michael@0: #include "precompiled.h" michael@0: // michael@0: // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. michael@0: // Use of this source code is governed by a BSD-style license that can be michael@0: // found in the LICENSE file. michael@0: // michael@0: michael@0: // VertexBuffer11.cpp: Defines the D3D11 VertexBuffer implementation. michael@0: michael@0: #include "libGLESv2/renderer/VertexBuffer11.h" michael@0: #include "libGLESv2/renderer/BufferStorage.h" michael@0: michael@0: #include "libGLESv2/Buffer.h" michael@0: #include "libGLESv2/renderer/Renderer11.h" michael@0: #include "libGLESv2/Context.h" michael@0: michael@0: namespace rx michael@0: { michael@0: michael@0: VertexBuffer11::VertexBuffer11(rx::Renderer11 *const renderer) : mRenderer(renderer) michael@0: { michael@0: mBuffer = NULL; michael@0: mBufferSize = 0; michael@0: mDynamicUsage = false; michael@0: } michael@0: michael@0: VertexBuffer11::~VertexBuffer11() michael@0: { michael@0: if (mBuffer) michael@0: { michael@0: mBuffer->Release(); michael@0: mBuffer = NULL; michael@0: } michael@0: } michael@0: michael@0: bool VertexBuffer11::initialize(unsigned int size, bool dynamicUsage) michael@0: { michael@0: if (mBuffer) michael@0: { michael@0: mBuffer->Release(); michael@0: mBuffer = NULL; michael@0: } michael@0: michael@0: updateSerial(); michael@0: michael@0: if (size > 0) michael@0: { michael@0: ID3D11Device* dxDevice = mRenderer->getDevice(); michael@0: michael@0: D3D11_BUFFER_DESC bufferDesc; michael@0: bufferDesc.ByteWidth = size; michael@0: bufferDesc.Usage = D3D11_USAGE_DYNAMIC; michael@0: bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; michael@0: bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; michael@0: bufferDesc.MiscFlags = 0; michael@0: bufferDesc.StructureByteStride = 0; michael@0: michael@0: HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer); michael@0: if (FAILED(result)) michael@0: { michael@0: return false; michael@0: } michael@0: } michael@0: michael@0: mBufferSize = size; michael@0: mDynamicUsage = dynamicUsage; michael@0: return true; michael@0: } michael@0: michael@0: VertexBuffer11 *VertexBuffer11::makeVertexBuffer11(VertexBuffer *vetexBuffer) michael@0: { michael@0: ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer11*, vetexBuffer)); michael@0: return static_cast(vetexBuffer); michael@0: } michael@0: michael@0: bool VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, michael@0: GLsizei instances, unsigned int offset) michael@0: { michael@0: if (mBuffer) michael@0: { michael@0: gl::Buffer *buffer = attrib.mBoundBuffer.get(); michael@0: michael@0: int inputStride = attrib.stride(); michael@0: const VertexConverter &converter = getVertexConversion(attrib); michael@0: michael@0: ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); michael@0: michael@0: D3D11_MAPPED_SUBRESOURCE mappedResource; michael@0: HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource); michael@0: if (FAILED(result)) michael@0: { michael@0: ERR("Vertex buffer map failed with error 0x%08x", result); michael@0: return false; michael@0: } michael@0: michael@0: char* output = reinterpret_cast(mappedResource.pData) + offset; michael@0: michael@0: const char *input = NULL; michael@0: if (buffer) michael@0: { michael@0: BufferStorage *storage = buffer->getStorage(); michael@0: input = static_cast(storage->getData()) + static_cast(attrib.mOffset); michael@0: } michael@0: else michael@0: { michael@0: input = static_cast(attrib.mPointer); michael@0: } michael@0: michael@0: if (instances == 0 || attrib.mDivisor == 0) michael@0: { michael@0: input += inputStride * start; michael@0: } michael@0: michael@0: converter.conversionFunc(input, inputStride, count, output); michael@0: michael@0: dxContext->Unmap(mBuffer, 0); michael@0: michael@0: return true; michael@0: } michael@0: else michael@0: { michael@0: ERR("Vertex buffer not initialized."); michael@0: return false; michael@0: } michael@0: } michael@0: michael@0: bool VertexBuffer11::storeRawData(const void* data, unsigned int size, unsigned int offset) michael@0: { michael@0: if (mBuffer) michael@0: { michael@0: ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); michael@0: michael@0: D3D11_MAPPED_SUBRESOURCE mappedResource; michael@0: HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource); michael@0: if (FAILED(result)) michael@0: { michael@0: ERR("Vertex buffer map failed with error 0x%08x", result); michael@0: return false; michael@0: } michael@0: michael@0: char* bufferData = static_cast(mappedResource.pData); michael@0: memcpy(bufferData + offset, data, size); michael@0: michael@0: dxContext->Unmap(mBuffer, 0); michael@0: michael@0: return true; michael@0: } michael@0: else michael@0: { michael@0: ERR("Vertex buffer not initialized."); michael@0: return false; michael@0: } michael@0: } michael@0: michael@0: bool VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, michael@0: