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normalize common filenames in VideoBackends/D3D
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180
Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp
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180
Source/Core/VideoBackends/D3D/D3DNativeVertexFormat.cpp
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// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <array>
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DRender.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DVertexManager.h"
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#include "VideoBackends/D3D/DXShader.h"
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#include "VideoCommon/NativeVertexFormat.h"
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namespace DX11
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{
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std::mutex s_input_layout_lock;
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std::unique_ptr<NativeVertexFormat>
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Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<D3DVertexFormat>(vtx_decl);
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}
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static const DXGI_FORMAT d3d_format_lookup[5 * 4 * 2] = {
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// float formats
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DXGI_FORMAT_R8_UNORM,
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DXGI_FORMAT_R8_SNORM,
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DXGI_FORMAT_R16_UNORM,
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DXGI_FORMAT_R16_SNORM,
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DXGI_FORMAT_R32_FLOAT,
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DXGI_FORMAT_R8G8_UNORM,
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DXGI_FORMAT_R8G8_SNORM,
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DXGI_FORMAT_R16G16_UNORM,
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DXGI_FORMAT_R16G16_SNORM,
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DXGI_FORMAT_R32G32_FLOAT,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_R8G8B8A8_SNORM,
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DXGI_FORMAT_R16G16B16A16_UNORM,
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DXGI_FORMAT_R16G16B16A16_SNORM,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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// integer formats
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DXGI_FORMAT_R8_UINT,
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DXGI_FORMAT_R8_SINT,
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DXGI_FORMAT_R16_UINT,
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DXGI_FORMAT_R16_SINT,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_R8G8_UINT,
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DXGI_FORMAT_R8G8_SINT,
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DXGI_FORMAT_R16G16_UINT,
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DXGI_FORMAT_R16G16_SINT,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_R8G8B8A8_UINT,
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DXGI_FORMAT_R8G8B8A8_SINT,
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DXGI_FORMAT_R16G16B16A16_UINT,
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DXGI_FORMAT_R16G16B16A16_SINT,
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DXGI_FORMAT_UNKNOWN,
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};
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DXGI_FORMAT VarToD3D(VarType t, int size, bool integer)
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{
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DXGI_FORMAT retval = d3d_format_lookup[(int)t + 5 * (size - 1) + 5 * 4 * (int)integer];
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if (retval == DXGI_FORMAT_UNKNOWN)
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{
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PanicAlertFmt("VarToD3D: Invalid type/size combo {}, {}, {}", t, size, integer);
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}
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return retval;
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}
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D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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: NativeVertexFormat(vtx_decl)
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{
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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].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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++m_num_elems;
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}
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for (int i = 0; i < 3; i++)
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{
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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 = "NORMAL";
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m_elems[m_num_elems].SemanticIndex = 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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++m_num_elems;
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}
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}
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for (int i = 0; i < 2; i++)
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{
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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].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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++m_num_elems;
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}
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}
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for (int i = 0; i < 8; i++)
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{
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format = &vtx_decl.texcoords[i];
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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].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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++m_num_elems;
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}
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}
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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].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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++m_num_elems;
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}
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}
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D3DVertexFormat::~D3DVertexFormat()
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{
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ID3D11InputLayout* layout = m_layout.load();
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if (layout)
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layout->Release();
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}
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ID3D11InputLayout* D3DVertexFormat::GetInputLayout(const void* vs_bytecode, size_t vs_bytecode_size)
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{
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// CreateInputLayout requires a shader input, but it only looks at the signature of the shader,
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// so we don't need to recompute it if the shader changes.
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ID3D11InputLayout* layout = m_layout.load();
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if (layout)
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return layout;
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HRESULT hr = D3D::device->CreateInputLayout(m_elems.data(), m_num_elems, vs_bytecode,
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vs_bytecode_size, &layout);
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CHECK(SUCCEEDED(hr), "Failed to create input layout");
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// This method can be called from multiple threads, so ensure that only one thread sets the
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// cached input layout pointer. If another thread beats this thread, use the existing layout.
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ID3D11InputLayout* expected = nullptr;
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if (!m_layout.compare_exchange_strong(expected, layout))
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{
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if (layout)
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layout->Release();
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layout = expected;
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}
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return layout;
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}
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} // namespace DX11
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