Implemented VertexBuffer11.

TRAC #22227 Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1598 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 8226f4c9
...@@ -297,6 +297,8 @@ ...@@ -297,6 +297,8 @@
'libGLESv2/renderer/VertexBuffer.h', 'libGLESv2/renderer/VertexBuffer.h',
'libGLESv2/renderer/VertexBuffer9.cpp', 'libGLESv2/renderer/VertexBuffer9.cpp',
'libGLESv2/renderer/VertexBuffer9.h', 'libGLESv2/renderer/VertexBuffer9.h',
'libGLESv2/renderer/VertexBuffer11.cpp',
'libGLESv2/renderer/VertexBuffer11.h',
'libGLESv2/renderer/VertexDeclarationCache.cpp', 'libGLESv2/renderer/VertexDeclarationCache.cpp',
'libGLESv2/renderer/VertexDeclarationCache.h', 'libGLESv2/renderer/VertexDeclarationCache.h',
'libGLESv2/ResourceManager.cpp', 'libGLESv2/ResourceManager.cpp',
......
...@@ -264,6 +264,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\" ...@@ -264,6 +264,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClCompile Include="renderer\SwapChain9.cpp" /> <ClCompile Include="renderer\SwapChain9.cpp" />
<ClCompile Include="renderer\TextureStorage.cpp" /> <ClCompile Include="renderer\TextureStorage.cpp" />
<ClCompile Include="renderer\VertexBuffer.cpp" /> <ClCompile Include="renderer\VertexBuffer.cpp" />
<ClCompile Include="renderer\VertexBuffer11.cpp" />
<ClCompile Include="renderer\VertexBuffer9.cpp" /> <ClCompile Include="renderer\VertexBuffer9.cpp" />
<ClCompile Include="renderer\VertexDataManager.cpp" /> <ClCompile Include="renderer\VertexDataManager.cpp" />
<ClCompile Include="renderer\VertexDeclarationCache.cpp" /> <ClCompile Include="renderer\VertexDeclarationCache.cpp" />
...@@ -317,6 +318,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\" ...@@ -317,6 +318,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="renderer\SwapChain9.h" /> <ClInclude Include="renderer\SwapChain9.h" />
<ClInclude Include="renderer\TextureStorage.h" /> <ClInclude Include="renderer\TextureStorage.h" />
<ClInclude Include="renderer\VertexBuffer.h" /> <ClInclude Include="renderer\VertexBuffer.h" />
<ClInclude Include="renderer\VertexBuffer11.h" />
<ClInclude Include="renderer\VertexBuffer9.h" /> <ClInclude Include="renderer\VertexBuffer9.h" />
<ClInclude Include="renderer\vertexconversion.h" /> <ClInclude Include="renderer\vertexconversion.h" />
<ClInclude Include="renderer\VertexDataManager.h" /> <ClInclude Include="renderer\VertexDataManager.h" />
......
...@@ -149,12 +149,15 @@ ...@@ -149,12 +149,15 @@
<ClCompile Include="renderer\VertexBuffer9.cpp"> <ClCompile Include="renderer\VertexBuffer9.cpp">
<Filter>Renderer</Filter> <Filter>Renderer</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="renderer\VertexBuffer11.cpp">
<Filter>Renderer</Filter>
</ClCompile>
<ClCompile Include="renderer\Image11.cpp"> <ClCompile Include="renderer\Image11.cpp">
<Filter>Renderer</Filter> <Filter>Renderer</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Uniform.cpp"> <ClCompile Include="Uniform.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="BinaryStream.h"> <ClInclude Include="BinaryStream.h">
...@@ -313,12 +316,9 @@ ...@@ -313,12 +316,9 @@
<ClInclude Include="renderer\VertexBuffer9.h"> <ClInclude Include="renderer\VertexBuffer9.h">
<Filter>Renderer</Filter> <Filter>Renderer</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="renderer\Image11.h"> <ClInclude Include="renderer\VertexBuffer11.h">
<Filter>Renderer</Filter> <Filter>Renderer</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="Uniform.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="libGLESv2.def"> <None Include="libGLESv2.def">
......
