source-engine/materialsystem/shaderapidx9/vertexdecl.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

577 lines
19 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#undef PROTECTED_THINGS_ENABLE
#include "vertexdecl.h" // this includes <windows.h> inside the dx headers
#define PROTECTED_THINGS_ENABLE
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "shaderapidx8_global.h"
#include "tier0/dbg.h"
#include "utlrbtree.h"
#include "recording.h"
#include "tier1/strtools.h"
#include "tier0/vprof.h"
#include "materialsystem/imesh.h"
#include "shaderdevicedx8.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Computes the DX8 vertex specification
//-----------------------------------------------------------------------------
static const char *DeclTypeToString( BYTE type )
{
switch( type )
{
case D3DDECLTYPE_FLOAT1:
return "D3DDECLTYPE_FLOAT1";
case D3DDECLTYPE_FLOAT2:
return "D3DDECLTYPE_FLOAT2";
case D3DDECLTYPE_FLOAT3:
return "D3DDECLTYPE_FLOAT3";
case D3DDECLTYPE_FLOAT4:
return "D3DDECLTYPE_FLOAT4";
case D3DDECLTYPE_D3DCOLOR:
return "D3DDECLTYPE_D3DCOLOR";
case D3DDECLTYPE_UBYTE4:
return "D3DDECLTYPE_UBYTE4";
case D3DDECLTYPE_SHORT2:
return "D3DDECLTYPE_SHORT2";
case D3DDECLTYPE_SHORT4:
return "D3DDECLTYPE_SHORT4";
case D3DDECLTYPE_UBYTE4N:
return "D3DDECLTYPE_UBYTE4N";
case D3DDECLTYPE_SHORT2N:
return "D3DDECLTYPE_SHORT2N";
case D3DDECLTYPE_SHORT4N:
return "D3DDECLTYPE_SHORT4N";
case D3DDECLTYPE_USHORT2N:
return "D3DDECLTYPE_USHORT2N";
case D3DDECLTYPE_USHORT4N:
return "D3DDECLTYPE_USHORT4N";
case D3DDECLTYPE_UDEC3:
return "D3DDECLTYPE_UDEC3";
case D3DDECLTYPE_DEC3N:
return "D3DDECLTYPE_DEC3N";
case D3DDECLTYPE_FLOAT16_2:
return "D3DDECLTYPE_FLOAT16_2";
case D3DDECLTYPE_FLOAT16_4:
return "D3DDECLTYPE_FLOAT16_4";
default:
Assert( 0 );
return "ERROR";
}
}
static const char *DeclMethodToString( BYTE method )
{
switch( method )
{
case D3DDECLMETHOD_DEFAULT:
return "D3DDECLMETHOD_DEFAULT";
case D3DDECLMETHOD_PARTIALU:
return "D3DDECLMETHOD_PARTIALU";
case D3DDECLMETHOD_PARTIALV:
return "D3DDECLMETHOD_PARTIALV";
case D3DDECLMETHOD_CROSSUV:
return "D3DDECLMETHOD_CROSSUV";
case D3DDECLMETHOD_UV:
return "D3DDECLMETHOD_UV";
case D3DDECLMETHOD_LOOKUP:
return "D3DDECLMETHOD_LOOKUP";
case D3DDECLMETHOD_LOOKUPPRESAMPLED:
return "D3DDECLMETHOD_LOOKUPPRESAMPLED";
default:
Assert( 0 );
return "ERROR";
}
}
static const char *DeclUsageToString( BYTE usage )
{
switch( usage )
{
case D3DDECLUSAGE_POSITION:
return "D3DDECLUSAGE_POSITION";
case D3DDECLUSAGE_BLENDWEIGHT:
return "D3DDECLUSAGE_BLENDWEIGHT";
case D3DDECLUSAGE_BLENDINDICES:
return "D3DDECLUSAGE_BLENDINDICES";
case D3DDECLUSAGE_NORMAL:
return "D3DDECLUSAGE_NORMAL";
case D3DDECLUSAGE_PSIZE:
return "D3DDECLUSAGE_PSIZE";
case D3DDECLUSAGE_COLOR:
return "D3DDECLUSAGE_COLOR";
case D3DDECLUSAGE_TEXCOORD:
return "D3DDECLUSAGE_TEXCOORD";
case D3DDECLUSAGE_TANGENT:
return "D3DDECLUSAGE_TANGENT";
case D3DDECLUSAGE_BINORMAL:
return "D3DDECLUSAGE_BINORMAL";
case D3DDECLUSAGE_TESSFACTOR:
return "D3DDECLUSAGE_TESSFACTOR";
// case D3DDECLUSAGE_POSITIONTL:
// return "D3DDECLUSAGE_POSITIONTL";
default:
Assert( 0 );
return "ERROR";
}
}
