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      1 #include "precompiled.h"
      2 //
      3 // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
      4 // Use of this source code is governed by a BSD-style license that can be
      5 // found in the LICENSE file.
      6 //
      7 
      8 // VertexBuffer11.cpp: Defines the D3D11 VertexBuffer implementation.
      9 
     10 #include "libGLESv2/renderer/VertexBuffer11.h"
     11 #include "libGLESv2/renderer/BufferStorage.h"
     12 
     13 #include "libGLESv2/Buffer.h"
     14 #include "libGLESv2/renderer/Renderer11.h"
     15 #include "libGLESv2/Context.h"
     16 
     17 namespace rx
     18 {
     19 
     20 VertexBuffer11::VertexBuffer11(rx::Renderer11 *const renderer) : mRenderer(renderer)
     21 {
     22     mBuffer = NULL;
     23     mBufferSize = 0;
     24     mDynamicUsage = false;
     25 }
     26 
     27 VertexBuffer11::~VertexBuffer11()
     28 {
     29     if (mBuffer)
     30     {
     31         mBuffer->Release();
     32         mBuffer = NULL;
     33     }
     34 }
     35 
     36 bool VertexBuffer11::initialize(unsigned int size, bool dynamicUsage)
     37 {
     38     if (mBuffer)
     39     {
     40         mBuffer->Release();
     41         mBuffer = NULL;
     42     }
     43 
     44     updateSerial();
     45 
     46     if (size > 0)
     47     {
     48         ID3D11Device* dxDevice = mRenderer->getDevice();
     49 
     50         D3D11_BUFFER_DESC bufferDesc;
     51         bufferDesc.ByteWidth = size;
     52         bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
     53         bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
     54         bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
     55         bufferDesc.MiscFlags = 0;
     56         bufferDesc.StructureByteStride = 0;
     57 
     58         HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer);
     59         if (FAILED(result))
     60         {
     61             return false;
     62         }
     63     }
     64 
     65     mBufferSize = size;
     66     mDynamicUsage = dynamicUsage;
     67     return true;
     68 }
     69 
     70 VertexBuffer11 *VertexBuffer11::makeVertexBuffer11(VertexBuffer *vetexBuffer)
     71 {
     72     ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer11*, vetexBuffer));
     73     return static_cast<VertexBuffer11*>(vetexBuffer);
     74 }
     75 
     76 bool VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count,
     77                                            GLsizei instances, unsigned int offset)
     78 {
     79     if (mBuffer)
     80     {
     81         gl::Buffer *buffer = attrib.mBoundBuffer.get();
     82 
     83         int inputStride = attrib.stride();
     84         const VertexConverter &converter = getVertexConversion(attrib);
     85 
     86         ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
     87 
     88         D3D11_MAPPED_SUBRESOURCE mappedResource;
     89         HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
     90         if (FAILED(result))
     91         {
     92             ERR("Vertex buffer map failed with error 0x%08x", result);
     93             return false;
     94         }
     95 
     96         char* output = reinterpret_cast<char*>(mappedResource.pData) + offset;
     97 
     98         const char *input = NULL;
     99         if (buffer)
    100         {
    101             BufferStorage *storage = buffer->getStorage();
    102             input = static_cast<const char*>(storage->getData()) + static_cast<int>(attrib.mOffset);
    103         }
    104         else
    105         {
    106             input = static_cast<const char*>(attrib.mPointer);
    107         }
    108 
    109         if (instances == 0 || attrib.mDivisor == 0)
    110         {
    111             input += inputStride * start;
    112         }
    113 
    114         converter.conversionFunc(input, inputStride, count, output);
    115 
    116         dxContext->Unmap(mBuffer, 0);
    117 
    118         return true;
    119     }
    120     else
    121     {
    122         ERR("Vertex buffer not initialized.");
    123         return false;
    124     }
    125 }
    126 
    127 bool VertexBuffer11::storeRawData(const void* data, unsigned int size, unsigned int offset)
    128 {
    129     if (mBuffer)
    130     {
    131         ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
    132 
    133         D3D11_MAPPED_SUBRESOURCE mappedResource;
    134         HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
    135         if (FAILED(result))
    136         {
    137             ERR("Vertex buffer map failed with error 0x%08x", result);
    138             return false;
    139         }
    140 
    141         char* bufferData = static_cast<char*>(mappedResource.pData);
    142         memcpy(bufferData + offset, data, size);
    143 
    144         dxContext->Unmap(mBuffer, 0);
    145 
    146         return true;
    147     }
    148     else
    149     {
    150         ERR("Vertex buffer not initialized.");
    151         return false;
    152     }
    153 }
    154 
    155 unsigned int VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count,
    156                                               GLsizei instances) const
    157 {
    158     unsigned int elementSize = getVertexConversion(attrib).outputElementSize;
    159 
    160     if (instances == 0 || attrib.mDivisor == 0)
    161     {
    162         return elementSize * count;
    163     }
    164     else
    165     {
    166         return elementSize * ((instances + attrib.mDivisor - 1) / attrib.mDivisor);
    167     }
    168 }
    169 
    170 bool VertexBuffer11::requiresConversion(const gl::VertexAttribute &attrib) const
    171 {
    172     return !getVertexConversion(attrib).identity;
