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D3D / VideoCommon: generate HLSL from SPIRV
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@ -106,7 +106,8 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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const AttributeFormat* format = &vtx_decl.position;
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "POSITION";
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = SHADER_POSITION_ATTRIB;
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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@ -115,12 +116,11 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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for (int i = 0; i < 3; i++)
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{
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static constexpr std::array<const char*, 3> NAMES = {"NORMAL", "TANGENT", "BINORMAL"};
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format = &vtx_decl.normals[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = NAMES[i];
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m_elems[m_num_elems].SemanticIndex = 0;
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = SHADER_NORMAL_ATTRIB + i;
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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@ -133,8 +133,8 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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format = &vtx_decl.colors[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "COLOR";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = SHADER_COLOR0_ATTRIB + i;
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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@ -148,7 +148,7 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].SemanticIndex = SHADER_TEXTURE0_ATTRIB + i;
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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@ -159,7 +159,8 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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format = &vtx_decl.posmtx;
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "BLENDINDICES";
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = SHADER_POSMTX_ATTRIB;
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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