// Copyright 2017 The NXT 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" namespace backend { namespace d3d12 { static DXGI_FORMAT VertexFormatType(nxt::VertexFormat format) { switch (format) { case nxt::VertexFormat::FloatR32G32B32A32: return DXGI_FORMAT_R32G32B32A32_FLOAT; case nxt::VertexFormat::FloatR32G32B32: return DXGI_FORMAT_R32G32B32_FLOAT; case nxt::VertexFormat::FloatR32G32: return DXGI_FORMAT_R32G32_FLOAT; case nxt::VertexFormat::FloatR32: return DXGI_FORMAT_R32_FLOAT; } } static D3D12_INPUT_CLASSIFICATION InputStepModeFunction(nxt::InputStepMode mode) { switch (mode) { case nxt::InputStepMode::Vertex: return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; case nxt::InputStepMode::Instance: return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA; } } InputState::InputState(Device* device, InputStateBuilder* builder) : InputStateBase(builder), device(device) { const auto& attributesSetMask = GetAttributesSetMask(); size_t count = 0; for (size_t i = 0; i < attributesSetMask.size(); ++i) { if (!attributesSetMask[i]) { continue; } D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = inputElementDescriptors[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 = 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; } } inputLayoutDescriptor.pInputElementDescs = inputElementDescriptors; inputLayoutDescriptor.NumElements = count; } const D3D12_INPUT_LAYOUT_DESC& InputState::GetD3D12InputLayoutDescriptor() const { return inputLayoutDescriptor; } } }