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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include "../../Precompiled.h"
- #include "../../Graphics/Graphics.h"
- #include "../../GraphicsAPI/Direct3D11/D3D11GraphicsImpl.h"
- #include "../../GraphicsAPI/ShaderVariation.h"
- #include "../../GraphicsAPI/VertexBuffer.h"
- #include "../../IO/Log.h"
- #include "D3D11VertexDeclaration.h"
- #include "../../DebugNew.h"
- namespace Urho3D
- {
- static const DXGI_FORMAT d3dElementFormats[] =
- {
- DXGI_FORMAT_R32_SINT,
- DXGI_FORMAT_R32_FLOAT,
- DXGI_FORMAT_R32G32_FLOAT,
- DXGI_FORMAT_R32G32B32_FLOAT,
- DXGI_FORMAT_R32G32B32A32_FLOAT,
- DXGI_FORMAT_R8G8B8A8_UINT,
- DXGI_FORMAT_R8G8B8A8_UNORM
- };
- VertexDeclaration_D3D11::VertexDeclaration_D3D11(Graphics* graphics, ShaderVariation* vertexShader, VertexBuffer** vertexBuffers) :
- inputLayout_(nullptr)
- {
- Vector<D3D11_INPUT_ELEMENT_DESC> elementDescs;
- i32 prevBufferDescs = 0;
- for (i32 i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- if (!vertexBuffers[i])
- continue;
- const Vector<VertexElement>& srcElements = vertexBuffers[i]->GetElements();
- bool isExisting = false;
- for (const VertexElement& srcElement : srcElements)
- {
- const char* semanticName = ShaderVariation::elementSemanticNames_D3D11[srcElement.semantic_];
- // Override existing element if necessary
- for (i32 k = 0; k < prevBufferDescs; ++k)
- {
- if (elementDescs[k].SemanticName == semanticName && elementDescs[k].SemanticIndex == srcElement.index_)
- {
- isExisting = true;
- elementDescs[k].InputSlot = (UINT)i;
- elementDescs[k].AlignedByteOffset = (UINT)srcElement.offset_;
- elementDescs[k].InputSlotClass = srcElement.perInstance_ ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
- elementDescs[k].InstanceDataStepRate = srcElement.perInstance_ ? 1 : 0;
- break;
- }
- }
- if (isExisting)
- continue;
- D3D11_INPUT_ELEMENT_DESC newDesc;
- newDesc.SemanticName = semanticName;
- newDesc.SemanticIndex = srcElement.index_;
- newDesc.Format = d3dElementFormats[srcElement.type_];
- newDesc.InputSlot = (UINT)i;
- newDesc.AlignedByteOffset = (UINT)srcElement.offset_;
- newDesc.InputSlotClass = srcElement.perInstance_ ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
- newDesc.InstanceDataStepRate = srcElement.perInstance_ ? 1 : 0;
- elementDescs.Push(newDesc);
- }
- prevBufferDescs = elementDescs.Size();
- }
- if (elementDescs.Empty())
- return;
- const Vector<u8>& byteCode = vertexShader->GetByteCode();
- HRESULT hr = graphics->GetImpl_D3D11()->GetDevice()->CreateInputLayout(&elementDescs[0], (UINT)elementDescs.Size(), &byteCode[0],
- (SIZE_T)byteCode.Size(), (ID3D11InputLayout**)&inputLayout_);
- if (FAILED(hr))
- {
- URHO3D_SAFE_RELEASE(inputLayout_);
- URHO3D_LOGERRORF("Failed to create input layout for shader %s due to missing vertex element(s) (HRESULT %x)",
- vertexShader->GetFullName().CString(), (unsigned)hr);
- }
- }
- VertexDeclaration_D3D11::~VertexDeclaration_D3D11()
- {
- URHO3D_SAFE_RELEASE(inputLayout_);
- }
- }
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