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path: root/materialsystem/shaderapidx9/inputlayoutdx10.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//
//===========================================================================//

#include <d3d10.h>
#undef GetCommandLine

#include "inputlayoutdx10.h"
#include "materialsystem/imesh.h"
#include "shaderdevicedx10.h"

// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"


//-----------------------------------------------------------------------------
// Standard input layouts
//-----------------------------------------------------------------------------
static const DXGI_FORMAT s_pSizeLookup[] =
{
	DXGI_FORMAT_UNKNOWN,			// Should be unused... 
	DXGI_FORMAT_R32_FLOAT,			// D3DDECLTYPE_FLOAT1
	DXGI_FORMAT_R32G32_FLOAT,		// D3DDECLTYPE_FLOAT2,
	DXGI_FORMAT_R32G32B32_FLOAT,	// D3DDECLTYPE_FLOAT3,
	DXGI_FORMAT_R32G32B32A32_FLOAT,	// D3DDECLTYPE_FLOAT4
};

struct FieldInfo_t
{
	const char *m_pSemanticString;
	unsigned int m_nSemanticIndex;
	uint64 m_nFormatMask;
	int m_nFieldSize;
};

static FieldInfo_t s_pFieldInfo[] =
{
	{ "POSITION",		0, VERTEX_POSITION,				sizeof( float ) * 3 },
	{ "BLENDWEIGHT",	0, VERTEX_BONE_WEIGHT_MASK,		0 },
	{ "BLENDINDICES",	0, VERTEX_BONE_INDEX,			4 },
	{ "NORMAL",			0, VERTEX_NORMAL,				sizeof( float ) * 3 },
	{ "COLOR",			0, VERTEX_COLOR,				4 },
	{ "SPECULAR",		0, VERTEX_SPECULAR,				4 },
	{ "TEXCOORD",		0, VERTEX_TEXCOORD_MASK(0),		0 },
	{ "TEXCOORD",		1, VERTEX_TEXCOORD_MASK(1),		0 },
	{ "TEXCOORD",		2, VERTEX_TEXCOORD_MASK(2),		0 },
	{ "TEXCOORD",		3, VERTEX_TEXCOORD_MASK(3),		0 },
	{ "TEXCOORD",		4, VERTEX_TEXCOORD_MASK(4),		0 },
	{ "TEXCOORD",		5, VERTEX_TEXCOORD_MASK(5),		0 },
	{ "TEXCOORD",		6, VERTEX_TEXCOORD_MASK(6),		0 },
	{ "TEXCOORD",		7, VERTEX_TEXCOORD_MASK(7),		0 },
	{ "TANGENT",		0, VERTEX_TANGENT_S,			sizeof( float ) * 3 },
	{ "BINORMAL",		0, VERTEX_TANGENT_T,			sizeof( float ) * 3 },
	{ "USERDATA",		0, USER_DATA_SIZE_MASK,			0 },
	{ NULL, 0, 0 },
};

static D3D10_INPUT_ELEMENT_DESC s_pVertexDesc[] = 
{
	{ "POSITION",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,	0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "BLENDWEIGHT",	0,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "BLENDINDICES",	0,	DXGI_FORMAT_R8G8B8A8_UNORM,		0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "NORMAL",			0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "COLOR",			0,	DXGI_FORMAT_R8G8B8A8_UNORM,		0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "SPECULAR",		0,	DXGI_FORMAT_R8G8B8A8_UNORM,		0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "TEXCOORD",		0,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "TEXCOORD",		1,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "TEXCOORD",		2,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "TEXCOORD",		3,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "TEXCOORD",		4,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "TEXCOORD",		5,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "TEXCOORD",		6,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "TEXCOORD",		7,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "TANGENT",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "BINORMAL",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
	{ "USERDATA",		0,	DXGI_FORMAT_UNKNOWN,			0,  0, D3D10_INPUT_PER_VERTEX_DATA,	0 },
};

static D3D10_INPUT_ELEMENT_DESC s_pFallbackVertexDesc[] = 
{
	{ "POSITION",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	15,	  0, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "BLENDWEIGHT",	0,	DXGI_FORMAT_R32G32_FLOAT,		15,  12, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "BLENDINDICES",	0,	DXGI_FORMAT_R8G8B8A8_UNORM,		15,  20, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "NORMAL",			0,	DXGI_FORMAT_R32G32B32_FLOAT,	15,  24, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "COLOR",			0,	DXGI_FORMAT_R8G8B8A8_UNORM,		15,  36, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "SPECULAR",		0,	DXGI_FORMAT_R8G8B8A8_UNORM,		15,  40, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "TEXCOORD",		0,	DXGI_FORMAT_R32G32_FLOAT,		15,  44, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "TEXCOORD",		1,	DXGI_FORMAT_R32G32_FLOAT,		15,  52, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "TEXCOORD",		2,	DXGI_FORMAT_R32G32_FLOAT,		15,  60, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "TEXCOORD",		3,	DXGI_FORMAT_R32G32_FLOAT,		15,  68, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "TEXCOORD",		4,	DXGI_FORMAT_R32G32_FLOAT,		15,  76, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "TEXCOORD",		5,	DXGI_FORMAT_R32G32_FLOAT,		15,  84, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "TEXCOORD",		6,	DXGI_FORMAT_R32G32_FLOAT,		15,  92, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "TEXCOORD",		7,	DXGI_FORMAT_R32G32_FLOAT,		15, 100, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "TANGENT",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	15, 108, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "BINORMAL",		0,	DXGI_FORMAT_R32G32B32_FLOAT,	15, 120, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
	{ "USERDATA",		0,	DXGI_FORMAT_R32G32B32A32_FLOAT,	15, 132, D3D10_INPUT_PER_INSTANCE_DATA,	UINT_MAX },
};