    173 }
    174 
    175 unsigned int VertexBuffer11::getBufferSize() const
    176 {
    177     return mBufferSize;
    178 }
    179 
    180 bool VertexBuffer11::setBufferSize(unsigned int size)
    181 {
    182     if (size > mBufferSize)
    183     {
    184         return initialize(size, mDynamicUsage);
    185     }
    186     else
    187     {
    188         return true;
    189     }
    190 }
    191 
    192 bool VertexBuffer11::discard()
    193 {
    194     if (mBuffer)
    195     {
    196         ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
    197 
    198         D3D11_MAPPED_SUBRESOURCE mappedResource;
    199         HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    200         if (FAILED(result))
    201         {
    202             ERR("Vertex buffer map failed with error 0x%08x", result);
    203             return false;
    204         }
    205 
    206         dxContext->Unmap(mBuffer, 0);
    207 
    208         return true;
    209     }
    210     else
    211     {
    212         ERR("Vertex buffer not initialized.");
    213         return false;
    214     }
    215 }
    216 
    217 unsigned int VertexBuffer11::getVertexSize(const gl::VertexAttribute &attrib) const
    218 {
    219     return getVertexConversion(attrib).outputElementSize;
    220 }
    221 
    222 DXGI_FORMAT VertexBuffer11::getDXGIFormat(const gl::VertexAttribute &attrib) const
    223 {
    224     return getVertexConversion(attrib).dxgiFormat;
    225 }
    226 
    227 ID3D11Buffer *VertexBuffer11::getBuffer() const
    228 {
    229     return mBuffer;
    230 }
    231 
    232 template <typename T, unsigned int componentCount, bool widen, bool normalized>
    233 static void copyVertexData(const void *input, unsigned int stride, unsigned int count, void *output)
    234 {
    235     unsigned int attribSize = sizeof(T) * componentCount;
    236 
    237     if (attribSize == stride && !widen)
    238     {
    239         memcpy(output, input, count * attribSize);
    240     }
    241     else
    242     {
    243         unsigned int outputStride = widen ? 4 : componentCount;
    244         T defaultVal = normalized ? std::numeric_limits<T>::max() : T(1);
    245 
    246         for (unsigned int i = 0; i < count; i++)
    247         {
    248             const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + i * stride);
    249             T *offsetOutput = reinterpret_cast<T*>(output) + i * outputStride;
    250 
    251             for (unsigned int j = 0; j < componentCount; j++)
    252             {
    253                 offsetOutput[j] = offsetInput[j];
    254             }
    255 
    256             if (widen)
    257             {
    258                 offsetOutput[3] = defaultVal;
    259             }
    260         }
    261     }
    262 }
    263 
    264 template <unsigned int componentCount>
    265 static void copyFixedVertexData(const void* input, unsigned int stride, unsigned int count, void* output)
    266 {
    267     static const float divisor = 1.0f / (1 << 16);
    268 
    269     for (unsigned int i = 0; i < count; i++)
    270     {
    271         const GLfixed* offsetInput = reinterpret_cast<const GLfixed*>(reinterpret_cast<const char*>(input) + stride * i);
    272         float* offsetOutput = reinterpret_cast<float*>(output) + i * componentCount;
    273 
    274         for (unsigned int j = 0; j < componentCount; j++)
    275         {
    276             offsetOutput[j] = static_cast<float>(offsetInput[j]) * divisor;
    277         }
    278     }
    279 }
    280 
    281 template <typename T, unsigned int componentCount, bool normalized>
    282 static void copyToFloatVertexData(const void* input, unsigned int stride, unsigned int count, void* output)
    283 {
    284     typedef std::numeric_limits<T> NL;
    285 
    286     for (unsigned int i = 0; i < count; i++)
    287     {
    288         const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + stride * i);
    289         float *offsetOutput = reinterpret_cast<float*>(output) + i * componentCount;
    290 
    291         for (unsigned int j = 0; j < componentCount; j++)
    292         {
    293             if (normalized)
    294             {
    295                 if (NL::is_signed)
    296                 {
    297                     const float divisor = 1.0f / (2 * static_cast<float>(NL::max()) + 1);
    298                     offsetOutput[j] = (2 * static_cast<float>(offsetInput[j]) + 1) * divisor;
    299                 }
    300                 else
    301                 {
    302                     offsetOutput[j] =  static_cast<float>(offsetInput[j]) / NL::max();
    303                 }
    304             }
    305             else
    306             {
    307                 offsetOutput[j] =  static_cast<float>(offsetInput[j]);
    308             }
    309         }
    310     }
    311 }
    312 
    313 const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] =
    314 {
    315     { // GL_BYTE
    316         { // unnormalized
    317             { &copyToFloatVertexData<GLbyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
    318             { &copyToFloatVertexData<GLbyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
    319             { &copyToFloatVertexData<GLbyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
    320             { &copyToFloatVertexData<GLbyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
    321         },
    322         { // normalized
    323             { &copyVertexData<GLbyte, 1, false, true>, true, DXGI_FORMAT_R8_SNORM, 1 },
    324             { &copyVertexData<GLbyte, 2, false, true>, true, DXGI_FORMAT_R8G8_SNORM, 2 },
    325             { &copyVertexData<GLbyte, 3, true, true>, false, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
