#include "d3d9_vertex_declaration.h" #include "d3d9_util.h" #include #include namespace dxvk { D3D9VertexDecl::D3D9VertexDecl( D3D9DeviceEx* pDevice, DWORD FVF) : D3D9VertexDeclBase(pDevice) { this->SetFVF(FVF); this->Classify(); } D3D9VertexDecl::D3D9VertexDecl( D3D9DeviceEx* pDevice, const D3DVERTEXELEMENT9* pVertexElements, uint32_t DeclCount) : D3D9VertexDeclBase( pDevice ) , m_elements ( pVertexElements, pVertexElements + DeclCount ) , m_fvf ( this->MapD3D9VertexElementsToFvf() ) { this->Classify(); } HRESULT STDMETHODCALLTYPE D3D9VertexDecl::QueryInterface( REFIID riid, void** ppvObject) { if (ppvObject == nullptr) return E_POINTER; *ppvObject = nullptr; if (riid == __uuidof(IUnknown) || riid == __uuidof(IDirect3DVertexDeclaration9)) { *ppvObject = ref(this); return S_OK; } Logger::warn("D3D9VertexDecl::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } HRESULT STDMETHODCALLTYPE D3D9VertexDecl::GetDeclaration( D3DVERTEXELEMENT9* pElement, UINT* pNumElements) { if (pNumElements == nullptr) return D3DERR_INVALIDCALL; *pNumElements = UINT(m_elements.size()) + 1u; // Account for D3DDECL_END if (pElement == nullptr) return D3D_OK; // The native runtime ignores pNumElements here... std::copy(m_elements.begin(), m_elements.end(), pElement); pElement[m_elements.size()] = D3DDECL_END(); return D3D_OK; } void D3D9VertexDecl::SetFVF(DWORD FVF) { m_fvf = FVF; std::array elements; uint32_t elemCount = 0; uint32_t texCount = 0; uint32_t betas = 0; uint8_t betaIdx = 0xFF; switch (FVF & D3DFVF_POSITION_MASK) { case D3DFVF_XYZ: case D3DFVF_XYZB1: case D3DFVF_XYZB2: case D3DFVF_XYZB3: case D3DFVF_XYZB4: case D3DFVF_XYZB5: elements[elemCount].Type = D3DDECLTYPE_FLOAT3; elements[elemCount].Usage = D3DDECLUSAGE_POSITION; elements[elemCount].UsageIndex = 0; elemCount++; if ((FVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) break; betas = (((FVF & D3DFVF_XYZB5) - D3DFVF_XYZB1) >> 1) + 1; if (FVF & D3DFVF_LASTBETA_D3DCOLOR) betaIdx = D3DDECLTYPE_D3DCOLOR; else if (FVF & D3DFVF_LASTBETA_UBYTE4) betaIdx = D3DDECLTYPE_UBYTE4; else if ((FVF & D3DFVF_XYZB5) == D3DFVF_XYZB5) betaIdx = D3DDECLTYPE_FLOAT1; if (betaIdx != 0xFF) betas--; if (betas > 0) { switch (betas) { case 1: elements[elemCount].Type = D3DDECLTYPE_FLOAT1; break; case 2: elements[elemCount].Type = D3DDECLTYPE_FLOAT2; break; case 3: elements[elemCount].Type = D3DDECLTYPE_FLOAT3; break; case 4: elements[elemCount].Type = D3DDECLTYPE_FLOAT4; break; default: break; } elements[elemCount].Usage = D3DDECLUSAGE_BLENDWEIGHT; elements[elemCount].UsageIndex = 0; elemCount++; } if (betaIdx != 0xFF) { elements[elemCount].Type = betaIdx; elements[elemCount].Usage = D3DDECLUSAGE_BLENDINDICES; elements[elemCount].UsageIndex = 0; elemCount++; } break; case D3DFVF_XYZW: case D3DFVF_XYZRHW: elements[elemCount].Type = D3DDECLTYPE_FLOAT4; elements[elemCount].Usage = ((FVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZW) ? D3DDECLUSAGE_POSITION : D3DDECLUSAGE_POSITIONT; elements[elemCount].UsageIndex = 0; elemCount++; break; default: break; } if (FVF & D3DFVF_NORMAL) { elements[elemCount].Type = D3DDECLTYPE_FLOAT3; elements[elemCount].Usage = D3DDECLUSAGE_NORMAL; elements[elemCount].UsageIndex = 0; elemCount++; } if (FVF & D3DFVF_PSIZE) { elements[elemCount].Type = D3DDECLTYPE_FLOAT1; elements[elemCount].Usage = D3DDECLUSAGE_PSIZE; elements[elemCount].UsageIndex = 0; elemCount++; } if (FVF & D3DFVF_DIFFUSE) { elements[elemCount].Type = D3DDECLTYPE_D3DCOLOR; elements[elemCount].Usage = D3DDECLUSAGE_COLOR; elements[elemCount].UsageIndex = 0; elemCount++; } if (FVF & D3DFVF_SPECULAR) { elements[elemCount].Type = D3DDECLTYPE_D3DCOLOR; elements[elemCount].Usage = D3DDECLUSAGE_COLOR; elements[elemCount].UsageIndex = 1; elemCount++; } texCount = (FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT; texCount = std::min(texCount, 8u); for (uint32_t i = 0; i < texCount; i++) { switch ((FVF >> (16 + i * 2)) & 0x3) { case D3DFVF_TEXTUREFORMAT1: elements[elemCount].Type = D3DDECLTYPE_FLOAT1; break; case D3DFVF_TEXTUREFORMAT2: elements[elemCount].Type = D3DDECLTYPE_FLOAT2; break; case D3DFVF_TEXTUREFORMAT3: elements[elemCount].Type = D3DDECLTYPE_FLOAT3; break; case D3DFVF_TEXTUREFORMAT4: elements[elemCount].Type = D3DDECLTYPE_FLOAT4; break; default: break; } elements[elemCount].Usage = D3DDECLUSAGE_TEXCOORD; elements[elemCount].UsageIndex = i; elemCount++; } for (uint32_t i = 0; i < elemCount; i++) { elements[i].Stream = 0; elements[i].Offset = (i == 0) ? 0 : (elements[i - 1].Offset + GetDecltypeSize(D3DDECLTYPE(elements[i - 1].Type))); elements[i].Method = D3DDECLMETHOD_DEFAULT; } m_elements.resize(elemCount); std::copy(elements.begin(), elements.begin() + elemCount, m_elements.data()); } DWORD D3D9VertexDecl::MapD3DDeclToFvf( const D3DVERTEXELEMENT9& element, DWORD fvf, DWORD& texCountPostUpdate) { // Mapping between a Direct3D Declaration and FVF Codes (Direct3D 9) // This table maps members of a D3DVERTEXELEMENT9 declaration to a FVF code. // // Data type Usage Usage index FVF // ---------------------------------------------------------------------------------------- // D3DDECLTYPE_FLOAT3 D3DDECLUSAGE_POSITION 0 D3DFVF_XYZ // D3DDECLTYPE_FLOAT4 D3DDECLUSAGE_POSITIONT 0 D3DFVF_XYZRHW // D3DDECLTYPE_FLOATn D3DDECLUSAGE_BLENDWEIGHT 0 D3DFVF_XYZBn // D3DDECLTYPE_UBYTE4 D3DDECLUSAGE_BLENDINDICES 0 D3DFVF_XYZB(nWeights + 1) // D3DDECLTYPE_FLOAT3 D3DDECLUSAGE_NORMAL 0 D3DFVF_NORMAL // D3DDECLTYPE_FLOAT1 D3DDECLUSAGE_PSIZE 0 D3DFVF_PSIZE // D3DDECLTYPE_D3DCOLOR D3DDECLUSAGE_COLOR 0 D3DFVF_DIFFUSE // D3DDECLTYPE_D3DCOLOR D3DDECLUSAGE_COLOR 1 D3DFVF_SPECULAR // D3DDECLTYPE_FLOATm D3DDECLUSAGE_TEXCOORD n D3DFVF_TEXCOORDSIZEm(n) // D3DDECLTYPE_FLOAT3 D3DDECLUSAGE_POSITION 1 N / A // D3DDECLTYPE_FLOAT3 D3DDECLUSAGE_NORMAL 1 N / A if (element.Usage == D3DDECLUSAGE_POSITION && element.Type == D3DDECLTYPE_FLOAT3 && element.UsageIndex == 0) return D3DFVF_XYZ; if (element.Usage == D3DDECLUSAGE_POSITIONT && element.Type == D3DDECLTYPE_FLOAT4 && element.UsageIndex == 0) return D3DFVF_XYZRHW; if (element.Usage == D3DDECLUSAGE_BLENDWEIGHT && element.UsageIndex == 0) { DWORD fvfRet = MapD3DDeclTypeFloatToFvfXYZBn(element.Type); if (likely(fvfRet != 0)) return fvfRet; else { return 0; } } if (element.Usage == D3DDECLUSAGE_BLENDINDICES && element.Type == D3DDECLTYPE_UBYTE4 && element.UsageIndex == 0) return D3DFVF_XYZB1; if (element.Usage == D3DDECLUSAGE_NORMAL && element.Type == D3DDECLTYPE_FLOAT3 && element.UsageIndex == 0) return D3DFVF_NORMAL; if (element.Usage == D3DDECLUSAGE_PSIZE && element.Type == D3DDECLTYPE_FLOAT1 && element.UsageIndex == 0) return D3DFVF_PSIZE; if (element.Usage == D3DDECLUSAGE_COLOR && element.Type == D3DDECLTYPE_D3DCOLOR) { switch (element.UsageIndex) { case 0: return D3DFVF_DIFFUSE; case 1: return D3DFVF_SPECULAR; default: return 0; } } if (element.Usage == D3DDECLUSAGE_TEXCOORD && element.UsageIndex < 8) { DWORD retFvf = 0; if (likely(MapD3DDeclUsageTexCoordToFvfTexCoordSize(element, fvf, retFvf, texCountPostUpdate))) return retFvf; else { return 0; } } return 0; } DWORD D3D9VertexDecl::MapD3DDeclTypeFloatToFvfXYZBn(BYTE type) { switch (type) { case D3DDECLTYPE_FLOAT1: return D3DFVF_XYZB1; case D3DDECLTYPE_FLOAT2: return D3DFVF_XYZB2; case D3DDECLTYPE_FLOAT3: return D3DFVF_XYZB3; case D3DDECLTYPE_FLOAT4: return D3DFVF_XYZB4; default: return 0; } } bool D3D9VertexDecl::MapD3DDeclUsageTexCoordToFvfTexCoordSize( const D3DVERTEXELEMENT9& element, DWORD fvf, DWORD& outFvf, DWORD& texCountPostUpdate) { // Check if bits of format for current UsageIndex are free in the fvf // It is necessary to skip multiple initializations of the bitfield because // returned value is bitwise or-ed to final fvf DWORD. // The D3DFVF_TEXCOORDSIZE1 is used below because it covers all formats bits. if ((D3DFVF_TEXCOORDSIZE1(element.UsageIndex) & fvf) != 0) return false; // Update max texture's index in fvf DWORD currentTexCount = element.UsageIndex + 1; bool retStatus = true; if (texCountPostUpdate < currentTexCount) texCountPostUpdate = currentTexCount; if (element.Type == D3DDECLTYPE_FLOAT1) outFvf = D3DFVF_TEXCOORDSIZE1(element.UsageIndex); else if (element.Type == D3DDECLTYPE_FLOAT2) outFvf = D3DFVF_TEXCOORDSIZE2(element.UsageIndex); else if (element.Type == D3DDECLTYPE_FLOAT3) outFvf = D3DFVF_TEXCOORDSIZE3(element.UsageIndex); else if (element.Type == D3DDECLTYPE_FLOAT4) outFvf = D3DFVF_TEXCOORDSIZE4(element.UsageIndex); else retStatus = false; return retStatus; } DWORD D3D9VertexDecl::MapD3D9VertexElementsToFvf() { DWORD fvf = 0; DWORD texCountPostUpdate = 0; for (const auto& element : m_elements) fvf |= MapD3DDeclToFvf(element, fvf, texCountPostUpdate); fvf |= (texCountPostUpdate << 8); return fvf; } void D3D9VertexDecl::Classify() { for (const auto& element : m_elements) { if (element.Stream == 0 && element.Type != D3DDECLTYPE_UNUSED) m_size = std::max(m_size, element.Offset + GetDecltypeSize(D3DDECLTYPE(element.Type))); if (element.Usage == D3DDECLUSAGE_COLOR && element.UsageIndex == 0) m_flags.set(D3D9VertexDeclFlag::HasColor0); else if (element.Usage == D3DDECLUSAGE_COLOR && element.UsageIndex == 1) m_flags.set(D3D9VertexDeclFlag::HasColor1); else if (element.Usage == D3DDECLUSAGE_POSITIONT) m_flags.set(D3D9VertexDeclFlag::HasPositionT); else if (element.Usage == D3DDECLUSAGE_PSIZE) m_flags.set(D3D9VertexDeclFlag::HasPointSize); else if (element.Usage == D3DDECLUSAGE_FOG) m_flags.set(D3D9VertexDeclFlag::HasFog); else if (element.Usage == D3DDECLUSAGE_BLENDWEIGHT) m_flags.set(D3D9VertexDeclFlag::HasBlendWeight); else if (element.Usage == D3DDECLUSAGE_BLENDINDICES) m_flags.set(D3D9VertexDeclFlag::HasBlendIndices); if (element.Usage == D3DDECLUSAGE_TEXCOORD) m_texcoordMask |= GetDecltypeCount(D3DDECLTYPE(element.Type)) << (element.UsageIndex * 3); } } }