#include "precompiled.h" // // Copyright (c) 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. // // IndexBuffer11.cpp: Defines the D3D11 IndexBuffer implementation. #include "libGLESv2/renderer/IndexBuffer11.h" #include "libGLESv2/renderer/Renderer11.h" namespace rx { IndexBuffer11::IndexBuffer11(Renderer11 *const renderer) : mRenderer(renderer) { mBuffer = NULL; mBufferSize = 0; mDynamicUsage = false; } IndexBuffer11::~IndexBuffer11() { if (mBuffer) { mBuffer->Release(); mBuffer = NULL; } } bool IndexBuffer11::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic) { if (mBuffer) { mBuffer->Release(); mBuffer = NULL; } updateSerial(); if (bufferSize > 0) { ID3D11Device* dxDevice = mRenderer->getDevice(); D3D11_BUFFER_DESC bufferDesc; bufferDesc.ByteWidth = bufferSize; bufferDesc.Usage = D3D11_USAGE_DYNAMIC; bufferDesc.BindFlags = D3D11_BIND_INDEX_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 = bufferSize; mIndexType = indexType; mDynamicUsage = dynamic; return true; } IndexBuffer11 *IndexBuffer11::makeIndexBuffer11(IndexBuffer *indexBuffer) { ASSERT(HAS_DYNAMIC_TYPE(IndexBuffer11*, indexBuffer)); return static_cast(indexBuffer); } bool IndexBuffer11::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory) { if (mBuffer) { // Check for integer overflows and out-out-bounds map requests if (offset + size < offset || offset + size > mBufferSize) { ERR("Index buffer map range is not inside the buffer."); return false; } 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("Index buffer map failed with error 0x%08x", result); return false; } *outMappedMemory = reinterpret_cast(mappedResource.pData) + offset; return true; } else { ERR("Index buffer not initialized."); return false; } } bool IndexBuffer11::unmapBuffer() { if (mBuffer) { ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); dxContext->Unmap(mBuffer, 0); return true; } else { ERR("Index buffer not initialized."); return false; } } GLenum IndexBuffer11::getIndexType() const { return mIndexType; } unsigned int IndexBuffer11::getBufferSize() const { return mBufferSize; } bool IndexBuffer11::setSize(unsigned int bufferSize, GLenum indexType) { if (bufferSize > mBufferSize || indexType != mIndexType) { return initialize(bufferSize, indexType, mDynamicUsage); } else { return true; } } bool IndexBuffer11::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("Index buffer map failed with error 0x%08x", result); return false; } dxContext->Unmap(mBuffer, 0); return true; } else { ERR("Index buffer not initialized."); return false; } } DXGI_FORMAT IndexBuffer11::getIndexFormat() const { switch (mIndexType) { case GL_UNSIGNED_BYTE: return DXGI_FORMAT_R16_UINT; case GL_UNSIGNED_SHORT: return DXGI_FORMAT_R16_UINT; case GL_UNSIGNED_INT: return mRenderer->get32BitIndexSupport() ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT; default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN; } } ID3D11Buffer *IndexBuffer11::getBuffer() const { return mBuffer; } }