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146 lines
4.7 KiB
Plaintext
146 lines
4.7 KiB
Plaintext
// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Metal/MTLVertexFormat.h"
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#include "VideoCommon/VertexShaderGen.h"
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static MTLVertexFormat ConvertFormat(ComponentFormat format, int count, bool int_format)
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{
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// clang-format off
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if (int_format)
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{
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switch (format)
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{
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case ComponentFormat::UByte:
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switch (count)
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{
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case 1: return MTLVertexFormatUChar;
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case 2: return MTLVertexFormatUChar2;
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case 3: return MTLVertexFormatUChar3;
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case 4: return MTLVertexFormatUChar4;
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default: return MTLVertexFormatInvalid;
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}
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case ComponentFormat::Byte:
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switch (count)
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{
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case 1: return MTLVertexFormatChar;
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case 2: return MTLVertexFormatChar2;
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case 3: return MTLVertexFormatChar3;
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case 4: return MTLVertexFormatChar4;
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default: return MTLVertexFormatInvalid;
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}
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case ComponentFormat::UShort:
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switch (count)
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{
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case 1: return MTLVertexFormatUShort;
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case 2: return MTLVertexFormatUShort2;
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case 3: return MTLVertexFormatUShort3;
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case 4: return MTLVertexFormatUShort4;
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default: return MTLVertexFormatInvalid;
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}
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case ComponentFormat::Short:
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switch (count)
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{
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case 1: return MTLVertexFormatShort;
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case 2: return MTLVertexFormatShort2;
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case 3: return MTLVertexFormatShort3;
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case 4: return MTLVertexFormatShort4;
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default: return MTLVertexFormatInvalid;
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}
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case ComponentFormat::Float:
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switch (count)
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{
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case 1: return MTLVertexFormatFloat;
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case 2: return MTLVertexFormatFloat2;
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case 3: return MTLVertexFormatFloat3;
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case 4: return MTLVertexFormatFloat4;
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default: return MTLVertexFormatInvalid;
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}
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}
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}
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else
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{
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switch (format)
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{
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case ComponentFormat::UByte:
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switch (count)
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{
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case 1: return MTLVertexFormatUCharNormalized;
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case 2: return MTLVertexFormatUChar2Normalized;
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case 3: return MTLVertexFormatUChar3Normalized;
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case 4: return MTLVertexFormatUChar4Normalized;
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default: return MTLVertexFormatInvalid;
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}
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case ComponentFormat::Byte:
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switch (count)
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{
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case 1: return MTLVertexFormatCharNormalized;
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case 2: return MTLVertexFormatChar2Normalized;
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case 3: return MTLVertexFormatChar3Normalized;
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case 4: return MTLVertexFormatChar4Normalized;
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default: return MTLVertexFormatInvalid;
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}
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case ComponentFormat::UShort:
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switch (count)
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{
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case 1: return MTLVertexFormatUShortNormalized;
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case 2: return MTLVertexFormatUShort2Normalized;
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case 3: return MTLVertexFormatUShort3Normalized;
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case 4: return MTLVertexFormatUShort4Normalized;
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default: return MTLVertexFormatInvalid;
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}
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case ComponentFormat::Short:
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switch (count)
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{
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case 1: return MTLVertexFormatShortNormalized;
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case 2: return MTLVertexFormatShort2Normalized;
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case 3: return MTLVertexFormatShort3Normalized;
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case 4: return MTLVertexFormatShort4Normalized;
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default: return MTLVertexFormatInvalid;
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}
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case ComponentFormat::Float:
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switch (count)
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{
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case 1: return MTLVertexFormatFloat;
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case 2: return MTLVertexFormatFloat2;
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case 3: return MTLVertexFormatFloat3;
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case 4: return MTLVertexFormatFloat4;
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default: return MTLVertexFormatInvalid;
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}
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}
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}
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// clang-format on
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}
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static void SetAttribute(MTLVertexDescriptor* desc, ShaderAttrib attribute,
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const AttributeFormat& format)
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{
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if (!format.enable)
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return;
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MTLVertexAttributeDescriptor* attr_desc =
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[[desc attributes] objectAtIndexedSubscript:(u32)attribute];
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[attr_desc setFormat:ConvertFormat(format.type, format.components, format.integer)];
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[attr_desc setOffset:format.offset];
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[attr_desc setBufferIndex:0];
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}
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template <size_t N>
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static void SetAttributes(MTLVertexDescriptor* desc, ShaderAttrib attribute,
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const std::array<AttributeFormat, N>& format)
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{
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for (size_t i = 0; i < N; ++i)
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SetAttribute(desc, attribute + i, format[i]);
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}
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Metal::VertexFormat::VertexFormat(const PortableVertexDeclaration& vtx_decl)
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: NativeVertexFormat(vtx_decl), m_desc(MRCTransfer([MTLVertexDescriptor new]))
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{
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[[[m_desc layouts] objectAtIndexedSubscript:0] setStride:vtx_decl.stride];
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SetAttribute(m_desc, ShaderAttrib::Position, vtx_decl.position);
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SetAttributes(m_desc, ShaderAttrib::Normal, vtx_decl.normals);
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SetAttributes(m_desc, ShaderAttrib::Color0, vtx_decl.colors);
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SetAttributes(m_desc, ShaderAttrib::TexCoord0, vtx_decl.texcoords);
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SetAttribute(m_desc, ShaderAttrib::PositionMatrix, vtx_decl.posmtx);
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}
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