blob: 461dbd9700c4f8e328a3e662dcfeef71207abec2 [file] [log] [blame]
#include "precompiled.h"
//
// Copyright (c) 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 "libGLESv2/renderer/VertexBuffer11.h"
#include "libGLESv2/renderer/BufferStorage.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/Context.h"
namespace rx
{
VertexBuffer11::VertexBuffer11(rx::Renderer11 *const renderer) : mRenderer(renderer)
{
mBuffer = NULL;
mBufferSize = 0;
mDynamicUsage = false;
}
VertexBuffer11::~VertexBuffer11()
{
if (mBuffer)
{
mBuffer->Release();
mBuffer = NULL;
}
}
bool VertexBuffer11::initialize(unsigned int size, bool dynamicUsage)
{
if (mBuffer)
{
mBuffer->Release();
mBuffer = NULL;
}
updateSerial();
if (size > 0)
{
ID3D11Device* dxDevice = mRenderer->getDevice();
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;
HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer);
if (FAILED(result))
{
return false;
}
d3d11::ResourceTracker::Track(mBuffer);
}
mBufferSize = size;
mDynamicUsage = dynamicUsage;
return true;
}
VertexBuffer11 *VertexBuffer11::makeVertexBuffer11(VertexBuffer *vetexBuffer)
{
ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer11*, vetexBuffer));
return static_cast<VertexBuffer11*>(vetexBuffer);
}
bool VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count,
GLsizei instances, unsigned int offset)
{
if (mBuffer)
{
gl::Buffer *buffer = attrib.mBoundBuffer.get();
int inputStride = attrib.stride();
const VertexConverter &converter = getVertexConversion(attrib);
ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
if (FAILED(result))
{
ERR("Vertex buffer map failed with error 0x%08x", result);
return false;
}
char* output = reinterpret_cast<char*>(mappedResource.pData) + offset;
const char *input = NULL;
if (buffer)
{
BufferStorage *storage = buffer->getStorage();
input = static_cast<const char*>(storage->getData()) + static_cast<int>(attrib.mOffset);
}
else
{
input = static_cast<const char*>(attrib.mPointer);
}
if (instances == 0 || attrib.mDivisor == 0)
{
input += inputStride * start;
}
converter.conversionFunc(input, inputStride, count, output);
dxContext->Unmap(mBuffer, 0);
return true;
}
else
{
ERR("Vertex buffer not initialized.");
return false;
}
}
bool VertexBuffer11::storeRawData(const void* data, unsigned int size, unsigned int offset)
{
if (mBuffer)
{
ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
if (FAILED(result))
{
ERR("Vertex buffer map failed with error 0x%08x", result);
return false;
}
char* bufferData = static_cast<char*>(mappedResource.pData);
memcpy(bufferData + offset, data, size);
dxContext->Unmap(mBuffer, 0);
return true;
}
else
{
ERR("Vertex buffer not initialized.");
return false;
}
}
unsigned int VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count,
GLsizei instances) const
{
unsigned int elementSize = getVertexConversion(attrib).outputElementSize;
if (instances == 0 || attrib.mDivisor == 0)
{
return elementSize * count;
}
else
{
return elementSize * ((instances + attrib.mDivisor - 1) / attrib.mDivisor);
}
}
bool VertexBuffer11::requiresConversion(const gl::VertexAttribute &attrib) const
{
return !getVertexConversion(attrib).identity;
}
unsigned int VertexBuffer11::getBufferSize() const
{
return mBufferSize;
}
bool VertexBuffer11::setBufferSize(unsigned int size)
{
if (size > mBufferSize)
{
return initialize(size, mDynamicUsage);
}
else
{
return true;
}
}
bool VertexBuffer11::discard()
{
if (mBuffer)
{
ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
ERR("Vertex buffer map failed with error 0x%08x", result);
return false;
}
dxContext->Unmap(mBuffer, 0);
return true;
}
else
{
ERR("Vertex buffer not initialized.");
return false;
}
}
unsigned int VertexBuffer11::getVertexSize(const gl::VertexAttribute &attrib) const
{
return getVertexConversion(attrib).outputElementSize;
}
DXGI_FORMAT VertexBuffer11::getDXGIFormat(const gl::VertexAttribute &attrib) const
{
return getVertexConversion(attrib).dxgiFormat;
}
ID3D11Buffer *VertexBuffer11::getBuffer() const
{
return mBuffer;
}
template <typename T, unsigned int componentCount, bool widen, bool normalized>
static void copyVertexData(const void *input, unsigned int stride, unsigned int count, void *output)
{
unsigned int attribSize = sizeof(T) * componentCount;
if (attribSize == stride && !widen)
{
memcpy(output, input, count * attribSize);
}
else
{
unsigned int outputStride = widen ? 4 : componentCount;
T defaultVal = normalized ? std::numeric_limits<T>::max() : T(1);
for (unsigned int i = 0; i < count; i++)
{
const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + i * stride);
T *offsetOutput = reinterpret_cast<T*>(output) + i * outputStride;
for (unsigned int j = 0; j < componentCount; j++)
{
offsetOutput[j] = offsetInput[j];
}
if (widen)
{
offsetOutput[3] = defaultVal;
}
}
}
}
template <unsigned int componentCount>
static void copyFixedVertexData(const void* input, unsigned int stride, unsigned int count, void* output)
{
static const float divisor = 1.0f / (1 << 16);
for (unsigned int i = 0; i < count; i++)
{
const GLfixed* offsetInput = reinterpret_cast<const GLfixed*>(reinterpret_cast<const char*>(input) + stride * i);
float* offsetOutput = reinterpret_cast<float*>(output) + i * componentCount;
for (unsigned int j = 0; j < componentCount; j++)
{
offsetOutput[j] = static_cast<float>(offsetInput[j]) * divisor;
