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- //
- // Copyright (c) 2008-2020 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/ShaderVariation.h"
- #include "../../Graphics/VertexBuffer.h"
- #include "../../Graphics/VertexDeclaration.h"
- #include "../../IO/Log.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::VertexDeclaration(Graphics* graphics, ShaderVariation* vertexShader, VertexBuffer** vertexBuffers) :
- inputLayout_(nullptr)
- {
- PODVector<D3D11_INPUT_ELEMENT_DESC> elementDescs;
- unsigned prevBufferDescs = 0;
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- if (!vertexBuffers[i])
- continue;
- const PODVector<VertexElement>& srcElements = vertexBuffers[i]->GetElements();
- bool isExisting = false;
- for (unsigned j = 0; j < srcElements.Size(); ++j)
- {
- const VertexElement& srcElement = srcElements[j];
- const char* semanticName = ShaderVariation::elementSemanticNames[srcElement.semantic_];
- // Override existing element if necessary
- for (unsigned k = 0; k < prevBufferDescs; ++k)
- {
- if (elementDescs[k].SemanticName == semanticName && elementDescs[k].SemanticIndex == srcElement.index_)
- {
- isExisting = true;
- elementDescs[k].InputSlot = i;
- elementDescs[k].AlignedByteOffset = 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 = 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 PODVector<unsigned char>& byteCode = vertexShader->GetByteCode();
- HRESULT hr = graphics->GetImpl()->GetDevice()->CreateInputLayout(&elementDescs[0], (UINT)elementDescs.Size(), &byteCode[0],
- 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::~VertexDeclaration()
- {
- URHO3D_SAFE_RELEASE(inputLayout_);
- }
- }
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