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