Hash :
d8fa9215
Author :
Date :
2016-03-02T11:51:43
D3D: Refactor VertexBuffer::getSpaceRequired. By making this a virtual call to BufferFactoryD3D (aka RendererD3D), we can also stop having side-effects in the BufferD3D class of creating a static buffer storage when we only want to know the space required for some vertex elements. This refactoring will aid implementation of VertexArray11 dirty bits. BUG=angleproject:1327 Change-Id: I0e34c6e9f5da35edebc179d578ad9392dc0166db Reviewed-on: https://chromium-review.googlesource.com/329741 Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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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 "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
#include "libANGLE/renderer/d3d/d3d9/vertexconversion.h"
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/Buffer.h"
namespace rx
{
VertexBuffer9::VertexBuffer9(Renderer9 *renderer) : mRenderer(renderer)
{
mVertexBuffer = NULL;
mBufferSize = 0;
mDynamicUsage = false;
}
VertexBuffer9::~VertexBuffer9()
{
SafeRelease(mVertexBuffer);
}
gl::Error VertexBuffer9::initialize(unsigned int size, bool dynamicUsage)
{
SafeRelease(mVertexBuffer);
updateSerial();
if (size > 0)
{
DWORD flags = D3DUSAGE_WRITEONLY;
if (dynamicUsage)
{
flags |= D3DUSAGE_DYNAMIC;
}
HRESULT result = mRenderer->createVertexBuffer(size, flags, &mVertexBuffer);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal vertex buffer of size, %lu.", size);
}
}
mBufferSize = size;
mDynamicUsage = dynamicUsage;
return gl::Error(GL_NO_ERROR);
}
gl::Error VertexBuffer9::storeVertexAttributes(const gl::VertexAttribute &attrib,
GLenum currentValueType,
GLint start,
GLsizei count,
GLsizei instances,
unsigned int offset,
const uint8_t *sourceData)
{
if (!mVertexBuffer)
{
return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
}
int inputStride = static_cast<int>(gl::ComputeVertexAttributeStride(attrib));
int elementSize = static_cast<int>(gl::ComputeVertexAttributeTypeSize(attrib));
DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0;
uint8_t *mapPtr = nullptr;
auto errorOrMapSize = mRenderer->getVertexSpaceRequired(attrib, count, instances);
if (errorOrMapSize.isError())
{
return errorOrMapSize.getError();
}
unsigned int mapSize = errorOrMapSize.getResult();
HRESULT result = mVertexBuffer->Lock(offset, mapSize, reinterpret_cast<void**>(&mapPtr), lockFlags);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal vertex buffer, HRESULT: 0x%08x.", result);
}
const uint8_t *input = sourceData;
if (instances == 0 || attrib.divisor == 0)
{
input += inputStride * start;
}
gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib, currentValueType);
const d3d9::VertexFormat &d3dVertexInfo = d3d9::GetVertexFormatInfo(mRenderer->getCapsDeclTypes(), vertexFormatType);
bool needsConversion = (d3dVertexInfo.conversionType & VERTEX_CONVERT_CPU) > 0;
if (!needsConversion && inputStride == elementSize)
{
size_t copySize = static_cast<size_t>(count) * static_cast<size_t>(inputStride);
memcpy(mapPtr, input, copySize);
}
else
{
d3dVertexInfo.copyFunction(input, inputStride, count, mapPtr);
}
mVertexBuffer->Unlock();
return gl::Error(GL_NO_ERROR);
}
unsigned int VertexBuffer9::getBufferSize() const
{
return mBufferSize;
}
gl::Error VertexBuffer9::setBufferSize(unsigned int size)
{
if (size > mBufferSize)
{
return initialize(size, mDynamicUsage);
}
else
{
return gl::Error(GL_NO_ERROR);
}
}
gl::Error VertexBuffer9::discard()
{
if (!mVertexBuffer)
{
return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
}
void *dummy;
HRESULT result;
result = mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal buffer for discarding, HRESULT: 0x%08x", result);
}
result = mVertexBuffer->Unlock();
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to unlock internal buffer for discarding, HRESULT: 0x%08x", result);
}
return gl::Error(GL_NO_ERROR);
}
IDirect3DVertexBuffer9 * VertexBuffer9::getBuffer() const
{
return mVertexBuffer;
}
} // namespace rx