// Copyright 2017 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "backend/d3d12/InputStateD3D12.h" #include "common/BitSetIterator.h" namespace backend { namespace d3d12 { static DXGI_FORMAT VertexFormatType(dawn::VertexFormat format) { switch (format) { case dawn::VertexFormat::FloatR32G32B32A32: return DXGI_FORMAT_R32G32B32A32_FLOAT; case dawn::VertexFormat::FloatR32G32B32: return DXGI_FORMAT_R32G32B32_FLOAT; case dawn::VertexFormat::FloatR32G32: return DXGI_FORMAT_R32G32_FLOAT; case dawn::VertexFormat::FloatR32: return DXGI_FORMAT_R32_FLOAT; case dawn::VertexFormat::IntR32G32B32A32: return DXGI_FORMAT_R32G32B32A32_SINT; case dawn::VertexFormat::IntR32G32B32: return DXGI_FORMAT_R32G32B32_SINT; case dawn::VertexFormat::IntR32G32: return DXGI_FORMAT_R32G32_SINT; case dawn::VertexFormat::IntR32: return DXGI_FORMAT_R32_SINT; case dawn::VertexFormat::UshortR16G16B16A16: return DXGI_FORMAT_R16G16B16A16_UINT; case dawn::VertexFormat::UshortR16G16: return DXGI_FORMAT_R16G16_UINT; case dawn::VertexFormat::UnormR8G8B8A8: return DXGI_FORMAT_R8G8B8A8_UNORM; case dawn::VertexFormat::UnormR8G8: return DXGI_FORMAT_R8G8_UNORM; default: UNREACHABLE(); } } static D3D12_INPUT_CLASSIFICATION InputStepModeFunction(dawn::InputStepMode mode) { switch (mode) { case dawn::InputStepMode::Vertex: return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; case dawn::InputStepMode::Instance: return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA; default: UNREACHABLE(); } } InputState::InputState(Device* device, InputStateBuilder* builder) : InputStateBase(builder), mDevice(device) { const auto& attributesSetMask = GetAttributesSetMask(); unsigned int count = 0; for (auto i : IterateBitSet(attributesSetMask)) { if (!attributesSetMask[i]) { continue; } D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = mInputElementDescriptors[count++]; const AttributeInfo& attribute = GetAttribute(i); // If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the // SemanticIndex N inputElementDescriptor.SemanticName = "TEXCOORD"; inputElementDescriptor.SemanticIndex = static_cast(i); inputElementDescriptor.Format = VertexFormatType(attribute.format); inputElementDescriptor.InputSlot = attribute.bindingSlot; const InputInfo& input = GetInput(attribute.bindingSlot); inputElementDescriptor.AlignedByteOffset = attribute.offset; inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode); if (inputElementDescriptor.InputSlotClass == D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) { inputElementDescriptor.InstanceDataStepRate = 0; } else { inputElementDescriptor.InstanceDataStepRate = 1; } } mInputLayoutDescriptor.pInputElementDescs = mInputElementDescriptors; mInputLayoutDescriptor.NumElements = count; } const D3D12_INPUT_LAYOUT_DESC& InputState::GetD3D12InputLayoutDescriptor() const { return mInputLayoutDescriptor; } }} // namespace backend::d3d12