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-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp167
1 files changed, 167 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp
new file mode 100755
index 000000000..a5e78a245
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp
@@ -0,0 +1,167 @@
+//
+// 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 "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
+
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+
+IndexBuffer11::IndexBuffer11(Renderer11 *const renderer) : mRenderer(renderer)
+{
+ mBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+}
+
+IndexBuffer11::~IndexBuffer11()
+{
+ SafeRelease(mBuffer);
+}
+
+gl::Error IndexBuffer11::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic)
+{
+ SafeRelease(mBuffer);
+
+ 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 gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal index buffer of size, %lu.", bufferSize);
+ }
+
+ if (dynamic)
+ {
+ d3d11::SetDebugName(mBuffer, "IndexBuffer11 (dynamic)");
+ }
+ else
+ {
+ d3d11::SetDebugName(mBuffer, "IndexBuffer11 (static)");
+ }
+ }
+
+ mBufferSize = bufferSize;
+ mIndexType = indexType;
+ mDynamicUsage = dynamic;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error IndexBuffer11::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory)
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ // Check for integer overflows and out-out-bounds map requests
+ if (offset + size < offset || offset + size > mBufferSize)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Index buffer map range is not inside the buffer.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ *outMappedMemory = reinterpret_cast<char*>(mappedResource.pData) + offset;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error IndexBuffer11::unmapBuffer()
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+ dxContext->Unmap(mBuffer, 0);
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLenum IndexBuffer11::getIndexType() const
+{
+ return mIndexType;
+}
+
+unsigned int IndexBuffer11::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+gl::Error IndexBuffer11::setSize(unsigned int bufferSize, GLenum indexType)
+{
+ if (bufferSize > mBufferSize || indexType != mIndexType)
+ {
+ return initialize(bufferSize, indexType, mDynamicUsage);
+ }
+ else
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error IndexBuffer11::discard()
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ dxContext->Unmap(mBuffer, 0);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+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 DXGI_FORMAT_R32_UINT;
+ default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+ID3D11Buffer *IndexBuffer11::getBuffer() const
+{
+ return mBuffer;
+}
+
+}