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-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp191
1 files changed, 191 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp
new file mode 100755
index 000000000..6cd91bd35
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp
@@ -0,0 +1,191 @@
+//
+// Copyright (c) 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/VertexAttribute.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+
+VertexBuffer11::VertexBuffer11(Renderer11 *const renderer) : mRenderer(renderer)
+{
+ mBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+ mMappedResourceData = NULL;
+}
+
+VertexBuffer11::~VertexBuffer11()
+{
+ ASSERT(mMappedResourceData == NULL);
+ SafeRelease(mBuffer);
+}
+
+gl::Error VertexBuffer11::initialize(unsigned int size, bool dynamicUsage)
+{
+ SafeRelease(mBuffer);
+
+ 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 gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to allocate internal vertex buffer of size, %lu.", size);
+ }
+
+ if (dynamicUsage)
+ {
+ d3d11::SetDebugName(mBuffer, "VertexBuffer11 (dynamic)");
+ }
+ else
+ {
+ d3d11::SetDebugName(mBuffer, "VertexBuffer11 (static)");
+ }
+ }
+
+ mBufferSize = size;
+ mDynamicUsage = dynamicUsage;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error VertexBuffer11::mapResource()
+{
+ if (mMappedResourceData == NULL)
+ {
+ 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 vertex buffer, HRESULT: 0x%08x.", result);
+ }
+
+ mMappedResourceData = reinterpret_cast<uint8_t *>(mappedResource.pData);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void VertexBuffer11::hintUnmapResource()
+{
+ if (mMappedResourceData != NULL)
+ {
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+ dxContext->Unmap(mBuffer, 0);
+
+ mMappedResourceData = NULL;
+ }
+}
+
+gl::Error VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib,
+ GLenum currentValueType,
+ GLint start,
+ GLsizei count,
+ GLsizei instances,
+ unsigned int offset,
+ const uint8_t *sourceData)
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
+ }
+
+ int inputStride = static_cast<int>(ComputeVertexAttributeStride(attrib));
+
+ // This will map the resource if it isn't already mapped.
+ ANGLE_TRY(mapResource());
+
+ uint8_t *output = mMappedResourceData + offset;
+
+ const uint8_t *input = sourceData;
+
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ input += inputStride * start;
+ }
+
+ gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib, currentValueType);
+ const D3D_FEATURE_LEVEL featureLevel = mRenderer->getRenderer11DeviceCaps().featureLevel;
+ const d3d11::VertexFormat &vertexFormatInfo =
+ d3d11::GetVertexFormatInfo(vertexFormatType, featureLevel);
+ ASSERT(vertexFormatInfo.copyFunction != NULL);
+ vertexFormatInfo.copyFunction(input, inputStride, count, output);
+
+ return gl::NoError();
+}
+
+unsigned int VertexBuffer11::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+gl::Error VertexBuffer11::setBufferSize(unsigned int size)
+{
+ if (size > mBufferSize)
+ {
+ return initialize(size, mDynamicUsage);
+ }
+ else
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error VertexBuffer11::discard()
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex 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 buffer for discarding, HRESULT: 0x%08x", result);
+ }
+
+ dxContext->Unmap(mBuffer, 0);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ID3D11Buffer *VertexBuffer11::getBuffer() const
+{
+ return mBuffer;
+}
+
+} // namespace rx