mirror of
https://github.com/encounter/dawn-cmake.git
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85 lines
3.1 KiB
C++
85 lines
3.1 KiB
C++
// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "InputStateD3D12.h"
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namespace backend {
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namespace d3d12 {
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static DXGI_FORMAT VertexFormatType(nxt::VertexFormat format) {
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switch (format) {
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case nxt::VertexFormat::FloatR32G32B32A32:
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return DXGI_FORMAT_R32G32B32A32_FLOAT;
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case nxt::VertexFormat::FloatR32G32B32:
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return DXGI_FORMAT_R32G32B32_FLOAT;
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case nxt::VertexFormat::FloatR32G32:
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return DXGI_FORMAT_R32G32_FLOAT;
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case nxt::VertexFormat::FloatR32:
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return DXGI_FORMAT_R32_FLOAT;
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}
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}
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static D3D12_INPUT_CLASSIFICATION InputStepModeFunction(nxt::InputStepMode mode) {
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switch (mode) {
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case nxt::InputStepMode::Vertex:
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return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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case nxt::InputStepMode::Instance:
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return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
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}
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}
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InputState::InputState(Device* device, InputStateBuilder* builder)
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: InputStateBase(builder), device(device) {
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const auto& attributesSetMask = GetAttributesSetMask();
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size_t count = 0;
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for (size_t i = 0; i < attributesSetMask.size(); ++i) {
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if (!attributesSetMask[i]) {
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continue;
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}
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D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = inputElementDescriptors[count++];
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const AttributeInfo& attribute = GetAttribute(i);
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// If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the SemanticIndex N
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inputElementDescriptor.SemanticName = "TEXCOORD";
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inputElementDescriptor.SemanticIndex = i;
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inputElementDescriptor.Format = VertexFormatType(attribute.format);
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inputElementDescriptor.InputSlot = attribute.bindingSlot;
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const InputInfo& input = GetInput(attribute.bindingSlot);
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inputElementDescriptor.AlignedByteOffset = attribute.offset;
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inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode);
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if (inputElementDescriptor.InputSlotClass == D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) {
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inputElementDescriptor.InstanceDataStepRate = 0;
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} else {
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inputElementDescriptor.InstanceDataStepRate = 1;
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}
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}
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inputLayoutDescriptor.pInputElementDescs = inputElementDescriptors;
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inputLayoutDescriptor.NumElements = count;
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}
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const D3D12_INPUT_LAYOUT_DESC& InputState::GetD3D12InputLayoutDescriptor() const {
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return inputLayoutDescriptor;
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}
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}
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}
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