| // 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 "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; |
| } |
| } |
| |
| 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; |
| } |
| |
| } |
| } |