static D3DDECLTYPE VertexElementToDeclType( VertexElement_t element, VertexCompressionType_t compressionType )
{
Detect_VertexElement_t_Changes( element );
if ( compressionType == VERTEX_COMPRESSION_ON )
{
// Compressed-vertex element sizes
switch ( element )
{
#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 )
case VERTEX_ELEMENT_NORMAL: return D3DDECLTYPE_SHORT2;
case VERTEX_ELEMENT_USERDATA4: return D3DDECLTYPE_SHORT2;
#else //( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 )
case VERTEX_ELEMENT_NORMAL: return D3DDECLTYPE_UBYTE4;
case VERTEX_ELEMENT_USERDATA4: return D3DDECLTYPE_UBYTE4;
#endif
case VERTEX_ELEMENT_BONEWEIGHTS1: return D3DDECLTYPE_SHORT2;
case VERTEX_ELEMENT_BONEWEIGHTS2: return D3DDECLTYPE_SHORT2;
default:
break;
}
}
// Uncompressed-vertex element sizes
switch ( element )
{
case VERTEX_ELEMENT_POSITION: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_NORMAL: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_COLOR: return D3DDECLTYPE_D3DCOLOR;
case VERTEX_ELEMENT_SPECULAR: return D3DDECLTYPE_D3DCOLOR;
case VERTEX_ELEMENT_TANGENT_S: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_TANGENT_T: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_WRINKLE:
// Wrinkle is packed into Position.W, it is not specified as a separate vertex element
Assert( 0 );
return D3DDECLTYPE_UNUSED;
#if !defined( _X360 )
case VERTEX_ELEMENT_BONEINDEX: return D3DDECLTYPE_D3DCOLOR;
#else
// UBYTE4 comes in as [0,255] in the shader, which is ideal for bone indices
// (unfortunately, UBYTE4 is not universally supported on PC DX8 GPUs)
case VERTEX_ELEMENT_BONEINDEX: return D3DDECLTYPE_UBYTE4;
#endif
case VERTEX_ELEMENT_BONEWEIGHTS1: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_BONEWEIGHTS2: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_BONEWEIGHTS3: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_BONEWEIGHTS4: return D3DDECLTYPE_FLOAT4;
case VERTEX_ELEMENT_USERDATA1: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_USERDATA2: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_USERDATA3: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_USERDATA4: return D3DDECLTYPE_FLOAT4;
case VERTEX_ELEMENT_TEXCOORD1D_0: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_TEXCOORD1D_1: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_TEXCOORD1D_2: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_TEXCOORD1D_3: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_TEXCOORD1D_4: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_TEXCOORD1D_5: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_TEXCOORD1D_6: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_TEXCOORD1D_7: return D3DDECLTYPE_FLOAT1;
case VERTEX_ELEMENT_TEXCOORD2D_0: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_TEXCOORD2D_1: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_TEXCOORD2D_2: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_TEXCOORD2D_3: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_TEXCOORD2D_4: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_TEXCOORD2D_5: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_TEXCOORD2D_6: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_TEXCOORD2D_7: return D3DDECLTYPE_FLOAT2;