...@@ -20,6 +20,7 @@ ...@@ -20,6 +20,7 @@
#include "libGLESv2/renderer/ShaderExecutable11.h" #include "libGLESv2/renderer/ShaderExecutable11.h"
#include "libGLESv2/renderer/SwapChain11.h" #include "libGLESv2/renderer/SwapChain11.h"
#include "libGLESv2/renderer/Image11.h" #include "libGLESv2/renderer/Image11.h"
#include "libGLESv2/renderer/VertexBuffer11.h"
#include "libEGL/Config.h" #include "libEGL/Config.h"
#include "libEGL/Display.h" #include "libEGL/Display.h"
...@@ -1250,9 +1251,7 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch ...@@ -1250,9 +1251,7 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
VertexBuffer *Renderer11::createVertexBuffer() VertexBuffer *Renderer11::createVertexBuffer()
{ {
// TODO return new VertexBuffer11(this);
UNIMPLEMENTED();
return NULL;
} }
bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect, bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
......
//
// 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.
//
// VertexBuffer11.cpp: Defines the D3D11 VertexBuffer implementation.
#include "libGLESv2/renderer/VertexBuffer11.h"
#include "libGLESv2/Buffer.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(dynamic_cast<VertexBuffer11*>(vetexBuffer) != NULL);
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();
int elementSize = attrib.typeSize();
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)
{
input = static_cast<const char*>(buffer->data()) + 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);
}
}
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 typeSize = sizeof(T);
unsigned int vertexSize = typeSize * componentCount;
unsigned int outputStride = widen ? 4 : componentCount;
T defaultVal = normalized ? std::numeric_limits<T>::max() : T(1);
if (vertexSize == stride && !widen)
{
memcpy(output, input, count * vertexSize);
}
else
{
for (unsigned int i = 0; i < count; i++)
{
const T* offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + stride * i);
T* offsetOutput = reinterpret_cast<T*>(output) + i * outputStride;
memcpy(offsetOutput, offsetInput, vertexSize);
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;
}
}
}
const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] =
{
{ // GL_BYTE
{ // unnormalized
{ &copyVertexData<GLbyte, 1, false, false>, DXGI_FORMAT_R8_SINT, 1 },
{ &copyVertexData<GLbyte, 2, false, false>, DXGI_FORMAT_R8G8_SINT, 2 },
{ &copyVertexData<GLbyte, 3, true, false>, DXGI_FORMAT_R8G8B8A8_SINT, 4 },
{ &copyVertexData<GLbyte, 4, false, false>, DXGI_FORMAT_R8G8B8A8_SINT, 4 },
},
{ // normalized
{ &copyVertexData<GLbyte, 1, false, true>, DXGI_FORMAT_R8_SNORM, 1 },
{ &copyVertexData<GLbyte, 2, false, true>, DXGI_FORMAT_R8G8_SNORM, 2 },
{ &copyVertexData<GLbyte, 3, true, true>, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
{ &copyVertexData<GLbyte, 4, false, true>, DXGI_FORMAT_R8G8B8A8_SNORM, 4 },
},
},
{ // GL_UNSIGNED_BYTE
{ // unnormalized
{ &copyVertexData<GLubyte, 1, false, false>, DXGI_FORMAT_R8_UINT, 1 },
{ &copyVertexData<GLubyte, 2, false, false>, DXGI_FORMAT_R8G8_UINT, 2 },
{ &copyVertexData<GLubyte, 3, true, false>, DXGI_FORMAT_R8G8B8A8_UINT, 4 },
{ &copyVertexData<GLubyte, 4, false, false>, DXGI_FORMAT_R8G8B8A8_UINT, 4 },
},
{ // normalized
{ &copyVertexData<GLubyte, 1, false, true>, DXGI_FORMAT_R8_UNORM, 1 },
{ &copyVertexData<GLubyte, 2, false, true>, DXGI_FORMAT_R8G8_UNORM, 2 },
{ &copyVertexData<GLubyte, 3, true, true>, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
{ &copyVertexData<GLubyte, 4, false, true>, DXGI_FORMAT_R8G8B8A8_UNORM, 4 },
},
},
{ // GL_SHORT
{ // unnormalized
{ &copyVertexData<GLshort, 1, false, false>, DXGI_FORMAT_R16_SINT, 2 },
{ &copyVertexData<GLshort, 2, false, false>, DXGI_FORMAT_R16G16_SINT, 4 },
{ &copyVertexData<GLshort, 3, true, false>, DXGI_FORMAT_R16G16B16A16_SINT, 8 },
{ &copyVertexData<GLshort, 4, false, false>, DXGI_FORMAT_R16G16B16A16_SINT, 8 },
},
{ // normalized
{ &copyVertexData<GLshort, 1, false, true>, DXGI_FORMAT_R16_SNORM, 2 },
{ &copyVertexData<GLshort, 2, false, true>, DXGI_FORMAT_R16G16_SNORM, 4 },
{ &copyVertexData<GLshort, 3, true, true>, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
