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kc3-lang/angle/src/libGLESv2/renderer/VertexBuffer11.cpp

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  • Author : shannon.woods@transgaming.com
    Date : 2013-02-28 23:16:20
    Hash : bdf2d80f
    Message : Add precompiled header support for the libGLESv2 project. TRAC #22518 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1938 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/VertexBuffer11.cpp
  • #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/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;
            }
        }
    
        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];
    }
    
    }