Hash :
097674f8
Author :
Date :
2012-12-20T21:09:00
Added an additional null check in VertexBuffer9::discard. TRAC #22227 Signed-off-by: Daniel Koch Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1599 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2002-2012 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.
//
// VertexBuffer9.cpp: Defines the D3D9 VertexBuffer implementation.
#include "libGLESv2/renderer/VertexBuffer9.h"
#include "libGLESv2/renderer/vertexconversion.h"
#include "libGLESv2/Buffer.h"
#include <limits>
namespace rx
{
bool VertexBuffer9::mAttributeTypesInitialized = false;
VertexBuffer9::FormatConverter VertexBuffer9::mAttributeTypes[NUM_GL_VERTEX_ATTRIB_TYPES][2][4];
VertexBuffer9::VertexBuffer9(rx::Renderer9 *const renderer) : mRenderer(renderer)
{
mVertexBuffer = NULL;
mBufferSize = 0;
mDynamicUsage = false;
if (!mAttributeTypesInitialized)
{
initializeTranslations(renderer->getCapsDeclTypes());
mAttributeTypesInitialized = true;
}
}
VertexBuffer9::~VertexBuffer9()
{
if (mVertexBuffer)
{
mVertexBuffer->Release();
mVertexBuffer = NULL;
}
}
bool VertexBuffer9::initialize(unsigned int size, bool dynamicUsage)
{
if (mVertexBuffer)
{
mVertexBuffer->Release();
mVertexBuffer = NULL;
}
updateSerial();
if (size > 0)
{
DWORD flags = D3DUSAGE_WRITEONLY;
if (dynamicUsage)
{
flags |= D3DUSAGE_DYNAMIC;
}
HRESULT result = mRenderer->createVertexBuffer(size, flags, &mVertexBuffer);
if (FAILED(result))
{
ERR("Out of memory allocating a vertex buffer of size %lu.", size);
return false;
}
}
mBufferSize = size;
mDynamicUsage = dynamicUsage;
return true;
}
VertexBuffer9 *VertexBuffer9::makeVertexBuffer9(VertexBuffer *vertexBuffer)
{
ASSERT(dynamic_cast<VertexBuffer9*>(vertexBuffer) != NULL);
return static_cast<VertexBuffer9*>(vertexBuffer);
}
bool VertexBuffer9::storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count,
GLsizei instances, unsigned int offset)
{
if (mVertexBuffer)
{
gl::Buffer *buffer = attrib.mBoundBuffer.get();
int inputStride = attrib.stride();
int elementSize = attrib.typeSize();
const FormatConverter &converter = formatConverter(attrib);
DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0;
void *mapPtr = NULL;
HRESULT result = mVertexBuffer->Lock(offset, spaceRequired(attrib, count, instances), &mapPtr, lockFlags);
if (FAILED(result))
{
ERR("Lock failed with error 0x%08x", result);
return false;
}
const char *input = NULL;
if (buffer)
{
input = static_cast<const char*>(buffer->data()) + static_cast<int>(attrib.mOffset);
}
else
{
input = static_cast<const char*>(attrib.mPointer);
}
if (instances == 0 || attrib.mDivisor == 0)
{
input += inputStride * start;
}
if (converter.identity && inputStride == elementSize)
{
memcpy(mapPtr, input, count * inputStride);
}
else
{
converter.convertArray(input, inputStride, count, mapPtr);
}
mVertexBuffer->Unlock();
return true;
}
else
{
ERR("Vertex buffer not initialized.");
return false;
}
}
bool VertexBuffer9::storeRawData(const void* data, unsigned int size, unsigned int offset)
{
if (mVertexBuffer)
{
DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0;
void *mapPtr = NULL;
HRESULT result = mVertexBuffer->Lock(offset, size, &mapPtr, lockFlags);
if (FAILED(result))
{
ERR("Lock failed with error 0x%08x", result);
return false;
}
memcpy(mapPtr, data, size);
mVertexBuffer->Unlock();
return true;
}
else
{
ERR("Vertex buffer not initialized.");
return false;
}
}
unsigned int VertexBuffer9::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances) const
{
return spaceRequired(attrib, count, instances);
}