{ &copyVertexData<GLshort, 4, false, true>, DXGI_FORMAT_R16G16B16A16_SNORM, 8 },
},
},
{ // GL_UNSIGNED_SHORT
{ // unnormalized
{ &copyVertexData<GLushort, 1, false, false>, DXGI_FORMAT_R16_UINT, 2 },
{ &copyVertexData<GLushort, 2, false, false>, DXGI_FORMAT_R16G16_UINT, 4 },
{ &copyVertexData<GLushort, 3, true, false>, DXGI_FORMAT_R16G16B16A16_UINT, 8 },
{ &copyVertexData<GLushort, 4, false, false>, DXGI_FORMAT_R16G16B16A16_UINT, 8 },
},
{ // normalized
{ &copyVertexData<GLushort, 1, false, true>, DXGI_FORMAT_R16_UNORM, 2 },
{ &copyVertexData<GLushort, 2, false, true>, DXGI_FORMAT_R16G16_UNORM, 4 },
{ &copyVertexData<GLushort, 3, true, true>, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
{ &copyVertexData<GLushort, 4, false, true>, DXGI_FORMAT_R16G16B16A16_UNORM, 8 },
},
},
{ // GL_FIXED
{ // unnormalized
{ &copyFixedVertexData<1>, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyFixedVertexData<2>, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyFixedVertexData<3>, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyFixedVertexData<4>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyFixedVertexData<1>, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyFixedVertexData<2>, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyFixedVertexData<3>, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyFixedVertexData<4>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
},
{ // GL_FLOAT
{ // unnormalized
{ &copyVertexData<GLfloat, 1, false, false>, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyVertexData<GLfloat, 2, false, false>, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyVertexData<GLfloat, 3, false, false>, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyVertexData<GLfloat, 4, false, false>, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 },
},
{ // normalized
{ &copyVertexData<GLfloat, 1, false, false>, DXGI_FORMAT_R32_FLOAT, 4 },
{ &copyVertexData<GLfloat, 2, false, false>, DXGI_FORMAT_R32G32_FLOAT, 8 },
{ &copyVertexData<GLfloat, 3, false, false>, DXGI_FORMAT_R32G32B32_FLOAT, 12 },
{ &copyVertexData<GLfloat, 4, false, false>, 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][attribute.mSize - 1];
}
}
//
// 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.
//
// VertexBuffer11.h: Defines the D3D11 VertexBuffer implementation.
#ifndef LIBGLESV2_RENDERER_VERTEXBUFFER11_H_
#define LIBGLESV2_RENDERER_VERTEXBUFFER11_H_
#include "libGLESv2/renderer/VertexBuffer.h"
#include "libGLESv2/renderer/Renderer11.h"
#include <d3d11.h>
namespace rx
{
class VertexBuffer11 : public VertexBuffer
{
public:
explicit VertexBuffer11(rx::Renderer11 *const renderer);
virtual ~VertexBuffer11();
virtual bool initialize(unsigned int size, bool dynamicUsage);
static VertexBuffer11 *makeVertexBuffer11(VertexBuffer *vetexBuffer);
virtual bool storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances,
unsigned int offset);
virtual bool storeRawData(const void* data, unsigned int size, unsigned int offset);
virtual unsigned int getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances) const;
virtual unsigned int getBufferSize() const;
virtual bool setBufferSize(unsigned int size);
virtual bool discard();
unsigned int getVertexSize(const gl::VertexAttribute &attrib) const;
DXGI_FORMAT getDXGIFormat(const gl::VertexAttribute &attrib) const;
ID3D11Buffer *getBuffer() const;
private:
DISALLOW_COPY_AND_ASSIGN(VertexBuffer11);
rx::Renderer11 *const mRenderer;
ID3D11Buffer *mBuffer;
unsigned int mBufferSize;
bool mDynamicUsage;
typedef void (*VertexConversionFunction)(const void *, unsigned int, unsigned int, void *);
struct VertexConverter
{
VertexConversionFunction conversionFunc;
DXGI_FORMAT dxgiFormat;
unsigned int outputElementSize;
};
enum { NUM_GL_VERTEX_ATTRIB_TYPES = 6 };
// This table is used to generate mAttributeTypes.
static const VertexConverter mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4]; // [GL types as enumerated by typeIndex()][normalized][size - 1]
static const VertexConverter &getVertexConversion(const gl::VertexAttribute &attribute);
};
}
#endif // LIBGLESV2_RENDERER_VERTEXBUFFER11_H_
\ No newline at end of file
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