// // 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 "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h" #include "libANGLE/Buffer.h" #include "libANGLE/VertexAttribute.h" #include "libANGLE/formatutils.h" #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" namespace rx { VertexBuffer11::VertexBuffer11(Renderer11 *const renderer) : mRenderer(renderer), mBuffer(), mBufferSize(0), mDynamicUsage(false), mMappedResourceData(nullptr) { } VertexBuffer11::~VertexBuffer11() { ASSERT(mMappedResourceData == nullptr); } gl::Error VertexBuffer11::initialize(unsigned int size, bool dynamicUsage) { mBuffer.reset(); updateSerial(); if (size > 0) { 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; ANGLE_TRY(mRenderer->allocateResource(bufferDesc, &mBuffer)); if (dynamicUsage) { mBuffer.setDebugName("VertexBuffer11 (dynamic)"); } else { mBuffer.setDebugName("VertexBuffer11 (static)"); } } mBufferSize = size; mDynamicUsage = dynamicUsage; return gl::NoError(); } gl::Error VertexBuffer11::mapResource() { if (mMappedResourceData == nullptr) { ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = dxContext->Map(mBuffer.get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource); if (FAILED(result)) { return gl::OutOfMemory() << "Failed to map internal vertex buffer, " << gl::FmtHR(result); } mMappedResourceData = reinterpret_cast(mappedResource.pData); } return gl::NoError(); } void VertexBuffer11::hintUnmapResource() { if (mMappedResourceData != nullptr) { ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); dxContext->Unmap(mBuffer.get(), 0); mMappedResourceData = nullptr; } } gl::Error VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexBinding &binding, GLenum currentValueType, GLint start, GLsizei count, GLsizei instances, unsigned int offset, const uint8_t *sourceData) { if (!mBuffer.valid()) { return gl::OutOfMemory() << "Internal vertex buffer is not initialized."; } int inputStride = static_cast(ComputeVertexAttributeStride(attrib, binding)); // This will map the resource if it isn't already mapped. ANGLE_TRY(mapResource()); uint8_t *output = mMappedResourceData + offset; const uint8_t *input = sourceData; if (instances == 0 || binding.getDivisor() == 0) { input += inputStride * start; } gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib, currentValueType); const D3D_FEATURE_LEVEL featureLevel = mRenderer->getRenderer11DeviceCaps().featureLevel; const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatType, featureLevel); ASSERT(vertexFormatInfo.copyFunction != nullptr); vertexFormatInfo.copyFunction(input, inputStride, count, output); return gl::NoError(); } unsigned int VertexBuffer11::getBufferSize() const { return mBufferSize; } gl::Error VertexBuffer11::setBufferSize(unsigned int size) { if (size > mBufferSize) { return initialize(size, mDynamicUsage); } else { return gl::NoError(); } } gl::Error VertexBuffer11::discard() { if (!mBuffer.valid()) { return gl::OutOfMemory() << "Internal vertex buffer is not initialized."; } ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = dxContext->Map(mBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { return gl::OutOfMemory() << "Failed to map internal buffer for discarding, " << gl::FmtHR(result); } dxContext->Unmap(mBuffer.get(), 0); return gl::NoError(); } const d3d11::Buffer &VertexBuffer11::getBuffer() const { return mBuffer; } } // namespace rx