GLsizei instances, unsigned int *outSpaceRequired) const michael@0: { michael@0: unsigned int elementSize = getVertexConversion(attrib).outputElementSize; michael@0: michael@0: unsigned int elementCount = 0; michael@0: if (instances == 0 || attrib.mDivisor == 0) michael@0: { michael@0: elementCount = count; michael@0: } michael@0: else michael@0: { michael@0: if (static_cast(instances) < std::numeric_limits::max() - (attrib.mDivisor - 1)) michael@0: { michael@0: // Round up michael@0: elementCount = (static_cast(instances) + (attrib.mDivisor - 1)) / attrib.mDivisor; michael@0: } michael@0: else michael@0: { michael@0: elementCount = instances / attrib.mDivisor; michael@0: } michael@0: } michael@0: michael@0: if (elementSize <= std::numeric_limits::max() / elementCount) michael@0: { michael@0: if (outSpaceRequired) michael@0: { michael@0: *outSpaceRequired = elementSize * elementCount; michael@0: } michael@0: return true; michael@0: } michael@0: else michael@0: { michael@0: return false; michael@0: } michael@0: } michael@0: michael@0: bool VertexBuffer11::requiresConversion(const gl::VertexAttribute &attrib) const michael@0: { michael@0: return !getVertexConversion(attrib).identity; michael@0: } michael@0: michael@0: unsigned int VertexBuffer11::getBufferSize() const michael@0: { michael@0: return mBufferSize; michael@0: } michael@0: michael@0: bool VertexBuffer11::setBufferSize(unsigned int size) michael@0: { michael@0: if (size > mBufferSize) michael@0: { michael@0: return initialize(size, mDynamicUsage); michael@0: } michael@0: else michael@0: { michael@0: return true; michael@0: } michael@0: } michael@0: michael@0: bool VertexBuffer11::discard() michael@0: { michael@0: if (mBuffer) michael@0: { michael@0: ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); michael@0: michael@0: D3D11_MAPPED_SUBRESOURCE mappedResource; michael@0: HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); michael@0: if (FAILED(result)) michael@0: { michael@0: ERR("Vertex buffer map failed with error 0x%08x", result); michael@0: return false; michael@0: } michael@0: michael@0: dxContext->Unmap(mBuffer, 0); michael@0: michael@0: return true; michael@0: } michael@0: else michael@0: { michael@0: ERR("Vertex buffer not initialized."); michael@0: return false; michael@0: } michael@0: } michael@0: michael@0: unsigned int VertexBuffer11::getVertexSize(const gl::VertexAttribute &attrib) const michael@0: { michael@0: return getVertexConversion(attrib).outputElementSize; michael@0: } michael@0: michael@0: DXGI_FORMAT VertexBuffer11::getDXGIFormat(const gl::VertexAttribute &attrib) const michael@0: { michael@0: return getVertexConversion(attrib).dxgiFormat; michael@0: } michael@0: michael@0: ID3D11Buffer *VertexBuffer11::getBuffer() const michael@0: { michael@0: return mBuffer; michael@0: } michael@0: michael@0: template michael@0: static void copyVertexData(const void *input, unsigned int stride, unsigned int count, void *output) michael@0: { michael@0: unsigned int attribSize = sizeof(T) * componentCount; michael@0: michael@0: if (attribSize == stride && !widen) michael@0: { michael@0: memcpy(output, input, count * attribSize); michael@0: } michael@0: else michael@0: { michael@0: unsigned int outputStride = widen ? 4 : componentCount; michael@0: T defaultVal = normalized ? std::numeric_limits::max() : T(1); michael@0: michael@0: for (unsigned int i = 0; i < count; i++) michael@0: { michael@0: const T *offsetInput = reinterpret_cast(reinterpret_cast(input) + i * stride); michael@0: T *offsetOutput = reinterpret_cast(output) + i * outputStride; michael@0: michael@0: for (unsigned int j = 0; j < componentCount; j++) michael@0: { michael@0: offsetOutput[j] = offsetInput[j]; michael@0: } michael@0: michael@0: if (widen) michael@0: { michael@0: offsetOutput[3] = defaultVal; michael@0: } michael@0: } michael@0: } michael@0: } michael@0: michael@0: template michael@0: static void copyFixedVertexData(const void* input, unsigned int stride, unsigned int count, void* output) michael@0: { michael@0: static const float divisor = 1.0f / (1 << 16); michael@0: michael@0: for (unsigned int i = 0; i < count; i++) michael@0: { michael@0: const GLfixed* offsetInput = reinterpret_cast(reinterpret_cast(input) + stride * i); michael@0: float* offsetOutput = reinterpret_cast(output) + i * componentCount; michael@0: michael@0: for (unsigned int j = 0; j < componentCount; j++) michael@0: { michael@0: offsetOutput[j] = static_cast(offsetInput[j]) * divisor; michael@0: } michael@0: } michael@0: } michael@0: michael@0: template michael@0: static void copyToFloatVertexData(const void* input, unsigned int stride, unsigned int count, void* output) michael@0: { michael@0: typedef std::numeric_limits NL; michael@0: michael@0: for (unsigned int i = 0; i < count; i++) michael@0: { michael@0: const T *offsetInput = reinterpret_cast(reinterpret_cast(input) + stride * i); michael@0: float *offsetOutput = reinterpret_cast(output) + i * componentCount; michael@0: michael@0: for (unsigned int j = 0; j < componentCount; j++) michael@0: { michael@0: if (normalized) michael@0: { michael@0: if (NL::is_signed) michael@0: { michael@0: const float divisor = 1.0f / (2 * static_cast(NL::max()) + 1); michael@0: offsetOutput[j] = (2 * static_cast(offsetInput[j]) + 1) * divisor; michael@0: } michael@0: else michael@0: { michael@0: offsetOutput[j] = static_cast(offsetInput[j]) / NL::max(); michael@0: } michael@0: } michael@0: else michael@0: { michael@0: offsetOutput[j] = static_cast(offsetInput[j]); michael@0: } michael@0: } michael@0: } michael@0: } michael@0: michael@0: const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = michael@0: { michael@0: { // GL_BYTE michael@0: { // unnormalized michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32_FLOAT, 4 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, michael@0: }, michael@0: { // normalized michael@0: { ©VertexData, true, DXGI_FORMAT_R8_SNORM, 1 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R8G8_SNORM, 2 }, michael@0: { ©VertexData, false, DXGI_FORMAT_R8G8B8A8_SNORM, 4 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R8G8B8A8_SNORM, 4 }, michael@0: }, michael@0: }, michael@0: { // GL_UNSIGNED_BYTE michael@0: { // unnormalized michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32_FLOAT, 4 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, michael@0: }, michael@0: { // normalized michael@0: { ©VertexData, true, DXGI_FORMAT_R8_UNORM, 1 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R8G8_UNORM, 2 }, michael@0: { ©VertexData, false, DXGI_FORMAT_R8G8B8A8_UNORM, 4 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R8G8B8A8_UNORM, 4 }, michael@0: }, michael@0: }, michael@0: { // GL_SHORT michael@0: { // unnormalized michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32_FLOAT, 4 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, michael@0: }, michael@0: { // normalized michael@0: { ©VertexData, true, DXGI_FORMAT_R16_SNORM, 2 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R16G16_SNORM, 4 }, michael@0: { ©VertexData, false, DXGI_FORMAT_R16G16B16A16_SNORM, 8 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R16G16B16A16_SNORM, 8 }, michael@0: }, michael@0: }, michael@0: { // GL_UNSIGNED_SHORT michael@0: { // unnormalized michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32_FLOAT, 4 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, michael@0: { ©ToFloatVertexData, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, michael@0: }, michael@0: { // normalized michael@0: { ©VertexData, true, DXGI_FORMAT_R16_UNORM, 2 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R16G16_UNORM, 4 }, michael@0: { ©VertexData, false, DXGI_FORMAT_R16G16B16A16_UNORM, 8 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R16G16B16A16_UNORM, 8 }, michael@0: }, michael@0: }, michael@0: { // GL_FIXED michael@0: { // unnormalized michael@0: { ©FixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 }, michael@0: { ©FixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, michael@0: { ©FixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, michael@0: { ©FixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, michael@0: }, michael@0: { // normalized michael@0: { ©FixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 }, michael@0: { ©FixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, michael@0: { ©FixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, michael@0: { ©FixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, michael@0: }, michael@0: }, michael@0: { // GL_FLOAT michael@0: { // unnormalized michael@0: { ©VertexData, true, DXGI_FORMAT_R32_FLOAT, 4 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R32G32_FLOAT, 8 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, michael@0: }, michael@0: { // normalized michael@0: { ©VertexData, true, DXGI_FORMAT_R32_FLOAT, 4 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R32G32_FLOAT, 8 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, michael@0: { ©VertexData, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, michael@0: }, michael@0: }, michael@0: }; michael@0: michael@0: const VertexBuffer11::VertexConverter &VertexBuffer11::getVertexConversion(const gl::VertexAttribute &attribute) michael@0: { michael@0: unsigned int typeIndex = 0; michael@0: switch (attribute.mType) michael@0: { michael@0: case GL_BYTE: typeIndex = 0; break; michael@0: case GL_UNSIGNED_BYTE: typeIndex = 1; break; michael@0: case GL_SHORT: typeIndex = 2; break; michael@0: case GL_UNSIGNED_SHORT: typeIndex = 3; break; michael@0: case GL_FIXED: typeIndex = 4; break; michael@0: case GL_FLOAT: typeIndex = 5; break; michael@0: default: UNREACHABLE(); break; michael@0: } michael@0: michael@0: return mPossibleTranslations[typeIndex][attribute.mNormalized ? 1 : 0][attribute.mSize - 1]; michael@0: } michael@0: michael@0: }