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kc3-lang/angle/src/libGLESv2/VertexDataManager.cpp

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  • Author : daniel@transgaming.com
    Date : 2012-02-01 18:10:40
    Hash : cb37afdb
    Message : The normalized argument of vertexAttribPointer should not affect float and fixed. Issue=155 Signed-off-by: Nicolas Capens Author: Pierre Leveille git-svn-id: https://angleproject.googlecode.com/svn/trunk@981 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/VertexDataManager.cpp
  • //
    // 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.
    //
    
    // VertexDataManager.h: Defines the VertexDataManager, a class that
    // runs the Buffer translation process.
    
    #include "libGLESv2/VertexDataManager.h"
    
    #include "common/debug.h"
    
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/main.h"
    
    #include "libGLESv2/vertexconversion.h"
    #include "libGLESv2/IndexDataManager.h"
    
    namespace
    {
        enum { INITIAL_STREAM_BUFFER_SIZE = 1024*1024 };
        // This has to be at least 4k or else it fails on ATI cards.
        enum { CONSTANT_VERTEX_BUFFER_SIZE = 4096 };
    }
    
    namespace gl
    {
    unsigned int VertexBuffer::mCurrentSerial = 1;
    
    int elementsInBuffer(const VertexAttribute &attribute, int size)
    {
        int stride = attribute.stride();
        return (size - attribute.mOffset % stride + (stride - attribute.typeSize())) / stride;
    }
    
    VertexDataManager::VertexDataManager(Context *context, IDirect3DDevice9 *device) : mContext(context), mDevice(device)
    {
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            mDirtyCurrentValue[i] = true;
            mCurrentValueBuffer[i] = NULL;
            mCurrentValueOffsets[i] = 0;
        }
    
        const D3DCAPS9 &caps = context->getDeviceCaps();
        checkVertexCaps(caps.DeclTypes);
    
        mStreamingBuffer = new StreamingVertexBuffer(mDevice, INITIAL_STREAM_BUFFER_SIZE);
    
        if (!mStreamingBuffer)
        {
            ERR("Failed to allocate the streaming vertex buffer.");
        }
    }
    
    VertexDataManager::~VertexDataManager()
    {
        delete mStreamingBuffer;
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            delete mCurrentValueBuffer[i];
        }
    }
    
    std::size_t VertexDataManager::writeAttributeData(ArrayVertexBuffer *vertexBuffer, GLint start, GLsizei count, const VertexAttribute &attribute, GLsizei instances)
    {
        Buffer *buffer = attribute.mBoundBuffer.get();
    
        int inputStride = attribute.stride();
        int elementSize = attribute.typeSize();
        const FormatConverter &converter = formatConverter(attribute);
        std::size_t streamOffset = 0;
    
        void *output = NULL;
        
        if (vertexBuffer)
        {
            output = vertexBuffer->map(attribute, spaceRequired(attribute, count, instances), &streamOffset);
        }
    
        if (output == NULL)
        {
            ERR("Failed to map vertex buffer.");
            return -1;
        }
    
        const char *input = NULL;
    
        if (buffer)
        {
            int offset = attribute.mOffset;
    
            input = static_cast<const char*>(buffer->data()) + offset;
        }
        else
        {
            input = static_cast<const char*>(attribute.mPointer);
        }
    
        if (instances == 0 || attribute.mDivisor == 0)
        {
            input += inputStride * start;
        }
    
        if (converter.identity && inputStride == elementSize)
        {
            memcpy(output, input, count * inputStride);
        }
        else
        {
            converter.convertArray(input, inputStride, count, output);
        }
    
        vertexBuffer->unmap();
    
        return streamOffset;
    }
    
    GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, TranslatedAttribute *translated, GLsizei instances)
    {
        if (!mStreamingBuffer)
        {
            return GL_OUT_OF_MEMORY;
        }
    
        const VertexAttributeArray &attribs = mContext->getVertexAttributes();
        Program *program = mContext->getCurrentProgram();
    
        for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            translated[attributeIndex].active = (program->getSemanticIndex(attributeIndex) != -1);
        }
    