unsigned int VertexBuffer9::getVertexSize(const gl::VertexAttribute &attrib) const
{
return spaceRequired(attrib, 1, 0);
}
D3DDECLTYPE VertexBuffer9::getDeclType(const gl::VertexAttribute &attrib) const
{
return formatConverter(attrib).d3dDeclType;
}
unsigned int VertexBuffer9::getBufferSize() const
{
return mBufferSize;
}
bool VertexBuffer9::setBufferSize(unsigned int size)
{
if (size > mBufferSize)
{
return initialize(size, mDynamicUsage);
}
else
{
return true;
}
}
bool VertexBuffer9::discard()
{
if (mVertexBuffer)
{
void *dummy;
HRESULT result;
result = mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
if (FAILED(result))
{
ERR("Discard lock failed with error 0x%08x", result);
return false;
}
result = mVertexBuffer->Unlock();
if (FAILED(result))
{
ERR("Discard unlock failed with error 0x%08x", result);
return false;
}
return true;
}
else
{
ERR("Vertex buffer not initialized.");
return false;
}
}
IDirect3DVertexBuffer9 * VertexBuffer9::getBuffer() const
{
return mVertexBuffer;
}
// Mapping from OpenGL-ES vertex attrib type to D3D decl type:
//
// BYTE SHORT (Cast)
// BYTE-norm FLOAT (Normalize) (can't be exactly represented as SHORT-norm)
// UNSIGNED_BYTE UBYTE4 (Identity) or SHORT (Cast)
// UNSIGNED_BYTE-norm UBYTE4N (Identity) or FLOAT (Normalize)
// SHORT SHORT (Identity)
// SHORT-norm SHORT-norm (Identity) or FLOAT (Normalize)
// UNSIGNED_SHORT FLOAT (Cast)
// UNSIGNED_SHORT-norm USHORT-norm (Identity) or FLOAT (Normalize)
// FIXED (not in WebGL) FLOAT (FixedToFloat)
// FLOAT FLOAT (Identity)
// GLToCType maps from GL type (as GLenum) to the C typedef.
template <GLenum GLType> struct GLToCType { };
template <> struct GLToCType<GL_BYTE> { typedef GLbyte type; };
template <> struct GLToCType<GL_UNSIGNED_BYTE> { typedef GLubyte type; };
template <> struct GLToCType<GL_SHORT> { typedef GLshort type; };
template <> struct GLToCType<GL_UNSIGNED_SHORT> { typedef GLushort type; };
template <> struct GLToCType<GL_FIXED> { typedef GLuint type; };
template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; };
// This differs from D3DDECLTYPE in that it is unsized. (Size expansion is applied last.)
enum D3DVertexType
{
D3DVT_FLOAT,
D3DVT_SHORT,
D3DVT_SHORT_NORM,
D3DVT_UBYTE,
D3DVT_UBYTE_NORM,
D3DVT_USHORT_NORM
};
// D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type.
template <unsigned int D3DType> struct D3DToCType { };
template <> struct D3DToCType<D3DVT_FLOAT> { typedef float type; };
template <> struct D3DToCType<D3DVT_SHORT> { typedef short type; };
template <> struct D3DToCType<D3DVT_SHORT_NORM> { typedef short type; };
template <> struct D3DToCType<D3DVT_UBYTE> { typedef unsigned char type; };
template <> struct D3DToCType<D3DVT_UBYTE_NORM> { typedef unsigned char type; };
template <> struct D3DToCType<D3DVT_USHORT_NORM> { typedef unsigned short type; };
// Encode the type/size combinations that D3D permits. For each type/size it expands to a widener that will provide the appropriate final size.
template <unsigned int type, int size> struct WidenRule { };
template <int size> struct WidenRule<D3DVT_FLOAT, size> : NoWiden<size> { };
template <int size> struct WidenRule<D3DVT_SHORT, size> : WidenToEven<size> { };
template <int size> struct WidenRule<D3DVT_SHORT_NORM, size> : WidenToEven<size> { };
template <int size> struct WidenRule<D3DVT_UBYTE, size> : WidenToFour<size> { };
template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size> : WidenToFour<size> { };
template <int size> struct WidenRule<D3DVT_USHORT_NORM, size> : WidenToEven<size> { };
// VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination.
