[d3d11] Compute vertex extent in CreateInputLayout

This commit is contained in:
Philip Rebohle 2022-08-07 16:47:52 +02:00
parent 64169316e6
commit 6bcb0a0d61
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GPG Key ID: C8CC613427A31C99
1 changed files with 26 additions and 59 deletions

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