diff options
author | Andrew Knight <andrew.knight@digia.com> | 2013-04-03 19:57:09 +0300 |
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committer | The Qt Project <gerrit-noreply@qt-project.org> | 2013-04-08 11:35:44 +0200 |
commit | 710ad8ce1bd5d01ce048851d210ac3831ca17dde (patch) | |
tree | bb3f645e57a7887341113275c9caa2583f7e2dfa /src/3rdparty/angle/src/libGLESv2/renderer/VertexBuffer11.cpp | |
parent | 8307ab784eb4d8d22441ee61f02cb381684ca3a2 (diff) |
Upgrade ANGLE to DX11 Proto
Upgrades ANGLE to dx11proto (dx11-MRT-support tag), which splits out support
for DirectX9 & DirectX11. The DX9 codepath is used by default;
CONFIG+=angle_d3d11 must be passed to the ANGLE project to build for DX11.
Existing patches to ANGLE have been updated (or removed if no longer
needed), and a patch has been added to make DX9/DX11 codepaths mutually
exclusive.
Change-Id: Ibe13befadb94f04883eca449d0ee1f0da955ff92
Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@digia.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Axel Waggershauser <awagger@gmail.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/VertexBuffer11.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/VertexBuffer11.cpp | 418 |
1 files changed, 418 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/VertexBuffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/VertexBuffer11.cpp new file mode 100644 index 0000000000..92c8755e22 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/VertexBuffer11.cpp @@ -0,0 +1,418 @@ +#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 + { ©ToFloatVertexData<GLbyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 }, + { ©ToFloatVertexData<GLbyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, + { ©ToFloatVertexData<GLbyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, + { ©ToFloatVertexData<GLbyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, + }, + { // normalized + { ©VertexData<GLbyte, 1, false, true>, true, DXGI_FORMAT_R8_SNORM, 1 }, + { ©VertexData<GLbyte, 2, false, true>, true, DXGI_FORMAT_R8G8_SNORM, 2 }, + { ©VertexData<GLbyte, 3, true, true>, false, DXGI_FORMAT_R8G8B8A8_SNORM, 4 }, + { ©VertexData<GLbyte, 4, false, true>, true, DXGI_FORMAT_R8G8B8A8_SNORM, 4 }, + }, + }, + { // GL_UNSIGNED_BYTE + { // unnormalized + { ©ToFloatVertexData<GLubyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 }, + { ©ToFloatVertexData<GLubyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, + { ©ToFloatVertexData<GLubyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, + { ©ToFloatVertexData<GLubyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, + }, + { // normalized + { ©VertexData<GLubyte, 1, false, true>, true, DXGI_FORMAT_R8_UNORM, 1 }, + { ©VertexData<GLubyte, 2, false, true>, true, DXGI_FORMAT_R8G8_UNORM, 2 }, + { ©VertexData<GLubyte, 3, true, true>, false, DXGI_FORMAT_R8G8B8A8_UNORM, 4 }, + { ©VertexData<GLubyte, 4, false, true>, true, DXGI_FORMAT_R8G8B8A8_UNORM, 4 }, + }, + }, + { // GL_SHORT + { // unnormalized + { ©ToFloatVertexData<GLshort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 }, + { ©ToFloatVertexData<GLshort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, + { ©ToFloatVertexData<GLshort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, + { ©ToFloatVertexData<GLshort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, + }, + { // normalized + { ©VertexData<GLshort, 1, false, true>, true, DXGI_FORMAT_R16_SNORM, 2 }, + { ©VertexData<GLshort, 2, false, true>, true, DXGI_FORMAT_R16G16_SNORM, 4 }, + { ©VertexData<GLshort, 3, true, true>, false, DXGI_FORMAT_R16G16B16A16_SNORM, 8 }, + { ©VertexData<GLshort, 4, false, true>, true, DXGI_FORMAT_R16G16B16A16_SNORM, 8 }, + }, + }, + { // GL_UNSIGNED_SHORT + { // unnormalized + { ©ToFloatVertexData<GLushort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 }, + { ©ToFloatVertexData<GLushort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, + { ©ToFloatVertexData<GLushort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, + { ©ToFloatVertexData<GLushort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, + }, + { // normalized + { ©VertexData<GLushort, 1, false, true>, true, DXGI_FORMAT_R16_UNORM, 2 }, + { ©VertexData<GLushort, 2, false, true>, true, DXGI_FORMAT_R16G16_UNORM, 4 }, + { ©VertexData<GLushort, 3, true, true>, false, DXGI_FORMAT_R16G16B16A16_UNORM, 8 }, + { ©VertexData<GLushort, 4, false, true>, true, DXGI_FORMAT_R16G16B16A16_UNORM, 8 }, + }, + }, + { // GL_FIXED + { // unnormalized + { ©FixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 }, + { ©FixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, + { ©FixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, + { ©FixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, + }, + { // normalized + { ©FixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 }, + { ©FixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, + { ©FixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, + { ©FixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, + }, + }, + { // GL_FLOAT + { // unnormalized + { ©VertexData<GLfloat, 1, false, false>, true, DXGI_FORMAT_R32_FLOAT, 4 }, + { ©VertexData<GLfloat, 2, false, false>, true, DXGI_FORMAT_R32G32_FLOAT, 8 }, + { ©VertexData<GLfloat, 3, false, false>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, + { ©VertexData<GLfloat, 4, false, false>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, + }, + { // normalized + { ©VertexData<GLfloat, 1, false, false>, true, DXGI_FORMAT_R32_FLOAT, 4 }, + { ©VertexData<GLfloat, 2, false, false>, true, DXGI_FORMAT_R32G32_FLOAT, 8 }, + { ©VertexData<GLfloat, 3, false, false>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, + { ©VertexData<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]; +} + +} |