case VERTEX_ELEMENT_TEXCOORD3D_0: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_TEXCOORD3D_1: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_TEXCOORD3D_2: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_TEXCOORD3D_3: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_TEXCOORD3D_4: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_TEXCOORD3D_5: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_TEXCOORD3D_6: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_TEXCOORD3D_7: return D3DDECLTYPE_FLOAT3;
case VERTEX_ELEMENT_TEXCOORD4D_0: return D3DDECLTYPE_FLOAT4;
case VERTEX_ELEMENT_TEXCOORD4D_1: return D3DDECLTYPE_FLOAT4;
case VERTEX_ELEMENT_TEXCOORD4D_2: return D3DDECLTYPE_FLOAT4;
case VERTEX_ELEMENT_TEXCOORD4D_3: return D3DDECLTYPE_FLOAT4;
case VERTEX_ELEMENT_TEXCOORD4D_4: return D3DDECLTYPE_FLOAT4;
case VERTEX_ELEMENT_TEXCOORD4D_5: return D3DDECLTYPE_FLOAT4;
case VERTEX_ELEMENT_TEXCOORD4D_6: return D3DDECLTYPE_FLOAT4;
case VERTEX_ELEMENT_TEXCOORD4D_7: return D3DDECLTYPE_FLOAT4;
default:
Assert(0);
return D3DDECLTYPE_UNUSED;
};
}
void PrintVertexDeclaration( const D3DVERTEXELEMENT9 *pDecl )
{
int i;
static D3DVERTEXELEMENT9 declEnd = D3DDECL_END();
for ( i = 0; ; i++ )
{
if ( memcmp( &pDecl[i], &declEnd, sizeof( declEnd ) ) == 0 )
{
Warning( "D3DDECL_END\n" );
break;
}
Msg( "%d: Stream: %d, Offset: %d, Type: %s, Method: %s, Usage: %s, UsageIndex: %d\n",
i, ( int )pDecl[i].Stream, ( int )pDecl[i].Offset,
DeclTypeToString( pDecl[i].Type ),
DeclMethodToString( pDecl[i].Method ),
DeclUsageToString( pDecl[i].Usage ),
( int )pDecl[i].UsageIndex );
}
}
//-----------------------------------------------------------------------------
// Converts format to a vertex decl
//-----------------------------------------------------------------------------
void ComputeVertexSpec( VertexFormat_t fmt, D3DVERTEXELEMENT9 *pDecl, bool bStaticLit, bool bUsingFlex, bool bUsingMorph )
{
int i = 0;
int offset = 0;
VertexCompressionType_t compressionType = CompressionType( fmt );
if ( IsX360() )
{
// On 360, there's a performance penalty for reading more than 2 streams in the vertex shader
// (we don't do this yet, but we should be aware if we start doing it)
#ifdef _DEBUG
int numStreams = 1 + ( bStaticLit ? 1 : 0 ) + ( bUsingFlex ? 1 : 0 ) + ( bUsingMorph ? 1 : 0 );
Assert( numStreams <= 2 );
#endif
}
if ( fmt & VERTEX_POSITION )
{
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_POSITION;
pDecl[i].UsageIndex = 0;
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_POSITION, compressionType );
offset += GetVertexElementSize( VERTEX_ELEMENT_POSITION, compressionType );
++i;
}
int numBones = NumBoneWeights(fmt);
if ( numBones > 0 )
{
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_BLENDWEIGHT;
pDecl[i].UsageIndex = 0;
// Always exactly two weights
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_BONEWEIGHTS2, compressionType );
offset += GetVertexElementSize( VERTEX_ELEMENT_BONEWEIGHTS2, compressionType );
++i;
}
if ( fmt & VERTEX_BONE_INDEX )
{
// this isn't FVF!!!!!