        // Determine the required storage size per used buffer, and invalidate static buffers that don't contain matching attributes
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            if (translated[i].active && attribs[i].mArrayEnabled)
            {
                Buffer *buffer = attribs[i].mBoundBuffer.get();
                StaticVertexBuffer *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL;
    
                if (staticBuffer)
                {
                    if (staticBuffer->size() == 0)
                    {
                        int totalCount = elementsInBuffer(attribs[i], buffer->size());
                        staticBuffer->addRequiredSpace(spaceRequired(attribs[i], totalCount, 0));
                    }
                    else if (staticBuffer->lookupAttribute(attribs[i]) == -1)
                    {
                        // This static buffer doesn't have matching attributes, so fall back to using the streaming buffer
                        // Add the space of all previous attributes belonging to the invalidated static buffer to the streaming buffer
                        for (int previous = 0; previous < i; previous++)
                        {
                            if (translated[previous].active && attribs[previous].mArrayEnabled)
                            {
                                Buffer *previousBuffer = attribs[previous].mBoundBuffer.get();
                                StaticVertexBuffer *previousStaticBuffer = previousBuffer ? previousBuffer->getStaticVertexBuffer() : NULL;
    
                                if (staticBuffer == previousStaticBuffer)
                                {
                                    mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[previous], count, instances));
                                }
                            }
                        }
    
                        mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[i], count, instances));
    
                        buffer->invalidateStaticData();
                    }    
                }
                else
                {
                    mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[i], count, instances));
                }
            }
        }
    
        // Reserve the required space per used buffer
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            if (translated[i].active && attribs[i].mArrayEnabled)
            {
                Buffer *buffer = attribs[i].mBoundBuffer.get();
                ArrayVertexBuffer *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL;
                ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : mStreamingBuffer;
    
                if (vertexBuffer)
                {
                    vertexBuffer->reserveRequiredSpace();
                }
            }
        }
    
        // Perform the vertex data translations
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            if (translated[i].active)
            {
                if (attribs[i].mArrayEnabled)
                {
                    Buffer *buffer = attribs[i].mBoundBuffer.get();
    
                    if (!buffer && attribs[i].mPointer == NULL)
                    {
                        // This is an application error that would normally result in a crash, but we catch it and return an error
                        ERR("An enabled vertex array has no buffer and no pointer.");
                        return GL_INVALID_OPERATION;
                    }
    
                    const FormatConverter &converter = formatConverter(attribs[i]);
    
                    StaticVertexBuffer *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL;
                    ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : static_cast<ArrayVertexBuffer*>(mStreamingBuffer);
    
                    std::size_t streamOffset = -1;
    
                    if (staticBuffer)
                    {
                        streamOffset = staticBuffer->lookupAttribute(attribs[i]);
    
                        if (streamOffset == -1)
                        {
                            // Convert the entire buffer
                            int totalCount = elementsInBuffer(attribs[i], buffer->size());
                            int startIndex = attribs[i].mOffset / attribs[i].stride();
    
                            streamOffset = writeAttributeData(staticBuffer, -startIndex, totalCount, attribs[i], 0);
                        }
    
                        if (streamOffset != -1)
                        {
                            streamOffset += (attribs[i].mOffset / attribs[i].stride()) * converter.outputElementSize;
    
                            if (instances == 0 || attribs[i].mDivisor == 0)
                            {
                                streamOffset += start * converter.outputElementSize;
                            }
                        }
                    }
                    else
                    {
                        streamOffset = writeAttributeData(mStreamingBuffer, start, count, attribs[i], instances);
                    }
    
                    if (streamOffset == -1)
                    {
                        return GL_OUT_OF_MEMORY;
                    }
    
                    translated[i].vertexBuffer = vertexBuffer->getBuffer();
                    translated[i].serial = vertexBuffer->getSerial();
                    translated[i].divisor = attribs[i].mDivisor;
    
                    translated[i].type = converter.d3dDeclType;
                    translated[i].stride = converter.outputElementSize;
                    translated[i].offset = streamOffset;
                }
                else
                {
                    if (!mCurrentValueBuffer[i])
                    {
                        mCurrentValueBuffer[i] = new StreamingVertexBuffer(mDevice, CONSTANT_VERTEX_BUFFER_SIZE);
                    }
    
