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[d3d11] Compute vertex extent in CreateInputLayout
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@ -603,29 +603,23 @@ namespace dxvk {
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uint32_t attrMask = 0;
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uint32_t bindMask = 0;
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uint32_t bindingsDefined = 0;
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std::array<DxvkVertexAttribute, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT> attrList;
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std::array<DxvkVertexBinding, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT> bindList;
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std::array<DxvkVertexAttribute, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT> attrList = { };
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std::array<DxvkVertexBinding, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT> bindList = { };
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for (uint32_t i = 0; i < NumElements; i++) {
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const DxbcSgnEntry* entry = inputSignature->find(
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pInputElementDescs[i].SemanticName,
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pInputElementDescs[i].SemanticIndex, 0);
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if (entry == nullptr) {
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Logger::debug(str::format(
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"D3D11Device: No such vertex shader semantic: ",
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pInputElementDescs[i].SemanticName,
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pInputElementDescs[i].SemanticIndex));
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}
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// Create vertex input attribute description
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DxvkVertexAttribute attrib;
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attrib.location = entry != nullptr ? entry->registerId : 0;
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attrib.binding = pInputElementDescs[i].InputSlot;
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attrib.format = LookupFormat(pInputElementDescs[i].Format, DXGI_VK_FORMAT_MODE_COLOR).Format;
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attrib.offset = pInputElementDescs[i].AlignedByteOffset;
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// The application may choose to let the implementation
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// generate the exact vertex layout. In that case we'll
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// pack attributes on the same binding in the order they
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@ -635,10 +629,10 @@ namespace dxvk {
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if (attrib.offset == D3D11_APPEND_ALIGNED_ELEMENT) {
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attrib.offset = 0;
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for (uint32_t j = 1; j <= i; j++) {
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const DxvkVertexAttribute& prev = attrList.at(i - j);
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if (prev.binding == attrib.binding) {
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attrib.offset = align(prev.offset + lookupFormatInfo(prev.format)->elementSize, alignment);
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break;
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@ -648,7 +642,7 @@ namespace dxvk {
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return E_INVALIDARG;
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attrList.at(i) = attrib;
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// Create vertex input binding description. The
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// stride is dynamic state in D3D11 and will be
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// set by D3D11DeviceContext::IASetVertexBuffers.
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@ -657,30 +651,22 @@ namespace dxvk {
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binding.fetchRate = pInputElementDescs[i].InstanceDataStepRate;
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binding.inputRate = pInputElementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA
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? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX;
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binding.extent = entry ? uint32_t(attrib.offset + formatInfo->elementSize) : 0u;
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// Check if the binding was already defined. If so, the
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// parameters must be identical (namely, the input rate).
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bool bindingDefined = false;
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for (uint32_t j = 0; j < i; j++) {
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uint32_t bindingId = attrList.at(j).binding;
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if (bindingsDefined & (1u << binding.binding)) {
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if (bindList.at(binding.binding).inputRate != binding.inputRate)
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return E_INVALIDARG;
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if (binding.binding == bindingId) {
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bindingDefined = true;
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if (binding.inputRate != bindList.at(bindingId).inputRate) {
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Logger::err(str::format(
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"D3D11Device: Conflicting input rate for binding ",
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binding.binding));
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return E_INVALIDARG;
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}
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}
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bindList.at(binding.binding).extent = std::max(
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bindList.at(binding.binding).extent, binding.extent);
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} else {
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bindList.at(binding.binding) = binding;
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bindingsDefined |= 1u << binding.binding;
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}
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if (!bindingDefined)
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bindList.at(binding.binding) = binding;
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if (entry != nullptr) {
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if (entry) {
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attrMask |= 1u << i;
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bindMask |= 1u << binding.binding;
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}
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@ -691,32 +677,13 @@ namespace dxvk {
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uint32_t attrCount = CompactSparseList(attrList.data(), attrMask);
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uint32_t bindCount = CompactSparseList(bindList.data(), bindMask);
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// Check if there are any semantics defined in the
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// shader that are not included in the current input
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// layout.
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for (auto i = inputSignature->begin(); i != inputSignature->end(); i++) {
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bool found = i->systemValue != DxbcSystemValue::None;
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for (uint32_t j = 0; j < attrCount && !found; j++)
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found = attrList.at(j).location == i->registerId;
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if (!found) {
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Logger::warn(str::format(
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"D3D11Device: Vertex input '",
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i->semanticName, i->semanticIndex,
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"' not defined by input layout"));
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}
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}
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// Create the actual input layout object
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// if the application requests it.
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if (ppInputLayout != nullptr) {
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*ppInputLayout = ref(
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new D3D11InputLayout(this,
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attrCount, attrList.data(),
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bindCount, bindList.data()));
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}
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if (!ppInputLayout)
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return S_FALSE;
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*ppInputLayout = ref(
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new D3D11InputLayout(this,
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attrCount, attrList.data(),
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bindCount, bindList.data()));
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return S_OK;
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} catch (const DxvkError& e) {
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Logger::err(e.message());
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