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//
// Copyright 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/Context.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.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);
}
angle::Result VertexBuffer11::initialize(const gl::Context *context,
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(GetImplAs<Context11>(context), bufferDesc, &mBuffer));
if (dynamicUsage)
{
mBuffer.setInternalName("VertexBuffer11(dynamic)");
}
else
{
mBuffer.setInternalName("VertexBuffer11(static)");
}
}
mBufferSize = size;
mDynamicUsage = dynamicUsage;
return angle::Result::Continue;
}
angle::Result VertexBuffer11::mapResource(const gl::Context *context)
{
if (mMappedResourceData == nullptr)
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
ANGLE_TRY(mRenderer->mapResource(context, mBuffer.get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0,
&mappedResource));
mMappedResourceData = static_cast<uint8_t *>(mappedResource.pData);
}
return angle::Result::Continue;
}
void VertexBuffer11::hintUnmapResource()
{
if (mMappedResourceData != nullptr)
{
ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
dxContext->Unmap(mBuffer.get(), 0);
mMappedResourceData = nullptr;
}
}
angle::Result VertexBuffer11::storeVertexAttributes(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
gl::VertexAttribType currentValueType,
GLint start,
size_t count,
GLsizei instances,
unsigned int offset,
const uint8_t *sourceData)
{
ASSERT(mBuffer.valid());
int inputStride = static_cast<int>(ComputeVertexAttributeStride(attrib, binding));
// This will map the resource if it isn't already mapped.
ANGLE_TRY(mapResource(context));
uint8_t *output = mMappedResourceData + offset;
const uint8_t *input = sourceData;
if (instances == 0 || binding.getDivisor() == 0)
{
input += inputStride * start;
}
angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, currentValueType);
const D3D_FEATURE_LEVEL featureLevel = mRenderer->getRenderer11DeviceCaps().featureLevel;
const d3d11::VertexFormat &vertexFormatInfo =
d3d11::GetVertexFormatInfo(vertexFormatID, featureLevel);
ASSERT(vertexFormatInfo.copyFunction != nullptr);
vertexFormatInfo.copyFunction(input, inputStride, count, output);
return angle::Result::Continue;
}
unsigned int VertexBuffer11::getBufferSize() const
{
return mBufferSize;
}
angle::Result VertexBuffer11::setBufferSize(const gl::Context *context, unsigned int size)
{
if (size > mBufferSize)
{
return initialize(context, size, mDynamicUsage);
}
return angle::Result::Continue;
}
angle::Result VertexBuffer11::discard(const gl::Context *context)
{
ASSERT(mBuffer.valid());
D3D11_MAPPED_SUBRESOURCE mappedResource;
ANGLE_TRY(mRenderer->mapResource(context, mBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0,
&mappedResource));
mRenderer->getDeviceContext()->Unmap(mBuffer.get(), 0);
return angle::Result::Continue;
}
const d3d11::Buffer &VertexBuffer11::getBuffer() const
{
return mBuffer;
}
} // namespace rx