template <unsigned int d3dtype, int size> struct VertexTypeFlags { };
template <unsigned int _capflag, unsigned int _declflag>
struct VertexTypeFlagsHelper
{
enum { capflag = _capflag };
enum { declflag = _declflag };
};
template <> struct VertexTypeFlags<D3DVT_FLOAT, 1> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT1> { };
template <> struct VertexTypeFlags<D3DVT_FLOAT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT2> { };
template <> struct VertexTypeFlags<D3DVT_FLOAT, 3> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT3> { };
template <> struct VertexTypeFlags<D3DVT_FLOAT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT4> { };
template <> struct VertexTypeFlags<D3DVT_SHORT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT2> { };
template <> struct VertexTypeFlags<D3DVT_SHORT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT4> { };
template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT2N, D3DDECLTYPE_SHORT2N> { };
template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT4N, D3DDECLTYPE_SHORT4N> { };
template <> struct VertexTypeFlags<D3DVT_UBYTE, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4, D3DDECLTYPE_UBYTE4> { };
template <> struct VertexTypeFlags<D3DVT_UBYTE_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4N, D3DDECLTYPE_UBYTE4N> { };
template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT2N, D3DDECLTYPE_USHORT2N> { };
template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT4N, D3DDECLTYPE_USHORT4N> { };
// VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums).
template <GLenum GLtype, bool normalized> struct VertexTypeMapping { };
template <D3DVertexType Preferred, D3DVertexType Fallback = Preferred>
struct VertexTypeMappingBase
{
enum { preferred = Preferred };
enum { fallback = Fallback };
};
template <> struct VertexTypeMapping<GL_BYTE, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Cast
template <> struct VertexTypeMapping<GL_BYTE, true> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Normalize
template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, false> : VertexTypeMappingBase<D3DVT_UBYTE, D3DVT_FLOAT> { }; // Identity, Cast
template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, true> : VertexTypeMappingBase<D3DVT_UBYTE_NORM, D3DVT_FLOAT> { }; // Identity, Normalize
template <> struct VertexTypeMapping<GL_SHORT, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Identity
template <> struct VertexTypeMapping<GL_SHORT, true> : VertexTypeMappingBase<D3DVT_SHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, false> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Cast
template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, true> : VertexTypeMappingBase<D3DVT_USHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
template <bool normalized> struct VertexTypeMapping<GL_FIXED, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // FixedToFloat
template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Identity
// Given a GL type & norm flag and a D3D type, ConversionRule provides the type conversion rule (Cast, Normalize, Identity, FixedToFloat).
// The conversion rules themselves are defined in vertexconversion.h.
// Almost all cases are covered by Cast (including those that are actually Identity since Cast<T,T> knows it's an identity mapping).
template <GLenum fromType, bool normalized, unsigned int toType>
struct ConversionRule : Cast<typename GLToCType<fromType>::type, typename D3DToCType<toType>::type> { };
// All conversions from normalized types to float use the Normalize operator.
template <GLenum fromType> struct ConversionRule<fromType, true, D3DVT_FLOAT> : Normalize<typename GLToCType<fromType>::type> { };
// Use a full specialization for this so that it preferentially matches ahead of the generic normalize-to-float rules.
template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { };
template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { };
// A 2-stage construction is used for DefaultVertexValues because float must use SimpleDefaultValues (i.e. 0/1)
// whether it is normalized or not.
template <class T, bool normalized> struct DefaultVertexValuesStage2 { };
template <class T> struct DefaultVertexValuesStage2<T, true> : NormalizedDefaultValues<T> { };
template <class T> struct DefaultVertexValuesStage2<T, false> : SimpleDefaultValues<T> { };
// Work out the default value rule for a D3D type (expressed as the C type) and
template <class T, bool normalized> struct DefaultVertexValues : DefaultVertexValuesStage2<T, normalized> { };
template <bool normalized> struct DefaultVertexValues<float, normalized> : SimpleDefaultValues<float> { };
// Policy rules for use with Converter, to choose whether to use the preferred or fallback conversion.
