Utilities |
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This contains helper functions for working with Direct3D 9 legacy FVF codes and Direct3D 9 vertex decls. This is useful for tools parsing through older resources, X files, etc.
Header
#include "FlexibleVertexFormat.h"
If the
<d3d11.h>
header is included before you includeFlexibleVertexFormat.h
, you get the DirectX 11 input layout function. If the<d3d12.h>
header is included before you includeFlexibleVertexFormat.h
, you get the DirectX 12 version.
This header includes the
d3d9.h
header, so it only supports the "Win32 desktop" API partition (WINAPI_FAMILY_DESKTOP_APP
).
Namespace
The functions in this header are in the FVF C++ namespace.
Functions
- ComputeVertexSize: This function computes the vertex size from an FVF code or for a specific 'stream slot' of a Direct3D 9 vertex decl. It returns 0 for invalid args or if the decl exceeds
MAXD3DDECLLENGTH
(64).
There are two overloads for Direct3D 9 vertex decls. The
size_t ComputeVertexSize(const D3DVERTEXELEMENT9* pDecl, size_t maxDeclLength, uint32_t stream);
version is the more secure function since it's explictily bounded by a parameter.
-
GetDeclLength: This returns the length of a Direct3D 9 vertex decl. This function will return 0 if the walking of the decl exceeds
MAXD3DDECLLENGTH
(64). -
CreateDeclFromFVF: This computes a Direct3D 9 vertex decl as a vector based on the input FVF code. It returns false on failure (such as an invalid FVF code).
-
CreateInputLayoutFromFVF: This computes a DirectX11 or DirectX 12 input layout as a vector based on the input FVF code. It returns false on failure (such as an invalid FVF code).
-
ComputeFVF: This function attempts to compute an FVF code given a Direct3D 9 vertex decl. It returns 0 if the decl is not compatible with any FVF code.
There are two overloads for Direct3D 9 vertex decls. The
uint32_t ComputeFVF(const D3DVERTEXELEMENT9* pDecl, size_t maxDeclLength);
version is the more secure function since it's explictily bounded by a parameter.
Examples
Here is a simple example of creating a DirectX 11 input layout from a FVF code.
#include <d3d11.h>
#include "FlexibleVertexFormat.h"
std::vector<D3D11_INPUT_ELEMENT_DESC> il;
if (!FVF::CreateInputLayoutFromFVF(
D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1,
il))
{
// error
}
The resulting il
vector contains 4 elements:
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
Remarks
The functionality for these functions is similar to the legacy D3DX9 functions for working with FVF codes. These versions perform more bounds-checking and validation. In addition, these functions support the 4-float D3DFVF_XYZW
FVF code which was not handled by the D3DX9 functions (it was added for use only for the programmable pipeline, and FVF codes were primarily associated with the fixed-function pipeline).
-
More than 8 texture coordinates are considered invalid FVF codes.
-
Use of 5 betas (
D3DFVF_XYZB5
) withoutD3DFVF_LASTBETA_UBYTE4
orD3DFVF_LASTBETA_UBYTE4
is considered an invalid FVF code. -
If both
D3DFVF_LASTBETA_UBYTE4
andD3DFVF_LASTBETA_D3DCOLOR
are used at the same time with one of the beta weight positions, thenD3DFVF_LASTBETA_UBYTE4
takes precedence. -
The DirectX 11 / DirectX 12 input layouts are produced using the
SV_Position
semantic rather thanPOSITION
.
For Use
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
Architecture
- x86
- x64
- ARM64
For Development
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
Related Projects
DirectX Tool Kit for DirectX 11
DirectX Tool Kit for DirectX 12
Tools
See also
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.