Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include <d3d10.h>
#undef GetCommandLine
#include "inputlayoutdx10.h"
#include "materialsystem/imesh.h"
#include "shaderdevicedx10.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Standard input layouts
//-----------------------------------------------------------------------------
static const DXGI_FORMAT s_pSizeLookup[] =
{
DXGI_FORMAT_UNKNOWN, // Should be unused...
DXGI_FORMAT_R32_FLOAT, // D3DDECLTYPE_FLOAT1
DXGI_FORMAT_R32G32_FLOAT, // D3DDECLTYPE_FLOAT2,
DXGI_FORMAT_R32G32B32_FLOAT, // D3DDECLTYPE_FLOAT3,
DXGI_FORMAT_R32G32B32A32_FLOAT, // D3DDECLTYPE_FLOAT4
};
struct FieldInfo_t
{
const char *m_pSemanticString;
unsigned int m_nSemanticIndex;
uint64 m_nFormatMask;
int m_nFieldSize;
};
static FieldInfo_t s_pFieldInfo[] =
{
{ "POSITION", 0, VERTEX_POSITION, sizeof( float ) * 3 },
{ "BLENDWEIGHT", 0, VERTEX_BONE_WEIGHT_MASK, 0 },
{ "BLENDINDICES", 0, VERTEX_BONE_INDEX, 4 },
{ "NORMAL", 0, VERTEX_NORMAL, sizeof( float ) * 3 },
{ "COLOR", 0, VERTEX_COLOR, 4 },
{ "SPECULAR", 0, VERTEX_SPECULAR, 4 },
{ "TEXCOORD", 0, VERTEX_TEXCOORD_MASK(0), 0 },
{ "TEXCOORD", 1, VERTEX_TEXCOORD_MASK(1), 0 },
{ "TEXCOORD", 2, VERTEX_TEXCOORD_MASK(2), 0 },
{ "TEXCOORD", 3, VERTEX_TEXCOORD_MASK(3), 0 },
{ "TEXCOORD", 4, VERTEX_TEXCOORD_MASK(4), 0 },
{ "TEXCOORD", 5, VERTEX_TEXCOORD_MASK(5), 0 },
{ "TEXCOORD", 6, VERTEX_TEXCOORD_MASK(6), 0 },
{ "TEXCOORD", 7, VERTEX_TEXCOORD_MASK(7), 0 },
{ "TANGENT", 0, VERTEX_TANGENT_S, sizeof( float ) * 3 },
{ "BINORMAL", 0, VERTEX_TANGENT_T, sizeof( float ) * 3 },
{ "USERDATA", 0, USER_DATA_SIZE_MASK, 0 },
{ NULL, 0, 0 },
};
static D3D10_INPUT_ELEMENT_DESC s_pVertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDWEIGHT", 0, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "SPECULAR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 2, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 3, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 4, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 5, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 6, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 7, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "USERDATA", 0, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
static D3D10_INPUT_ELEMENT_DESC s_pFallbackVertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 15, 0, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32_FLOAT, 15, 12, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 15, 20, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 15, 24, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 15, 36, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "SPECULAR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 15, 40, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 15, 44, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 15, 52, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 15, 60, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 15, 68, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 15, 76, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 15, 84, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 15, 92, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 15, 100, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 15, 108, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 15, 120, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
{ "USERDATA", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 15, 132, D3D10_INPUT_PER_INSTANCE_DATA, UINT_MAX },
};
//-----------------------------------------------------------------------------
// Computes the required input desc based on the vertex format
//-----------------------------------------------------------------------------
