//----------------------------------------------------------------------------- |
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ID3D10InputLayout *CreateInputLayout( VertexFormat_t fmt, ID3D10ShaderReflection* pReflection, const void *pByteCode, size_t nByteCodeLen ) |
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{ |
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D3D10_INPUT_ELEMENT_DESC pDecl[32]; |
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unsigned int nDeclCount = ComputeInputDesc( fmt, pDecl, pReflection ); |
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ID3D10InputLayout *pInputLayout; |
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HRESULT hr = D3D10Device()->CreateInputLayout( pDecl, nDeclCount, pByteCode, nByteCodeLen, &pInputLayout ); |
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if ( FAILED( hr ) ) |
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{ |
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Warning( "CreateInputLayout::Unable to create input layout for format %llX!\n", fmt ); |
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return NULL; |
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} |
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return pInputLayout; |
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}
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