//-----------------------------------------------------------------------------
// Computes the required input desc based on the vertex format
//-----------------------------------------------------------------------------
static void PrintInputDesc( int nCount, const D3D10_INPUT_ELEMENT_DESC *pDecl )
{
	for ( int i = 0; i < nCount; i++ )
	{
		Msg( "%s (%d): Stream: %d, Offset: %d, Instanced? %c\n",
			pDecl[i].SemanticName, 
			pDecl[i].SemanticIndex, 
			( int )pDecl[i].InputSlot, 
			( int )pDecl[i].AlignedByteOffset,
			pDecl[i].InputSlotClass == D3D10_INPUT_PER_VERTEX_DATA ? 'n' : 'y' 
			);
	}
}


//-----------------------------------------------------------------------------
// Checks to see if a shader requires a particular field
//-----------------------------------------------------------------------------
static bool CheckShaderSignatureExpectations( ID3D10ShaderReflection* pReflection, const char* pSemantic, unsigned int nSemanticIndex )
{
	D3D10_SHADER_DESC				shaderDesc;
	D3D10_SIGNATURE_PARAMETER_DESC	paramDesc;

	Assert( pSemantic );
	Assert( pReflection );

	pReflection->GetDesc( &shaderDesc );

	for ( unsigned int k=0; k < shaderDesc.InputParameters; k++ )
	{
		pReflection->GetInputParameterDesc( k, &paramDesc );
		if ( ( nSemanticIndex == paramDesc.SemanticIndex ) && !Q_stricmp( pSemantic, paramDesc.SemanticName ) )
			return true;
	}

	return false;
}


//-----------------------------------------------------------------------------
// Computes the required input desc based on the vertex format
//-----------------------------------------------------------------------------
static unsigned int ComputeInputDesc( VertexFormat_t fmt, D3D10_INPUT_ELEMENT_DESC *pDecl, ID3D10ShaderReflection* pReflection )
{
	unsigned int nCount = 0;
	int nOffset = 0;

	// Fix up the global table so we don't need special-case code
	int nBoneCount = NumBoneWeights( fmt );
	s_pFieldInfo[1].m_nFieldSize = sizeof( float ) * nBoneCount;
	s_pVertexDesc[1].Format = s_pSizeLookup[ nBoneCount ];

	int nUserDataSize = UserDataSize( fmt );
	s_pFieldInfo[16].m_nFieldSize = sizeof( float ) * nUserDataSize;
	s_pVertexDesc[16].Format = s_pSizeLookup[ nUserDataSize ];

	// NOTE: Fix s_pFieldInfo, s_pVertexDesc, s_pFallbackVertexDesc if you add more fields
	// As well as the fallback stream (stream #15)
	COMPILE_TIME_ASSERT( VERTEX_MAX_TEXTURE_COORDINATES == 8 );
	for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i )
	{
		int nTexCoordCount = TexCoordSize( i, fmt );
		s_pFieldInfo[6+i].m_nFieldSize = sizeof( float ) * nTexCoordCount;
		s_pVertexDesc[6+i].Format = s_pSizeLookup[ nTexCoordCount ];
	}

	// FIXME: Change this loop so CheckShaderSignatureExpectations is called once!
	for ( int i = 0; s_pFieldInfo[i].m_pSemanticString; ++i )
	{
		if ( fmt & s_pFieldInfo[i].m_nFormatMask )
		{
 			memcpy( &pDecl[nCount], &s_pVertexDesc[i], sizeof(D3D10_INPUT_ELEMENT_DESC) );
			pDecl[nCount].AlignedByteOffset = nOffset;
			nOffset += s_pFieldInfo[i].m_nFieldSize;
			++nCount;
		}
		else if ( CheckShaderSignatureExpectations( pReflection, s_pFieldInfo[i].m_pSemanticString,  s_pFieldInfo[i].m_nSemanticIndex ) )
		{
			memcpy( &pDecl[nCount], &s_pFallbackVertexDesc[i], sizeof(D3D10_INPUT_ELEMENT_DESC) );
			++nCount;
		}
	}

	// For debugging only...
//	PrintInputDesc( nCount, pDecl );

	return nCount;
}


//-----------------------------------------------------------------------------
// Gets the input layout associated with a vertex format
//-----------------------------------------------------------------------------
ID3D10InputLayout *CreateInputLayout( VertexFormat_t fmt, ID3D10ShaderReflection* pReflection, const void *pByteCode, size_t nByteCodeLen )
{
	D3D10_INPUT_ELEMENT_DESC pDecl[32];
	unsigned int nDeclCount = ComputeInputDesc( fmt, pDecl, pReflection );

	ID3D10InputLayout *pInputLayout;
	HRESULT hr = D3D10Device()->CreateInputLayout( pDecl, nDeclCount, pByteCode, nByteCodeLen, &pInputLayout );
	if ( FAILED( hr ) )
	{
		Warning( "CreateInputLayout::Unable to create input layout for format %llX!\n", fmt );
		return NULL;
	}
	return pInputLayout;
}