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_BLENDINDICES;
pDecl[i].UsageIndex = 0;
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_BONEINDEX, compressionType );
offset += GetVertexElementSize( VERTEX_ELEMENT_BONEINDEX, compressionType );
++i;
}
int normalOffset = -1;
if ( fmt & VERTEX_NORMAL )
{
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
normalOffset = offset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_NORMAL;
pDecl[i].UsageIndex = 0;
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_NORMAL, compressionType );
offset += GetVertexElementSize( VERTEX_ELEMENT_NORMAL, compressionType );
++i;
}
if ( fmt & VERTEX_COLOR )
{
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_COLOR;
pDecl[i].UsageIndex = 0;
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_COLOR, compressionType );
offset += GetVertexElementSize( VERTEX_ELEMENT_COLOR, compressionType );
++i;
}
if ( fmt & VERTEX_SPECULAR )
{
Assert( !bStaticLit );
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_COLOR;
pDecl[i].UsageIndex = 1; // SPECULAR goes in the second COLOR slot
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_SPECULAR, compressionType );
offset += GetVertexElementSize( VERTEX_ELEMENT_SPECULAR, compressionType );
++i;
}
VertexElement_t texCoordDimensions[4] = { VERTEX_ELEMENT_TEXCOORD1D_0,
VERTEX_ELEMENT_TEXCOORD2D_0,
VERTEX_ELEMENT_TEXCOORD3D_0,
VERTEX_ELEMENT_TEXCOORD4D_0 };
for ( int j = 0; j < VERTEX_MAX_TEXTURE_COORDINATES; ++j )
{
int nCoordSize = TexCoordSize( j, fmt );
if ( nCoordSize <= 0 )
continue;
Assert( nCoordSize <= 4 );
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_TEXCOORD;
pDecl[i].UsageIndex = j;
VertexElement_t texCoordElement = (VertexElement_t)( texCoordDimensions[ nCoordSize - 1 ] + j );
pDecl[i].Type = VertexElementToDeclType( texCoordElement, compressionType );
offset += GetVertexElementSize( texCoordElement, compressionType );
++i;
}
if ( fmt & VERTEX_TANGENT_S )
{
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_TANGENT;
pDecl[i].UsageIndex = 0;
// NOTE: this is currently *not* compressed
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_TANGENT_S, compressionType );
offset += GetVertexElementSize( VERTEX_ELEMENT_TANGENT_S, compressionType );
++i;
}
if ( fmt & VERTEX_TANGENT_T )
{
pDecl[i].Stream = 0;
pDecl[i].Offset = offset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_BINORMAL;
pDecl[i].UsageIndex = 0;
// NOTE: this is currently *not* compressed
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_TANGENT_T, compressionType );
offset += GetVertexElementSize( VERTEX_ELEMENT_TANGENT_T, compressionType );
++i;
}
int userDataSize = UserDataSize(fmt);
if ( userDataSize > 0 )
{
Assert( userDataSize == 4 ); // This is actually only ever used for tangents
pDecl[i].Stream = 0;
if ( ( compressionType == VERTEX_COMPRESSION_ON ) &&
( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
{
// FIXME: Normals and tangents are packed together into a single UBYTE4 element,
// so just point this back at the same data while we're testing UBYTE4 out.
pDecl[i].Offset = normalOffset;
}
else
{
pDecl[i].Offset = offset;
}
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_TANGENT;
pDecl[i].UsageIndex = 0;
VertexElement_t userDataElement = (VertexElement_t)( VERTEX_ELEMENT_USERDATA1 + ( userDataSize - 1 ) );
pDecl[i].Type = VertexElementToDeclType( userDataElement, compressionType );
offset += GetVertexElementSize( userDataElement, compressionType );
++i;
}
if ( bStaticLit )
{
// force stream 1 to have specular color in it, which is used for baked static lighting
pDecl[i].Stream = 1;
pDecl[i].Offset = 0;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_COLOR;
pDecl[i].UsageIndex = 1; // SPECULAR goes into the second COLOR slot
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_SPECULAR, compressionType );
++i;
}
if ( HardwareConfig()->SupportsVertexAndPixelShaders() )
{
// FIXME: There needs to be a better way of doing this
// In 2.0b, assume position is 4d, storing wrinkle in pos.w.
bool bUseWrinkle = HardwareConfig()->SupportsPixelShaders_2_b();
// Force stream 2 to have flex deltas in it
pDecl[i].Stream = 2;
pDecl[i].Offset = 0;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_POSITION;
pDecl[i].UsageIndex = 1;
// FIXME: unify this with VertexElementToDeclType():
pDecl[i].Type = bUseWrinkle ? D3DDECLTYPE_FLOAT4 : D3DDECLTYPE_FLOAT3;
++i;
int normalOffset = GetVertexElementSize( VERTEX_ELEMENT_POSITION, compressionType );
if ( bUseWrinkle )
{
normalOffset += GetVertexElementSize( VERTEX_ELEMENT_WRINKLE, compressionType );
}
// Normal deltas
pDecl[i].Stream = 2;
pDecl[i].Offset = normalOffset;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_NORMAL;
pDecl[i].UsageIndex = 1;
// NOTE: this is currently *not* compressed
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_NORMAL, VERTEX_COMPRESSION_NONE );
++i;
}
if ( bUsingMorph )
{
// force stream 3 to have vertex index in it, which is used for doing vertex texture reads
pDecl[i].Stream = 3;
pDecl[i].Offset = 0;
pDecl[i].Method = D3DDECLMETHOD_DEFAULT;
pDecl[i].Usage = D3DDECLUSAGE_POSITION;
pDecl[i].UsageIndex = 2;
pDecl[i].Type = VertexElementToDeclType( VERTEX_ELEMENT_USERDATA1, compressionType );
++i;
}
static D3DVERTEXELEMENT9 declEnd = D3DDECL_END();
pDecl[i] = declEnd;
//PrintVertexDeclaration( pDecl );
}
//-----------------------------------------------------------------------------
// Gets the declspec associated with a vertex format
//-----------------------------------------------------------------------------
struct VertexDeclLookup_t
{
enum LookupFlags_t
{
STATIC_LIT = 0x1,
USING_MORPH = 0x2,
USING_FLEX = 0x4,
};
VertexFormat_t m_VertexFormat;
int m_nFlags;
IDirect3DVertexDeclaration9 *m_pDecl;
bool operator==( const VertexDeclLookup_t &src ) const
{
return ( m_VertexFormat == src.m_VertexFormat ) && ( m_nFlags == src.m_nFlags );
}
};
//-----------------------------------------------------------------------------
// Dictionary of vertex decls
// FIXME: stick this in the class?