// The fallback conversion produces an output that all D3D9 devices must support.
template <class T> struct UsePreferred { enum { type = T::preferred }; };
template <class T> struct UseFallback { enum { type = T::fallback }; };
// Converter ties it all together. Given an OpenGL type/norm/size and choice of preferred/fallback conversion,
// it provides all the members of the appropriate VertexDataConverter, the D3DCAPS9::DeclTypes flag in cap flag
// and the D3DDECLTYPE member needed for the vertex declaration in declflag.
template <GLenum fromType, bool normalized, int size, template <class T> class PreferenceRule>
struct Converter
: VertexDataConverter<typename GLToCType<fromType>::type,
WidenRule<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type, size>,
ConversionRule<fromType,
normalized,
PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>,
DefaultVertexValues<typename D3DToCType<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>::type, normalized > >
{
private:
enum { d3dtype = PreferenceRule< VertexTypeMapping<fromType, normalized> >::type };
enum { d3dsize = WidenRule<d3dtype, size>::finalWidth };
public:
enum { capflag = VertexTypeFlags<d3dtype, d3dsize>::capflag };
enum { declflag = VertexTypeFlags<d3dtype, d3dsize>::declflag };
};
// Initialize a TranslationInfo
#define TRANSLATION(type, norm, size, preferred) \
{ \
Converter<type, norm, size, preferred>::identity, \
Converter<type, norm, size, preferred>::finalSize, \
Converter<type, norm, size, preferred>::convertArray, \
static_cast<D3DDECLTYPE>(Converter<type, norm, size, preferred>::declflag) \
}
#define TRANSLATION_FOR_TYPE_NORM_SIZE(type, norm, size) \
{ \
Converter<type, norm, size, UsePreferred>::capflag, \
TRANSLATION(type, norm, size, UsePreferred), \
TRANSLATION(type, norm, size, UseFallback) \
}
#define TRANSLATIONS_FOR_TYPE(type) \
{ \
{ TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
{ TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 4) }, \
}
#define TRANSLATIONS_FOR_TYPE_NO_NORM(type) \
{ \
{ TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
{ TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
}
const VertexBuffer9::TranslationDescription VertexBuffer9::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = // [GL types as enumerated by typeIndex()][normalized][size-1]
{
TRANSLATIONS_FOR_TYPE(GL_BYTE),
TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_BYTE),
TRANSLATIONS_FOR_TYPE(GL_SHORT),
TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_SHORT),
TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FIXED),
TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FLOAT)
};
void VertexBuffer9::initializeTranslations(DWORD declTypes)
{
for (unsigned int i = 0; i < NUM_GL_VERTEX_ATTRIB_TYPES; i++)
{
for (unsigned int j = 0; j < 2; j++)
{
for (unsigned int k = 0; k < 4; k++)
{
if (mPossibleTranslations[i][j][k].capsFlag == 0 || (declTypes & mPossibleTranslations[i][j][k].capsFlag) != 0)
{
mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].preferredConversion;
}
else
{
mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].fallbackConversion;
}
}
}
}
}
unsigned int VertexBuffer9::typeIndex(GLenum type)
{
switch (type)
{
case GL_BYTE: return 0;
case GL_UNSIGNED_BYTE: return 1;
case GL_SHORT: return 2;
case GL_UNSIGNED_SHORT: return 3;
case GL_FIXED: return 4;
case GL_FLOAT: return 5;
default: UNREACHABLE(); return 5;
}
}
const VertexBuffer9::FormatConverter &VertexBuffer9::formatConverter(const gl::VertexAttribute &attribute)
{
return mAttributeTypes[typeIndex(attribute.mType)][attribute.mNormalized][attribute.mSize - 1];
}
unsigned int VertexBuffer9::spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances)
{
unsigned int elementSize = formatConverter(attrib).outputElementSize;
if (instances == 0 || attrib.mDivisor == 0)
{
return elementSize * count;
}
else
{
return elementSize * ((instances + attrib.mDivisor - 1) / attrib.mDivisor);
}
}
}