}
}
}
template <typename T, unsigned int componentCount, bool normalized>
static void copyToFloatVertexData(const void* input, unsigned int stride, unsigned int count, void* output)
{
typedef std::numeric_limits<T> NL;
for (unsigned int i = 0; i < count; i++)
{
const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + stride * i);
float *offsetOutput = reinterpret_cast<float*>(output) + i * componentCount;
for (unsigned int j = 0; j < componentCount; j++)
{
if (normalized)
{
if (NL::is_signed)
{
const float divisor = 1.0f / (2 * static_cast<float>(NL::max()) + 1);
offsetOutput[j] = (2 * static_cast<float>(offsetInput[j]) + 1) * divisor;
}
else
{
offsetOutput[j] = static_cast<float>(offsetInput[j]) / NL::max();
}
}
else
{
offsetOutput[j] = static_cast<float>(offsetInput[j]);
}
}
}
}
const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] =
{
{ // GL_BYTE
{ // unnormalized
{ &copyToFloatVertexData<GLbyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLbyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLbyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLbyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLbyte, 1, false, true>, true, DXGI_FORMAT_R8_SNORM, 1 },
{ &copyVertexData<GLbyte, 2, false, true>, true, DXGI_FORMAT_R8G8_SNORM, 2 },
{ &copyVertexData<GLbyte, 3, true, true>, false, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
{ &copyVertexData<GLbyte, 4, false, true>, true, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
},
},
{ // GL_UNSIGNED_BYTE
{ // unnormalized
{ &copyToFloatVertexData<GLubyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLubyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLubyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLubyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLubyte, 1, false, true>, true, DXGI_FORMAT_R8_UNORM, 1 },
{ &copyVertexData<GLubyte, 2, false, true>, true, DXGI_FORMAT_R8G8_UNORM, 2 },
{ &copyVertexData<GLubyte, 3, true, true>, false, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
{ &copyVertexData<GLubyte, 4, false, true>, true, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
},
},
{ // GL_SHORT
{ // unnormalized
{ &copyToFloatVertexData<GLshort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLshort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLshort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLshort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLshort, 1, false, true>, true, DXGI_FORMAT_R16_SNORM, 2 },
{ &copyVertexData<GLshort, 2, false, true>, true, DXGI_FORMAT_R16G16_SNORM, 4 },
{ &copyVertexData<GLshort, 3, true, true>, false, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
{ &copyVertexData<GLshort, 4, false, true>, true, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
},
},
{ // GL_UNSIGNED_SHORT
{ // unnormalized
{ &copyToFloatVertexData<GLushort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyToFloatVertexData<GLushort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyToFloatVertexData<GLushort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyToFloatVertexData<GLushort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLushort, 1, false, true>, true, DXGI_FORMAT_R16_UNORM, 2 },
{ &copyVertexData<GLushort, 2, false, true>, true, DXGI_FORMAT_R16G16_UNORM, 4 },
{ &copyVertexData<GLushort, 3, true, true>, false, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
{ &copyVertexData<GLushort, 4, false, true>, true, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
},
},
{ // GL_FIXED
{ // unnormalized
{ &copyFixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyFixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyFixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyFixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyFixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyFixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyFixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyFixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
},
{ // GL_FLOAT
{ // unnormalized
{ &copyVertexData<GLfloat, 1, false, false>, true, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyVertexData<GLfloat, 2, false, false>, true, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyVertexData<GLfloat, 3, false, false>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyVertexData<GLfloat, 4, false, false>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLfloat, 1, false, false>, true, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyVertexData<GLfloat, 2, false, false>, true, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyVertexData<GLfloat, 3, false, false>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyVertexData<GLfloat, 4, false, false>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
},
};
const VertexBuffer11::VertexConverter &VertexBuffer11::getVertexConversion(const gl::VertexAttribute &attribute)
{
unsigned int typeIndex = 0;
switch (attribute.mType)
{
case GL_BYTE: typeIndex = 0; break;
case GL_UNSIGNED_BYTE: typeIndex = 1; break;
case GL_SHORT: typeIndex = 2; break;
case GL_UNSIGNED_SHORT: typeIndex = 3; break;
case GL_FIXED: typeIndex = 4; break;
case GL_FLOAT: typeIndex = 5; break;
default: UNREACHABLE(); break;
}
return mPossibleTranslations[typeIndex][attribute.mNormalized ? 1 : 0][attribute.mSize - 1];
}
}