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- //
- // 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 "../../Precompiled.h"
- #include "../../Graphics/Graphics.h"
- #include "../../Graphics/GraphicsImpl.h"
- #include "../../Graphics/VertexBuffer.h"
- #include "../../Graphics/VertexDeclaration.h"
- #include "../../IO/Log.h"
- #include "../../DebugNew.h"
- namespace Atomic
- {
- VertexDeclaration::VertexDeclaration(Graphics* graphics, ShaderVariation* vertexShader, VertexBuffer** vertexBuffers,
- unsigned* elementMasks) :
- inputLayout_(0)
- {
- PODVector<D3D11_INPUT_ELEMENT_DESC> 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 = (UINT)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<unsigned char>& byteCode = vertexShader->GetByteCode();
- graphics->GetImpl()->GetDevice()->CreateInputLayout(&elementDescs[0], (UINT)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;
- }
- }
- }
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