                    StreamingVertexBuffer *buffer = mCurrentValueBuffer[i];
    
                    if (mDirtyCurrentValue[i])
                    {
                        const int requiredSpace = 4 * sizeof(float);
                        buffer->addRequiredSpace(requiredSpace);
                        buffer->reserveRequiredSpace();
                        float *data = static_cast<float*>(buffer->map(VertexAttribute(), requiredSpace, &mCurrentValueOffsets[i]));
                        if (data)
                        {
                            data[0] = attribs[i].mCurrentValue[0];
                            data[1] = attribs[i].mCurrentValue[1];
                            data[2] = attribs[i].mCurrentValue[2];
                            data[3] = attribs[i].mCurrentValue[3];
                            buffer->unmap();
                            mDirtyCurrentValue[i] = false;
                        }
                    }
    
                    translated[i].vertexBuffer = mCurrentValueBuffer[i]->getBuffer();
                    translated[i].serial = mCurrentValueBuffer[i]->getSerial();
                    translated[i].divisor = 0;
    
                    translated[i].type = D3DDECLTYPE_FLOAT4;
                    translated[i].stride = 0;
                    translated[i].offset = mCurrentValueOffsets[i];
                }
            }
        }
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            if (translated[i].active && attribs[i].mArrayEnabled)
            {
                Buffer *buffer = attribs[i].mBoundBuffer.get();
    
                if (buffer)
                {
                    buffer->promoteStaticUsage(count * attribs[i].typeSize());
                }
            }
        }
    
        return GL_NO_ERROR;
    }
    
    std::size_t VertexDataManager::spaceRequired(const VertexAttribute &attrib, std::size_t count, GLsizei instances) const
    {
        size_t elementSize = formatConverter(attrib).outputElementSize;
    
        if (instances == 0 || attrib.mDivisor == 0)
        {
            return elementSize * count;
        }
        else
        {
            return elementSize * ((instances + attrib.mDivisor - 1) / attrib.mDivisor);
        }
    }
    
    // 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>          : gl::NoWiden<size> { };
    template <int size> struct WidenRule<D3DVT_SHORT, size>          : gl::WidenToEven<size> { };
    template <int size> struct WidenRule<D3DVT_SHORT_NORM, size>     : gl::WidenToEven<size> { };
    template <int size> struct WidenRule<D3DVT_UBYTE, size>          : gl::WidenToFour<size> { };
    template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size>     : gl::WidenToFour<size> { };
    template <int size> struct WidenRule<D3DVT_USHORT_NORM, size>    : gl::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 : gl::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> : gl::Normalize<typename GLToCType<fromType>::type> { };
    
    // Use a full specialisation for this so that it preferentially matches ahead of the generic normalize-to-float rules.
    template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : gl::FixedToFloat<GLuint, 16> { };
    template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : gl::FixedToFloat<GLuint, 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>  : gl::NormalizedDefaultValues<T> { };
    template <class T> struct DefaultVertexValuesStage2<T, false> : gl::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> : gl::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
        : gl::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 };
    };
    
    // Initialise 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 VertexDataManager::TranslationDescription VertexDataManager::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 VertexDataManager::checkVertexCaps(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;
                    }
                }
            }
        }
    }
    
    // This is used to index mAttributeTypes and mPossibleTranslations.
    unsigned int VertexDataManager::typeIndex(GLenum type) const
    {
        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;
        }
    }
    
    VertexBuffer::VertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : mDevice(device), mVertexBuffer(NULL)
    {
        if (size > 0)
        {
            D3DPOOL pool = getDisplay()->getBufferPool(usageFlags);
            HRESULT result = device->CreateVertexBuffer(size, usageFlags, 0, pool, &mVertexBuffer, NULL);
            mSerial = issueSerial();
            
            if (FAILED(result))
            {
                ERR("Out of memory allocating a vertex buffer of size %lu.", size);
            }
        }
    }
    
    VertexBuffer::~VertexBuffer()
    {
        if (mVertexBuffer)
        {
            mVertexBuffer->Release();
        }
    }
    
    void VertexBuffer::unmap()
    {
        if (mVertexBuffer)
        {
            mVertexBuffer->Unlock();
        }
    }
    
    IDirect3DVertexBuffer9 *VertexBuffer::getBuffer() const
    {
        return mVertexBuffer;
    }
    
    unsigned int VertexBuffer::getSerial() const
    {
        return mSerial;
    }
    
    unsigned int VertexBuffer::issueSerial()
    {
        return mCurrentSerial++;
    }
    
    ArrayVertexBuffer::ArrayVertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : VertexBuffer(device, size, usageFlags)
    {
        mBufferSize = size;
        mWritePosition = 0;
        mRequiredSpace = 0;
    }
    
    ArrayVertexBuffer::~ArrayVertexBuffer()
    {
    }
    
    void ArrayVertexBuffer::addRequiredSpace(UINT requiredSpace)
    {
        mRequiredSpace += requiredSpace;
    }
    