static void PrintInputDesc( int nCount, const D3D10_INPUT_ELEMENT_DESC *pDecl )
{
for ( int i = 0; i < nCount; i++ )
{
Msg( "%s (%d): Stream: %d, Offset: %d, Instanced? %c\n",
pDecl[i].SemanticName,
pDecl[i].SemanticIndex,
( int )pDecl[i].InputSlot,
( int )pDecl[i].AlignedByteOffset,
pDecl[i].InputSlotClass == D3D10_INPUT_PER_VERTEX_DATA ? 'n' : 'y'
);
}
}
//-----------------------------------------------------------------------------
// Checks to see if a shader requires a particular field
//-----------------------------------------------------------------------------
static bool CheckShaderSignatureExpectations( ID3D10ShaderReflection* pReflection, const char* pSemantic, unsigned int nSemanticIndex )
{
D3D10_SHADER_DESC shaderDesc;
D3D10_SIGNATURE_PARAMETER_DESC paramDesc;
Assert( pSemantic );
Assert( pReflection );
pReflection->GetDesc( &shaderDesc );
for ( unsigned int k=0; k < shaderDesc.InputParameters; k++ )
{
pReflection->GetInputParameterDesc( k, &paramDesc );
if ( ( nSemanticIndex == paramDesc.SemanticIndex ) && !Q_stricmp( pSemantic, paramDesc.SemanticName ) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Computes the required input desc based on the vertex format
//-----------------------------------------------------------------------------
static unsigned int ComputeInputDesc( VertexFormat_t fmt, D3D10_INPUT_ELEMENT_DESC *pDecl, ID3D10ShaderReflection* pReflection )
{
unsigned int nCount = 0;
int nOffset = 0;
// Fix up the global table so we don't need special-case code
int nBoneCount = NumBoneWeights( fmt );
s_pFieldInfo[1].m_nFieldSize = sizeof( float ) * nBoneCount;
s_pVertexDesc[1].Format = s_pSizeLookup[ nBoneCount ];
int nUserDataSize = UserDataSize( fmt );
s_pFieldInfo[16].m_nFieldSize = sizeof( float ) * nUserDataSize;
s_pVertexDesc[16].Format = s_pSizeLookup[ nUserDataSize ];
// NOTE: Fix s_pFieldInfo, s_pVertexDesc, s_pFallbackVertexDesc if you add more fields
// As well as the fallback stream (stream #15)
COMPILE_TIME_ASSERT( VERTEX_MAX_TEXTURE_COORDINATES == 8 );
for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i )
{
int nTexCoordCount = TexCoordSize( i, fmt );
s_pFieldInfo[6+i].m_nFieldSize = sizeof( float ) * nTexCoordCount;
s_pVertexDesc[6+i].Format = s_pSizeLookup[ nTexCoordCount ];
}
// FIXME: Change this loop so CheckShaderSignatureExpectations is called once!
for ( int i = 0; s_pFieldInfo[i].m_pSemanticString; ++i )
{
if ( fmt & s_pFieldInfo[i].m_nFormatMask )
{
memcpy( &pDecl[nCount], &s_pVertexDesc[i], sizeof(D3D10_INPUT_ELEMENT_DESC) );
pDecl[nCount].AlignedByteOffset = nOffset;
nOffset += s_pFieldInfo[i].m_nFieldSize;
++nCount;
}
else if ( CheckShaderSignatureExpectations( pReflection, s_pFieldInfo[i].m_pSemanticString, s_pFieldInfo[i].m_nSemanticIndex ) )
{
memcpy( &pDecl[nCount], &s_pFallbackVertexDesc[i], sizeof(D3D10_INPUT_ELEMENT_DESC) );
++nCount;
}
}
// For debugging only...
// PrintInputDesc( nCount, pDecl );
return nCount;
}
//-----------------------------------------------------------------------------
// Gets the input layout associated with a vertex format
//-----------------------------------------------------------------------------
ID3D10InputLayout *CreateInputLayout( VertexFormat_t fmt, ID3D10ShaderReflection* pReflection, const void *pByteCode, size_t nByteCodeLen )
{
D3D10_INPUT_ELEMENT_DESC pDecl[32];
unsigned int nDeclCount = ComputeInputDesc( fmt, pDecl, pReflection );
ID3D10InputLayout *pInputLayout;
HRESULT hr = D3D10Device()->CreateInputLayout( pDecl, nDeclCount, pByteCode, nByteCodeLen, &pInputLayout );
if ( FAILED( hr ) )
{
Warning( "CreateInputLayout::Unable to create input layout for format %llX!\n", fmt );
return NULL;
}
return pInputLayout;
}