// FIXME: Does anything cause this to get flushed?
//-----------------------------------------------------------------------------
static bool VertexDeclLessFunc( const VertexDeclLookup_t &src1, const VertexDeclLookup_t &src2 )
{
if ( src1.m_nFlags == src2.m_nFlags )
return src1.m_VertexFormat < src2.m_VertexFormat;
return ( src1.m_nFlags < src2.m_nFlags );
}
static CUtlRBTree<VertexDeclLookup_t, int> s_VertexDeclDict( 0, 256, VertexDeclLessFunc );
//-----------------------------------------------------------------------------
// Gets the declspec associated with a vertex format
//-----------------------------------------------------------------------------
IDirect3DVertexDeclaration9 *FindOrCreateVertexDecl( VertexFormat_t fmt, bool bStaticLit, bool bUsingFlex, bool bUsingMorph )
{
MEM_ALLOC_D3D_CREDIT();
VertexDeclLookup_t lookup;
lookup.m_VertexFormat = fmt;
lookup.m_nFlags = 0;
if ( bStaticLit )
{
lookup.m_nFlags |= VertexDeclLookup_t::STATIC_LIT;
}
if ( bUsingMorph )
{
lookup.m_nFlags |= VertexDeclLookup_t::USING_MORPH;
}
if ( bUsingFlex )
{
lookup.m_nFlags |= VertexDeclLookup_t::USING_FLEX;
}
int i = s_VertexDeclDict.Find( lookup );
if ( i != s_VertexDeclDict.InvalidIndex() )
{
// found
return s_VertexDeclDict[i].m_pDecl;
}
D3DVERTEXELEMENT9 decl[32];
ComputeVertexSpec( fmt, decl, bStaticLit, bUsingFlex, bUsingMorph );
HRESULT hr =
Dx9Device()->CreateVertexDeclaration( decl, &lookup.m_pDecl );
// NOTE: can't record until we have m_pDecl!
RECORD_COMMAND( DX8_CREATE_VERTEX_DECLARATION, 2 );
RECORD_INT( ( int )lookup.m_pDecl );
RECORD_STRUCT( decl, sizeof( decl ) );
COMPILE_TIME_ASSERT( sizeof( decl ) == sizeof( D3DVERTEXELEMENT9 ) * 32 );
Assert( hr == D3D_OK );
if ( hr != D3D_OK )
{
Warning( " ERROR: failed to create vertex decl for vertex format 0x%08llX! You'll probably see messed-up mesh rendering - to diagnose, build shaderapidx9.dll in debug.\n", fmt );
}
s_VertexDeclDict.Insert( lookup );
return lookup.m_pDecl;
}
//-----------------------------------------------------------------------------
// Clears out all declspecs
//-----------------------------------------------------------------------------
void ReleaseAllVertexDecl()
{
int i = s_VertexDeclDict.FirstInorder();
while ( i != s_VertexDeclDict.InvalidIndex() )
{
if ( s_VertexDeclDict[i].m_pDecl )
s_VertexDeclDict[i].m_pDecl->Release();
i = s_VertexDeclDict.NextInorder( i );
}
}