    StreamingVertexBuffer::StreamingVertexBuffer(IDirect3DDevice9 *device, std::size_t initialSize) : ArrayVertexBuffer(device, initialSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY)
    {
    }
    
    StreamingVertexBuffer::~StreamingVertexBuffer()
    {
    }
    
    void *StreamingVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, std::size_t *offset)
    {
        void *mapPtr = NULL;
    
        if (mVertexBuffer)
        {
            HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, D3DLOCK_NOOVERWRITE);
            
            if (FAILED(result))
            {
                ERR("Lock failed with error 0x%08x", result);
                return NULL;
            }
    
            *offset = mWritePosition;
            mWritePosition += requiredSpace;
        }
    
        return mapPtr;
    }
    
    void StreamingVertexBuffer::reserveRequiredSpace()
    {
        if (mRequiredSpace > mBufferSize)
        {
            if (mVertexBuffer)
            {
                mVertexBuffer->Release();
                mVertexBuffer = NULL;
            }
    
            mBufferSize = std::max(mRequiredSpace, 3 * mBufferSize / 2);   // 1.5 x mBufferSize is arbitrary and should be checked to see we don't have too many reallocations.
    
            D3DPOOL pool = getDisplay()->getBufferPool(D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY);
            HRESULT result = mDevice->CreateVertexBuffer(mBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, pool, &mVertexBuffer, NULL);
            mSerial = issueSerial();
        
            if (FAILED(result))
            {
                ERR("Out of memory allocating a vertex buffer of size %lu.", mBufferSize);
            }
    
            mWritePosition = 0;
        }
        else if (mWritePosition + mRequiredSpace > mBufferSize)   // Recycle
        {
            if (mVertexBuffer)
            {
                void *dummy;
                mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
                mVertexBuffer->Unlock();
            }
    
            mWritePosition = 0;
        }
    
        mRequiredSpace = 0;
    }
    
    StaticVertexBuffer::StaticVertexBuffer(IDirect3DDevice9 *device) : ArrayVertexBuffer(device, 0, D3DUSAGE_WRITEONLY)
    {
    }
    
    StaticVertexBuffer::~StaticVertexBuffer()
    {
    }
    
    void *StaticVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, std::size_t *streamOffset)
    {
        void *mapPtr = NULL;
    
        if (mVertexBuffer)
        {
            HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, 0);
            
            if (FAILED(result))
            {
                ERR("Lock failed with error 0x%08x", result);
                return NULL;
            }
    
            int attributeOffset = attribute.mOffset % attribute.stride();
            VertexElement element = {attribute.mType, attribute.mSize, attribute.stride(), attribute.mNormalized, attributeOffset, mWritePosition};
            mCache.push_back(element);
    
            *streamOffset = mWritePosition;
            mWritePosition += requiredSpace;
        }
    
        return mapPtr;
    }
    
    void StaticVertexBuffer::reserveRequiredSpace()
    {
        if (!mVertexBuffer && mBufferSize == 0)
        {
            D3DPOOL pool = getDisplay()->getBufferPool(D3DUSAGE_WRITEONLY);
            HRESULT result = mDevice->CreateVertexBuffer(mRequiredSpace, D3DUSAGE_WRITEONLY, 0, pool, &mVertexBuffer, NULL);
            mSerial = issueSerial();
    
            if (FAILED(result))
            {
                ERR("Out of memory allocating a vertex buffer of size %lu.", mRequiredSpace);
            }
    
            mBufferSize = mRequiredSpace;
        }
        else if (mVertexBuffer && mBufferSize >= mRequiredSpace)
        {
            // Already allocated
        }
        else UNREACHABLE();   // Static vertex buffers can't be resized
    
        mRequiredSpace = 0;
    }
    
    std::size_t StaticVertexBuffer::lookupAttribute(const VertexAttribute &attribute)
    {
        for (unsigned int element = 0; element < mCache.size(); element++)
        {
            if (mCache[element].type == attribute.mType &&
                mCache[element].size == attribute.mSize &&
                mCache[element].stride == attribute.stride() &&
                mCache[element].normalized == attribute.mNormalized)
            {
                if (mCache[element].attributeOffset == attribute.mOffset % attribute.stride())
                {
                    return mCache[element].streamOffset;
                }
            }
        }
    
        return -1;
    }
    
    const VertexDataManager::FormatConverter &VertexDataManager::formatConverter(const VertexAttribute &attribute) const
    {
        return mAttributeTypes[typeIndex(attribute.mType)][attribute.mNormalized][attribute.mSize - 1];
    }
    }