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authorAndrew Knight <andrew.knight@digia.com>2013-04-03 19:57:09 +0300
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-04-08 11:35:44 +0200
commit710ad8ce1bd5d01ce048851d210ac3831ca17dde (patch)
treebb3f645e57a7887341113275c9caa2583f7e2dfa /src/3rdparty/angle/src/libGLESv2/renderer/VertexBuffer11.cpp
parent8307ab784eb4d8d22441ee61f02cb381684ca3a2 (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.cpp418
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
+ { &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];
+}
+
+}