| // |
| // Copyright 2013 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // VertexBuffer11.cpp: Defines the D3D11 VertexBuffer implementation. |
| |
| #include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h" |
| |
| #include "libANGLE/Buffer.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/VertexAttribute.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Context11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" |
| #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" |
| |
| namespace rx |
| { |
| |
| VertexBuffer11::VertexBuffer11(Renderer11 *const renderer) |
| : mRenderer(renderer), |
| mBuffer(), |
| mBufferSize(0), |
| mDynamicUsage(false), |
| mMappedResourceData(nullptr) |
| {} |
| |
| VertexBuffer11::~VertexBuffer11() |
| { |
| ASSERT(mMappedResourceData == nullptr); |
| } |
| |
| angle::Result VertexBuffer11::initialize(const gl::Context *context, |
| unsigned int size, |
| bool dynamicUsage) |
| { |
| mBuffer.reset(); |
| updateSerial(); |
| |
| if (size > 0) |
| { |
| D3D11_BUFFER_DESC bufferDesc; |
| bufferDesc.ByteWidth = size; |
| bufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
| bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| bufferDesc.MiscFlags = 0; |
| bufferDesc.StructureByteStride = 0; |
| |
| ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferDesc, &mBuffer)); |
| |
| if (dynamicUsage) |
| { |
| mBuffer.setDebugName("VertexBuffer11 (dynamic)"); |
| } |
| else |
| { |
| mBuffer.setDebugName("VertexBuffer11 (static)"); |
| } |
| } |
| |
| mBufferSize = size; |
| mDynamicUsage = dynamicUsage; |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result VertexBuffer11::mapResource(const gl::Context *context) |
| { |
| if (mMappedResourceData == nullptr) |
| { |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| |
| ANGLE_TRY(mRenderer->mapResource(context, mBuffer.get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, |
| &mappedResource)); |
| |
| mMappedResourceData = static_cast<uint8_t *>(mappedResource.pData); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| void VertexBuffer11::hintUnmapResource() |
| { |
| if (mMappedResourceData != nullptr) |
| { |
| ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); |
| dxContext->Unmap(mBuffer.get(), 0); |
| |
| mMappedResourceData = nullptr; |
| } |
| } |
| |
| angle::Result VertexBuffer11::storeVertexAttributes(const gl::Context *context, |
| const gl::VertexAttribute &attrib, |
| const gl::VertexBinding &binding, |
| gl::VertexAttribType currentValueType, |
| GLint start, |
| size_t count, |
| GLsizei instances, |
| unsigned int offset, |
| const uint8_t *sourceData) |
| { |
| ASSERT(mBuffer.valid()); |
| |
| int inputStride = static_cast<int>(ComputeVertexAttributeStride(attrib, binding)); |
| |
| // This will map the resource if it isn't already mapped. |
| ANGLE_TRY(mapResource(context)); |
| |
| uint8_t *output = mMappedResourceData + offset; |
| |
| const uint8_t *input = sourceData; |
| |
| if (instances == 0 || binding.getDivisor() == 0) |
| { |
| input += inputStride * start; |
| } |
| |
| angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, currentValueType); |
| const D3D_FEATURE_LEVEL featureLevel = mRenderer->getRenderer11DeviceCaps().featureLevel; |
| const d3d11::VertexFormat &vertexFormatInfo = |
| d3d11::GetVertexFormatInfo(vertexFormatID, featureLevel); |
| ASSERT(vertexFormatInfo.copyFunction != nullptr); |
| vertexFormatInfo.copyFunction(input, inputStride, count, output); |
| |
| return angle::Result::Continue; |
| } |
| |
| unsigned int VertexBuffer11::getBufferSize() const |
| { |
| return mBufferSize; |
| } |
| |
| angle::Result VertexBuffer11::setBufferSize(const gl::Context *context, unsigned int size) |
| { |
| if (size > mBufferSize) |
| { |
| return initialize(context, size, mDynamicUsage); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result VertexBuffer11::discard(const gl::Context *context) |
| { |
| ASSERT(mBuffer.valid()); |
| |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| ANGLE_TRY(mRenderer->mapResource(context, mBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, |
| &mappedResource)); |
| |
| mRenderer->getDeviceContext()->Unmap(mBuffer.get(), 0); |
| |
| return angle::Result::Continue; |
| } |
| |
| const d3d11::Buffer &VertexBuffer11::getBuffer() const |
| { |
| return mBuffer; |
| } |
| |
| } // namespace rx |