//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #include #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, ¶mDesc ); 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; }