    326             { &copyVertexData<GLbyte, 4, false, true>, true, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
    327         },
    328     },
    329     { // GL_UNSIGNED_BYTE
    330         { // unnormalized
    331             { &copyToFloatVertexData<GLubyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
    332             { &copyToFloatVertexData<GLubyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
    333             { &copyToFloatVertexData<GLubyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
    334             { &copyToFloatVertexData<GLubyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
    335         },
    336         { // normalized
    337             { &copyVertexData<GLubyte, 1, false, true>, true, DXGI_FORMAT_R8_UNORM, 1 },
    338             { &copyVertexData<GLubyte, 2, false, true>, true, DXGI_FORMAT_R8G8_UNORM, 2 },
    339             { &copyVertexData<GLubyte, 3, true, true>, false, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
    340             { &copyVertexData<GLubyte, 4, false, true>, true, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
    341         },
    342     },
    343     { // GL_SHORT
    344         { // unnormalized
    345             { &copyToFloatVertexData<GLshort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
    346             { &copyToFloatVertexData<GLshort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
    347             { &copyToFloatVertexData<GLshort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
    348             { &copyToFloatVertexData<GLshort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
    349         },
    350         { // normalized
    351             { &copyVertexData<GLshort, 1, false, true>, true, DXGI_FORMAT_R16_SNORM, 2 },
    352             { &copyVertexData<GLshort, 2, false, true>, true, DXGI_FORMAT_R16G16_SNORM, 4 },
    353             { &copyVertexData<GLshort, 3, true, true>, false, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
    354             { &copyVertexData<GLshort, 4, false, true>, true, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
    355         },
    356     },
    357     { // GL_UNSIGNED_SHORT
    358         { // unnormalized
    359             { &copyToFloatVertexData<GLushort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 },
    360             { &copyToFloatVertexData<GLushort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
    361             { &copyToFloatVertexData<GLushort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
    362             { &copyToFloatVertexData<GLushort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
    363         },
    364         { // normalized
    365             { &copyVertexData<GLushort, 1, false, true>, true, DXGI_FORMAT_R16_UNORM, 2 },
    366             { &copyVertexData<GLushort, 2, false, true>, true, DXGI_FORMAT_R16G16_UNORM, 4 },
    367             { &copyVertexData<GLushort, 3, true, true>, false, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
    368             { &copyVertexData<GLushort, 4, false, true>, true, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
    369         },
    370     },
    371     { // GL_FIXED
    372         { // unnormalized
    373             { &copyFixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 },
    374             { &copyFixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
    375             { &copyFixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
    376             { &copyFixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
    377         },
    378         { // normalized
    379             { &copyFixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 },
    380             { &copyFixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 },
    381             { &copyFixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
    382             { &copyFixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
    383         },
    384     },
    385     { // GL_FLOAT
    386         { // unnormalized
    387             { &copyVertexData<GLfloat, 1, false, false>, true, DXGI_FORMAT_R32_FLOAT, 4 },
    388             { &copyVertexData<GLfloat, 2, false, false>, true, DXGI_FORMAT_R32G32_FLOAT, 8 },
    389             { &copyVertexData<GLfloat, 3, false, false>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
    390             { &copyVertexData<GLfloat, 4, false, false>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
    391         },
    392         { // normalized
    393             { &copyVertexData<GLfloat, 1, false, false>, true, DXGI_FORMAT_R32_FLOAT, 4 },
    394             { &copyVertexData<GLfloat, 2, false, false>, true, DXGI_FORMAT_R32G32_FLOAT, 8 },
    395             { &copyVertexData<GLfloat, 3, false, false>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
    396             { &copyVertexData<GLfloat, 4, false, false>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
    397         },
    398     },
    399 };
    400 
    401 const VertexBuffer11::VertexConverter &VertexBuffer11::getVertexConversion(const gl::VertexAttribute &attribute)
    402 {
    403     unsigned int typeIndex = 0;
    404     switch (attribute.mType)
    405     {
    406       case GL_BYTE:             typeIndex = 0; break;
    407       case GL_UNSIGNED_BYTE:    typeIndex = 1; break;
    408       case GL_SHORT:            typeIndex = 2; break;
    409       case GL_UNSIGNED_SHORT:   typeIndex = 3; break;
    410       case GL_FIXED:            typeIndex = 4; break;
    411       case GL_FLOAT:            typeIndex = 5; break;
    412       default:                  UNREACHABLE(); break;
    413     }
    414 
    415     return mPossibleTranslations[typeIndex][attribute.mNormalized ? 1 : 0][attribute.mSize - 1];
    416 }
    417 
    418 }
    419