// // Copyright (c) 2008-2015 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "../../Graphics/Graphics.h" #include "../../Graphics/GraphicsImpl.h" #include "../../Graphics/ShaderVariation.h" #include "../../Graphics/VertexBuffer.h" #include "../../Graphics/VertexDeclaration.h" #include "../../IO/Log.h" #include "../../DebugNew.h" namespace Urho3D { VertexDeclaration::VertexDeclaration(Graphics* graphics, ShaderVariation* vertexShader, VertexBuffer** vertexBuffers, unsigned* elementMasks) : inputLayout_(0) { PODVector elementDescs; unsigned vbElementMask = 0; for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i) { if (vertexBuffers[i] && elementMasks[i]) { for (unsigned j = 0; j < MAX_VERTEX_ELEMENTS; ++j) { if (elementMasks[i] & (1 << j)) { D3D11_INPUT_ELEMENT_DESC newDesc; newDesc.SemanticName = VertexBuffer::elementSemantics[j]; newDesc.SemanticIndex = VertexBuffer::elementSemanticIndices[j]; newDesc.Format = (DXGI_FORMAT)VertexBuffer::elementFormats[j]; newDesc.InputSlot = (unsigned)i; newDesc.AlignedByteOffset = vertexBuffers[i]->GetElementOffset((VertexElement)j); newDesc.InputSlotClass = (j >= ELEMENT_INSTANCEMATRIX1 && j <= ELEMENT_INSTANCEMATRIX3) ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA; newDesc.InstanceDataStepRate = (j >= ELEMENT_INSTANCEMATRIX1 && j <= ELEMENT_INSTANCEMATRIX3) ? 1 : 0; elementDescs.Push(newDesc); vbElementMask |= 1 << j; } } } } if (elementDescs.Empty()) return; ID3D11InputLayout* d3dInputLayout = 0; const PODVector& byteCode = vertexShader->GetByteCode(); graphics->GetImpl()->GetDevice()->CreateInputLayout(&elementDescs[0], (unsigned)elementDescs.Size(), &byteCode[0], byteCode.Size(), &d3dInputLayout); if (d3dInputLayout) inputLayout_ = d3dInputLayout; else LOGERRORF("Failed to create input layout for shader %s, missing element mask %d", vertexShader->GetFullName().CString(), vertexShader->GetElementMask() & ~vbElementMask); } VertexDeclaration::~VertexDeclaration() { if (inputLayout_) { ((ID3D11InputLayout*)inputLayout_)->Release(); inputLayout_ = 0; } } }